WordPress host for a blog style information site with potential traffic spikes

I welcome recommendations for a WordPress host. The website will be relatively light. Not too many plugins. Probably Disqus, Twi … | Read the rest of https://www.webhostingtalk.com/showthread.php?t=1787263&goto=newpost

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. (tagsToTranslate) forum for webmasters (t) internet marketing (t) search engine optimization (t) web design (t) seo (t) ppc (t) affiliate marketing (t) marketing for search engines (t) ) web site hosting (t) name (t) social media

Web Development – Is it possible to host a website on a domain that is not owned by a registrar?

If a registrar does not own or manage a URL, can I still buy that domain and host my own website for help? If a URL does not belong to a registrar, how can I host my website with the help of this URL, if possible?

Is there a utility to use URLs that are not owned by a registrar for a personal website, for example to add this URL to the DNS registry in order to redirect it to the IP address of my server?

Sorry for the questions overload :]

How to redirect a loaded html file to a local host to another html file on disk using PHP?

I currently have this pretty basic HTML form.

  

Now, I'm trying to send a parameter taken from an HTML variable to a function written in C ++.


I already have it working. I can run my C ++ program from HTML with the help of PHP. Now, once the program is running, I want to be redirected to a .html file generated from one of my C ++ functions.


Adding the header ("Location: Pagerank.html); do not redirect me to this HTML file. The file is saved in the htdocs folder of the xampp installation folder.

Am I using the header () function badly?

Do not hesitate to ask questions in case I'm not clear enough.

DNS when hosting mail.domain.com on VPS and the site with host?

Hello,
I have difficulties with a site that I have configured to use as a mail server URL originally connected to a VPS with a mailing software.

I am machined … | Read the rest of https://www.webhostingtalk.com/showthread.php?t=1786899&goto=newpost

javascript – How to solve the problem of cross-origin on a local host?

I have a python bottle server on port 5000 that returns JSON data to the localhost: 5000 / api route.

I have a reaction application running on the 3000 port that is trying to recover this data.

I understand that I could use a proxy server, but it is only for development purposes and not for production purposes. Although I am currently testing and developing my application, it will be in production someday, so I prefer not to use this temporary fix.

How can I solve this problem? Am I not trying to get the JSON with fetch? Should I use something like axios? In this video, the guy seems to be doing exactly what I'm doing, using a backend to retrieve entries from a database, and then sending it to a route as a json file that his frontend should display, although He uses axios.

Any help to put me in the right direction is very appreciated!

here is my reference code

in App.js at the front

 29 function getGitHubRepos() {
 30     fetch('http://127.0.0.1:5000/api/')
 31         .then(function (response) {
 32             return response.json()
 33         })
 34 }

and in server.py on the backend

 11 @app.route('/api', methods=('GET'))
 12 def api_data():
 13     r = requests.get('link to website api request here')
 14     print(r.status_code)
 15     data = r.text
 16     print(json.dumps(data, sort_keys=True, indent=4))
 17     return data

Should MX Record and Name Server be the same host?

My domain name is parked on GoDaddy, but I decided to host my website on freewebhostingarea.com. So I changed my name server to ns1.fre … | Read the rest of https://www.webhostingtalk.com/showthread.php?t=1786816&goto=newpost

Network – How to Find a Host with an Arbitrary IP Address on a Local Network

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multiplayer – Communication between the client and the distinct Unity Unet host

I build a real-time multiplayer game as a trivia quiz that players can join, and then the quizmaster who runs the host will launch the game. I need that, how to do this feature. This is my server script.

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
using UnityEngine.Networking.Match;
public class Server : MonoBehaviour
{
    #region Variables

    //CONSTANTS
    private const int MAX_CONECTIONS = 40;
    private const string SERVER_IP = "127.0.0.1";
    private const int SERVER_PORT = 8999;
    private const int SERVER_WEB_PORT = 8998;
    private const int BUFFER_SIZE = 1024;
    private const int BYTE_SIZE = 1024;

    //CHANNELS
    private int reliableChannelID;
    private int unReliableChannelID;

    //HOSTS
    private int hostID;
    private int webHostID;


    //LOGIC
    private bool isInit;
    private byte() buffer = new byte(BUFFER_SIZE);

    private byte error;

    //GAME FUNCTION
    public bool gameStarted;
    public bool isStarted;
    private float startTime = 10f;
    private float timer;

    List matchList = new List();
    bool matchCreated;
    NetworkMatch networkMatch;

    #endregion

    //CLASS REFERENCES
    ButtonScript gameStartObject = new ButtonScript();
    CountDown countDown = new CountDown();

    string timerCountDown;

    //HOSTING FUNCTION REFERENCE
    private string monthName;
    private string roomname;

    void Awake()
    {
        networkMatch = gameObject.AddComponent();
    }

    private void Start()
    {
        monthName = (DateTime.Now.Month).ToString("MMM");
        roomname = ("HNB Quiz Mania - " + monthName);
        Debug.Log(roomname);
        GlobalConfig confing = new GlobalConfig();
        NetworkTransport.Init(confing);

        //HOST TOPOLOGY
        ConnectionConfig connectionConfig = new ConnectionConfig();
        reliableChannelID = connectionConfig.AddChannel(QosType.Reliable);
        unReliableChannelID = connectionConfig.AddChannel(QosType.Unreliable);
        HostTopology topology = new HostTopology(connectionConfig, MAX_CONECTIONS);

        //ADDING HOSTS
        hostID = NetworkTransport.AddHost(topology, SERVER_PORT); // when adding the connection in actual server, -> hostID/webHostID = NetworkTransport.AddHost(topology, SERVER_PORT/SERVER_WEB_PORT,BINDINGHOSTIP);
        webHostID = NetworkTransport.AddWebsocketHost(topology, SERVER_WEB_PORT);

        isInit = true;
        Debug.Log("Starting the serer");

        //SETTING TIMER TO QUESTION RESERVED TIME
        timerCountDown = countDown.timeLeft.ToString("F2");
        gameStarted = gameStartObject.isStartGameCliked;
    }

    // Update is called once per frame
    private void Update()
    {
        if (!isInit) { return; }

        #region Local Variables
        int outHostId;
        int outConnectionId;
        int outChannelId;

        int receivedSize;
        byte error;
        byte() buffer = new byte(256);
        #endregion

        NetworkEventType evt = NetworkTransport.Receive(out outHostId, out outConnectionId, out outChannelId, buffer, buffer.Length, out receivedSize, out error);

        if (evt == NetworkEventType.Nothing) { return; } //If there is no event, terminate the process

        #region UpdateMessagePump

        switch (evt)
        {
            case NetworkEventType.ConnectEvent:
                {
                    Debug.Log("Conntection from : " + outConnectionId + " through the channel : " + outChannelId);
                    Debug.Log(string.Format("User {0} has connected", outConnectionId));
                    break;
                }//When somebody connected and still dont have a connection ID and all the other information to be connected to a server, hard to have the full context around the user untill they connects. 
            case NetworkEventType.DisconnectEvent:
                {
                    Debug.Log("Disconntection from : " + outConnectionId + " through the channel : " + outChannelId);
                    Debug.Log(string.Format("User {0} has disconnected", outConnectionId));
                    break;
                }   //
            case NetworkEventType.DataEvent:
                {
                    Debug.Log("Data from : " + outConnectionId + " through the channel : " + outChannelId + "::Message::" + buffer);
                    DataEvent(buffer);
                    break;
                }
            case NetworkEventType.BroadcastEvent:
                {
                    Debug.Log("Unexpected Nettwork event type" + evt);
                    break;
                }
            case NetworkEventType.Nothing:
                {
                    return;
                }

            default:

                Debug.Log("Unknown Nettwork message type recieved : " + evt);
                break;
        } 

        #endregion

        if (gameStarted)
        {
            Debug.Log("Calling timer");
            StartGameQuiz(gameStarted);
        }
        else
        {
            Debug.Log("...Game hasn't started yet...");
        }

        Debug.Log("client countdown : " + timerCountDown);
        Debug.Log("client countdown test 2: " + countDown.timeLeft.ToString("F2"));



    }

    public void UpdatemessagePump()
    {
        if (!isStarted) { return; }

        int recHostID;      //Which platform
        int connectionID;   //Which User Sending the message
        int channelID;      //Which Lane used to send the specific message

        byte() recBuffer = new byte(BYTE_SIZE);
        int dataSize;

        NetworkEventType type = NetworkTransport.Receive(out recHostID, out connectionID, out channelID, recBuffer, BYTE_SIZE, out dataSize, out error);

        switch (type)
        {
            case NetworkEventType.Nothing:
                {
                    break;
                }
            case NetworkEventType.ConnectEvent:
                {
                    Debug.Log(string.Format("User {0} has connected",connectionID));
                    break;
                }
            case NetworkEventType.DisconnectEvent:
                {
                    Debug.Log(string.Format("User {0} has disconnected", connectionID));
                    break;
                }   //
            case NetworkEventType.DataEvent:
                {
                    BinaryFormatter formatter = new BinaryFormatter();
                    MemoryStream memoryStream = new MemoryStream(recBuffer);
                    NetMessage message = (NetMessage)formatter.Deserialize(memoryStream);

                    OnData(connectionID, channelID, recHostID, message);
                    break;
                }

            default:
            case NetworkEventType.BroadcastEvent:
                Debug.Log("Unexpected Nettwork event type" + type);
                break;
        }
    }

    void DataEvent(byte() dataBuffer)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        MemoryStream memoryStream = new MemoryStream(dataBuffer);
        NetMessage message = (NetMessage)formatter.Deserialize(memoryStream);
    }


    #region OnData
    private void OnData(int connectionID, int channelID, int recHostID, NetMessage message)
    {
        switch (message.OperationCode)
        {
            case NetOperationCode.none:
                Debug.Log("Unexpected Network Operation");
                break;

            case NetOperationCode.createAccount:
                CreateAccount(connectionID, channelID, recHostID, (Net_CreateAccount)message);
                break;
        }
    }

    private void CreateAccount(int connectionID, int channelID, int recHostID, Net_CreateAccount createAccountMessage)
    {
        Debug.Log("create account message");
        Debug.Log(string.Format("{0},{1},{2}", createAccountMessage.username, createAccountMessage.password, createAccountMessage.sessionID));
    }

    #endregion

    public void StartGameQuiz(bool gameStared)
    {
            Debug.Log("Quiz begun");

    }

    #region SendingData
    public void SendClient(int recHostID, int connectionID, NetMessage message)
    {
        //data hodler
        byte() dataBuffer = new byte(BYTE_SIZE);

        //crushing data to byte array
        BinaryFormatter formatter = new BinaryFormatter();
        MemoryStream memoryStream = new MemoryStream(dataBuffer);
        formatter.Serialize(memoryStream, message);

        if(recHostID == 0)
        {
            NetworkTransport.Send(hostID, connectionID, reliableChannelID, dataBuffer, BYTE_SIZE, out error);
        }

        else
        {
            NetworkTransport.Send(webHostID, connectionID, reliableChannelID, dataBuffer, BYTE_SIZE, out error);
        }

    }


    #endregion

}

And this is my client script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;

public class Client : MonoBehaviour
{
    #region Variables

    //CONSTANTS
    private const int MAX_CONECTIONS = 40;
    private const string SERVER_IP = "127.0.0.1";
    private const int SERVER_PORT = 8999;
    private const int SERVER_WEB_PORT = 8998;
    private const int BUFFER_SIZE = 1024;

    private const int BYTE_SIZE = 1024;

    //CHANNELS
    private int reliableChannelID;
    private int unReliableChannelID;

    //HOSTS
    private int hostID;
    private int connectionID;


    //LOGIC
    private bool isConnected;
    private byte() buffer = new byte(BUFFER_SIZE);

    private byte error;
    #endregion
    private bool isStarted;
    // Start is called before the first frame update
    private void Start()
    {
        //getting the msg that server is started or not
        ButtonScript gameObject = new ButtonScript();

        GlobalConfig confing = new GlobalConfig();
        NetworkTransport.Init(confing);

        //HOST TOPOLOGY
        ConnectionConfig connectionConfig = new ConnectionConfig();
        reliableChannelID = connectionConfig.AddChannel(QosType.Reliable);
        unReliableChannelID = connectionConfig.AddChannel(QosType.Unreliable);
        HostTopology topology = new HostTopology(connectionConfig, MAX_CONECTIONS);

        //CONNECTING TO HOSTS
        hostID = NetworkTransport.AddHost(topology, 0); //DEFINE WHAT CONNECTION TO BE SYNC WITH AND TO CARRY TOPOLOGY IN SAME NETWORK MAP

        //Standalone client
#if UNITY_WEBGL
    //WEBGL client
    connectionID = NetworkTransport.Connect(hostID, SERVER_IP, SERVER_WEB_PORT, 0, out error);
#else
        //Standalone client

        connectionID = NetworkTransport.Connect(hostID, SERVER_IP, SERVER_PORT, 0, out error);
#endif

        isStarted = gameObject.isStartGameCliked;

        if (isStarted)
        {
            Debug.Log("Server is online and Game is now starting");
        }
    }

    private void Update()
    {
        UpdatemessagePump();
    }

    public void UpdatemessagePump()
    {
        if (!isStarted) { return; }

        int recHostID;      //Which platform
        int connectionID;   //Which User Sending the message
        int channelID;      //Which Lane used to send the specific message

        byte() recBuffer = new byte(BYTE_SIZE);
        int dataSize;

        NetworkEventType type = NetworkTransport.Receive(out recHostID, out connectionID, out channelID, recBuffer, BYTE_SIZE, out dataSize, out error);

        switch (type)
        {
            case NetworkEventType.Nothing:
                {
                    break;
                }
            case NetworkEventType.ConnectEvent:
                {
                    Debug.Log(string.Format(" connected to the server", connectionID));
                    break;
                }
            case NetworkEventType.DisconnectEvent:
                {
                    Debug.Log(string.Format("disconnected from the server", connectionID));
                    break;
                }   //
            case NetworkEventType.DataEvent:
                {
                    BinaryFormatter formatter = new BinaryFormatter();
                    MemoryStream memoryStream = new MemoryStream(recBuffer);
                    NetMessage message = (NetMessage)formatter.Deserialize(memoryStream);

                    OnData(connectionID, channelID, recHostID, message);

                    break;
                }

            default:
            case NetworkEventType.BroadcastEvent:
                Debug.Log("Unexpected Nettwork event type" + type);
                break;
        }
    }

    #region OnData
    private void OnData(int connectionID, int channelID, int recHostID, NetMessage message)
    {
        switch (message.OperationCode)
        {
            case NetOperationCode.none:
                Debug.Log("Unexpected Network Operation");
                break;

        }

    }

    #endregion

    #region SendingData
    public void SendServer(NetMessage message)
    {
        //data hodler
        byte() dataBuffer = new byte(BYTE_SIZE);

        //crushing data to byte array
        BinaryFormatter formatter = new BinaryFormatter();
        MemoryStream memoryStream = new MemoryStream(dataBuffer);
        formatter.Serialize(memoryStream, message);

        NetworkTransport.Send(hostID, connectionID, reliableChannelID, dataBuffer, BYTE_SIZE, out error);
    } 
    #endregion

    public void TESTFUNCTIONCREATEACCOUNT()
    {
        Net_CreateAccount createAccount = new Net_CreateAccount();
        createAccount.username = "Sakuna";
        createAccount.password = "test1234";
        createAccount.sessionID = "quiz+week+1+0";

        SendServer(createAccount);

    }
}

This script tells the message that the connection has been established with the server. What I need is that when the host starts the game, each client can start at the same time.

Could someone help you on this …? All tips will be really helpful.
My version of the unit is 2019.2

Is such a host trustworthy? (Protecting the confidentiality of domain whois information)

I do not quite understand why domain names of many hosting providers have adopted Whois privacy protection?
If it's an individual, it's easy to understand that he does not want to be too bothered. However, as a hosting provider, does not he want others to contact him? Is such an enterprise trustworthy?

I can seem to think:
1] He does not want to divulge his true information, he seems to be hiding.
2] If his business goes bankrupt, he can start a new business without being disturbed.

I do not know if my understanding is correct. If something is wrong, give me more advice, please.