A privacy-oriented file upload service
The maximum upload size per file is 512 MB

What is
In Plexle, you can temporarily host your files for up to 7 days.
We use FluxCDN to ensure 0 downtime for your files.
Will you keep my files forever?
Unless we receive a copyright complaint, your files remain accessible
Logs of the shutdown files can be found here.
However, we also have a temporary upload function that automatically deletes your file (s) after a certain time.
You can configure this function via the Configuration tab on our homepage.
How can I track my uploads?
You can create a user on the website and each upload will be assigned to your account so that you can access your uploaded files through our dashboard.
You will need You do this if you ever want to delete your own uploads in the future, unless you use temporary uploads.
What are albums?
Albums are an easy way to sort uploads together.
You can then share public links to these albums so everyone else can see a nice list of the uploads they contain.
As long as you are logged in, you can create albums via our homepage or our dashboard
I have seen that something illegal is hosted on this website. What should I do?
Please send abuse claims to (Email protected) and we will try to come back within you 48 hours,
How do I delete my own account? and all related uploads?
For now, you need to contact us using the email above.
A function to delete your own account is still being processed.
Otherwise, deleting all of your uploads from the dashboard should be easy if you don't mind your username being left here.
Where is the server located?
Dusseldorf, Germany
We use FluxCDN so you can be assured that your uploads will be delivered quickly around the world after being cached.
What happens after my uploads are cached after I delete them from the dashboard?
Our reverse proxies clear your cache immediately after you delete your uploads from the dashboard.
The cache of your thumbnails may also be deleted.
Do you have a No-JS uploader form?
Yes, look at this page.
What are the allowed extensions here?
We support all file extensions except the following:
.bash_profile .bash .bashrc .bat .bsh .cmd .com .csh .exe .exec .jar .msi .nt .profile .ps1 .psm1 .scr .html .php .htm .sh

File systems – Use Autotools ./configure in a shared source tree

I am working on creating a large and complex source tree based on Autotools ./configure on a shared supercomputer (OpenModelica Since this is a large build, we want to log in and use the same source tree while we are working on the compilation issues, even though we have different user accounts (but group ownership "chgrp" is a group that we are both members of).

Various problems occur when running ./configure, e.g. For example, ./configure tries to own the & # 39; config.guess & # 39; to change and fails. And there are various other files that are created with ownership settings that seem to prevent sharing the source tree.

I think for this source tree there is a simple setting for owning & # 39; chmod & # 39; or & # 39; chown & # 39; that would solve this problem, but I couldn't find out. Any suggestions?

To make it clearWe also want to share the build output files, not just the source code. We want to avoid having to duplicate the files (limited storage quota) or repeat the build (slow, lengthy).

heightmap – C ++ – How do I adjust a player's size based on the .obj file for elevation terrain?

I will first describe my current approach and then describe the results and problems with it (any irrelevant code is omitted in the examples). I am currently uploading to a file terrain.obj With Assimp and use it to fill a std::vector with everybody Vector3f with the x. y and z Components of a network vertex. This code is shown here:

Assimp::Importer importer;

const aiScene* scene = importer.ReadFile(("../res/models/" + fileName).c_str(), 
                                                 aiProcess_Triangulate |
                                                 aiProcess_GenSmoothNormals | 
                                                 aiProcess_FlipUVs |

const aiMesh* model = scene->mMeshes(0);

std::vector positions;

for(unsigned int i = 0; i < model->mNumVertices; i++) 
    const aiVector3D pos = model->mVertices(i);
    positions.push_back(Vector3f(pos.x, pos.y, pos.z));

I then save the x. y and z Components of each Vector3f Object now in positions in separate std::vectoris like ints (removing the numbers after the decimal point) as shown in the next code:

for (Vector3f currentVertex : positions) { 
for (Vector3f currentVertex : positions) {
for (Vector3f currentVertex : positions) {

This means that any matching index (e.g. index 48) of meshVerticesX. meshVerticesY and meshVerticesZ contain one of the three components of the Vector3f Object that is also at this index in the positions std::vector, This logic will be important to remember later.

Now that I have this information, there is a function in my "main game loop" checkTerrainHeight(...) is the name of every frame that brings the players up to date x and z position and pass on to functions (checkMeshVerticesX & checkMeshVerticesZ) this exam (returns true or false) if these positions are included in the respective meshVerticesX and meshVerticesZ std::vectoris shown earlier:

int playerPosX = (int) freeMoveObjects(0)->GetParent()->GetTransform()->GetPos()->GetX();
int playerPosZ = (int) freeMoveObjects(0)->GetParent()->GetTransform()->GetPos()->GetZ();
bool x = meshObjects(0)->checkMeshVerticesX(playerPosX);
bool z = meshObjects(0)->checkMeshVerticesZ(playerPosZ);

features checkMeshVerticesX & checkMeshVerticesZ are shown here:

bool Mesh::checkMeshVerticesX(int playerPosX)
    return std::find(meshVerticesX.begin(), meshVerticesX.end(), playerPosX) != meshVerticesX.end();
bool Mesh::checkMeshVerticesZ(int playerPosZ)
    return std::find(meshVerticesZ.begin(), meshVerticesZ.end(), playerPosZ) != meshVerticesZ.end();

The bool is x and z are then checked and if both are true then the players x and z Positions are transferred to another function (getMeshHeight), which finds the matching elements again in meshVerticesX & meshVerticesZ then use these iterators to find everyone's index std::vector When the matches are found, it finally compares those index values ​​and checks to see if they are the same or different by plus or minus one, and then returns one int of meshVerticesY from the same index. As just explained getMeshHeight uses the logic I mentioned at the beginning of the question that is important to remember – any matching index (for example index 48 of meshVerticesX. meshVerticesY and meshVerticesZ) is a component (a float) from a Vector3f Object at this index of positions (on std::vector contains every network vertex x. y and z Position). This code is shown here:

if (x == true & z == true) {
        int terrainVertexYHeight = meshObjects(0)->getMeshYHeight(playerPosX, playerPosZ);
// of function shown later

Here is the function getMeshYHeight::

int Mesh::getMeshYHeight(int playerXPos, int playerZPos) {
    auto iterX = std::find(meshVerticesX.begin(), meshVerticesX.end(), playerXPos);
    auto iterZ = std::find(meshVerticesZ.begin(), meshVerticesZ.end(), playerZPos);
    if (iterX != meshVerticesX.end() & iterZ != meshVerticesZ.end()) {
        int indexX = std::distance(meshVerticesX.begin(), iterX);
        int indexZ = std::distance(meshVerticesZ.begin(), iterZ);
        if (indexX - indexZ >=-1 | indexX - indexZ <=1)
            return meshVerticesY(indexX);
        else {
            return 10000;//Test value, the terrain is never this height
    else {
        return 10000;//Test value, the terrain is never this height

The int returned from getMeshYHeight(...) is then checked and used for the size of the player:

int playerHeight = 3;
if (terrainVertexYHeight == 10000) {//test value, no height is ever 10000
else {
        freeMoveObjects(0)->GetParent()->GetTransform()->GetPos()->SetY(terrainVertexYHeight+playerHeight);//SETS THE PLAYERS HEIGHT

So this is my system for changing player size based on a height map terrain.obj File but does it work? Not really, the size of the players changes as they cross the terrain. Sometimes it pushes up when I walk over a large hill or when I come down a hill it gets low, but it is very inconsistent and not exact. I still walk through part of the terrain interlocking at certain points and it is difficult to say whether my height will be changed correctly at other points. Something is clearly wrong with how my system works. Can anyone spot a problem in my code logic?

Performance – MySQL – What options in the configuration file affect memory usage?

I was wondering how to manage MySQL memory usage because by default it takes up to 350MB of idle time on my computer. I have no memory problems. I honestly just wondered how that could be done.

I found several answers to optimize the configuration file, they worked as intended, one of them even reduced the memory usage to 100 MB.


1.- Which of the options have the most impact on memory usage?

2.- Where can I find out how these options affect performance? (Documentation / books / everything)

Example configuration file, MySQL only needs 100 MB (It's a Docker container)

performance_schema = 0
pid-file = /var/run/mysqld/
socket = /var/run/mysqld/mysqld.sock
datadir = /var/lib/mysql
secure-file-priv = NULL
max_connections = 100
connect_timeout = 5
wait_timeout = 600
max_allowed_packet = 16M
thread_cache_size = 128
sort_buffer_size = 4M
bulk_insert_buffer_size = 16M
tmp_table_size = 32M
max_heap_table_size = 32M
myisam_recover_options = BACKUP
key_buffer_size = 128M
table_open_cache = 400
myisam_sort_buffer_size = 512M
concurrent_insert = 2
read_buffer_size = 2M
read_rnd_buffer_size = 1M
long_query_time = 10
expire_logs_days = 10
max_binlog_size = 100M
default_storage_engine = InnoDB
innodb_buffer_pool_size = 32M
innodb_log_buffer_size = 8M
innodb_file_per_table = 1
innodb_open_files = 400
innodb_io_capacity = 400
innodb_flush_method = O_DIRECT

max_allowed_packet = 16M

key_buffer = 16M

How do I integrate the data of an Android app with the app into a new APK file?

I found this Windows program to embed the data of an Android app together with the app in a new apk.

But it seems that it uses old Smali, Baksmali and Apktool files.
I tried new files but it made no difference.

To change the language to English, simply change the first menu option and select the language as English.

If anyone can test the program and see if they can get it working, please let me know.

I tried a few apps like Kodi, but after installing the modded apk it seems like a regular installation and doesn't restore any data or user settings. Some other apps may also not be able to be repacked due to old JAR files. The Apktool is still used.

To use it
1] You make a backup copy of your app with Titanium Backup
2] Load the apk with the first button in the program
3] Load the tar.gz app data backup created with Titanium Backup with the second button in the program
4] The third button creates the modified app that contains the app data.

This is ideal for installing an app with its data on non-rooted Android devices.

samba – Is there a way to display free space directly in the file browser?

I have a network drive that I access through jdb.
I can see the free space like this:

storm@Ustorm:~$ df -h /run/user/1000/gvfs/smb-share:server=r9000.local,share=movies%20ssd
Filesystem      Size  Used Avail Use% Mounted on
gvfsd-fuse      458G  408G   50G  90% /run/user/1000/gvfs

Is there any way an application or add-on to view the free space directly in?