Uploading Sawtooth Software ACA Survey to web using personal website hosting - web

The software created a Web Upload folder for me, which I uploaded to the site using an FTP Client (specifically WS_FTP). The first lines of the pearl files say "#!usr/bin/pearl" that I changed to "/home/calakpsi/pearl". However, when I execute the html file it searches my computer under "/C:/Users/myname/AppData/Roaming/Ipswitch/WS_FTP/Storage/cgi-bin/ciwweb.pl". I made sure the file it's looking for was in that folder, but for some reason the webpage would still not execute.
Any help or step by step solution (since I do not have an in depth technical background) would be much appreciated.

I think the problem is that your server is not configured properly to run perl scripts. Have a look at this, to see if it helps. The answer by Dave Sherohman should help you out.
Once you are able to run perl scripts, it should run (barring other issues which are script specific).
Overall the steps required to execute perl scripts are as follows. You can look up their details on the internet, as I don't know them myself.
Install any mods required for server, for instance mod_perl, on ubtuntu it would be something like sudo apt-get install libapache2-mod-perl2. If you are in windows, perhaps take one of those bitnami or other LAMP installers. They should come installed with it.
Configuration for server/virtual host, so that perl files in the directory are executed
ensure they have correct permission (and you should be all set).

Related

Does Ghostscript absolutely need root access on Linux?

I made a program trying to see how many color pages are on an uploaded PDF file, using Ghostscript. Now, it worked perfectly on my local environment, but I can't put the site online, as the web hosting service I use tells me that any application that needs root access cannot be installed on the server. Is it the case with Ghostscript, and if so, is there any other way I can use it ?
I'm new to all this, and I know now I should have asked the web hosting service first thing, but I'd really like to not have to put my work in the bin over this !
No Ghostscript doesn't require root privileges and I've no idea why they would claim it does. Also, I would strongly urge you to review the AGPL license.

Correctly set up Valves Source SDK 2013 on Linux

I just try to set up Valves Source SDK 2013 for Linux but I need to say that I find the wiki + documentation rather confusing and partly heavily outdated (Windows-only instructions, only for GoldSrc / pre-20XX SDk etc.).
I hope that someone who already has gone through the hassle can supply me with some hints on how to correctly set up the system.
I tried to use some Windows-specific instructions to understand the system but some are highly platform-specific.
So here is the current status (I based what I did on this wiki page: Wiki: Source SDK 2013:
The source of the SDK SDK 2013 from GitHub is cloned to
~/Git/source-sdk-2013/
the SDK Base 2013 installed via Steam and the steam-runtime to
~/working/steam-runtime-sdk_2013-09-05/
I was not sure whether there is a specific path I should put the steam runtime into so I just put it into my self-created working dir.
# Create a Multiplayer sample project
export SDKROOT="~/Git/source-sdk-2013"
bash $SDKROOT/mp/src/creategameprojects
bash $SDKROOT/mp/src/createallprojects
# Setup Steam Runtime
export STEAMRT="~/working/steam-runtime-sdk_2013-09-05/"
cd $STEAMRT
# Choose all build targets (i386 + amd64) and download these
./setup.sh
# Set current to target to the same as host machine (ie. amd64)
./shell.sh
# Compile the actual game
make -f $SDKROOT/mp/src/games.mak
I have not yet touched any source files as there's plenty of sources already supplied. I just wanted to confirm having a working toolchain set up
This all compiles fine but in the end the script wants to chmod the client.so and server.so but claims "not found" – but it sadly does not provide any information where it searched for them. Actually these are existant in
$SDKROOT/mp/game/mod_hl2mp/bin
and even marked as executable (-rwxr-xr-x).
So I just ignored this and hoped for the best. The next line to me sounds a bit strange:
At this point you should have client.so and server.so files to load with the Source SDK Base 2013 of your choice.
So I should be able so load the files with "the Source SDK Base 2013" (of your choice?!? Valve is the only one providing it O.o). How am I supposed to do that? I have not found any hint whatsoever for that, sadly.
But they hint me to the README.txt of the steam-runtime which tells me to do this:
run.sh ./MyGame
But where's the executable? I only have .so's
And this is the point where I currently am. I'm quite confused as I have many questions now:
Why do only the Linux users need to download the steam runtime? What if I want to not ship via Steam?
Is that chmod failure a script failure or a mistake in my directory setup?
How do I load these libraries via the SDK Base
Where is the binary? I'm quite confused here...
Have I overlooked something?
I appreciate any hints or links to resources, maybe explanations when I just were to dumb to understand what they mean :P
EDIT: Actually there is a GitHub repo for the steam-runtime too (GitHub/steam-runtime) – why is the download so outdated, the git repo has some updated stuff going on. Which should one choose?
With the help of a friend I didn't expect to be able to answer this (he didn't know about Linux but we could figure it out) I could solve it faster than expected.
To "load" the game via the Steam SDK Base just append the -game parameter and point it to the directory with the gameinfo.txt (ie. $SDKROOT/mp/game/mod_hl2mp/) in it.
Alternatively just copy the contents of this directory to
~/.local/share/Steam/steamapps/sourcemods/$MYSOURCEMOD
where $MYSOURCEMOD is how you want to call it (do not use spaces). Then add a steam.inf file in that dir with following content:
appID=243750
ProductName=$MYSOURCEMOD
PatchVersion=1.0.0.0
After a restart Steam will be able to find the sourcemod.
I'm not quite sure what the "steam-runtime" thingy is but I suppose it is to set up the build environment (to use a custom gcc etc.) as this is how the scripts look like. I'm not sure why you should run the game via the run.sh in the bin/ subfolder of the runtime instead of via Steam or via the parameter one the Source SDK Base but maybe someone can enlighten me here.
The archive one shall download is only a downloader/configurator for the steam-runtime hosted on GitHub.

How to make my custom live Debian-based? Experiencing some problems

The need
Recently I've started flirting with the idea of making my own customized Debian live distro. My aim is to have an USB stick with Debian, specific packages, custom scripts and files installed inside. In this way, I can take my OS with everything I need to work with without taking my laptop with me. Furthermore, It will be specially useful in case I just wanted to replicate the OS without the hassle of installing every single packages and further customizations over again.
The research
So I decided to go for it and educate myself on the subject. I've found the Linux from scratch project (LFS), but to be honest, it will take me lots of time I currently cannot afford to invest (But seriously thinking for the future).
I decided to use the live-build project scripts based on the instructions and examples of their manual. http://live.debian.net/manual/3.x/html/live-manual.en.html
The problem
So far, I've built a hybrid.iso image with a custom selection of packages by specifying them in the /config/packages-list/mylist.list.chroot.
Then I tried to copy my custom scripts, files and software inside specific folders under the chroot directory just created,
i.e.
mkdir chroot/etc/skel/<custom dir here>
or
cp <some file or script> chroot/usr/local/bin/
and then run
lb build binary
The problem is that the iso doesn't get built after the first time I run lb build and the customizations done on the chroot directory are deleted every time I try to build it again.
I've tried...
lb clean --binary
lb clean --stage
lb build binary
or
lb build binary iso
So what am I missing? How can I add custom files, folders, scripts to my custom live Debian without downloading every single package over again?
why isn't the iso image built again after the first time I run lb build?
Thanks in advance...
P.D: I decided to be very detailed on the writing so anyone could understand, specially those that want to try the same...
I am conscious about LFS too. But, this
My aim is to have an USB stick with Debian, specific packages, custom
scripts and files installed inside.
and this
it will take me lots of time I currently cannot afford to invest
made me pointing to my answer
I have two suggestions. The easy one, use tools like remastersys or live-magic.
Follow this link.
The difficult one, follow the official documentation to how to creat a custom debian cd.
Debian official doc
This answer comes a year late for the original poster, but for future searchers: don't add files directly to the chroot. Instead, make a folder structure in config/includes.chroot. Then your customizations will be retained when you rebuild the image.
See the section "Live/chroot local includes" in the debian-live manual: http://live.debian.net/manual/4.x/html/live-manual.en.html#506

How do I install wkhtml2pdf?

I've been looking for a solution to this for about a year, still haven't found one.
I'm trying to get a website snapshot script that I can host on my server and use freely that works well on 99% of webpages.
So far I've been using html2canvas but it doesn't really display images.
I looked into wkhtml2pdf before but I tried installing every single binary and executing from PHP. None of them worked!
All I know about my server is that it is Linux (so I only tested Linux static binaries). Even the basic --help command didn't work.
Please help me out. Thanks!
If you are using a hosting service, it is possible that it is impossible to execute binary programs stored in users' directories. (noexec flag on specific partition). You should first contact system administrator and ask if it is possible to put your own binary executables there. Perhaps, you can ask system administrator to install wkhtmltopdf for you in a global directory /usr/local/bin.
You'll need more then a simple shared hosting, and more then "it is Linux". PHP could be in safemod and lots and lots of other limitations. I would choose a minimal VPS (like digitalocean or similar), root access, install wkhtml2pdf with dnf, yum or what's on you Linux distro, because it brings lots of dependencies to your machine. A minimal LAMP server should not have what's needed on it. You need to be able to allow Apache (or other user) to exec the binary.

Double-click installer in Ubuntu?

I'm trying to update our installer so a user can simply double-click on a file and have all the dependencies and our software installed easily. This is a suite of applications that will are deployed on a clean Ubuntu 8.04 (Hardy Heron) installation. I have investigated making a .deb file, but listing the dependencies doesn't work, because there isn't any Internet access available. And, any script that would set up a local APT repository would still need to be run from the command line. Is there a way to put a .deb file inside of a .deb file?
I know many companies ship shell scripts that you have to chmod +x, and then execute. This is not acceptable. It is ridiculous that this isn't possible; especially considering the distribution and architecture is fixed.
If you are totally confident that it will be installed on the same system every time, you can find the list of package dependencies yourself, fetch them from the Ubuntu repositories, and package them up with your software. You just have to be clear that your software is for a specific version, probably deal with things like keeping up with maintenance releases.
You can also easily install with a script. As for your complaint about making scripts executable, well, I don't know how you're shipping your product, but since you say it's going somewhere without Internet access, I assume it's going to be copied from some kind of media. If you make the script executable when you put it on that media, you're done.
If you'd like to do this using packages, you can create a CD-ROM which contains a package repository. You can find all kinds of information on this with Google Search. For starters, try this - it's a GUI for doing it. http://aptoncd.sourceforge.net/
A makeself self-extracting executable that starts the install script using sudo will work.
The user can either run it from a terminal (after chmod-ing it) or can double-click it and tell it to "Run" from the prompt.
It's possible to put deb-files into deb-files. The only thing you need to do is to configure the appropriate scripts.
A .deb-file consists of:
1x control.tar.gz: contains a file "control" (describes the package) and optional files like "postinst" (script executed right after extraction). There are other files you might include, and Google Search should deliver information about the available scripts.
1x data.tar.gz: contains some structure of root-filesystem which contains files/folders that need to be (re-)placed. Additionally, you may configure the behaviour in the mentioned scripts.
1x debian-binary: as far as I remember, this is simply a version number in a file. I don't know exactly what it means; just remember that in most of the cases this is 2.0.
So you now may put your .deb files in the data-package. Those are extracted by your script... and installed using:
# dpkg -i yourpackage1.deb yourpackage2.deb

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