#API Logging
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techbreeze-it-solutions · 2 days ago
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🚀 Tired of debugging APIs with zero context and broken logs? Been there, done that—and built a solution to fix it. 🛠️ I recently ran into a classic nightmare: a third-party API was causing weird behavior in production, but we had no way to trace what exactly went wrong. Logs were either missing, incomplete, or just plain unhelpful. So I built a tool to never be in that situation again. Introducing: 👉 A powerful Node.js API Logging Middleware ✨ Logs every request and response 🔒 Masks sensitive data like password or token 📊 Saves clean, structured logs in MongoDB ⚙️ Works with Express, NestJS, and even Axios/Fetch It’s open source, dev-friendly, and built to give you full visibility into your API traffic — with filtering, customization, and user tracking included. ✅ Use it for: Troubleshooting third-party integrations API performance monitoring Audit logs and compliance Security analysis General observability 🔍 Example use cases, setup guides, and MongoDB queries included in the blog! 📖 Read the full story here: 👉 https://www.techbreeze.in/nodejs-api-logging-middleware-log-audit-and-debug-with-ease/ If you've ever felt stuck without enough data to debug your API stack, this is for you. Let me know what you think or star the repo if you find it useful! #Nodejs #APILogging #Middleware #MongoDB #Expressjs #NestJS #WebDevelopment #Debugging #AuditLogs #APIDevelopment #OpenSource #DevTools #FullStackDeveloper #LoggingMiddleware #Techbreeze #npm #JavaScript #APIObservability #DeveloperTools
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aeolianblues · 7 months ago
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you actually think people would just stop working if it wasn't for money? Like I need people to give me problems to solve or I feel my brain getting rusty and I feel myself forgetting things I used to know how to do. Like just for the brain sharpness thing i feel like I'd have some sort of computer science project on the go even if I had all the money in the world to quit work
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justmaghookit · 9 months ago
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bro if i can't get dwarf fortress to launch i think i might just walk into the sea
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risingsunresistance · 2 years ago
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wait i didnt realize the profiles that were "lost" due to the api migration were back ;-;
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whatsappbusinessblog · 1 month ago
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[solved] How to get current logged in user using Wordpress Rest Api?
[solved] How to get current logged in user using Wordpress Rest Api?
The WordPress REST API provides developers with a powerful and flexible tool for interacting with WordPress sites. It allows for easy access to a site’s data and functionality, making it ideal for creating custom applications and integrations. To get the current logged-in user using the WordPress REST API, you can use the following endpoint: `GET /wp/v2/users/me`. This endpoint will return…
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virtualizationhowto · 2 years ago
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Graylog Docker Compose Setup: An Open Source Syslog Server for Home Labs
Graylog Docker Compose Install: Open Source Syslog Server for Home #homelab GraylogInstallationGuide #DockerComposeOnUbuntu #GraylogRESTAPI #ElasticsearchAndGraylog #MongoDBWithGraylog #DockerComposeYmlConfiguration #GraylogDockerImage #Graylogdata
A really great open-source log management platform for both production and home lab environments is Graylog. Using Docker Compose, you can quickly launch and configure Graylog for a production or home lab Syslog. Using Docker Compose, you can create and configure all the containers needed, such as OpenSearch and MongoDB. Let’s look at this process. Table of contentsWhat is Graylog?Advantages of…
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midyearflowers · 2 years ago
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i recently upgraded my operating system cause every program i used was like "ew windows 7 die" so i decided to just keep my pics and stuff and start fresh on my computer. which means i get to start my mod stuff all over (it was a mess anyway tbh) and i just got a bunch of stuff for a new playthrough of stardew valley and im slightly concerned ill start it up for the first time and itll just. immediately crash
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simblrcc-site · 8 months ago
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Simblr.cc - but better!
A lot has changed! Not only does it have a new lick of paint, it comes with way more features now!
Psst! If you are new to the site, please read this post first: Click me!
✨New Features
There are a lot of exciting new features:
An improved (Tumblr) importer.
A better Stories uploader.
A new lightweight uploader for quick, small posts.
A completely redesigned projects page with a fresh, modern look!
A redesign of the feed page + being able to like posts on said feed
You can now upload stories as "scenes" that appear on the feed, while still being part of a full, easily navigable story!
A new "Welcome" page, giving more people exposure to their stuff!
And... of course some bug fixes and teeny tiny User experience issues. 😉
🐦Lightweight Uploader
Something I'm super proud of putting together, the Lightweight uploader!
It streamlines the process of uploading simple pictures��no more navigating through multiple pages. Everything is on one easy-to-use page.
If you're logged in, you can access it directly from the Feed or via the "Upload/Post" option in the navbar.
Compatible Post Types:
WIPs
Gameplay
Personal
Lookbook
Familiar and Intuitive Features
If you're used to Tumblr's posting mechanism, you'll notice some recognizable elements:
Drag and Drop Images: Arrange your pictures to create collages! Each row holds up to 3 images, and you can add as many rows as you want.
Simpler Tagging: Tags are now easier to select.
Optional Titles and Descriptions: For WIPs and Personal Posts, titles and descriptions are optional. For other posts, they're still available but not required.
Streamlined and intuitive, the Lightweight Uploader makes sharing your content easier than ever!
📥 Improved Importer:
What's New?
New Importer: Pillowfort! We’ve added a brand-new import option: Pillowfort!
Tumblr Importer:
Previously, the Tumblr Importer relied heavily on your theme, which often caused errors if your theme wasn’t quite right. Fixing those errors was frustrating for both of us!
What’s changed? The importer now uses the official Tumblr API to grab your posts. This means imports will work flawlessly 99% of the time.
Plus, when you share a post on Simblr.cc, the importer will reblog it on Simblr.cc's Tumblr, giving you more exposure—that’s what Simblr.cc is all about!
What about past uploads?
I'm working to have the importer recognize whether your upload is CC or a Gameplay item (not live yet).
Support is being added to reblog posts from the old Tumblr Importer, so those uploads can still shine!
More import options are on the way in the future!
🖊 Improved Stories Uploader
Easier for Writers and readers! 😉
When creating a new story or legacy, you now have three options:
Chapter-Only Story
Chapters & Scenes Story
Scenes-Only Story
Important: All stories created before this update are currently set to Chapters-Only.
What’s the Difference Between a Chapter and a Scene?
Introducing Scenes! Previously, stories and legacies were strictly chapter-based, meaning you could only release a full chapter at a time. Now, with scenes, you have more flexibility!
A scene works like a storyteller’s post on Tumblr—it appears on your feed. This means your scenes can be shared on Simblr.cc’s Feed (but not the Stories browse page) even before the full chapter is published, making it easier for readers to discover your story.
Note: A "Scenes-Only" story works just like a "Chapters & Scenes" story—just without the chapters! 😉
Can I Change My Story Type?
You can change a Chapters-Only Story to a Chapters & Scenes Story. However, you cannot switch from Chapters-Only to Scenes-Only or any other combination.
Though, you will have to ask me to do this for you, due to the way it's currently set up.
Afterwords:
Note: Since this entire platform was built by just one person (me!), it might still have some bugs I haven’t come across yet. Please understand that most social media platforms have entire teams working on features like this, and therefore I can't promise a super "bug free" experience.
So, If you spot any bugs, please don’t hesitate to report them—it’ll help make the platform even better, and it also helps me out! Thanks for your support! 😊
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heldhram · 2 months ago
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How to run The Sims 3 with DXVK & Reshade (Direct3D 9.0c)
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Today I am going to show you guys how to install Reshade and use Direct3D 9.0c (D3D9) instead of Vulkan as rendering API.
This tutorial is based on @nornities and @desiree-uk's awesome guide on "How to use DXVK with The Sims 3", with the goal of increasing compatibility between DXVK and Reshade. For users not interested in using Reshade, you may skip this tutorial.
If you followed nornities and desiree-uk's guide, it is strongly recommended that you start from scratch, meaning you should uninstall DXVK AND Reshade completely. Believe me when I say this: it will save you a lot of time, frustration, and make your life so much easier.
For the purpose of this tutorial, I am on patch 1.69.47 and running EA App on Windows 10, but it should work for version 1.67.2 on Steam and discs, too. This tutorial does not cover GShade.
Before we start
Backup your files, even the entire folder (Program Files\EA Games\The Sims 3\Game\Bin) if you want to be extra safe; you will thank yourself later. If you do not wish to backup the entire folder, at least backup the following:
reshade-presets
reshade-shaders
Reshade.ini
Options.ini (Documents\Electronic Arts\The Sims 3)
Keep them somewhere secure, for your peace of mind (and sanity).
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Done? Great stuff, let us begin!
Step 1:
If you installed DXVK following nornite and desiree-uk's guide, go to the bin folder and delete the following files to fully uninstall DXVK, we are starting from scratch:
d3d9.dll
TS3.dxvk-cache
dxvk.conf
TS3_d3d9.log (or TS3W_d3d9.log)
Step 2:
If you already have Reshade on your PC, uninstall it using this: https://reshade.me/downloads/ReShade_Setup_X.X.X.exe (replace X.X.X with version number)
Step 3:
Perform a clean install of Reshade (I am using the latest version - 6.4.1 at the time of writing). Please note that you need a version no older than 4.5.0 or this method will not work. Choose DirectX9, click next.
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Once the installation is complete, you should see a "d3d9.dll" file inside The Sims 3's bin folder (Program Files\EA Games\The Sims 3\Game\Bin):
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It may all seem familiar thus far. Indeed, this is how we installed Reshade in the past before using DXVK, but here comes the tricky part:
Step 4:
Create a new folder outside of The Sims 3's game folder (I created it on my C drive), name it "dxvk" or whatever else you like. Remember where you saved this folder, we will return to it later.
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Step 5:
Now we need Reshade to load the next dll in order to chain Reshade with DXVK. Click on the search bar, and type in "View advanced system settings".
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Click on "Environment Variables..."
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Under "User variables", click "New..."
In the new pop-up window, find "Variable name:" and type in:
RESHADE_MODULE_PATH_OVERRIDE
for "Variable value:", paste in the directory that leads to the folder we created earlier. Once you are done, hit OK, and then hit OK again to save the changes made.
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You can use Command Prompt to check if this new environment variable has been registered by entering:
echo %RESHADE_MODULE_PATH_OVERRIDE%
It should return you the folder's location. If not, make sure you have typed in the variable name correctly and confirm the folder's location.
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Step 6:
Download DXVK (version 2.3.1) from here: https://github.com/doitsujin/DXVK/releases/tag/v2.3.1 and unzip "dxvk-2.3.1.tar.gz" (I use 7-Zip, but winRAR works, too). Remember to choose x32, and move only "d3d9.dll" to the folder we made earlier.
Now we have two "d3d9.dll" files, one from Reshade (lives in the bin folder), and the other from DXVK (in this new folder, outside of The Sims 3 game folder).
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Step 7:
Download "dxvk.conf" here: https://github.com/doitsujin/dxvk/blob/master/dxvk.conf delete everything inside, and enter the following:
d3d9.textureMemory = 1 d3d9.presentInterval = 1 d3d9.maxFrameRate = 60 dxvk.hud = devinfo
Ctrl + S to save the document.
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The first 3 lines are taken from @nornities and @desiree-uk's guide.
The last line is only for debugging purposes. Due to the inconvenient location occupied by the HUD (top left corner of your screen), it should be removed once the installation is successful.
Step 8:
Drag "dxvk.conf" into the bin folder, where Reshade's "d3d9.dll", "TS3.exe", and "TS3W.exe" all live.
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Step 9:
Now fire up the game and check if both are showing up:
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Lastly, check for “TS3.dxvk-cache” in the bin folder:
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If it is there, congratulations! You have successfully installed DXVK and Reshade utilising D3D9 as API! You can now go to "dxvk.conf" and remove its last line "dxvk.hud = devinfo" and have fun! :)
Hope this tutorial isn't too confusing, the last thing I want is to over-complicate things. If you still need some help, comment down below or send me a DM/ask, I'll try and troubleshoot with you to the best of my ability.
Credits:
@nornities and @desiree-uk for their fantastic guide.
@criisolate for promulgating the usage of DXVK in TS3 community.
reddit user folieadeuxmeharder for helping me troubleshoot and informing me of this workaround.
doitsujin for creating DXVK.
crosire for creating Reshade.
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changes · 10 months ago
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Wednesday, August 28th, 2024
🌟 New
We’ve removed the ability to anonymously submit posts to blogs, for blogs that had submissions enabled. Going forward, you must be logged in to submit posts to a blog, and you cannot do so anonymously, like you can with asks.
Community admins will now be asked for a reason when they remove members from a community.
We have some exciting new API documentation for Tumblr Communities!
🛠 Fixed
Previously, on Web, when you looked in the notes view of a post in your queue or drafts, it would say that you can’t reply to or reblog the post. This is true — because the post is not live yet! — but the previous explanation was unclear. We’ve made it clearer now.
You’ll now a see a preview of the image you uploaded or picked when setting a community avatar.
Blog archives were briefly loading as if the blog didn’t exist. This has now been fixed.
🚧 Ongoing
No ongoing incidents to speak of right now.
🌱 Upcoming
No upcoming launches to announce today.
Experiencing an issue? Check for Known Issues and file a Support Request if you have something new. We’ll get back to you as soon as we can!
Want to share your feedback about something? Check out our Work in Progress blog and start a discussion with other users.
Wanna support Tumblr directly with some money? Check out Premium and the Supporter badge in TumblrMart!
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sherlocking-out-loud · 5 months ago
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@staff this has escalated from annoying to ridiculous! get your platform under control, dammit!
I'm sorry WHAT
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how. who. wtf?????
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daggerfall · 4 months ago
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So the GM of one of the big PC/NA raiding servers attended the ESO guild summit and wrote down some notes about questions and answers asked there. A lot of them are about potential future features we could see in ESO's future, and also answers to questions some worried players have had, but most of it is about guild stuff. I'll post the text under a read more.
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Hey @/everyone, I recently attended a guild summit with ZOS developers where we got a chance to do a Q&A session. I am breaking down some of the keys points from the discussion for us. I will include the stuff I know a lot of us care about first. This is a really exciting time for us to have some feedback/suggestion for the future of ESO. ZOS has been doing a great job of engaging the community and we can expect more from them in the future. For instance, this guild summit will likely become yearly or biannual. About the questions - I missed some, there’s some interpretation, and comments from me included. I want to keep you guys in the loop on what is going on and how we as a guild are involved. A lot of this stuff is things they are considering doing or testing feasibility on. It doesn’t mean it will 100% happen.
Isiimode and I had a very similar question about the next trial drop. They answered the question by saying watch the global reveal. They said they don’t see a lot of the content drops changing. My interpretation of this was mainly that we can still expect a yearly trial and it might not drop exactly on the day that it used to drop on. They want more flexibility in releases and instead of large drops with a drought they would like to drop engaging content as its ready to keep players more engaged over the year. April 10th will be revealing the new trial/content. I think(?) there will be a new trial like normally scheduled just by interpreting Rich’s comments.
It looks like ZOS is going to be working on guild management tools for us in the future. Guildhalls seem unlikely but maybe if we can do them with limited capacity. They are looking into guild halls more. They are going to try to make it so multiple people can manage a guild home from a guild like an officer permission. This last sentence is my interpretation but based on Rich’s answer it seems like someone still have to own it and this is hard to do.
They are working on guild traders and adjusting how they work. Number of listing was really high and this was hard on the servers. They want people to still be able to sell stuff and understand this changed a lot for trading guilds.
They are thinking of more mechanical ways to make guilds useful. They understand that the only reason for joining a guild is really a guild trader. Otherwise discord is the best place for things to happen. No real specifics on this yet.
Limits on guild capacity and other limit items are there to reduce server load. When they started enforcing the mail limit it turned their mail server from terabytes of data to gigabytes. They are trying to minimize the workload on the servers with some of the choices they are making. They referenced guild history, and even Cyrodil changes. Ideally reducing server load overall should help with performance.
Five guild is somewhat arbitrary but it cant be higher because it is a lot of server load to manage five guilds for everyone. Think about how the server has to be pinged every time someone logs on and off or deposits something in the bank. They might consider reducing the number of people in a guild so you can have more but i dont think this is a good idea. They are going to add a guild search function if possible.
They are going to add a guild communication system if possible. It might not look like in-game mail. It could be a calendar or some other functionality.
They are going to explore adding API for guild bank/roster stuff for addon developers to introduce addons. (I didnt really understand this question)
They are going to consider working on a companion app to allow people look at achievements and other account statistics and have already done this in the past but they always blow up the server and make performance tank.
Servers are expensive and getting aussie or other servers seems unlikely. They are already supporting some servers that aren't really active so it’s hard to add more that might not be active.
Some leaderboard changes might be coming in the future. Ultimately, score is the best metrics to base leaderboards on. It includes vit, speed, and HM so it is all encompassing.
What would console addons look like? Very hard to answer. Strict memory limits make it very hard. On PC memory isnt really the limiting issue so its hard to say what console addon developers will be able to use. Codes combat and lazy writ crafter will likely go to console.
People want lore about the players to be included in the game more.
Do the devs play the game? The team plays the game a lot but not everyone plays the game the same. Rich likes the solo content and does that more. Other developers like world bosses, cyrodil, and trading. Its really hard to make content that every single person will love. That being said the devs do play the game and just see different issues than we might see. These summits are way for us to bring our issues forward.
How many people dont interact with guilds? A lot of players play this game like a traditional eso game but might join a guild for a trader or something. They are thinking of new ways to include the community in the functionalities that they have created. It seems like a lot people find playing with people scary.
ZOS love RP community and they like giving them opportunities to RP. A lot of story development includes ways for people to RP.
There is some consideration for integrating EU console servers.
Increasing limits on furnishing in player homes is something they are thinking about but might be hard to do.
They dont want guild homes to replace going to a major city. They want people to have reasons to go to these areas. No one stop shops!
A lot of the cyrodil related development right now is solely on the performance and the champion campaigin/system(?). No other changes will likely be made in the short term.
Will the game be around in 5 years? The best way to answer this is look at development patterns. New cyrodil stuff is an indication that ZOS is going to continue to support the game. ZOS is committed to the game and will continue to commit to the game.
Update the guild tabards to look more modern. Guild specific decorations would be fun and cool.
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argumate · 5 months ago
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Within minutes, we found a publicly accessible ClickHouse database linked to DeepSeek, completely open and unauthenticated, exposing sensitive data. It was hosted at oauth2callback.deepseek.com:9000 and dev.deepseek.com:9000. 
This database contained a significant volume of chat history, backend data and sensitive information, including log streams, API Secrets, and operational details.  
More critically, the exposure allowed for full database control and potential privilege escalation within the DeepSeek environment, without any authentication or defense mechanism to the outside world. 
lol
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wip · 2 years ago
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How effective have the login walls on individual blog urls been in getting new people to sign up? I find them pretty annoying when I'm trying to catch up on friends' blogs or read a post someone sent me while logged out, and it also seems like it would cut down on ad views for y'all. Is it worth it?
Answer: Hello there, @mezzodical!
We are glad to answer this one, as it feels important to address. 
While we concede that login walls can indeed be pretty annoying, they were a significant driver of growth for Tumblr in 2022. And it is growth that we need above all else right now. 
We are still working on them, however, and tuning them to be less disruptive and more effective. After all, we do not want to completely erode the ability to surf Tumblr content without having to log in—and it’s a balance we are still working through.
For what it’s worth, we don’t like walled gardens either—which is why we still have (and never intend to remove) things like RSS support for blogs and our public API.
We hope this helps answer your question, and thanks for getting in touch with this question.
Best,
—Zandy, Cyle, and Marina
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mentalisttraceur-software · 4 months ago
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I miss being able to just use an API with `curl`.
Remember that? Remember how nice that was?
You just typed/pasted the URL, typed/piped any other content, and then it just prompted you to type your password. Done. That's it.
Now you need to log in with a browser, find some obscure settings page with API keys and generate a key. Paternalism demands that since some people insecurely store their password for automatic reuse, no one can ever API with a password.
Fine-grained permissions for the key? Hope you got it right the first time. You don't mind having a blocking decision point sprung on you, do ya? Of course not, you're a champ. Here's some docs to comb through.
That is, if the service actually offers API keys. If it requires OAuth, then haha, did you really think you can just make a key and use it? you fool, you unwashed barbarian simpleton.
No, first you'll need to file this form to register an App, and that will give you two keys, okay, and then you're going to take those keys, and - no, stop, stop trying to use the keys, imbecile - now you're going to write a tiny little program, nothing much, just spin up a web server and open a browser and make several API calls to handle the OAuth flow.
Okay, got all that? Excellent, now just run that program with the two keys you have, switch back to the browser, approve the authorization, and now you have two more keys, ain't that just great? You can tell it's more secure because the number of keys and manual steps is bigger.
And now, finally, you can use all four keys to make that API call you wanted. For now. That second pair of keys might expire later.
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