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Don't Be A Basic Bench: A Comprehensive Introductory Guide

Hello everyone!
In an effort to keep the subreddit and its wiki filled with good and useful information, we are compiling guides for the main lifts (deadlift, squat, bench, potentially others). These guides will be added to the wiki and posted as posts as they are completed. The goal of these guides is to provide basic lift information, descriptions of some common variations, equipment considerations, related and complimentary exercises, additional resources for further reading, and to showcase incredible women (and non-binary folks) performing these lifts.
This is the second entry in this lift series. Check out the first entry, The Deadlift Guide in the FAQ!
If you have suggestions regarding things that should be added to these guides, or other subjects you'd like to see in the wiki, please message the mods!

The Bench Press

Bench Press Form and Variations

The main muscle group worked by the bench press is the pectoralis major, which is the largest muscle in the chest area. The pectoralis major muscle has two sections that are named for the bones they attach to – the sternal portion attaches to the breast bone and makes up the bulk of the muscle fibers, making up the middle and lower section; the clavicular portion attaches to the collarbone and is the more superior (upper) portion. The bench press also heavily involves the triceps (back of the upper arm), and recruits the deltoid muscles (shoulder), and pectoralis minor to lesser extents.
I’ll first be discussing the form for a standard, flat, “neutral/wide” grip bench press. Variations on this will be discussed below it. This guide is written for barbell bench pressing, but all of these variations can be performed with dumbbells as well.
Flat bench – the standard/”default” bench press Start out flat on the bench with bar directly over your eyes (with spotter) or over your nose/mouth (without spotter), feet flat, butt and upper back planted firmly on the bench. Arching of the lumbar spine is normal, fine, and absolutely legal in lifting competitions. Scapulas (shoulderblades) should be retracted or “pinched together” to provide both a stable flat surface for your upper back to settle on the bench, and to minimize undue tension on your shoulder joints. Retracting your scapulae will also puff your chest up and put your shoulders in a safer position for the lift.
The bar should rest in the heel of your palm so that it is stacked above the wrist, forearm, and elbows through the lift. A slight internal rotation of the hands will help with this positioning and will angle your elbows out slightly. For a standard flat bench press, your hands will be a bit further apart than shoulder width – about 1.5-2x shoulder width is the average position – position your hands so that your forearms will be almost completely perpendicular to the floor at the bottom of the lift.
Retract your scapulae (as if you’re trying to pick up a pencil off the bench between them), keep actively pushing your chest up, take in a big belly breath, and hold it before pushing the bar away from the rack and locking out at the elbows. Bring the bar down your torso so that it is directly over the line of your shoulders – this is likely going to be about the level of the middle of your sternum or your nipple line, but may vary depending on your individual anatomy and the degree of arching your back is doing.
The bar should be directly above your elbows at all times during the movement of the lift. This not only increases stability during the lift, but also prevents undue stress on your triceps or your shoulders. It also is the most efficient configuration for using the majority of the muscle fibers within the pectoralis major.
Speaking of efficiency in recruiting pectoral muscle fibers, let’s talk about arching your back during a bench press. This is a faux controversy like “sumo deadlifting is cheating” – the claim is that an arch will significantly decrease the range of motion for the bar, making the lift “easier”. While the purpose of the arch is to slightly decrease the range of motion, it also makes the lift safer at the bottom of the movement, which is the riskiest for your shoulder joints. It also serves to recruit more of your pectoral muscle fibers to the lift – this should increase the amount of weight one can lift and impact muscle growth when the goal is hypertrophy.
Degree of arching is going to be up to personal preference and anatomy, but some degree of arch is natural and normal. Check out the natural position of the spine and you can see that the lumbar spine (lower back) has a natural forward curve (lordosis) which helps with loadbearing since we’re just hairless upright apes. An arch during bench press may be anywhere from your normal lumbar spine position to an exaggeration of your body’s natural lordosis.
As you lower the bar, keep tension in your upper body by trying to “break the bar in half” or “rip the bar apart” until it touches your mid-to-lower sternum (depending on anatomy and degree of arch). After a touch (and brief pause, if you’re powerlifting), push the bar back upwards and slightly backwards towards your face to lockout. You can now exhale that big belly breath you’ve been holding for the duration of the rep.

How-To Guides/Videos

Bench Press Variations

Helpful Bench Press Cues

Supplemental/Complimentary Exercises

MegSquats also recently posted a “3 tips for push ups” post that several of our users have already mentioned as being helpful.

Equipment, Tools, and Other Considerations

These items are not required to be successful in bench pressing, but can be beneficial to lifters that bench press at any skill or weight level.

Badass Women Bench Pressing Obscene Numbers

Jen Thompson using wrist straps, slingshot, and benchblokz to bench 340lbs 3x
Jen Thompson 330lb PR
Jen Thompson just holding 550lbs in lockout because god damn
Kimberly Walford, legs up 231.5lb
Kimberly Walford, 253.5lbs – note bar path
April Mathis, 355lbs plus 115lbs in chains
Shannon Nash, 380lbs at 185lb BW
Allison Hind – 345lbs at 165BW and 335lbs at 148BW
17 year old Samantha Eugenie, 217lb at 139lbs. Extreme but legal arch - her butt is still in contact with the bench
submitted by Joonami to xxfitness [link] [comments]

Modern Serialization and Star Trek: Re-imagining TNG to put Discovery and modern Trek in context

This is going to be one of those shower thought posts that exploded to be far larger than I originally hoped, so my apologies in advance.
It's no secret or unspoken thing that Star Trek: Discovery differs largely in terms of presentation from previous Trek series, and that is due in large part to it being a 14-episode, serialized series, versus the majority of Trek, which has been almost entirely episodic. DS9 sort of bucks this trend with major serialized arcs, and continuity between episodes (characters actually change!), as does Voyager. Enterprise, too, takes a bigger step towards serialization, as events from past episodes frequently shape those of later episodes, and characters change both in relationship and attitude over the series (to the extent that the writing allowed).
However, for Trek's 2017 return, DIS was brought to the screen in a radically different way-- instead of episodic seasons punctuated with serialized arcs and minor continuity threads sprinkled throughout, it was a tightly-woven story (insofar as it could be, given its original showrunner left midway through the development of the series) concentrated on one, continuing arc, following the trend of other prestige television shows that define the Golden Age of TV.
This is attributable to a few likely things: preference by the writers, the demands of CBS, and wanting to use the show to launch All Access, which necessarily demanded a "Game of Thrones-style" flagship. The smaller episode count, too, enables more budget per episode-- in 1988, an episode of TNG cost ~$1.3 million USD, which, with inflation, equaled about $2 million USD in 2016, when Discovery was being developed; Discovery's first season ran a reported $8.5 million per episode. Even at only 14 episodes versus TNG's first 24 episode season, DIS S1 cost more than double the amount to produce. This level of cost and detail means playing it safer, but also, means reusing props, prosthetics, and CGI assets to make sure that bang-for-your-buck is ensured. Thus, a series with a relatively consistent setting.
Season 1 of DIS tells a specific story, with distinct acts, a beginning, a middle, a climax, and a conclusion, and sets up plot points that are raised and resolved (along with others left dangling for future seasons). In terms of structure, it looks something like this:
  1. "The Vulcan Hello" (beginning)
  2. "Battle at the Binary Stars" (Act 1 concludes)
  3. "Context Is for Kings"
  4. "The Butcher's Knife Cares Not for the Lamb's Cry"
  5. "Choose Your Pain"
  6. "Lethe"
  7. "Magic to Make the Sanest Man Go Mad"
  8. "Si Vis Pacem, Para Bellum"
  9. "Into the Forest I Go" (middle) (Act 2 concludes)
  10. "Despite Yourself"
  11. "The Wolf Inside"
  12. "Vaulting Ambition"
  13. "What's Past is Prologue" (Act 3 concludes)
  14. "The War Without, The War Within"
  15. "Will You Take My Hand?" (Act 4 concludes, thematic climax)
And it follows a few core plot threads:
This is all a pretty large departure from previous Trek, where some character threads are sprinkled throughout the series, like Riker maturing as an officer, or Sisko growing into his role as the Emissary as well as a Captain. Some things are more contained, like Picard dealing with the trauma of his assimilation and being used to murder 15,000 people by fighting in the mud with his brother on their vineyard.
This new structure has been received with mixed results by the Trek community (though the consensus seems to be it's working, considering we're at three seasons with two more on the books and two spinoffs on the way), and I think a large part of that is that, while serialization lets the writers tell longer, more detailed, and more complex stories, episodic shows enable writers to tell more varied, unique, and "special" shows.
With DIS, we're not going to have a "Measure of a Man", unless the season is set up to support it. However, with the TNG model, we're not going to have characters change much over time, and the reset button is going to come into play at the end of every season (if not every episode...looking at you, Voyager).
This leads me to the original shower thought that prompted this post: while rewatching The Neutral Zone in TNG S1, it made me wonder what TNG would've looked like had it adopted a similar model, where, presumably, the Borg would have been central to the plot, as would Q. So, I present to you below, my model for TNG S1, were it made in 2020 in an episodic, DIS-style, and leave it there for your consideration as to the future of the franchise, and what possibilities may come from coming series like Strange New Worlds, which may see a come-back of the episodic style.
My presumption for this new S1 is that it would borrow elements from S2 and S3 of TNG, as it would, generally, have tighter writing (given far fewer hours of film).
TNG Re-Imagined
Season 1
And that's TNG S1! S2's theme would be more regular exploration with hints of Borg, and probably another plot or plot(s), and S3 would, of course, culminate in BoBW.
Now, I could be way off the mark, but given how Trek is written now, and what it was back then, that's how I'd see something playing out in 2020. Note, though, that even in this format, one finds places to put in some semi-episodic episodes, not unlike Discovery S3 thus far. Hopefully, that means we get the chance for some truly unique, almost-standalone moments in the coming years.
submitted by tyrannosaurus_r to startrek [link] [comments]

/r/reddevils 2020 Census Results

Thank you for taking part of the 2020 edition of /reddevils' census! We had 3,459 responses over the course of several days, and increase of .
Here are the results!
With a year passing, it's understandable that our user base has also aged. What is interesting is that while last year 59.5% of the userbase indicated that they were 25 and younger, only 46.1% did so this year. Given that there was also a large increase in respondents for the "26-30" age group, it seems that we had a lot of 25 year old folks responding last year. Here is a chart showing the break out by age group and also an age distribution graph. I've included also a year-over-year comparison this year. These do not represent percent change but rather simple subtraction. For example, the 4.1% increase seen in the "26-30" age group comes from this year's "26-30" being 29.17% of this years census responses vs. only being 25.07% last year.
Conclusion? We're getting old folks.
As with every census we've run, /reddevils is overwhelmingly male. 96.2% of respondents indicated that they were male which translates to 3,328 out of the 3,459 responses. The number of ladies here increased greatly compared to last year with 72, up from 28 in 2019. 18 respondents declined to specify their gender while 41 responded with another gender.
Our resident Wookiees have increased in number to 3, up from 1 last year and in the 2012 census. 2 respondents responded as being Non-binary as well as 2 indicated that they were Olesexual. Each of the following received one response apiece: Coca Cola Can, Lockheed Martin F-35 Lightning II, Cube, Moderator, Divine Enlightened Energy Being, Two-Horned Rainbow Unicorn, Earthworm, Bisexual Leprechaun (who, surprisingly was not from Ireland but rather the Land Down Under), Absolute Chad, Anti-Virus, Attack Titan, Neymar, Ole-Wan Keaneobi, Parrot Lord, Frank Lampard, Optimus Prime, Potato, Slightly Under Ripe Kumquat, Gek (Geek?), Twin Engine Rafale Fighter Jet, Gender Is A Construct, Vulcan, Washing Machine, Wolfbrother, Juggernaut, Woolly Mammoth, Luke Shaw's Masculine Bottom, and Mail. There was also one respondent who deigned to use the "Other" option here to leave me a very rude message. Guess you can't please everyone.
Most of the reds are employed (75.3% across the Employed, Student Employed, and Self Employed categories), up from last years' 71.5%. Given the current state of the world, it is nice to see that most are still employed. Our student population has gone down, understadably, from 37.4% across the two student categories to 30.0%. A full breakdown of the year-over-year changes can be seen here. Our retirees increased in number from 1 last year to 11 this. Enjoy retirement sirs/madams.
As expected, the majority of /reddevils is UK or US based (25.85% and 25.93%, respectively). We have seen major changes this year, particularly in relation to Scandinavia, which saw the largest increase in percentage points year-over-year. I wonder what happened there.
If we're breaking it down by the regions I arbitrarily put into the census form, UK (England) is the clear winner for a second year running with 569 members reporting living in England and another 184 specifically saying they are in Manchester.
I received some feedback about covering large areas with a single region. This was largely driven by how few responses had come from these these regions historically. I'll include a few more next year but please do not expect me to list every one of the the 195 countries in the world. I've also received some feedback about not allowing any options for folks with family ties or had grown up in England/Manchester and had moved away. This will also be included in next years census.
Season TicketholdeMatches Attended
Overwhelmingly, most of us here are not season ticketholders (97.95%). We did see an increase in those who are, though it is fairly minor.
Most folks are unable to attend games as well. The number of fans who do go to many games (16+ per season) more than tripled from last year. You all are the real MVPs.
How long have you been following football/Manchester United?
Understandably, we don't have a whole lot of new fans. Interestingly enough though, we've had a large increase in folks who have started following football regularly in the last 1-3 years despite having followed United for longer than that. Putting on my tin foil hat, that at least makes me think we're more fun to watch these days.
How long have you been a subscriber to /reddevils and how do you usually access Reddit?
There are a lot of new-ish users with 63.6% reporting they have subscribed here for less than 3 years. We have a decent number of /reddevils veterans however, 154 users indicated that they had been subscribed for more than 8 years. It's good to see the old guard still around.
Unsurprisingly, Reddit apps are the most popular method to access Reddit by far. This is followed by Old Reddit users on Desktop, users of the Mobile Reddit website, and then New Reddit users coming in dead last. Long live old Reddit.
Favorite Current Player
The mood around this question was incredibly different than last year. Last year, many were vocal indicating that they had a hard time choosing due to our squad being shit. Victor Lindelof ended up being the by and large favorite with around a quarter of the votes, followed by Paul Pogba and Marcus Rashford.
This year, it appeared that there were no such issues. Only 1 response in the survey indicated that they couldn't choose because our squad was shit while the vast majority either selected a player or indicated that they loved them all. Prime Minister Doctor Sir Marcus Rashford overwhelmingly came in first place with an almost 300 vote lead over second placed Anthony Martial. Bruno Fernandes and Mason Greenwood were neck and neck for a while, eventually settling into third and fourth respectively.
Former crowd favorites Victor Lindelof and Paul Pogba fell down the rankings with Lindelof ending in 8th place and Pogba in 5th.
Favorite All Time Player
Wayne Rooney continued to the be the king of /reddevils amassing nearly double the votes of second placed Paul Scholes. Cristiano Ronaldo came in third after a very tight race with Scholes. Beckham came in fourth followed by fifth placed Cantona and sixth placed Giggsy.
Here is a year-over-year comparison purely on recorded responses. Most players received just about the same share of the votes as they did last year. The biggest changes came from Wayne Rooney (up) and David Beckham (down). The way the numbers land, it almost looks like Wazza was stealing votes from Becks! Ole Gunnar Solskjaer had more of the proverbial pie, again I wonder whats happened there.
My man Park Ji Sung came in 11th place, good to see that there are at least 58 Park lovers out there!
Now for a bit of fun. Someone asked in the Census thread how many of George Best's votes came from Northern Ireland. One user suggested it was all of them, the data on the other hand says otherwise. Only 10 of Best's 29 votes came from Northern Ireland. George Best tied for favorite player there with Wayne Rooney with Paul Scholes and Cristiano Ronaldo tying for 3rd place with 8 votes apiece.
I did this same exercise with a few other players. Here are the results:
  • While Scandinavians votes were joint-most for Ole Gunnar Solskjaer (tied with the UK), he was not the most popular player among respondents living in Scandinavia. He came in second behind Wayne Rooney.
  • Roy Keane both received the most votes from the Republic of Ireland and was also the most popular player among Irish respondents.
  • Eric Cantona was not voted heavily by the French. The British, on the other hand, love him with 82 of his 218 votes coming from the United Kingdom. The majority of Cantona voters are older, with 134/218 being over 30 years of age.
  • Park Ji Sung received the most votes from the US (21) followed by the UK (19) and Southeast Asia (4).
  • Among respondents from the United Kingdom, Wayne Rooney was the most popular followed by Scholes, Ronaldo, and Cantona.
  • Among respondents from the United States, South Asia, and Southeast Asia, Wayne Rooney was the most popular. Scholes and Ronaldo alternated in popularity in second and third place. Beckham placed fourth in all three regions.
Thank you all again for your participation. We'll run one next year and see how things have changed!
submitted by zSolaris to reddevils [link] [comments]

Beta v1.2066 release [18th September 2020] (Non Pro update)

Hi all, this is a pretty big update to the free containers/packages, thanks for your patience:
- Beta v1.2066 release [18th September 2020]:
- Hide 'Low CPU Priority' toggle if running in Docker (prevent bug "pgrep cannot allocate 4611686018427387903 bytes" -
- Reduce worker slider limits automatically when shutting down workes
- Some UI changes
- Fixed worker launch bug
- Fixed FFmpeg worker percentages not showing in some cases
- Fixed CCExtractor dependency error
- Beta v1.206 release [17th September 2020]:
- New lean database to reduce RAM usage.
- Files are only scanned with FFprobe (and optionally CC Checker) during a library scan - the initial scan time is now much faster
- This scan data is then stripped down to contain only the necessary data which Tdarr needs
- Files are then scanned more thoroughly before plugins are executed so that full FFprobe and ExifTool data is available
- Revert queue building being in separate process (reduce RAM issues)
- Fixed bug whereby plugin validator wasn't running when toggling between "Community" and "Local" checkbox
- Now no need to refresh plugin stack page after adding a new Local/Community plugin to the plugins folder.
- Now no need to refresh page when saving an edited plugin on the "Plugins tab"
- Now no need to refresh page after pressing "Copy to Local" on a Community plugin
- Now no need to refresh page after creating new plugin in Plugin Creator
- Some styling changes to pages to make more use of space (For example the library nav bar has been moved above the settings to give more width for the plugin stack and schedule)
- Schedule now highlights current schedule block to make scheduling easier
- Added warning if library source folder or transcode cache are empty
- Click on file name on any of the tabs on the Tdarr tab to show full file details (on-demand file scan is carried out)
- Fixed bug with worker percentages during FFmpeg health check
- Fixed 'Scan on start' file scanner bug
- Fixed RAM displaying incorrectly
- Fixed slowness bug when 'Library prioritisation' enabled
- MediaInfo scan re-added
- Beta v1.2051 release [6th September 2020]:
- Add 2 second delay before deleting/renaming/moving files to prevent 'lock' permission errors after transcode
- Add worker spawn delay
- Prevent transcode workers from requesting item while queue is being built
- Beta v1.205 release [20th August 2020]:
- Clean-up/reduce size of files' log and history on start-up
- Add resource stats to dashboard for process and OS used/free memory as well as OS CPU%
- Beta v1.204 release [10th August 2020]:
- (NVDEC) FFmpeg thorough health checks now show percentages and ETA
- Quicker chown when first starting Docker container
- Fix file scanner not exiting when finished (due to new cancel scan button)
- Fix workers temporarily running out of items when doing quick health checks
- Beta v1.203 release [9th August 2020]:
- FFmpeg thorough health checks now show percentages and ETA
- Export txt file of files which have failed health checks
- Button added to cancel a scan
- Fixed schedule bug (Tdarr not processing files when library is in schedule)
- Fixed FFmpeg and HandBrake processes not exiting when shutting down a worker
- Fixed worker percentage bar sometimes disappearing/reappearing
- Some UI changes (nav bar collapases earlier when compressing screen)
- Beta v1.202 release [8th August 2020]:
- Sort queue by codec
- Fixed queue sort UI bug where selected sort doesn't show correctly
- Removed old FFmpeg binary (3.4.5) and removed switch on Options tab to enable it - can no longer use due to FFmpeg dependency update for 4.2
- Updated FFmpeg and HandBrake binary paths - can now set own binary paths using env variables (FFmpegPath and HandBrakePath)
- Some UI changes (Logout button, release notes, plugins, workers)
- Health check option with nvdec
- Beta v1.201 release [5th August 2020]:
- New authentication system (can now log in with Discord if you have the 'Patreon: Supporter' role)
- New container (thanks to Rox) - testing this week
- Container features:
- Much smaller: 1.9GB to 0.61GB (Compressed)
- Can set PUID/PGID
- FFmpeg supports vaapi, quicksync, nvenc, npp and cuda
Beta v1.200 release [30th July 2020]:
- Queue builder moved to own thread (now 4-5x faster)
- More robust stat and queue building process
- Worker UI (Key elements highlighted in worker details + tidier process reasons)
- MediaInfo added to file scanner (best option for bitrates, accessed at file.MediaInfo)
- Priority Tdarr container for Patreon supporters
- Fixed bug with Tdarr tab tables
- 5 video tutorials
submitted by HaveAGitGat to Tdarr [link] [comments]

List of New Supported Games and FAQ.

Hey guys! Here is a list of all the new supported games, you can download the Nucleus Co-Op scripts from the app now, the games listed here that are clickable link you to a guide but all are supported. You can also see all available scripts from the app now by pressing the view all option.
10 Miles to Safety
100% Orange Juice
200% Mixed Juice!
Abyssal Zone
Acceleration of SUGURI 2
Accel World VS. Sword Art Online Deluxe Edition
A Hat in Time
Air Missions: HIND
Alien Breed Impact
Alien Breed 2: Assault
Alien Breed 3: Descent
Aliens Colonial Marines
Aliens vs Predator
Alien Swarm: Reactive Drop
Among Us
Aragami: Shadow Edition
ARK: Survival Evolved
Ashen (steam version only)
Attack on Titan 2
ATV Drift & Tricks
Battle Grounds III
Binary Domain
BioShock 2
Bit Dungeon III
Blades of Time
Bladestorm: Nightmare
Blood and Bacon
Bob Was Hungry
Borderlands 2
Borderlands: The Pre-Sequel
Borderlands GOTY Enhanced
Borderlands 3
BrainBread 2
Broomstick League
Brütal Legend
Bulletstorm: Full Clip Edition
Bunch of Heroes
Call of Duty: Black Ops II
CastleMiner Z
Cladun Returns: This is Segoku
Chivalry: Medieval Warfare
Citadel: Forged With Fire
Code of Princess
Conan Exiles (16 june 2020 update added Funcom Live Services and now the game is online only effectively breaking the splitscreen script. You need to downgrade to the previous version.)
Contra: Rogue Corps
Counter-Strike: Source
Cube World
Cyberdimension Neptunia: 4 Goddesses Online
Daemon X Machina
Dark Souls: Prepare to Die Edition
Day of Defeat: Source
Day of Infamy
Deadfall Adventures
Dead Island
Dead Island: DE
Dead Island Riptide: DE
Dead Rising 2
Dead Rising 2: Off the Record
Dead Rising 3
Dead Rising 4
Deep Rock Galactic
Dinosaur Hunt
Divinity: Dragon Commander
Divinity: Original Sin Enhanced Edition
Divinity: Original Sin 2
Don't Starve Together
Door Kickers
Double Action: Boogaloo
Dragon Ball Xenoverse
Dragon Ball: Xenoverse 2
Dragon Marked for Death
Dragon Quest Builders 2
Drake Hollow
Dungeon of the Endless
Dungeons 3
Dungeon Siege III
Dying Light
Earth Defense Force 4.1
Earth Defense Force 5
Earth Defense Force: Insect Armageddon
Earth Defense Force: Iron Rain
Enemy Front
E.T. Armies
F1 2012
F1 2014
Fade to Silence
Fallout 76
F.E.A.R. 3
Final Exam
Feel The Snow
Fight The Dragon
Fistful of Frags
Forge Quest
Front Mission Evolved
Full Mojo Rampage
Garry's Mod
Gas Guzzlers Extreme
Generation Zero
Gensokyo Defenders
God Eater Resurrection
God Eater 2 - Rage Burst
God Eater 3
God Mode
Golf It!
Grid 2
Grim Dawn
Ground Branch
Guns n Zombies
Half-Life Deathmatch: Source
Half-Life 2: Deathmatch
Half-Minute Hero: The Second
Halo Custom Edition
Halo 2 LAN
Halo 2: Project Cartographer
Halo Online ElDewrito
Halo: The Master Chief Collection
Halo Wars: Definitive Edition
Hero Siege
Hunted: The Demon’s Forge
Human: Fall Flat
I am Weapon: Revival
Iron Brigade
It came from space, and ate our brains
Kane & Lynch 2: Dog Days
KATANA KAMI: A Way of the Samurai Story
Killing Floor
Killing Floor 2
Kill to Collect
Lead and Gold: Gangs of the Wild West
Left 4 Dead 2
LEGO Worlds
Lord of the Rings War in the North
Lost Planet 3
Mean Greens - Plastic Warfare
Mighty No. 9
Minecraft Java Edition
Monday Night Combat
Mordheim: City of the Damned
Morphies Law
NASCAR '15 Victory Edition
Need For Speed Most Wanted 2005
Nioh: Complete Edition
No Man's Sky
No More Room in Hell
Outbreak: TNN
Orcs Must Die! 2
ORION: Prelude
OVERKILL's The Walking Dead
Paint the Town Red
PAYDAY: The Heist
Pirates, Vikings, and Knights II
PixelJunk Nom Nom Galaxy
Portal Knights
Prevent The Fall
Primal Carnage: Extinction
Project CARS 2
Remnant: From the Ashes
Resident Evil 5
Resident Evil 6
Resident Evil Revelations
Re-Volt (RVGL)
Risk of Rain 2
Ryse: Son of Rome
Sacred 3
Saints Row The Third
Saints Row IV
Saints Row: Gat out of Hell
Sanctum 2
Scourge Outbreak
Secrets of Grindea
Senran Kagura: Shinovi Versus
Senran Kagura: Estival Versus
Senran Kagura: Peach Beach Splash
Serious Sam 2
Seven Days to Die
Sir, You Are Being Hunted
Sniper Elite 3
Space Engineers
Space Hulk: Deathwing
Spec Ops: The Line
Stardew Valley
Star Wars: Battlefront 2 (Classic, 2005)
Strange Brigade
Strength of the Sword: ULTIMATE
Styx: Shards of Darkness
Super Mario 64
Super Mario 64 PC Port
Sven Coop
Sword Art Online Re: Hollow Fragment
Sword Art Online: Lost Song
Sword Art Online: Hollow Realization Deluxe Edition
SYNTHETIK: Legion Rising
Takedown: Red Sabre
Team Fortress 2
Teenage Mutant Ninja Turtles: Mutants in Manhattan
Teenage Mutant Ninja Turtles: Out of the Shadows
The Blackout Club
The Darkness 2
The Forest
The Haunted: Hells Reach
theHunter: Call of the Wild
The Incredible Adventures of Van Helsing
The Incredible Adventures of Van Helsing II
The Incredible Adventures of Van Helsing III
The Incredible Adventures of Van Helsing Final Cut
The Mean Greens - Plastic Warfare
The Simple Apocalypse
The Survivalists
The Watchers
Tokyo Ghoul:re Call to Exist
Tom Clancy's Rainbow Six: Vegas 2
Tomb Raider
Torchlight II
Toukiden: Kiwami
Toukiden 2
Unending Dusk
Unreal Tournament III
Umbrella Corps
Warcraft III: The Frozen Throne
Warcraft III: Reign of Chaos
Warhammer 40,000: Space Marine
We Were Here Together
White Noise 2
World in Conflict: Complete Edition
XCOM: Enemy Within
Zeno Clash II
Zombie Army Trilogy
Zombie Panic! Source

Frequently Asked Questions & Troubleshooting

(Under Construction, last updated: 11/08/20)
Q: What is Nucleus Co-Op?
Nucleus Co-Op is a free and open source tool for Windows that allows split-screen play on many games that do not initially support it. The app was originally created by Lucas Assis. Zerofox later took over and added a ton of new features and improvements to support a lot more games. Ilyaki later joined in and brought multiple keyboards/mice support and more great features to the table. The app is currently being developed and updated by these devs: Lucas Assis, Zerofox and Ilyaki.
R-mach too for making and supporting the website that hosts the Nucleus Co-Op scripts.
Also the further development of the app wouldn't have been possible without all the amazing contributions and hard work from the SplitScreen Dreams Discord members (which include the devs mentioned above) that made all the new Nucleus Co-Op scripts and continue to make new discoveries and scripts to support even more games, among them: Talos91, PoundlandBacon, dr. old.boi, Pizzo and many more.
Q: How does Nucleus Co-Op work?
A: Essentially Nucleus Co-Op opens multiple instances of the same game (some games require mutex killing for that, among other methods) that will only answer to one specific gamepad (we do this via Nucleus Co-Op custom xinput dlls or xinput plus dlls) and connects those instances via LAN or steamworks online multiplayer emulation (Goldberg Emulator), all while making sure all the windows have focus so they can be playable with gamepads or that the instances are playable even in the background. Nucleus then resizes, removes borders and repositions the games windows so you can have synthetic splitscreen to play locally with your friends.
Q: Which games can be splitscreened using Nucleus Co-Op?
A: There are a lot of supported games, all mentioned in the list above. A ton of games are now supported thanks to the amazing program called Goldberg Emulator, developed by Mr. Goldberg, a big thank you to him. Read the Goldberg FAQ if you want to know more.
Q: Where do I download Nucleus Co-Op?
A: You can download latest version from Github. Download the compiled .rar release, don't download the source code zip if you just want to use the app. Zerofox's mod v0.9.9.9 r4 is the latest version recent scripts are created for, please avoid other versions for now.
Q: How do I use Nucleus Co-Op?
A: Here is a quick video tutorial:
1.- Download and exctract Nucleus Co-Op (extract using apps like 7-zip or winrar).
2.- Open NucleusCoop.exe.
3.- Click on Download Game Scripts, the script browser will open. Search for a game in the supported games list and download a script. You can also see all available scripts from the app now by pressing the view all option.
4.- Once the script has finished downloading you will get a prompt asking if you would like to add a game now, click yes if you want to add it now, if you select no proceed to step 6.
5.- Next you need to find where your game's executable is located. If you're not sure, try Googling 'where is (game) installed' and just search for the .exe in the place they tell you to look for. For Steam games this is usually something along the lines of 'C:\Program Files\Steam\steamapps\common(game)'. Some games will have their real .exe stashed away in a folder called 'bin' or 'binaries'. Once you choose the right .exe, add the game.
6.- You can also automatically add games, click 'Auto-Search' and select the drive and path you want to add games from.
7.- Once your game is added, select it in the Nucleus UI and drag the gamepad icons to the splitscreen layout, click on the top-left icon on the layout corner to change the type of splitscreen layout. You can also use multiple monitors, if you have multiple monitors connected they will show in the Nucleus UI. If you see Script Author's Notes appear at the bottom of the UI, read them carefully.
8.- Finally press > then Play (top right of the UI) and you are ready to go.
Q: Where should I place the Nucleus Co-Op folder?
A: You can place the folder wherever you like as long as you keep the following in mind:
DO NOT place it inside a folder containing files for a game you wish to play.
Avoid placing it inside a folder that has security settings applied to is, such as program files, program files (x86).
Some scripts require the Nucleus Co-Op folder to be located on the same drive as the game files.
If you are still unsure where to place the folder, the root of the drive your games are installed on is usually a safe option.
Q: How do I play with an uneven amount of players (such as 3 players) without having an empty space?
A: Right click on a section of the splitscreen layout.
Q: Nucleus Co-Op doesn't launch, how do I fix it?
A: Here are a few things you can try:
1.- Try updating your framework, and install/reinstall Visual C++ 2010-2017.
2.- Make sure your antivirus program is not blocking Nucleus Co-Op or deleting any of its files.
3.- Run Nucleus Co-Op as admin.
4.- Restart your PC, and try again.
Q: Does Nucleus Co-Op have any malware?
A: Absolutely not.
Q: I wish to help out with the project, how can I get in touch?
A: Join the Nucleus Co-Op discord community or contact us here in the subreddit.
Q: When support for X game?
A: Not all games are easy to splitscreen, if you want to suggest a game make a post with the title [Request] Name of the game and provide useful information like if the game supports LAN or dedicated servers, if it is available on Steam or in other services, if it uses external servers for online, if it has gamepad support etc. Also you can contact any of our experienced Nucleus scripters here or in the Nucleus Co-Op discord and ask if a script is possible. The main scripter is the OP of this post for instance. Remember that Scripters are limited by the games they own and can test on, so if you really want support for a game to be added consider donating the game to the scripter in question.
Q: How do I know when a script gets updated?
A: Scripts updates are always announced in the Nucleus Co-Op discord server in the channel scripts updates.
Q: How do I create my own splitscreen script for Nucleus Co-Op?
A: Here is the documentation, open the .js file with notepad to read it. You can also use the other scripts you download from Nucleus as reference, they get downloaded to the Nucleus scripts folder. If you create a working script or if you have any questions about Nucleus scripting you can ask us in the Nucleus Co-Op discord or here in the subreddit, we can help you improve your script so it is fully working for sharing with the community.
Q: Does Nucleus Co-Op work on Linux/Mac?
A: Nucleus Co-Op depends on a lot of Windows functions and APIs, at the moment it only works on Windows 7 and Up. If you are interested in porting Nucleus Co-Op to other operating systems please feel free to contact any of the developers.
Q: Where can I report a bug/issue?
A: Note that Nucleus Co-Op is a tool in development and still in Alpha. Expect bugs, glitches and weird things to happen. Help other people not have these things happen by checking for a solution here and submitting a [BUG REPORT] to the reddit as a new topic or in the comments here, if no-one else has brought it up. Make sure you have read the script notes in the Nucleus UI very carefully first before submitting anything.
A good [BUG REPORT] looks like this:
Thread name: [BUG REPORT] Simon falling off horse
BUG: Simon falls off his horse.
EXPECTED: Simon should not fall off his horse, right?
CAUSE: I'm pretty sure it's because I have my computer plugged into an auto-blow.
1.- Open up Simon Stays On His Horse: The Interactive Video Game of the Movie.
2.- Choose Co-Op and join with another player.
3.- Simon falls off his horse!!!
TYPE: Severe! The gameplay can't continue if Simon isn't on his horse! (Alternatively, Minor if the gameplay can continue but it's just annoying)
NUCLEUS OPTIONS: I played with 2 players using the vertical splitscreen (left and right) on one tv and 2 famicom controllers. I'm using the latest version
SYSTEM: I'm on Windows 3.1 with 4MB of RAM, a 2KHz CPU and no graphics card, playing on a projector. She's a monster.
I'd really like this to get fixed please thanks magic man! -Beanboy"
Keep in mind most scripts are made and tested using the latest legit steam versions of a game, so provide information about what version of the game you have.
Also provide a debug log of the NucleusCoop error or crash, enable the debug log in Nucleus UI settings and save, the debug log will be created in Nucleus root folder where the .exe is. You can also ask for support in our discord.
Q: Why is Nucleus Co-Op resizing the game instances incorrectly/the instances look stretched?
A: Try setting your monitor scale to 100% in your monitoTV resolution settings. It is also highly recommended that you add custom resolutions to all your monitors from your AMD/Nvidia/Intel panel (For example if you are using a monitor resolution of 1920x1080 add custom resolutions like 960x540, 1920x540, 960x1080, ect.) that way most games will be able to see and use those custom resolutions and the splitscreen will not look stretched(Example). Note that not all games support custom or ultra widescreen resolutions. Also try disabling the Nucleus status window in Nucleus UI settings and save.
Q: Why is Nucleus Co-Op throwing an error message that it can not find a file when launching a script?
A: A lot of scripts edit the game's .ini or .cfg files to force windowed and to adjust the game's resolution to the window size, so make you sure you run your game at least once and change some graphic settings before running it via Nucleus Co-Op, that way you make sure the proper config files are getting generated first. If you are still getting the error after doing that, select the game in the UI, click on Game Options and select Delete UserProfile Config Path for all players. Also try disabling the Nucleus status window in Nucleus UI settings and save.
Q: Where are my Nucleus Co-Op save files located?
A: Some scripts save to the Nucleus Co-Op enviroment folder located in C:\Users\YourUser\NucleusCoop, you can access each game save file via the Nucleus Co-Op UI too, select a game, click on Game Options and select Open UserProfile Save/Config Path. Other scripts just save in the same file path your regular game saves to.
Q: Why are my in-game frames per second low/better in one instance than in the others when using Nucleus Co-Op?
A: Remember that Nucleus Co-Op opens multiple instances of a game, so depending on the game this can be quite demanding for your PC, to improve FPS and performance try reducing graphics settings like textures and shadows, limit the FPS or unfocus all the game windows so that they get equal priority and the FPS even out, you can do this by Alt-Tabbing to a different window like the Nucleus app window, the game windows will still remain on top, you can also press the windows key+b in your keyboard to unfocus all instances.
Q: My Playstation/generic PC controller isn't working/isn't being detected by Nucleus Co-Op, how do I fix it?
A: Most Nucleus Co-Op Scripts only detect Xinput gamepads. Controllers that work best are Xbox 360 game controllers for minimum hassle. There are a few scripts that also support Direct Input gamepads but Xinput gamepads are generally a lot easier to restrict to a specific game instance than Dinput gamepads.
If you are using PS4 gamepads try the app DS4windows, look in the settings for an option called "hide ds4 controller" - make sure it's ticked. To ensure it's definitely running in exclusive mode make sure ds4windows is set to load on windows startup, then turn your controllers on while windows is loading. Download the latest version here -
Read more about how to use exclusive mode here:
If you are using generic dinput gamepads the app XOutput is also useful to emulate xinput gamepads.
The app X360CE version 4 that creates virtual Xbox 360 Controllers inside your Windows operating system is also very useful to emulate xinput gamepads system wide.
Remember that some games detect both dinput and xinput gamepads so even if you are emulating a xinput gamepad the input could still not be restricted correctly because the game is now responding to both the emulated xinput gamepad and to the native direct input of your gamepad, that is why some apps like DS4windows have an "exclusive mode".
Also do not place any x360ce xinput dlls inside the Nucleus Co-Op files as this might interfere with Nucleus custom xinput dlls.
Xbox One gamepads have some issues with background input in games that only support direct input gamepads and with Unity games that use Unity's default input for gamepad support.
If you are using steam controllers try this:
Q: Why is my keyboard not showing in the Nucleus Co-Op UI?
A: If a script is only showing gamepads and not keyboard icons that means the script only supports gamepads and doesn't support keyboards and mice in splitscreen yet.
Q: There are many keyboards and mice icons in the UI, how do I know which ones to use?
A: If you press a key in the keyboard you will use or move the mouse their corresponding icons in the Nucleus Co-Op UI will light up yellow. The app can detect keyboard macros that is why sometimes you will get multiple keyboard icons.
Q: Can you play splitscreen+LAN in different PCs?
A: Yes, if you run the game via Nucleus Co-Op in different PCs you can connect all instances you launch via LAN, for example you can have 2 players playing vertical splitscreen in one PC via Nucleus and connect to 2 others playing Nucleus splitscreen in a different PC via LAN. If the script uses steamworks multiplayer emulation you'll have to change the instances steam ids in the other PCs you'll connect to, otherwise the instances launched by Nucleus will use the same steam ids and won't be able to connect to each other. For that you can open the game script .js file in Nucleus scripts folder in the other PCs and add for example Game.PlayerSteamIDs = [ "76561198134585131","76561198131394153","76561198011792067","76561198043762785" ]; that will change the default ids of the first four instances you open in one PC via Nucleus Co-Op.
Q: This project is Amazing where can I donate?
A: We don't have an unified donation platform yet but you can support the devs individually here: Zerofox, Ilyaki, Lucas Assis.
You can also donate to our main scripters that make the games scripts for Nucleus: Talos91/blackman9
submitted by blackman9 to nucleuscoop [link] [comments]

Why are asexual women unusually dissatisfied with their gender presentation?

Many asexuals, especially women, have negative feelings about their bodies that are related to their being asexual. This article, "How Asexuality Influences Feminine Expression", has a collection of quotes from asexual women talking about how their asexuality affects the way they feel about their looks. Here are a few relevant quotes from the article:
"Somehow, I think my mind has gotten the idea of expressing femininity [as] linked to expressing an interest in sex/men."
"I used to cringe when my mother made me wear a dress/skirt… She said it was more feminine than wearing pants and I hated that! [I] didn’t want to be “obligated” by society/culture/media to bare my skin… I have been told on more than one occasion that because I’m a woman, I should “show more skin” and not “dress like a nun.” Why? For someone else’s viewing pleasure? To hell with that!"
"I hate my boobs with a passion… I still have times I break down in tears because I just want them gone so badly though."
"I may not like my curves, but I don’t stress about showing them."
It's strange that these women's sexuality made them feel so negatively about their gender presentations. Even stranger is that these don't seem to be isolated incidents. I myself used to have really negative feelings about my body, since I had always been told that bodies, especially feminine bodies, were inherently sexual. Between that and not feeling very strongly about my identity as a woman, I used to wonder if I was non-binary. I still wonder sometimes.
Plenty of asexuals don't have these issues, so these issues probably aren't caused by asexuality alone. I feel like these issues are caused by a combination of internalized misogyny and asexuality. Think about it: women are often sexually objectified in the media, so internalizing that when you want nothing to do with sex could be pretty unpleasant.
Another hypothesis on the subject was proposed in the study, "Gender Discrepancy in Asexual Identity: The Effect of Hegemonic Gender Norms on Asexual Identification". This hypothesis is that people's gender identities are related closely to their sexuality, and that being asexual can mean not being able to experience your gender as strongly as allos can. Not identifying strongly with your AGAB would, in turn, give you dysphoria, thus the aforementioned gender presentation discomfort. A lot of gender roles are based around how we interact with the opposite gender, so having no desire to engage with the opposite gender sexually or romantically could easily cause people to feel less strongly about their own gender. I like this hypothesis, since it explains why the most likely subreddit demigirl_irl users are likely to have in common is asexuality.
The section titled "Asexuality and Gender-Nonconformity" has some quotes that support the objectification hypothesis as well as the gender-effected-by-aceness hypothesis.
"What is the point of identifying as a certain gender when you are asexual? What function does the gender fill in an asexual person? Why would an asexual person want others to view them as a certain gender that might be sexualized by others?"
"I think my sexuality and gender very much wrapped up in each other because um, you know I think that to an extent I don't like being seen as a sexual object because that means people are seeing me as female usually, um, and that repulses me, so I think that's part of it but also like, I don't like being seen as female because then people would see me as a sexual object, like it's tied up in itself, so I can't tell you which caused the other, but I think they're definitely very much conflated."
"I think when you're asexual, your gender identity isn't guided by your sexual preferences. Without the need to portray yourself in a certain heteronormative way in order to attract a partner, you're left with far more options than male/female binary. It also lets you explore gender identities outside what is portrayed as "normal" by the media. If you don't have to use the codes or signs advertising and society tells us attract someone, then you have more room to explore your own preferences."
"Not having a sexual orientation does seem to be linked to not having a strong or defined gender identity in some cases (including mine), perhaps because you are not defining yourself in relation to others and therefore don't 'play along' with the gender performance so much."
"A theory I have is that much of the experience of gender comes from who we feel attracted to, for instance, a heterosexual cisgender woman would experience her gender more strongly because she sees it as the opposite of those towards whom she is attracted. I have no scientific backup for this claim, it is merely a hypothesis based on the fact that many asexuals identify as non-binary, and many nonconforming sexual identities are considered to be reflected in gender expression (which is not the same as but not unrelated to gender identity)."
It makes sense to me that both of these hypotheses are, to some extent, true. My original question was, why does asexuality make women dislike their bodies and gender presentation? The answer is most likely that it is caused by a combination of internalized sexual objectification and not wanting to experience a significant part of one's societal role as a woman.
What do you think? Do you agree with my conclusion? What do you think women can do to combat these negative feelings about their appearances? Any feed back would be much appreciated. Thank you for taking the time to read this.
submitted by nsliom2 to AcePhilosophy [link] [comments]

Can't install: "pihole-FTL: no process found" and "DNS service is NOT running"

Hi, I'm having problems installing pihole on a raspberry pi.
I installed using method 2:
wget -O sudo bash
The dashboard says DNS Service is not running.
Here is the output from pihole -r:
 [✓] Root user check .;;,. .ccccc:,. :cccclll:. ..,, :ccccclll. ;ooodc 'ccll:;ll .oooodc .;cll.;;looo:. .. ','. .',,,,,,'. .',,,,,,,,,,. .',,,,,,,,,,,,.... ....''',,,,,,,'....... ......... .... ......... .......... .......... .......... .......... ......... .... ......... ........,,,,,,,'...... ....',,,,,,,,,,,,. .',,,,,,,,,'. .',,,,,,'. ..'''. [i] Existing PHP installation detected : PHP version 7.3.14-1~deb10u1 [i] Repair option selected [✓] Disk space check [✓] Update local cache of available packages [✓] Checking apt-get for upgraded packages... up to date! [i] Installer Dependency checks... [✓] Checking for dhcpcd5 [✓] Checking for git [✓] Checking for iproute2 [✓] Checking for whiptail [i] SELinux not detected [i] Performing reconfiguration, skipping download of local repos [✓] Resetting repository within /etc/.pihole... [✓] Resetting repository within /vawww/html/admin... [i] Main Dependency checks... [✓] Checking for cron [✓] Checking for curl [✓] Checking for dnsutils [✓] Checking for iputils-ping [✓] Checking for lsof [✓] Checking for netcat [✓] Checking for psmisc [✓] Checking for sudo [✓] Checking for unzip [✓] Checking for wget [✓] Checking for idn2 [✓] Checking for sqlite3 [✓] Checking for libcap2-bin [✓] Checking for dns-root-data [✓] Checking for libcap2 [✓] Checking for lighttpd [✓] Checking for php7.3-common [✓] Checking for php7.3-cgi [✓] Checking for php7.3-sqlite3 [✓] Checking for php7.3-xml [✓] Checking for php-intl [✓] Enabling lighttpd service to start on reboot... [✓] Checking for user 'pihole' [i] FTL Checks... [✓] Detected ARM-hf architecture (armv6 or lower) Using ARM binary [i] Checking for existing FTL binary... [i] Latest FTL Binary already installed (v5.0). Confirming Checksum... [i] Checksum correct. No need to download! perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LC_TERMINAL = "iTerm2", LC_CTYPE = "UTF-8", LANG = "en_GB.UTF-8" are supported and installed on your system. perl: warning: Falling back to a fallback locale ("en_GB.UTF-8"). [✓] Installing scripts from /etc/.pihole [i] Installing configs from /etc/.pihole... [i] Existing dnsmasq.conf found... it is not a Pi-hole file, leaving alone! [✓] Copying 01-pihole.conf to /etc/dnsmasq.d/01-pihole.conf [i] Installing blocking page... [✓] Creating directory for blocking page, and copying files [i] Backing up index.lighttpd.html No default index.lighttpd.html file found... not backing up [✓] Installing sudoer file [✓] Installing latest Cron script [✓] Installing latest logrotate script [i] Backing up /etc/dnsmasq.conf to /etc/dnsmasq.conf.old [✓] man pages installed and database updated [i] Testing if systemd-resolved is enabled [i] Systemd-resolved is not enabled [✓] Restarting lighttpd service... [✓] Enabling lighttpd service to start on reboot... [i] Restarting services... [✓] Enabling pihole-FTL service to start on reboot... [✓] Restarting pihole-FTL service... [✓] Deleting existing list cache [i] Neutrino emissions detected... [✓] Pulling blocklist source list into range [✓] Preparing new gravity database [i] Target: [✓] Status: Retrieval successful [i] Received 57671 domains [i] Target: [✓] Status: Retrieval successful [i] Received 26853 domains [i] Target: [✓] Status: Retrieval successful [i] Received 34 domains [i] Target: [✓] Status: Retrieval successful [i] Received 2701 domains [✓] Storing downloaded domains in new gravity database [✓] Building tree [✓] Swapping databases [i] Number of gravity domains: 87259 (84818 unique domains) [i] Number of exact blacklisted domains: 0 [i] Number of regex blacklist filters: 0 [i] Number of exact whitelisted domains: 0 [i] Number of regex whitelist filters: 0 [✗] pihole-FTL: no process found [✓] Cleaning up stray matter [✓] Restarting DNS server [✗] DNS service is NOT running [i] The install log is located at: /etc/pihole/install.log Update Complete! Current Pi-hole version is v5.0. Current AdminLTE version is v5.0. Current FTL version is v5.0. 
I tried apt-get upgrade and uninstalling and reinstalling a few times. Searching for the error all I find are old posts and the solutions don't seem to work.
What logs would I need to look?
Edit: debug token: k87a8bs9jb
submitted by andres_i to pihole [link] [comments]

Some Built-in modules in python

To check the blog post Letsprogram

Operating System Interface

Python can also interact with the operating system you are using. For a different operating system, different python software will be available so there is no problem in accessing the python. The os module will provide dozens of commands to interact with the operating system. If you want to write or read files you can use open() method, manipulate paths using os.path module, create a file, or a directory using shutil module. All the functions in this module will raise OSError in case of invalid or inaccessible file or path names. >import os>os.getcwd()'C:\\python38'>os.chdir('\system\files\')>os.system('mkdir programs') getcwd() will give you the current working directory of the system. chdir() will change you the path of the current directory. system() will be used as a shell you can give any commands. For file and directory management tasks shutil module will provide you an interface which is easy to use. >import shutil>shutil.copyfile('data.db','archive.db')'archive.db'>>>shutil.move('/users/programs','Python38')'Python38' Be sure you use import os style instead of from os import \*. This will make from shadowing the built-in function open() which are different. To know all the module functions use the command dir(os) and to know the module's docstring use the command help(os).

Command-line Arguments

Common utility scripts often need to process command-line arguments. These arguments are stored in the
module’s argv attribute as a list. For instance the following output results from running
python one two three 
at the command line: >>> import sys>>>print(sys.argv)['','one','two','three'] The
module provides a more sophisticated mechanism to process command line arguments. The following script extracts one or more filenames and an optional number of lines to be displayed: import argparse parser = argparse.ArgumentParser(prog = 'top', description = 'Show top lines from each file')parser.add_argument('filenames', nargs='+')parser.add_argument('-l', '--lines', type=int, default=10)args = parser.parse_args()print(args)view hosted with ❤ by GitHubWhen run at the command line with python --lines=5 alpha.txt beta.txt, the script sets args.lines to 5 and args.filenames to ['alpha.txt', 'beta.txt'].

Regular Expression

module provides regular expression tools for advanced string processing. For complex matching and manipulation, regular expressions offer succinct, optimized solutions: >import re>re.findall(r'bd[a-z]*',"Follow the blog for more updates")['Follow','for']>>>re.sub(r'(\b[a-z]+) \1', r'\1', 'cat in the the hat')'cat in the hat' When only simple capabilities are needed, string methods are preferred because they are easier to read and debug: >>>"Tickets for two".replace('two','us')'Tickets for us'


module gives access to the underlying C library functions for floating-point math:>import math>math.cos(math.pi/4)0.707016>>>math.log(1024,2)10 The
module provides tools for making random selections and The
module calculates basic statistical properties (the mean, median, variance, etc.) of numeric data: >>> import random>>> random.choice(['apple', 'pear', 'banana'])'apple'>>> random.sample(range(100), 10) # sampling without replacement[30, 83, 16, 4, 8, 81, 41, 50, 18, 33]>>> random.random() # random float0.17970987693706186>>> random.randrange(6) # random integer chosen from range(6)4>>> import statistics>>> data = [2.75, 1.75, 1.25, 0.25, 0.5, 1.25, 3.5]>>> statistics.mean(data)1.6071428571428572>>> statistics.median(data)1.25>>> statistics.variance(data)1.3720238095238095view hosted with ❤ by GitHubThe SciPy project has many other modules for numerical computations.

Internet Access

There are a number of modules for accessing the internet and processing internet protocols. Two of the simplest are
for retrieving data from URLs and
for sending mail: >>> from urllib.request import urlopen>>> with urlopen('') as response:... for line in response:... line = line.decode('utf-8') # Decoding the binary data to text.... if 'EST' in line or 'EDT' in line: # look for Eastern Time... print(line)
Nov. 25, 09:43:32 PM EST >>> import smtplib>>> server = smtplib.SMTP('localhost')>>> server.sendmail('[email protected]', '[email protected]',... """To: [email protected]... From: [email protected]...... Beware the Ides of March.... """)>>> server.quit()view hosted with ❤ by GitHub

Dates and Times

module supplies classes for manipulating dates and times in both simple and complex ways. While date and time arithmetic is supported, the focus of the implementation is on efficient member extraction for output formatting and manipulation. The module also supports objects that are timezone aware.>>> # dates are easily constructed and formatted>>> from datetime import date>>> now =>>>, 12, 2)>>> now.strftime("%m-%d-%y. %d %b %Y is a %A on the %d day of %B.")'12-02-03. 02 Dec 2003 is a Tuesday on the 02 day of December.' >>> # dates support calendar arithmetic>>> birthday = date(1964, 7, 31)>>> age = now - birthday>>> age.days14368view hosted with ❤ by GitHub
submitted by Standard-Celebration to pythontips [link] [comments]

Installing CMake requires CMake?

Hello all,
I've been away from Gentoo for a year, but I'm coming back and trying to install it on a Lenovo Thinkpad X250. My goal is Gentoo without systemd, with Wayland and Sway, eventually migrating (once stable) to hardened+selinux. I used the current-stage3-amd64 build and followed Full Disk Encryption From Scratch Simplified. My systems boots perfectly to runlevel 3 and has no issues with LUKS or networking.
Since first boot, I have installed lm-sensors and laptop-mode-tools, following the wiki for appropriate kernel options to recompile with. Then I wanted to install Wayland + Sway, so I installed dev-libs/wayland, then tried installing gui-wm/sway, but the dependencies failed on graphite2.
I updated the system with emerge -avuDU --keep-going --with-bdeps=y @world, I think graphite2 finished at that point, but then another dependency failed to install. One of the lines was meson: command not found, so I installed meson. Repeat. "ninja: command not found". So I install ninja. Repeat. "cmake: command not found". So I try to install cmake. Except when I install cmake, I get "cmake: command not found".
Is something wrong with my installation? I don't remember these issues last year, and was able to get to a X11/KDE environment without issue.

Here is my build.log for cmake
 * Package: dev-util/cmake-3.14.6 * Repository: gentoo * Maintainer: [email protected] * USE: abi_x86_64 amd64 elibc_glibc kernel_linux ncurses userland_GNU * FEATURES: network-sandbox preserve-libs sandbox userpriv usersandbox >>> Unpacking source... >>> Unpacking cmake-3.14.6.tar.gz to /vatmp/portage/dev-util/cmake-3.14.6/work >>> Source unpacked in /vatmp/portage/dev-util/cmake-3.14.6/work >>> Preparing source in /vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6 ... * Applying cmake-3.4.0_rc1-darwin-bundle.patch ... [ ok ] * Applying cmake-3.14.0_rc3-prefix-dirs.patch ... [ ok ] * Applying cmake-3.14.0_rc1-FindBLAS.patch ... [ ok ] * Applying cmake-3.14.0_rc1-FindLAPACK.patch ... [ ok ] * Applying cmake-3.5.2-FindQt4.patch ... [ ok ] * Applying cmake- ... patching file Modules/FindPythonLibs.cmake Hunk #1 succeeded at 117 with fuzz 2 (offset 43 lines). [ ok ] * Applying cmake-3.9.0_rc2-FindPythonInterp.patch ... [ ok ] * Working in BUILD_DIR: "/vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6_build" * Hardcoded definition(s) removed in CMakeLists.txt: * set(CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}/") * Hardcoded definition(s) removed in Tests/JavaJavah/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/QtAutogen/UicInterface/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE ON) * Hardcoded definition(s) removed in Tests/JavaNativeHeaders/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/Qt4Deploy/CMakeLists.txt: * set(CMAKE_INSTALL_PREFIX ${CMAKE_CURRENT_BINARY_DIR}/install) * Hardcoded definition(s) removed in Tests/CPackComponents/CMakeLists.txt: * set(CMAKE_INSTALL_PREFIX "/opt/mylib") * Hardcoded definition(s) removed in Tests/SetLang/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/CMakeOnly/SelectLibraryConfigurations/CMakeLists.txt: * set(CMAKE_BUILD_TYPE Debug) * Hardcoded definition(s) removed in Tests/CMakeOnly/CheckCXXCompilerFlag/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/Java/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/AssembleCMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/FindPackageTest/CMakeLists.txt: * set(CMAKE_INSTALL_PREFIX "${CMAKE_CURRENT_BINARY_DIR}/NotDefaultPrefix") * Hardcoded definition(s) removed in Tests/OutDiCMakeLists.txt: * set(CMAKE_BUILD_TYPE) * set(CMAKE_BUILD_TYPE Debug) * Hardcoded definition(s) removed in Tests/RunCMake/CPack/CMakeLists.txt: * set(CMAKE_BUILD_TYPE "Debug" CACHE STRING "") * Hardcoded definition(s) removed in Tests/JavaExportImport/BuildExport/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/JavaExportImport/InstallExport/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/JavaExportImport/Import/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/Fortran/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/SubDirSpaces/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE 1) * Hardcoded definition(s) removed in Tests/CMakeCommands/target_compile_features/CMakeLists.txt: * set(CMAKE_VERBOSE_MAKEFILE ON) >>> Source prepared. >>> Configuring source in /vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6 ... * Working in BUILD_DIR: "/vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6_build" cmake -C /vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6_build/gentoo_common_config.cmake -G Unix Makefiles -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_USE_SYSTEM_LIBRARIES=ON -DCMAKE_USE_SYSTEM_LIBRARY_JSONCPP=no -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_DOC_DIR=/share/doc/cmake-3.14.6 -DCMAKE_MAN_DIR=/share/man -DCMAKE_DATA_DIR=/share/cmake -DSPHINX_MAN=no -DSPHINX_HTML=no -DBUILD_CursesDialog=yes -DBUILD_TESTING=no -DCMAKE_BUILD_TYPE=Gentoo -DCMAKE_TOOLCHAIN_FILE=/vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6_build/gentoo_toolchain.cmake /vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6 /vatmp/portage/dev-util/cmake-3.14.6/temp/environment: line 920: cmake: command not found * ERROR: dev-util/cmake-3.14.6::gentoo failed (configure phase): * cmake failed * * Call stack: *, line 125: Called src_configure * environment, line 2230: Called cmake_src_configure * environment, line 920: Called die * The specific snippet of code: * "${CMAKE_BINARY}" "${cmakeargs[@]}" "${CMAKE_USE_DIR}" || die "cmake failed"; * * If you need support, post the output of `emerge --info '=dev-util/cmake-3.14.6::gentoo'`, * the complete build log and the output of `emerge -pqv '=dev-util/cmake-3.14.6::gentoo'`. * The complete build log is located at '/vatmp/portage/dev-util/cmake-3.14.6/temp/build.log'. * The ebuild environment file is located at '/vatmp/portage/dev-util/cmake-3.14.6/temp/environment'. * Working directory: '/vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6_build' * S: '/vatmp/portage/dev-util/cmake-3.14.6/work/cmake-3.14.6' 
And the output from emerge --info '=dev-util/cmake-3.14.6::gentoo'
Portage 2.3.84 (python 3.6.9-final-0, default/linux/amd64/17.1, gcc-9.2.0, glibc-2.29-r7, 4.19.97-gentoo-x86_64 x86_64) ================================================================= System Settings ================================================================= System uname: Lin[email protected]_2.30GHz-with-gentoo-2.6 KiB Mem: 16292612 total, 15779948 free KiB Swap: 4194300 total, 4194300 free Timestamp of repository gentoo: Mon, 03 Feb 2020 00:45:01 +0000 Head commit of repository gentoo: cf12d7fd5d98f5209513bcc9b93388e98d785fd5 sh bash 4.4_p23-r1 ld GNU ld (Gentoo 2.32 p2) 2.32.0 app-shells/bash: 4.4_p23-r1::gentoo dev-lang/perl: 5.30.1::gentoo dev-lang/python: 2.7.17::gentoo, 3.6.9::gentoo dev-util/cmake: 3.14.6::gentoo sys-apps/baselayout: 2.6-r1::gentoo sys-apps/openrc: 0.42.1::gentoo sys-apps/sandbox: 2.13::gentoo sys-devel/autoconf: 2.69-r4::gentoo sys-devel/automake: 1.16.1-r1::gentoo sys-devel/binutils: 2.32-r1::gentoo sys-devel/gcc: 9.2.0-r2::gentoo sys-devel/gcc-config: 2.1::gentoo sys-devel/libtool: 2.4.6-r6::gentoo sys-devel/make: 4.2.1-r4::gentoo sys-kernel/linux-headers: 4.19::gentoo (virtual/os-headers) sys-libs/glibc: 2.29-r7::gentoo Repositories: gentoo location: /vadb/repos/gentoo sync-type: rsync sync-uri: rsync:// priority: -1000 sync-rsync-verify-jobs: 1 sync-rsync-verify-max-age: 24 sync-rsync-extra-opts: sync-rsync-verify-metamanifest: yes ACCEPT_KEYWORDS="amd64" ACCEPT_LICENSE="@FREE" CBUILD="x86_64-pc-linux-gnu" CFLAGS="-O2 -pipe" CHOST="x86_64-pc-linux-gnu" CONFIG_PROTECT="/etc /usshare/gnupg/qualified.txt" CONFIG_PROTECT_MASK="/etc/ca-certificates.conf /etc/env.d /etc/gconf /etc/gentoo-release /etc/sandbox.d /etc/terminfo" CXXFLAGS="-O2 -pipe" DISTDIR="/vacache/distfiles" ENV_UNSET="DBUS_SESSION_BUS_ADDRESS DISPLAY GOBIN PERL5LIB PERL5OPT PERLPREFIX PERL_CORE PERL_MB_OPT PERL_MM_OPT XAUTHORITY XDG_CACHE_HOME XDG_CONFIG_HOME XDG_DATA_HOME XDG_RUNTIME_DIR" FCFLAGS="-O2 -pipe" FEATURES="assume-digests binpkg-docompress binpkg-dostrip binpkg-logs config-protect-if-modified distlocks ebuild-locks fixlafiles ipc-sandbox merge-sync multilib-strict network-sandbox news parallel-fetch pid-sandbox preserve-libs protect-owned sandbox sfperms strict unknown-features-warn unmerge-logs unmerge-orphans userfetch userpriv usersandbox usersync xattr" FFLAGS="-O2 -pipe" GENTOO_MIRRORS="" LANG="C" LDFLAGS="-Wl,-O1 -Wl,--as-needed" MAKEOPTS="-j3" PKGDIR="/vacache/binpkgs" PORTAGE_CONFIGROOT="/" PORTAGE_RSYNC_OPTS="--recursive --links --safe-links --perms --times --omit-dir-times --compress --force --whole-file --delete --stats --human-readable --timeout=180 --exclude=/distfiles --exclude=/local --exclude=/packages --exclude=/.git" PORTAGE_TMPDIR="/vatmp" USE="acl amd64 berkdb bzip2 cli crypt cxx dri fortran gdbm iconv ipv6 libtirpc multilib ncurses nls nptl openmp pam pcre readline seccomp split-usr ssl tcpd unicode wayland xattr zlib" ABI_X86="64" ADA_TARGET="gnat_2018" ALSA_CARDS="ali5451 als4000 atiixp atiixp-modem bt87x ca0106 cmipci emu10k1x ens1370 ens1371 es1938 es1968 fm801 hda-intel intel8x0 intel8x0m maestro3 trident usb-audio via82xx via82xx-modem ymfpci" APACHE2_MODULES="authn_core authz_core socache_shmcb unixd actions alias auth_basic authn_alias authn_anon authn_dbm authn_default authn_file authz_dbm authz_default authz_groupfile authz_host authz_owner authz_user autoindex cache cgi cgid dav dav_fs dav_lock deflate dir disk_cache env expires ext_filter file_cache filter headers include info log_config logio mem_cache mime mime_magic negotiation rewrite setenvif speling status unique_id userdir usertrack vhost_alias" CALLIGRA_FEATURES="karbon sheets words" COLLECTD_PLUGINS="df interface irq load memory rrdtool swap syslog" CPU_FLAGS_X86="mmx mmxext sse sse2" ELIBC="glibc" GPSD_PROTOCOLS="ashtech aivdm earthmate evermore fv18 garmin garmintxt gpsclock greis isync itrax mtk3301 nmea ntrip navcom oceanserver oldstyle oncore rtcm104v2 rtcm104v3 sirf skytraq superstar2 timing tsip tripmate tnt ublox ubx" INPUT_DEVICES="libinput keyboard mouse" KERNEL="linux" LCD_DEVICES="bayrad cfontz cfontz633 glk hd44780 lb216 lcdm001 mtxorb ncurses text" LIBREOFFICE_EXTENSIONS="presenter-console presenter-minimizer" OFFICE_IMPLEMENTATION="libreoffice" PHP_TARGETS="php7-2" POSTGRES_TARGETS="postgres10 postgres11" PYTHON_SINGLE_TARGET="python3_6" PYTHON_TARGETS="python2_7 python3_6" RUBY_TARGETS="ruby24 ruby25" USERLAND="GNU" VIDEO_CARDS="amdgpu fbdev intel nouveau radeon radeonsi vesa dummy v4l" XTABLES_ADDONS="quota2 psd pknock lscan length2 ipv4options ipset ipp2p iface geoip fuzzy condition tee tarpit sysrq steal rawnat logmark ipmark dhcpmac delude chaos account" Unset: CC, CPPFLAGS, CTARGET, CXX, EMERGE_DEFAULT_OPTS, INSTALL_MASK, LC_ALL, LINGUAS, PORTAGE_BINHOST, PORTAGE_BUNZIP2_COMMAND, PORTAGE_COMPRESS, PORTAGE_COMPRESS_FLAGS, PORTAGE_RSYNC_EXTRA_OPTS ================================================================= Package Settings ================================================================= dev-util/cmake-3.14.6::gentoo was built with the following: USE="ncurses -doc -emacs -qt5 -system-jsoncpp -test" ABI_X86="(64)" FEATURES="assume-digests binpkg-docompress binpkg-dostrip binpkg-logs buildpkg config-protect-if-modified distlocks ebuild-locks fail-clean fixlafiles ipc-sandbox merge-sync multilib-strict network-sandbox parallel-fetch preserve-libs protect-owned sandbox selinux sesandbox sfperms strict unknown-features-warn unmerge-logs unmerge-orphans userfetch userpriv usersandbox usersync xattr" 
Thank you for looking at this! Any guidance would be appreciated!
submitted by ragnarok189 to Gentoo [link] [comments]

Can't Access Admin Interface

I have had Pihole and Wireguard running on Digital Ocean droplet for quite a while. Today, I decided to upgrade Pihole to Version 5 and after doing so, it seems that am no longer able to access the admin interface.
Both pihole and WG appear to be operating correctly as when I turn off the VPN connection on my phone I start to see ads appearing in certain apps (they disappear when I restore the VPN). In addition to updating to V5 I also ran pihole - r as I wanted to revert to using the default block-lists. I specified the WG0 interface for Pihole to listen on when I reconfigured (see below). Was this correct?
Can anyone shed some insight into why I'm unable to access the admin interface?

[i] Existing PHP installation detected : PHP version 7.2.24-0ubuntu0.18.04.4
[i] Reconfigure option selected
[✓] Disk space check
[✓] Update local cache of available packages
[✓] Checking apt-get for upgraded packages... up to date!
[i] Installer Dependency checks...
[✓] Checking for dhcpcd5
[✓] Checking for git
[✓] Checking for iproute2
[✓] Checking for whiptail
[i] SELinux not detected
[i] Using interface: wg0
[i] Using upstream DNS: DNS.WATCH (,
[i] Static IP already configured
[i] Found IPv6 ULA address, using it for blocking IPv6 ads
[i] IPv4 address: xxxxxxxxxxxxxxxx
[i] IPv6 address: xxxxxxxxxxxxxxx
[i] Web Interface On
[i] Web Server On
[i] Logging On.
[i] Privacy level 0 [i] Performing reconfiguration, skipping download of local repos
[✓] Resetting repository within /etc/.pihole...
[✓] Resetting repository within /vawww/html/admin...
[i] Main Dependency checks...
[✓] Checking for cron
[✓] Checking for curl
[✓] Checking for dnsutils
[✓] Checking for iputils-ping
[✓] Checking for lsof
[✓] Checking for netcat
[✓] Checking for psmisc
[✓] Checking for sudo
[✓] Checking for unzip
[✓] Checking for wget
[✓] Checking for idn2
[✓] Checking for sqlite3
[✓] Checking for libcap2-bin
[✓] Checking for dns-root-data
[✓] Checking for libcap2
[✓] Checking for lighttpd
[✓] Checking for php7.2-common
[✓] Checking for php7.2-cgi
[✓] Checking for php7.2-sqlite3
[✓] Checking for php7.2-xml
[✓] Checking for php-intl
[✓] Enabling lighttpd service to start on reboot...
[✓] Checking for user 'pihole'
[i] FTL Checks...
[✓] Detected x86_64 architecture
[i] Checking for existing FTL binary...
[i] Latest FTL Binary already installed (v5.0). Confirming Checksum...
[i] Checksum correct. No need to download!
[✓] Installing scripts from /etc/.pihole
[i] Installing configs from /etc/.pihole...
[i] Existing dnsmasq.conf found... it is not a Pi-hole file, leaving alone!
[✓] Copying 01-pihole.conf to /etc/dnsmasq.d/01-pihole.conf
[i] Installing blocking page...
[✓] Creating directory for blocking page, and copying files
[i] Backing up index.lighttpd.html
No default index.lighttpd.html file found... not backing up
[✓] Installing sudoer file
[✓] Installing latest Cron script
[✓] Installing latest logrotate script
[i] Backing up /etc/dnsmasq.conf to /etc/dnsmasq.conf.old
[✓] man pages installed and database updated
[i] Testing if systemd-resolved is enabled
[i] Systemd-resolved does not need to be restarted
[✓] Restarting lighttpd service...
[✓] Enabling lighttpd service to start on reboot...
[i] Restarting services...
[✓] Enabling pihole-FTL service to start on reboot...
[✓] Restarting pihole-FTL service...
[✓] Deleting existing list cache
[i] Neutrino emissions detected...
[✓] Pulling blocklist source list into range
[✓] Preparing new gravity database
[i] Target:
[✓] Status: Retrieval successful
[i] Received 57671 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 26853 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 20567 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 0 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 34 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 2701 domains
[i] Target: ttps://
[✗] Status: Connection Refused
[✗] List download failed: no cached list available
[i] Target: ttps://
[✗] Status: Connection Refused
[✗] List download failed: no cached list available
[i] Target:
[✓] Status: Retrieval successful
[i] Received 3670 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 197 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 17 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 53095 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 3196 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 1104 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 134925 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 42594 domains
[i] Target:
[✓] Status: Retrieval successful
[i] Received 60 domains
[✓] Storing downloaded domains in new gravity database
[✓] Building tree
[✓] Swapping databases
[i] Number of gravity domains: 346684 (297043 unique domains)
[i] Number of exact blacklisted domains: 34
[i] Number of regex blacklist filters: 24
[i] Number of exact whitelisted domains: 265
[i] Number of regex whitelist filters: 0
[✓] Flushing DNS cache
[✓] Cleaning up stray matter
[✓] DNS service is running
[✓] Pi-hole blocking is Enabled
[i] View the web interface at http://pi.hole/admin or http:/xx.xx.xx.xx/admin
[i] You may now configure your devices to use the Pi-hole as their DNS server
[i] Pi-hole DNS (IPv4): xxxxxxxxxxxx
[i] Pi-hole DNS (IPv6): xxxxxxxxxxxxx
[i] If you set a new IP address, please restart the server running the Pi-hole
[i] The install log is located at: /etc/pihole/install.log
submitted by GentleSoul22 to pihole [link] [comments]

MAME 0.212

MAME 0.212

It’s the moment you’ve surely been waiting for: the release of MAME 0.212! A huge amount of work has gone into this release in a number of different areas. Starting with the software lists, you’ll find hundreds more clean cracks for Apple II, the Rainbow on Disk collection for Tandy Color Computer, all the latest Game Boy Advance dumps, and thousands more ZX Spectrum cassette images. Chess computers now support chess piece simulation using the built-in artwork, support has been added for several more chess computers from Hegener & Glaser, Novag and Saitek, and the Tasc ChessSystem R30 is now working. Three Game & Watch titles, Bomb Sweeper, Gold Cliff and Safe Buster, have been added for this release.
Protection microcontrollers continue to fall, with Rainbow Islands – Extra Version, Choplifter, Wyvern F-0, 1943: The Battle of Midway and Bionic Commando no longer needing simulation, hacks or patches. In some cases, the dumps have confirmed that the protection had been reverse-engineered correctly and the simulation was correct, but it's still important to preserve these programs. It’s also important for people repairing these systems if the original microcontrollers have failed.
There are three important sound-related fixes in this release: FM Towns CD audio playback positions have been fixed, Konami System 573 digital audio synchronisation has been improved, and a special low latency mode has been added for the PortAudio sound module.
For more advanced users and developers, more functionality has been exposed to Lua scripts and plugins. The layout file format has been overhauled to better support systems that make creative use of LEDs and LCDs. Disassembler support has been added for the Fujitsu F2MC-16 and National Semiconductor CompactRISC CR16B architectures. And if you've been following along, you might notice that we’ve waved goodbye to a little more of our C legacy with the removal of the MACHINE_CONFIG_START macro and its associated crud.
We don't have space to list all the Apple II and ZX Spectrum software list additions here, but they’re in the whatsnew.txt file. You get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

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