network: slow Nmap scanning in some IP ranges

I am a security rookie trying to scan a private network in the range 10.0.0.0 – 10.0.15.254 using nmap on Kali Linux.

The routing table:

route -n

Kernel IP routing table
Destination     Gateway         Genmask         Flags Metric Ref    Use Iface
0.0.0.0         10.0.2.2        0.0.0.0         UG    100    0        0 eth0
10.0.0.0        192.168.0.1     255.255.255.0   UG    1      0        0 tun0
10.0.0.0        192.168.0.1     255.255.252.0   UG    0      0        0 tun0
10.0.2.0        192.168.0.1     255.255.255.0   UG    1      0        0 tun0
10.0.2.0        0.0.0.0         255.255.255.0   U     100    0        0 eth0
10.0.4.0        192.168.0.1     255.255.252.0   UG    0      0        0 tun0
192.168.0.0     0.0.0.0         255.255.255.0   U     0      0        0 tun0

I tried to scan the entire range of the private network at once, but this caused nmap to close after a period of time.

Then I tried to scan blocks of 256 IP addresses at once, starting with

nmap -sS 10.0.0.0/24

Scans in the range 10.0.0.0 – 10.0.4.255 are completed quickly, but the scans in the range 10.0.5.0 – 10.0.15.254 are exponentially slower and generally do not complete.

Is there anything in the network routing that is affecting this? Is there something I am missing completely?

How to find out the reason for the slow loading time of our website?

Did you check the speed of the website in the speed information of the Google or pingdom page?

It does not follow best practices: JavaScript problems related to third-party APIs, loading multiple versions of jquery?
Use of shared web hosting?
Did you try server optimization?
Do you have comments on the website open to the public? If so, ask in moderation before being published.
Bad image handling? Have all your photoshop web photos to reduce the file size.
Remove unwanted widgets and add-ons from your CMS
Have all external CSS first. Then include all external javascript running on your site.

python: when trying to create several buttons but nested loops make the program slow

I am trying to create several buttons on a screen in Pygame. However, the program would get stuck for a second at a certain step probably due to a nested loop. Is there any way to correct that?

import pygame
import time
import random

pygame.init()

# Screen for displaying everything
display_width = 1200
display_height = 700
game_display = pygame.display.set_mode((display_width,display_height),pygame.RESIZABLE)
pygame.display.set_caption('Currently testing')

# Color for later use
red = (200,0,0)
green = (0,200,0)
bright_red = (255,0,0)
bright_green = (0,255,0)
black= (0,0,0)
white= (225,225,225)
grey = (166,166,166)
font_color= black
background_color= white

def create_button(x,y,w,h,name,callback):
    # lower part of the button
    button_upper= pygame.Rect(x, y, w, h)
    # upper part of the button
    button_lower= pygame.Rect(x, y+ h, w, h)
    # define the area of the button for later interaction
    interactable= pygame.Rect(x, y, w, 2*h)
    button_info= {'button_lower':button_lower,
                  'button_upper':button_upper, 
                  'button_name':name,
                  'interaction':interactable,
                  'button function':callback,
                  'color_upper':red, 'color_lower':green}
    return button_info

def draw_button(button_info):
    # Drawing lower part of the button
    pygame.draw.rect(game_display, 
                    button_info('color_lower'),
                    button_info('button_lower'))
    # Drawing upper part
    pygame.draw.rect(game_display, 
                    button_info('color_upper'),
                    button_info('button_upper'))

# Text object for later use
def text_object(text,font):
    textSurface= font.render(text,True,font_color)
    return textSurface, textSurface.get_rect()
def central_text(text,size,pos):
    largeText = pygame.font.Font('freesansbold.ttf',size)
    textSurface, textRect = text_object(text,largeText)
    textRect.center = (pos)
    game_display.blit(textSurface,textRect)

def main():

    # The function of the button, temporarily
    def print_name():
        nonlocal button
        nonlocal done
        game_display.fill(background_color)
        central_text('Button'+' '+button('button_name')+' '+'clicked',80,(display_width/2,display_height/2))
        pygame.display.update()
        time.sleep(3)         
        done= True
    # function of non-interactable block
    def do_nothing():
        pass

    # Actually create those button
    button_1= create_button(display_width*0.3,display_height*0.5,40,40,'1',print_name)
    button_2= create_button(display_width*0.35,display_height*0.5,50,50,'2',print_name)
    button_3= create_button(display_width*0.4,display_height*0.5,30,30,'3',print_name)
    button_4= create_button(display_width*0.45,display_height*0.5,20,20,'4',print_name)
    button_5= create_button(display_width*0.5,display_height*0.5,40,30,'5',print_name)
    button_6= create_button(display_width*0.55,display_height*0.5,50,40,'6',print_name)
    button_7= create_button(display_width*0.6,display_height*0.5,50,30,'7',print_name)
    button_8= create_button(display_width*0.65,display_height*0.5,50,50,'8',print_name)
    button_9= create_button(display_width*0.7,display_height*0.5,30,40,'9',print_name)
    button_10= create_button(display_width*0.75,display_height*0.5,60,70,'10',print_name)
    # Create non-interactable rectangles
    block_1= create_button(display_width*0.75,display_height*0.8,40,40,'10',do_nothing)
    block_2= create_button(display_width*0.7,display_height*0.8,40,40,'9',do_nothing)
    block_3= create_button(display_width*0.7,display_height*0.8,40,40,'8',do_nothing)
    '''Select and store those button in different list´╝î with a non-interactable 
        rectangles in each list'''
    list_1=(button_1, button_2, button_3, button_4, button_5, 
            button_6, button_7, button_8, button_9, button_10)
    list_2=(button_1, button_2, button_3, button_4, button_5, 
            button_6, button_7, block_3, button_9, button_10)
    list_3=(button_1, button_2, button_3, button_4, button_5, 
            button_6, button_7, button_8, block_2, button_10)
    list_4=(button_1, button_2, button_3, button_4, button_5, 
            button_6, button_7, button_8, button_9, block_1)

    '''Attempt to control how many times and in what sequence those
    button list would be used'''    
    index= (1,1,2,2,2,3,3,4,4)
    random.shuffle(index)
    text=' ' # a text that would accompany all the buttons
    for i in range (len(index)):
        done = False
        if index(i) == 1:
            button_list= list_1
            text= 'text 1'
        elif index(i) == 2:
            button_list= list_2
            text= 'text 2'
        elif index(i) == 3:
            button_list= list_3
            text= 'text 3'
        else:
            button_list= list_4
            text= 'text 4'
        # display message 1
        game_display.fill(background_color)
        central_text('test_text 1',80,(display_width/2,display_height/2))
        pygame.display.update()
        time.sleep(2)
        # display message 2
        game_display.fill(background_color)
        central_text('test_text 2',80,(display_width/2,display_height/2))
        pygame.display.update()       
        time.sleep(3)
        # This is where the program would stuck for a second
        game_display.fill(background_color)
        central_text(text,30,(display_width/2,display_height*0.2))
        while not done:
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        pygame.display.quit()
                        pygame.quit()
                        quit()     
                # block that would be executed when left mouse button is pressed
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        for button in button_list:
                            if button('interaction').collidepoint(event.pos):
                                button('button function')()
                elif event.type == pygame.MOUSEMOTION:
                    # When the mouse gets moved, change the color of the
                    # buttons if they collide with the mouse.
                    for button in button_list:
                        if not button('button function')== do_nothing:
                            if button('interaction').collidepoint(event.pos):
                                button('color_upper')= red
                                button('color_lower')= green
                            else:
                                button('color_upper')= bright_red
                                button('color_lower')= bright_green
            for button in button_list:
                # Turn non-interactable blocks into grey
                if button('button function')== do_nothing:
                    button('color_upper')= grey
                    button('color_lower')= grey                    
                draw_button(button)
            pygame.display.update()

main()

User research: slow down the Internet connection to better understand UX on slower connections?

I would like to better understand the UX in slower connections.

Is there a set of tools or instructions on how to achieve this on Mac / Windows?

For your information, my software is not a website or an application, it is a desktop software that runs on Mac and Windows.

I don't even care about a DIY solution.

magento2 – Slow inquiry magento 2 Product page

I am debugging magento 2.3.1 before launching it to production and I find that some products respond slowly and others do it faster. (then I will update it to 2.3.2)

In particular, I have a query that takes 24 seconds to respond and I don't know what's wrong.

Can you help me ?

SELECT COUNT(DISTINCT e.entity_id) FROM `catalog_product_flat_1` AS `e` INNER JOIN `catalog_product_index_price` AS `price_index` ON price_index.entity_id = e.entity_id AND price_index.website_id = '1' AND price_index.customer_group_id = 0 INNER JOIN `catalog_category_product_index_store1` AS `cat_index` ON cat_index.product_id=e.entity_id AND cat_index.store_id=1 AND cat_index.visibility IN(2, 4) AND cat_index.category_id=2 INNER JOIN `cataloginventory_stock_item` AS `at_inventory_in_stock` ON (at_inventory_in_stock.`product_id`=e.entity_id) AND ((at_inventory_in_stock.use_config_manage_stock = 0 AND at_inventory_in_stock.manage_stock=1 AND at_inventory_in_stock.is_in_stock=1) OR (at_inventory_in_stock.use_config_manage_stock = 0 AND at_inventory_in_stock.manage_stock=0) OR (at_inventory_in_stock.use_config_manage_stock = 1 AND at_inventory_in_stock.is_in_stock=1)) WHERE (e.entity_id IN((SELECT `cat`.`product_id` FROM `catalog_category_product` AS `cat` WHERE (cat.category_id IN('4', '40', '45'))))) AND (e.entity_id != '204031')

SELECT THE COUNT (DISTINCT e.entity_id) FROM catalog_product_flat_1 AS e JOIN INTERNALLY catalog_product_index_price AS price_index ON price_index.entity_id = e.entity_id AND price_index.website_id = & # 39; 1 & # 39; AND price_index.customer_group_id = 0 INNER JOIN catalog_category_product_index_store1 AS cat_index ON cat_index.product_id = e.entity_id AND cat_index.store_id = 1 AND cat_index.visibility IN (2, 4) AND cat_index.category_id = 2 INNER JOIN cataloginventory_stock_item AS at_inventory_in_stock ON (in_inventory_in_stock.product_id= E.entity_id) and ((at_inventory_in_stock.use_config_manage_stock = 0 Y = 1 and at_inventory_in_stock.is_in_stock at_inventory_in_stock.manage_stock = 1) or (at_inventory_in_stock.use_config_manage_stock = 0 Y at_inventory_in_stock.manage_stock = 0) or (at_inventory_in_stock.use_config_manage_stock = 1 and at_inventory_in_stock. is_in_stock = 1)) WHERE (e.entity_id IN ((SELECT cat.product_id SINCE catalog_category_product AS cat WHERE (cat.category_id IN (& # 39; 4 & # 39 ;, & # 39; 40 & # 39 ;, & # 39; 45 & # 39;))))) AND (e.entity_id! = & # 39; 204031 & # 39;)

magento2 – Very slow site loading speed Magento 2.3

According to our architecture, we have a web server (Apache) that runs on a machine and my database (MySQL) that runs on a different machine. Communication between these two machines in an internal network (without any firewall or gateway).

We have a heavy database site with around 3000 products and the number is expected to grow. But the problem is that the site takes too long to load (~ 30 seconds). The cascade diagram in the browser shows that the first response from the server takes about 24-25 seconds and then the entire page loads in 30 seconds.

  1. The images of the products are not heavy and there is no need for CDN since the location of the server is in the same geographical area.

  2. the site is hosted in a private cloud

  3. GTMetrix score is 96%

Any suggestions to debug the problem will be greatly appreciated.

Java: loading the 3D model in openGL It is very slow

I am trying to load a 3D model in openGL Es and I managed to find a project in "sourceForge"

so when I downloaded and played the application, it took 50 seconds to load a small object (100 kb), so I changed the model with another that contains approximately twenty vertices

and its size (15 kb), but the application takes more than 10 seconds to download this model.

I spent more than two months trying to find a solution.

What is the problem??

This is my obj analyzer

public class OBJParser {
int numVertices = 0;
int numFaces = 0;
Contextual context;

Vector faces=new Vector();
Vector vtPointer=new Vector();
Vector vnPointer=new Vector();
Vector v=new Vector();
Vector vn=new Vector();
Vector vt=new Vector();
Vector parts=new Vector();
Vector materials=null;

public OBJParser(Context ctx){
    context=ctx;
}

public TDModel parseOBJ(String fileName) {
    BufferedReader reader=null;
    String line = null;
    Material m=null;

    try { //try to open file
        reader = new BufferedReader(new InputStreamReader(new FileInputStream(fileName)));
    }       catch(IOException e){
    }
    try {//try to read lines of the file
        while((line = reader.readLine()) != null) {
            Log.v("obj",line);
            if(line.startsWith("f")){//a polygonal face
                processFLine(line);
            }
            else
                if(line.startsWith("vn")){
                    processVNLine(line);
                }
                else
                    if(line.startsWith("vt")){
                        processVTLine(line);
                    }
                    else
                        if(line.startsWith("v")){ //line having geometric position of single vertex
                            processVLine(line);
                        }
                        /*else
                            if(line.startsWith("usemtl")){
                                try{//start of new group
                                if(faces.size()!=0){//if not this is not the start of the first group
                                    TDModelPart model=new TDModelPart(faces, vtPointer, vnPointer, m,vn);
                                    parts.add(model);
                                }
                                String mtlName=line.split("( )+",2)(1); //get the name of the material
                                for(int i=0; i();
                                vtPointer=new Vector();
                                vnPointer=new Vector();
                                }
                                catch (Exception e) {
                                    // TODO: handle exception
                                }
                            }
                            else
                                if(line.startsWith("mtllib")){
                                    materials=MTLParser.loadMTL(line.split("( )+")(1));
                                    for(int i=0; i polygon=new Vector();
            for(int i=1; i tmpFaces=new Vector();
            Vector tmpVt=new Vector();
            for(int i=1; i tmpFaces=new Vector();
            Vector tmpVn=new Vector();
            for(int i=1; i tmpFaces=new Vector();
            Vector tmpVn=new Vector();
            //Vector tmpVt=new Vector();
            for(int i=1; i

}

java – Load models in openGL Is this slow?

I spent more than 3 weeks to find a good way to load 3D models and found one on this site "SourceForge"

https://sourceforge.net/projects/objloaderforand/files/objLoader.zip/download

But when I downloaded this project it worked, but it takes a long time to load a small obj file (15 kb) and it does not load the texture, so it is wonderful that there is someone who can help me make this project fast

Note: You can upload the project from the site.

eclipse – Slow processing sketch

My game runs through a processing sketch. When I export the .jar file from Eclipse, the sketch moves incredibly slowly, but runs at the proper speed in the IDE. Is there a way to fix the jar file and make it run faster?

Here is a GitHub: Machlandia GitHub

dnd 5e: What does "must" mean the slow spell use?

It is ambiguous, but it makes more sense if it is a forced action.

We can see that the spell section with longer casting times says:

[S] you must spend your action every turn to cast the spell …

This is almost identical to the wording in the slow spell out:

[T] the creature must use its action on that turn to complete the spell …

therefore the slow The spell clause would be subject to the same interpretations as spells with longer casting times.

Fortunately, how to interpret the clause that applies to spells with a longer time has already been analyzed in this question: "When a spell is cast with a long casting time, what happens if you do not pass your action in a turn to continue throwing? " .

It is shown that the meaning of "must" is, in fact, ambiguous and, therefore, the meaning of "must" in regard to the slow The spell is also ambiguous, leaving it in the hands of a GM.


That said, the creature has It's already decided what they want to do is cast a spell. Therefore, it makes sense to lock them in that decision and force them to spend their action in the subsequent turn to cast the spell.

This also fits well with the spell's name, "slow." It does not give people the ability to change their decision, it simply reduces the speed at which they take that action.