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EzzyTech networks aims to provide customers with an affordable but reliable and fast price dedicated web hosting plans. Our servers are located in the United States. We have 99.9% SLA uptime. Combine that with our super fast and friendly 24/7 support and it will not take long to smile!

Data center locations:
New york city | Miami, FL | Los Angeles California

All of our Dedicated Server hosting packages include the following fantastic features:

Support Solid support 24/7 (the average response time is less than 30 minutes and we do not subcontract) and live chat
✅ High performance and perpetual safety
✅ 99.99% availability guarantee
✅ High configuration flexibility and much more!

Best value dedicated server package:

Intel Core i5 4570
CPU 4 x 3.20 GHz
250 GB hard drive storage
Premium bandwidth of 10TB
Scalable IP addresses
Highly configurable
Not managed (fully manageable)

Price: 69.99 / month
More information | Order now!

Intel Xeon E3 1245 V2
CPU 4 x 3.40 GHz
16 GB of DDR3 RAM
500 GB hard drive storage
Premium bandwidth of 10TB
Scalable IP addresses
Highly configurable
Not managed (fully manageable)

Price: 89.99 / month
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Intel Xeon E3 1240 V5
CPU 4 x 3.50 GHz
1TB HDD storage
Premium bandwidth of 10TB
Scalable IP addresses
Highly configurable
Not managed (fully manageable)

Price: 89.99 / month
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Intel Xeon E3 1240 V6
CPU 4 x 3.70 GHz
1TB HDD storage
Premium bandwidth of 10TB
Scalable IP addresses
Highly configurable
Not managed (fully manageable)

Price: 109.99 / month
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Intel Xeon E3 1270 V3
CPU 4 x 3.50 GHz
512 GB of SSD storage
Premium bandwidth of 10TB
Scalable IP addresses
Highly configurable
Not managed (fully manageable)

Price: 119.99 / month
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Frequent questions:

Ques: How long will it take you to deliver the server?
Answer We have 48 hours to deliver. But normally they deliver within 24 hours.

Ques: How many dedicated IPs will I get with the server?
Answer Each of our dedicated servers includes 1 IP address and can request up to 5 IP addresses with the server
(No justification is required). But the purchase of more than 5 IP may require the justification of ARIN.

Ques: Do you have a money back guarantee?
Answer No. For the dedicated server, we do not offer any money back guarantee.

Ques: Does it provide full access to the root.
Answer If we do.

Ques: Does it provide protection against DDoS?
Answer Yes. Each server contains 20 Gbps DDoS Protection. You can climb it

Ques: Do you provide a fully managed service?
Answer Yes. You can choose the fully managed service during configuration. You must select cPanel Control Panel in this regard.

Ques: Do you allow KVM access?
Answer If we do.

Ques: Does it provide customized configuration according to my needs?
Answer Obviously, in addition, you can make a server activate according to your personal requirements.
You can contact our support team by email / ticket, phone or live chat with your requirements
and we will inform you if we have your preferences or configurations available.

If you need more information or help, do not hesitate to send us an email to sales[at]ezzytech.com

Website: https://www.ezzytech.com
Email: sales[at]ezzytech.com
Telephone number: +8801711985664

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What is the SEO impact of the multiple redirects that return to the current page after setting up a cookie?

If you can figure out how to do this configuration without the redirects, it would definitely be better.

Note that you probably also have a redirect from http to https, so it's a total of up to 4 redirects to get the user where they want to go. If the user has a high latency, this could be as long as several seconds before his page, even begins load.

As for SEO, as long as your redirects continue to work without cookies, googlebot will follow them as a web browser. However, Google takes into account the performance of the page in its classifications, so it is logical to think that a redirect configuration that reduces performance could also affect the ranking of a page.

Is there any practice / practical experience that people have with this type of chain redirect?

It is possible (in fact, very likely) that this chain redirection configuration is a design standard with which I have not worked or listened. However, I personally would tend to strive for zero redirects on my pages as long as the URL of the request is correct.

Networking: Multiple VPN connection for VPN Gateway

All PCs on the LAN are currently connected to the Internet through a single VPN connection:

                                                                                + ------ +
Devices + ---------> | TUN0 | + -----> ISP ROUTER
+ ------ +

Now, I need to connect the devices to the Internet through 2 VPN Connection; some of them to connect through tun0, while others through tun1.

                                                                                + ------ +
Device 1 + --------> | TUN0 |
| + ------> ROUTER ISP
Device 2 + --------> | TUN1 |
+ ------ +

How can I do this?

Database design – Model a multiple 1-m ratio with a single entity

I have an entity called Box. This box has a since property that could be from a variety of different entities. It could be from a user, office, to import, storage and many more.

So far I can think of two ways to model this:

Focus one:

| box_id | box_content | from_user | from_office | from_import | from_storage | ...
| -------- | ------------- | ----------- | ------------- | ------------- | -------------- | ------ |
| box_1 | apple user_a | null null null null
| box_2 | orange | null null import_b | null null

Focus 2:

| box_id | box_content |
| -------- | ------------- |
| box_1 | Apple
| box_2 | orange |

| user_id | name |
| --------- | ------- |
| user_a | Rick |
| user_b | David |

| user_id | box_id |
| --------- | -------- |
| user_a | box_1 |

| import_id | box_id |
| ----------- | -------- |
| import_a | box_2 |

But I do not like both ways because in focus 1 there are so many null columns and in focus 2 I need to create a new relationship table every time there is a new since entity. Is there a better way to model this in a relational database?

First person shooter: what is the general method of the developers to implement multiple weapon management animations of FPS?

There is a wide range of ways to handle this, from the obsolete use of sprites to fully fixed bodies with inverse kinematics and everything in between.

So, to begin with, you can have textures. The recoil and recharge animations are, of course, 2D animations. You can even make them look good in a modern environment by having a high resolution and using predefined offset buffer … however, it is probably not worth the effort in modern games.

For a while, the weapons in the first person view were designed only to look good from the first person view (they could even have a partial geometry and not be fully textured), and if the hands were visible, they would simply be floating there … in fact, there would be no body in the first person view … if I had to hack the position of the camera I would only see some hands and a weapon floating around.

This makes it very easy to animate the recoil, reload, even having the weapon delayed in the direction you are aiming, adding shakes and other effects. In fact, a good animation will also include a walking animation that serves as a way of expressing the character.

You can find out if you do not have a body in a first person shooting game very easily: look down. Where are your feet? Can you find them going around? And if you go to a corner? If they are not there, the game does not have a body for the player in the first person.

That, of course, is only valid for the player in the first person, not for enemies, or for other players who connect through the network or in the multiplayer armchair.

I would suggest starting here if you are working on a first person shooter game for a single player. Mainly because the situations in which he would have to worry about the first-person view of another character or the third-person view of the player's avatar would be slim.

The next step is to use the same single-player and multi-player animations. Older implementations would turn the head of the avatar into the first person invisible view to avoid accidental cuts (some would use other tricks such as making them small or being out of sight). That is only really necessary if the game will run on a platform that does not handle the selection of faces correctly, however, these types of tricks are still used when they are needed only for a brief moment, often in a scene.

Games of this age are often based on turning the torso of the avatar to follow the cursor. It is a very distinctive animation aspect where the avatar has a fluid walking cycle, his torso turns at random and his hands and head are very rigid.

For a multiplayer game, I would suggest starting with this approach, then you can update if you have the means to do so. The use of third person animations for the first person view will allow you to make a prototype faster.

The games of this last decade have been able to animate fluidly the arms and the head to adapt to the direction towards which the player aims. This can be done with a large library of animations ※ with parametric settings, or with a good inverse kinematic system.

※: keyframe and interpolations, either for fixed skeletons or for metamorphosis objectives, recorded from mocap and modified or designed by animators.

With this approach, you can have all the flexibility you want without exchanging models depending on what the character is in the first person or not. However, as you can imagine, it is much more expensive.

It may sound strange given how expensive reverse kinematic systems can be, however: inverse kinematics is the cheap option. Make a lot of mocap with different and expressive animations for each character is the expensive option … yes, I know that it is not possible to record the character of the angle in all angles, however, it is possible to modify the animations at run time or, well, if you invested in mocap, you could also add inverse kinematics. However, if you only use inverse kinematics, each character will move in the same way, with mocap it is possible to do better than that.

About recoil et. Alabama. By using rigged skeletons, the character can always be a physical entity that reacts to external forces that compensate and returns to the objective position dictated by the skeleton. Therefore, it can have real recoil as a force applied to the body, and its inverse kinematics will solve the rest. Ragdoll also becomes simply to disable those systems instead of changing gears, because in reality Ragdoll is always there.

By the way, remember to use placeholders. It is better that the development does not have to wait in the assets and animations, and it is often not clear how much polish you can get with any budget you have. Also, the quiker can start to try better.

Publications – Multiple site number in Subdomain article pages

I created an article under the subdomain that is in my multisite.
Let's call the subdomain ztak.mydomain.com
When I go to the main page of ztak.mydomain.com, the page is displayed correctly.
When I click on any of the items that are on my home page, they redirect me to a blank blank page (500 Error).

I checked to make sure that my virtual host is configured correctly
.htaccess is configured correctly
the database is configured correctly

I'm not exactly sure what is causing this. My development works well. I copied the code and they are exact. My only assumption is that there is something else on the server, where ztak.domain.com lives, which is causing the 500 error, but has not been able to reduce it yet.

Has anyone found this? If so, how did you solve the problem?

Custom file template for multiple categories

I want to create a custom file template for two categories of publications.

One of my categories is events and the other is courses (I have more). I already have a custom template for events (category-event.php), but I want to create another one to list events and courses, but not include any other category. The design will be more or less equal to the template category-event.php. How can I do this?

Multiple monitors – 18.04 HDMI sound does not work

When going through the threads, I see many unsolved problems with the HDMI sound. I tried many of the suggested corrections.
The screen of my HDMI TV is working fine:

with xrandr I get this:

Primary HDMI-1-1 connected

xrandr – HDMI-1-1 output – audio setting activated

warning: the HDMI-1-1 output is not found; postponement
X Failed request error: BadRROutput (invalid output parameter)
Failed primary request opcode: 140 (RANDR)
Opcode minor failed request: 15 (RRGetOutputProperty)
Serial number of the failed application: 45
Current serial number in the output stream: 45

jdbc – Passes the connection object to multiple methods in java

I am trying to increase the speed of my application at this time. My insertion / update methods were opened every time a new connection took a long time. I read that it is better to create a connection object and pass it to different methods. Well, it worked fine, but I'm curious if this is a good practice.

This is a part of my code that I wrote:

the public class BusinessRuleUpdaterDaoImplV2 extends the implements OracleBaseDao implements BusinessRuleUpdaterDaoV2 {

public boolean updateBusinessRule (BusinessRule businessRule) {
try (Connection with = super.getConnectionConfigDb ()) {
con.setAutoCommit (false);
if (updateTableBusinessRule (with, businessRule)) {
true returns
} else {
con.rollback ();
false return;
} capture (SQLException e) {
e.printStackTrace ();
false return;

private boolean updateTableBusinessRule (Connection with, BusinessRule businessRule) {
try (PreparedStatement pstmtBr = con.prepareStatement (queryBr)) {
pstmtBr.setString (1, businessRule.getErrorMessage ());
pstmtBr.setString (2, businessRule.getSqlQuery ());
pstmtBr.setString (3, businessRule.getName ());
pstmtBr.setInt (4, businessRule.getOperatorID ());
pstmtBr.setInt (5, businessRule.getBusinessRuleID ());
pstmtBr.executeUpdate ();
pstmtBr.close ();
return updateTableTargetTable (with, businessRule);
} capture (SQLException e) {
e.printStackTrace ();
false return;

private boolean updateTableTargetTable (Connection with, BusinessRule businessRule) {
for (int i = 0; i <businessRule.getTableListSize (); i ++) {
try (PreparedStatement pstmtTt = con.prepareStatement (queryTt)) {
pstmtTt.setString (1, businessRule.getListOfTables (). get (i) .getName ());
pstmtTt.setInt (1, businessRule.getListOfTables (). get (i) .getId ());
pstmtTt.executeUpdate ();
pstmtTt.close ();
} capture (SQLException e) {
e.printStackTrace ();
false return;

false return;

private boolean updateTableAttribute (Connection with, BusinessRule businessRule) {
// return updateTableValue (with, businessRule)
false return;

private boolean updateTableValue (Connection with, BusinessRule businessRule) {
// return updateTableStack (with, businessRule)
false return;

updateTableStack private boolean (connection with, BusinessRule businessRule) {
false return;

As you can see in the first method: updateBusinessRule () I am opening a connection and I pass it to the next method. If one of the methods returns false, it will backspace on the first method.

I'm also curious about why intellij is telling me that pstmtTt.close (); it's redundant

Thanks in advance