Ip Being Attacked..?

Hello Guys My Internet has Been Cutting off Periodicly, i went to check in the security log and Found that i am Being Attacked:
Found Syncflood attack from 99.227.163.206 in port 58531 => Wed Mar 11 03:26:20 2009
Found Syncflood attack from 99.227.163.206 in port 58531 => Wed Mar 11 03:26:50 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:26:50 2009
Found Syncflood attack from 80.189.30.211 in port 58531 => Wed Mar 11 03:26:50 2009
Found PortScanner attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:26:50 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:27:20 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:27:20 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:27:50 2009
Found Syncflood attack from 99.227.163.206 in port 58531 => Wed Mar 11 03:27:50 2009
Found Syncflood attack from 99.227.163.206 in port 58531 => Wed Mar 11 03:28:20 2009
Found Syncflood attack from 94.192.73.200 in port 58531 => Wed Mar 11 03:28:20 2009
Found Syncflood attack from 94.192.73.200 in port 58531 => Wed Mar 11 03:28:50 2009
Found PortScanner attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:29:20 2009
Found Syncflood attack from 75.8.212.170 in port 58531 => Wed Mar 11 03:29:20 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:29:20 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:29:50 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:29:50 2009
Found Syncflood attack from 75.8.212.170 in port 58531 => Wed Mar 11 03:29:50 2009
Found Syncflood attack from 94.192.73.200 in port 58531 => Wed Mar 11 03:29:50 2009
Found PortScanner attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:30:20 2009
Found Syncflood attack from 83.192.123.134 in port 58531 => Wed Mar 11 03:31:21 2009
Found Syncflood attack from 99.227.163.206 in port 58531 => Wed Mar 11 03:31:21 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:31:51 2009
Found PortScanner attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:31:51 2009
Found Syncflood attack from 94.192.73.200 in port 58531 => Wed Mar 11 03:32:21 2009
Found Syncflood attack from 94.192.73.200 in port 58531 => Wed Mar 11 03:33:53 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:37:23 2009
Found Syncflood attack from 83.192.123.134 in port 58531 => Wed Mar 11 03:37:54 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:37:54 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:38:55 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:39:25 2009
Found Syncflood attack from 24.69.135.209 in port 58531 => Wed Mar 11 03:39:55 2009
Found Syncflood attack from 24.69.135.209 in port 58531 => Wed Mar 11 03:40:25 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:40:55 2009
Found Syncflood attack from 86.142.204.253 in port 58531 => Wed Mar 11 03:40:55 2009
Found Syncflood attack from 86.142.204.253 in port 58531 => Wed Mar 11 03:41:25 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:41:55 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:42:25 2009
Found Syncflood attack from 82.37.10.137 in port 58531 => Wed Mar 11 03:42:25 2009
Found Syncflood attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:42:55 2009
Found Syncflood attack from 89.78.155.7 in port 58531 => Wed Mar 11 03:42:55 2009
Found Syncflood attack from 82.22.8.73 in port 58531 => Wed Mar 11 03:43:25 2009
Found PortScanner attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:43:55 2009
Found Syncflood attack from 78.111.204.72 in port 58531 => Wed Mar 11 03:43:55 2009
Found Syncflood attack from 83.192.123.134 in port 58531 => Wed Mar 11 03:43:55 2009
Found Syncflood attack from 78.111.204.72 in port 58531 => Wed Mar 11 03:44:25 2009
Found Syncflood attack from 83.192.123.134 in port 58531 => Wed Mar 11 03:44:25 2009
Found Syncflood attack from 85.157.206.75 in port 58531 => Wed Mar 11 03:44:25 2009
Found Syncflood attack from 85.157.206.75 in port 58531 => Wed Mar 11 03:44:55 2009
Found PortScanner attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:46:27 2009
Found PortScanner attack from 74.241.120.102 in port 58531 => Wed Mar 11 03:47:59 2009
What Must i do.....? Call Verizon..?

Hi Broike. I advise changing your IP address. This can be done by changing the MAC adress of your router I'm not very familiar with Belkin equipment, but in your router set-up menu, there should be a page to edit your router's mac address. Change the very LAST digit by one number. or if its a hex simply change it to a 0(zero). Make sure while your doing this unplug your modem. After you change your mac address, plug your modem back in and you should have a different ip address.
As a side note, DDoS attacks often come after you are infected with a bot or a virus. Make sure you have a good anti-virus software installed, and scan your computer for threats.
Check your IP before and after at www.ipchicken.com
Message Edited by shane on 03-17-2009 07:21 AM

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    package  {
        // these are flash built in classes
         import flash.display.MovieClip;
         import flash.events.TimerEvent;
        import flash.utils.Timer;
         import flash.events.Event;
        //Our own custom class
        import MainTimer;
        import flash.events.KeyboardEvent;
        public class MainDocument extends MovieClip{
            //initial variable values
             private var currentNumberOfEnemiesOnstage:int;
             private var initialNumberOfEnemiesToCreate:int = 2;
             private var enemyKills:int;
             private var childToRemove:int;
             private var level:int = 1;
             private var makeNewEnemyTimer:Timer = new Timer(3000,1);
             private var finishOffEnemy:Timer = new Timer (500, 1);
             private var gameTimer:MainTimer
             private var thePlayer:Player;
             private var theEnemy:Enemy;
             private var maxEnemies:int = 3;
             private var e:int = 0;
             private var childrenOnStage:int;
             private var lastX:int;// variable to determine where the last x of the player was.
             private var theStageNeedsToScroll:Boolean=false;// flag for scrolling
             private var numChildrenInGameStage:int;
             private var jump:JumpSound = new JumpSound();
             private var slap:SlapSound = new SlapSound();
             private var token:TokenSound = new TokenSound();
            public function MainDocument() {
                // constructor code
                trace("the main document is alive");
                makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE,makeNewEnemyHandler);
                makeNewEnemyTimer.start();
                //new instance of the MainTimer class
                gameTimer = new MainTimer();
                //must add it to the stage
                addChild(gameTimer);
                //adjust its position on the stage
                gameTimer.x = 20;
                gameTimer.y = 20;
                //add the player
                thePlayer = new Player();
                addChild(thePlayer);
                // adjust its position on the stage
                thePlayer.x = stage.stageWidth * 0.5;
                // assign the name property
                thePlayer.name = "player";
                while (e< initialNumberOfEnemiesToCreate){
                    createEnemy();
                    e++;
                } //end while
                // init variable for tracking "kills"
                enemyKills = 0;
                killScoreBox.text = String (enemyKills) + " KILLS ";
                // Update this variable every time a child is added to the stage
                childrenOnStage = this.numChildren;
                //Add event listener to control timing of main game loop
                addEventListener (Event.ENTER_FRAME,mainGameLoop);
                 // Prepare for the keystroke listeners
                 stage.focus = stage;
                stage.addEventListener  (KeyboardEvent.KEY_DOWN, keyDownHandler);
                stage.addEventListener  (KeyboardEvent.KEY_UP, keyUpHandler);
            }  //end public function MainDocument
            private function keyDownHandler(e:KeyboardEvent):void {
                switch ( e.keyCode) {
                    case 37:   // left
                        thePlayer.moveLeft();
                        break;
                    case 38://up
                        jump.play();
                        thePlayer.startJumping();
                        break;
                    case 39:    //right
                        thePlayer.moveRight();
                        break;
                    case 40: //down to attack
                        slap.play();
                        thePlayer.attack();
                        break;                   
                }// end switch
            }// end function keyDownHandler
            private function keyUpHandler(e:KeyboardEvent):void {
                switch (e.keyCode) {
                    case 37:    // left
                    case 39:    // right
                        thePlayer.standStill();
                        break;
                    case 38: //jump
                        break;
                    case 40: // down to attack
                    break;
                    default:
                        //anything
                } //end switch
            } // end function keyUpHandler
            private function createEnemy():void{
                trace("create enemy");
                theEnemy = new Enemy((Math.random() * 5) + 1 );
                addChild(theEnemy);
                // Place in a random spot on stage
                theEnemy.x = (Math.random() * stage.stageWidth);
                theEnemy.y = 0;
                // assign the "name" property
                theEnemy.name = "enemy";
                //Update this variable everytime a child is added to the stage
                childrenOnStage = this.numChildren;
            } //end function createEnemy
            //the main loop for the game!!!!!
            private function mainGameLoop (event:Event):void{
                checkForGameReset();
                removeOrCreateNewEnemies();
                processCollisions();
                scrollStage();
            } //end function mainGameLoop
            private function checkForGameReset():void{
                //define conditions
                if(gameTimer.timerHasStopped == true){
                    resetBoard();
                }else if(thePlayer.y > stage.stageHeight){
                    resetBoard();
                }else if (theGameStage.theFish.hitTestPoint(thePlayer.x,thePlayer.y,true)
                                                        && theStageNeedsToScroll == false){
                    resetBoard();
                }else if (health.width <= 2){
                    resetBoard();
            } //end function CheckForGameReset
            private function resetBoard():void{
                health.width = 300;
                thePlayer.x = stage.stageWidth * 0.5;
                theGameStage.x = stage.stageWidth * 0.5;
                thePlayer.y = 0;
                theGameStage.y = 0;
                enemyKills = 0;
                gameTimer.resetTimer();
            } //end function
            private function processCollisions():void{
                //  set up main loop to look through all collidable objects on stage
                for(var c:int;c < childrenOnStage;c++){
                    //trace ("Children on stage c= " + c +
                    // test for a player or enemy child on stage
                    if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy"){
                        // see if ovject is touching the game stage
                        if( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)){
                            // while it is still touching inch it up just until it stops
                               while ( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==true){
                                   // called from CollisionObject Class, so force the connectioin
                                   CollisionObject (getChildAt(c)).incrementUpward();
                                   if (theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==false){
                                       CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                   } // end if
                               } //end while
                        } //end if touching
                    }//end if player or enemy
                    ///////////////////////Collision with Enemies///////////////
                    if (getChildAt(c).name == "enemy"){
                        if(getChildAt(c).hitTestPoint (thePlayer.x, thePlayer.y , true) ){
                            if( thePlayer.isAttacking == false) {
                                // we are being attacked (and not defending)
                                health.width = health.width -2;                           
                                Enemy(getChildAt(c)).makeEnemyAttack();
                            }else{
                                // we are attacking that enemy
                                childToRemove = c;
                                Enemy(getChildAt(c)).makeEnemyDie();
                                finishOffEnemy.start();
                                finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                            } //end else
                        }else if (Enemy(getChildAt(c)).enemyIsAttacking ==true) {
                            // if there isn't a collision between player and enemy,BUT the enemy is attacking
                            Enemy(getChildAt(c)).makeEnemyStopAttacking();
                        } //end else
    import flash.events.TimerEvent;
    // end if
                } //end for loop
                /////////////// token collision detection ///////////////
        numChildrenInGameStage = theGameStage.numChildren;
        for (var d:int = 0; d < numChildrenInGameStage; d++){
            if (theGameStage.getChildAt(d).hasOwnProperty("isToken") &&
                            theGameStage.getChildAt(d).visable == true) {
                if (thePlayer.hitTestObject(theGameStage.getChildAt(d))){
                    trace("hit token");
                    //play sound
                    token.play();
                    theGameStage.removeChildAt ( d );
                    numChildrenInGameStage = theGameStage.numChildren;
                }// end if
            }// end if
        } //end for
        }// end function processCollisions
        private function scrollStage():void{
                if (thePlayer.x != lastX){
                    theStageNeedsToScroll = true;
                }else{
                    theStageNeedsToScroll = false;
                }// end if
                if (theStageNeedsToScroll == true){
                    for (var b:int = 0; b < childrenOnStage; b ++){
                        if (getChildAt (b).name =="enemy"){
                            getChildAt (b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                        }// end if
                    } //end for
                    theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                } //end if
                thePlayer.x = stage.stageWidth * 0.5;
                lastX = thePlayer.x;
            }//  end function scrollStage
            // figure out logic
         //  end function scrollStage
        private function removeOrCreateNewEnemies():void{
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy" && getChildAt(c).y > stage.stageHeight){
                    removeChildAt(c);
                    createEnemy();
                } //end if
                if (getChildAt(c).name == "enemy" && getChildAt(c).x < thePlayer.x - stage.stageWidth){
                    removeChildAt(c);
                    createEnemy();
                } //end if
            } // end for loop
        }// end function removeOrCreateNewEnemies
        private function makeNewEnemyHandler(event:TimerEvent):void{
            currentNumberOfEnemiesOnstage = 0;
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy");
                    currentNumberOfEnemiesOnstage++;
                }// end if
            }// end for
            if(currentNumberOfEnemiesOnstage < maxEnemies){
                trace("not enough enemies onstage, make more");
                createEnemy();
            } //end if
            makeNewEnemyTimer.start();                       
        } //end function
        public function finishOffEnemyComplete(event:TimerEvent):void {
            enemyKills ++;
            killScoreBox.text = String ( enemyKills) + " KILLS ";
            removeChildAt (childToRemove);
            childrenOnStage = this.numChildren;
        }// end functioin
        }// end public class

    You have several problems with syntax. Here is the class that has syntactical integrity:
    package
              // these are flash built in classes
              import flash.display.MovieClip;
              import flash.events.TimerEvent;
              import flash.utils.Timer;
              import flash.events.Event;
              //Our own custom class
              import MainTimer;
              import flash.events.KeyboardEvent;
              public class MainDocument extends MovieClip
                        //initial variable values
                        private var currentNumberOfEnemiesOnstage:int;
                        private var initialNumberOfEnemiesToCreate:int = 2;
                        private var enemyKills:int;
                        private var childToRemove:int;
                        private var level:int = 1;
                        private var makeNewEnemyTimer:Timer = new Timer(3000, 1);
                        private var finishOffEnemy:Timer = new Timer(500, 1);
                        private var gameTimer:MainTimer
                        private var thePlayer:Player;
                        private var theEnemy:Enemy;
                        private var maxEnemies:int = 3;
                        private var e:int = 0;
                        private var childrenOnStage:int;
                        private var lastX:int; // variable to determine where the last x of the player was.
                        private var theStageNeedsToScroll:Boolean = false; // flag for scrolling
                        private var numChildrenInGameStage:int;
                        private var jump:JumpSound = new JumpSound();
                        private var slap:SlapSound = new SlapSound();
                        private var token:TokenSound = new TokenSound();
                        public function MainDocument()
                                  // constructor code
                                  trace("the main document is alive");
                                  makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE, makeNewEnemyHandler);
                                  makeNewEnemyTimer.start();
                                  //new instance of the MainTimer class
                                  gameTimer = new MainTimer();
                                  //must add it to the stage
                                  addChild(gameTimer);
                                  //adjust its position on the stage
                                  gameTimer.x = 20;
                                  gameTimer.y = 20;
                                  //add the player
                                  thePlayer = new Player();
                                  addChild(thePlayer);
                                  // adjust its position on the stage
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  // assign the name property
                                  thePlayer.name = "player";
                                  while (e < initialNumberOfEnemiesToCreate)
                                            createEnemy();
                                            e++;
                                  } //end while
                                  // init variable for tracking "kills"
                                  enemyKills = 0;
                                  killScoreBox.text = String(enemyKills) + " KILLS ";
                                  // Update this variable every time a child is added to the stage
                                  childrenOnStage = this.numChildren;
                                  //Add event listener to control timing of main game loop
                                  addEventListener(Event.ENTER_FRAME, mainGameLoop);
                                  // Prepare for the keystroke listeners
                                  stage.focus = stage;
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                                  stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                        } //end public function MainDocument
                        private function keyDownHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                                      thePlayer.moveLeft();
                                                      break;
                                            case 38: //up
                                                      jump.play();
                                                      thePlayer.startJumping();
                                                      break;
                                            case 39: //right
                                                      thePlayer.moveRight();
                                                      break;
                                            case 40: //down to attack
                                                      slap.play();
                                                      thePlayer.attack();
                                                      break;
                                  } // end switch
                        } // end function keyDownHandler
                        private function keyUpHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                            case 39: // right
                                                      thePlayer.standStill();
                                                      break;
                                            case 38: //jump
                                                      break;
                                            case 40: // down to attack
                                                      break;
                                            default:
                                            //anything
                                  } //end switch
                        } // end function keyUpHandler
                        private function createEnemy():void
                                  trace("create enemy");
                                  theEnemy = new Enemy((Math.random() * 5) + 1);
                                  addChild(theEnemy);
                                  // Place in a random spot on stage
                                  theEnemy.x = (Math.random() * stage.stageWidth);
                                  theEnemy.y = 0;
                                  // assign the "name" property
                                  theEnemy.name = "enemy";
                                  //Update this variable everytime a child is added to the stage
                                  childrenOnStage = this.numChildren;
                        } //end function createEnemy
                        //the main loop for the game!!!!!
                        private function mainGameLoop(event:Event):void
                                  checkForGameReset();
                                  removeOrCreateNewEnemies();
                                  processCollisions();
                                  scrollStage();
                        } //end function mainGameLoop
                        private function checkForGameReset():void
                                  //define conditions
                                  if (gameTimer.timerHasStopped == true)
                                            resetBoard();
                                  else if (thePlayer.y > stage.stageHeight)
                                            resetBoard();
                                  else if (theGameStage.theFish.hitTestPoint(thePlayer.x, thePlayer.y, true) && theStageNeedsToScroll == false)
                                            resetBoard();
                                  else if (health.width <= 2)
                                            resetBoard();
                        } //end function CheckForGameReset
                        private function resetBoard():void
                                  health.width = 300;
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  theGameStage.x = stage.stageWidth * 0.5;
                                  thePlayer.y = 0;
                                  theGameStage.y = 0;
                                  enemyKills = 0;
                                  gameTimer.resetTimer();
                        } //end function
                        private function processCollisions():void
                                  //  set up main loop to look through all collidable objects on stage
                                  for (var c:int; c < childrenOnStage; c++)
                                            //trace ("Children on stage c= " + c +
                                            // test for a player or enemy child on stage
                                            if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy")
                                                      // see if ovject is touching the game stage
                                                      if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true))
                                                                // while it is still touching inch it up just until it stops
                                                                // while it is still touching inch it up just until it stops
                                                                while (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == true)
                                                                          // called from CollisionObject Class, so force the connectioin
                                                                          CollisionObject(getChildAt(c)).incrementUpward();
                                                                          if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == false)
                                                                                    CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                                                          } // end if
                                                                } //end while
                                                      } //end if touching
                                            } //end if player or enemy
                                            ///////////////////////Collision with Enemies///////////////
                                            if (getChildAt(c).name == "enemy")
                                                      if (getChildAt(c).hitTestPoint(thePlayer.x, thePlayer.y, true))
                                                                if (thePlayer.isAttacking == false)
                                                                          // we are being attacked (and not defending)
                                                                          health.width = health.width - 2;
                                                                          Enemy(getChildAt(c)).makeEnemyAttack();
                                                                else
                                                                          // we are attacking that enemy
                                                                          childToRemove = c;
                                                                          Enemy(getChildAt(c)).makeEnemyDie();
                                                                          finishOffEnemy.start();
                                                                          finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                                                                } //end else
                                                      else if (Enemy(getChildAt(c)).enemyIsAttacking == true)
                                                                // if there isn't a collision between player and enemy,BUT the enemy is attacking
                                                                Enemy(getChildAt(c)).makeEnemyStopAttacking();
                                                      } //end else
                                  } //end for loop
                                  /////////////// token collision detection ///////////////
                                  numChildrenInGameStage = theGameStage.numChildren;
                                  for (var d:int = 0; d < numChildrenInGameStage; d++)
                                            if (theGameStage.getChildAt(d).hasOwnProperty("isToken") && theGameStage.getChildAt(d).visable == true)
                                                      if (thePlayer.hitTestObject(theGameStage.getChildAt(d)))
                                                                trace("hit token");
                                                                //play sound
                                                                token.play();
                                                                theGameStage.removeChildAt(d);
                                                                numChildrenInGameStage = theGameStage.numChildren;
                                                      } // end if
                                            } // end if
                                  } //end for
                        } // end function processCollisions
                        private function scrollStage():void
                                  if (thePlayer.x != lastX)
                                            theStageNeedsToScroll = true;
                                  else
                                            theStageNeedsToScroll = false;
                                  } // end if
                                  if (theStageNeedsToScroll == true)
                                            for (var b:int = 0; b < childrenOnStage; b++)
                                                      if (getChildAt(b).name == "enemy")
                                                                getChildAt(b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                                                      } // end if
                                            } //end for
                                            theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                                  } //end if
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  lastX = thePlayer.x;
                        } //  end function scrollStage
                        // figure out logic
                        //  end function scrollStage
                        private function removeOrCreateNewEnemies():void
                                  currentNumberOfEnemiesOnstage = 0;
                                  for (var c:int = 0; c < childrenOnStage; c++)
                                            if (getChildAt(c).name == "enemy")
                                                      currentNumberOfEnemiesOnstage++;
                                            } // end if
                                  } // end for
                                  if (currentNumberOfEnemiesOnstage < maxEnemies)
                                            trace("not enough enemies onstage, make more");
                                            createEnemy();
                                  } //end if
                                  makeNewEnemyTimer.start();
                        } //end function
                        public function finishOffEnemyComplete(event:TimerEvent):void
                                  enemyKills++;
                                  killScoreBox.text = String(enemyKills) + " KILLS ";
                                  removeChildAt(childToRemove);
                                  childrenOnStage = this.numChildren;
                        } // end functioin

  • Mac mini server refuses to get DHCP address from router

    Everything was going along fine. But after a power outage the server goes to a 169. address when the router puts out 198. addresses. If I put a static 198. address in it sees the network but won't connect to the internet. I've flashed the router (everything else sees the router fine, 3 computers and a time capsule). I've had the hardware checked at the Apple store - it picked up an address right away. After narrowing everything down the problem has to be in the operating system. I even did a full time machine restore to the day before the storm. No luck. Anyone heard of this problem.

    Mauricette has a point.
    A server function is not designed to accept a floating or dynamic IP address.  If that is the case, how do you create firewall rules that prevent those unnnecessary ports being left opened from being attacked by rogue machines in Romania and China on a hourly basis when you announce to the world that your server is available if the server IP address keep changing due to the DHCP lease change?  Yes, they do have bots that do this VERY EFFICIENTLY!
    By changing the very nature of your firewall rules by working with DHCP, you are opening ports you do not know to accommodate DHCP dynamic addressing, which was the reason why your Mac Mini Server stopped working in the first place.  It's ok for a client, since a client isn't serving any files to any one right.
    By using client based firewall rules, you are exposing your server to attacks and when they get through your Mini server, which they can if they are persistent, they get into your home network and then whatever file server services you have opened and unprotected at the time WILL BE copied by these people easily. 
    I have a client once who did just that.  She was attacked, the hacker went through her network like a rampaging bull.  They were from China.  My Synology RAID server gets this attack all the time, but I have a well establish IDS system and the Synology RAID has logs that tracks attacks.
    For a server setup.  Use static IP and then build a strong firewall around it and protect it and never compromise.
    Recently, I just noticed someone somehow hacked and broke my WPA-PSK AES passkey for one of my Wireless N network router.  It was not set up with a strong password though, but thankgod I had a firewall around that so my internal networks were safe. So this teaches you that if someone wants in bad, they will get in. 
    Hope this helps.

  • How do I Access purple backups from external hard drive for Time Machine

    My hard drive crashed and I installed a new one.
    Did internet recovery and upgraded to my previous OS.
    I am trying to get my data but the backup is purple that I need and I cannot access it.
    How do I do this.
    Also if I did something wrong, how do I setup Time machine to restore my whole system and set it up so the backups are accessible instead of purple.
    Thanks in advance.
    I am using Mavericks
    External hd connected with USB

    donavonknight 
    Very impressive that it is that easy but trying to get my data is a pain.
    Time Machine is a  backup of your computer SYSTEM,  not idealized as a data archive.
    Consider other options for the future  >
    Data Storage Platforms; their Drawbacks & Advantages
    #1. Time Machine / Time Capsule
    Drawbacks:
    1. Time Machine is not bootable, if your internal drive fails, you cannot access files or boot from TM directly from the dead computer.
    2. Time machine is controlled by complex software, and while you can delve into the TM backup database for specific file(s) extraction, this is not ideal or desirable.
    3. Time machine can and does have the potential for many error codes in which data corruption can occur and your important backup files may not be saved correctly, at all, or even damaged. This extra link of failure in placing software between your data and its recovery is a point of risk and failure. A HD clone is not subject to these errors.
    4. Time machine mirrors your internal HD, in which cases of data corruption, this corruption can immediately spread to the backup as the two are linked. TM is perpetually connected (or often) to your computer, and corruption spread to corruption, without isolation, which TM lacks (usually), migrating errors or corruption is either automatic or extremely easy to unwittingly do.
    5. Time Machine does not keep endless copies of changed or deleted data, and you are often not notified when it deletes them; likewise you may accidently delete files off your computer and this accident is mirrored on TM.
    6. Restoring from TM is quite time intensive.
    7. TM is a backup and not a data archive, and therefore by definition a low-level security of vital/important data.
    8. TM working premise is a “black box” backup of OS, APPS, settings, and vital data that nearly 100% of users never verify until an emergency hits or their computers internal SSD or HD that is corrupt or dead and this is an extremely bad working premise on vital data.
    9. Given that data created and stored is growing exponentially, the fact that TM operates as a “store-it-all” backup nexus makes TM inherently incapable to easily backup massive amounts of data, nor is doing so a good idea.
    10. TM working premise is a backup of a users system and active working data, and NOT massive amounts of static data, yet most users never take this into consideration, making TM a high-risk locus of data “bloat”.
    11. TM like all HD-based data is subject to ferromagnetic and mechanical failure.
    12. *Level-1 security of your vital data.
    Advantages:
    1. TM is very easy to use either in automatic mode or in 1-click backups.
    2. TM is a perfect novice level simplex backup single-layer security save against internal HD failure or corruption.
    3. TM can easily provide a seamless no-gap policy of active data that is often not easily capable in HD clones or HD archives (only if the user is lazy is making data saves).
    #2. HD archives
    Drawbacks:
    1. Like all HD-based data is subject to ferromagnetic and mechanical failure.
    2. Unless the user ritually copies working active data to HD external archives, then there is a time-gap of potential missing data; as such users must be proactive in archiving data that is being worked on or recently saved or created.
    Advantages:
    1. Fills the gap left in a week or 2-week-old HD clone, as an example.
    2. Simplex no-software data storage that is isolated and autonomous from the computer (in most cases).
    3. HD archives are the best idealized storage source for storing huge and multi-terabytes of data.
    4. Best-idealized 1st platform redundancy for data protection.
    5. *Perfect primary tier and level-2 security of your vital data.
    #3. HD clones (see below for full advantages / drawbacks)
    Drawbacks:
    1. HD clones can be incrementally updated to hourly or daily, however this is time consuming and HD clones are, often, a week or more old, in which case data between today and the most fresh HD clone can and would be lost (however this gap is filled by use of HD archives listed above or by a TM backup).
    2. Like all HD-based data is subject to ferromagnetic and mechanical failure.
    Advantages:
    1. HD clones are the best, quickest way to get back to 100% full operation in mere seconds.
    2. Once a HD clone is created, the creation software (Carbon Copy Cloner or SuperDuper) is no longer needed whatsoever, and unlike TM, which requires complex software for its operational transference of data, a HD clone is its own bootable entity.
    3. HD clones are unconnected and isolated from recent corruption.
    4. HD clones allow a “portable copy” of your computer that you can likewise connect to another same Mac and have all your APPS and data at hand, which is extremely useful.
    5. Rather than, as many users do, thinking of a HD clone as a “complimentary backup” to the use of TM, a HD clone is superior to TM both in ease of returning to 100% quickly, and its autonomous nature; while each has its place, TM can and does fill the gap in, say, a 2 week old clone. As an analogy, the HD clone itself is the brick wall of protection, whereas TM can be thought of as the mortar, which will fill any cracks in data on a week, 2-week, or 1-month old HD clone.
    6. Best-idealized 2nd platform redundancy for data protection, and 1st level for system restore of your computers internal HD. (Time machine being 2nd level for system restore of the computer’s internal HD).
    7. *Level-2 security of your vital data.
    #4. Online archives
    Drawbacks:
    1. Subject to server failure or due to non-payment of your hosting account, it can be suspended.
    2. Subject, due to lack of security on your part, to being attacked and hacked/erased.
    Advantages:
    1. In case of house fire, etc. your data is safe.
    2. In travels, and propagating files to friends and likewise, a mere link by email is all that is needed and no large media needs to be sent across the net.
    3. Online archives are the perfect and best-idealized 3rd platform redundancy for data protection.
    4. Supremely useful in data isolation from backups and local archives in being online and offsite for long-distance security in isolation.
    5. *Level-1.5 security of your vital data.
    #5. DVD professional archival media
    Drawbacks:
    1. DVD single-layer disks are limited to 4.7Gigabytes of data.
    2. DVD media are, given rough handling, prone to scratches and light-degradation if not stored correctly.
    Advantages:
    1. Archival DVD professional blank media is rated for in excess of 100+ years.
    2. DVD is not subject to mechanical breakdown.
    3. DVD archival media is not subject to ferromagnetic degradation.
    4. DVD archival media correctly sleeved and stored is currently a supreme storage method of archiving vital data.
    5. DVD media is once written and therefore free of data corruption if the write is correct.
    6. DVD media is the perfect ideal for “freezing” and isolating old copies of data for reference in case newer generations of data become corrupted and an older copy is needed to revert to.
    7. Best-idealized 4th platform redundancy for data protection.
    8. *Level-3 (highest) security of your vital data. 
    [*Level-4 data security under development as once-written metallic plates and synthetic sapphire and likewise ultra-long-term data storage]

  • Is the 256GB flash storage enough for me? Can I install a bigger SD?

    Hi there, I am transferring from a Dell (which I love) to the Macbook Air 256.  However, I'm very concerned about the storage. I've had my Dell for 10 years and never gotten near the storage capacity. It has 285Gb and I've used 215GB of it. I figured the 256 would be enough, but I've only transferred 1 year of pictures over to my MAC, and the storage space is already HALF FULL!!!! I barely deleted 50 photos, and you can see the storage space free up by a couple GBs. Does flash storage not hold as much as regular hard drives? I'm a novice at mac computers and am getting really frustrated that this computer might not hold anything. Everything is also on an external drive, but I like it all on my computer for easy access.  I also heard that I can put SD cards into my Macbook air to give me more storage. Is this true and if so, where do I get that? Thank you so so much for your help!

    firebox is only $30 at walmart, if you dont have a safe deposit box.
    theft is more about HIDING IT than vaulting it, buy a fireproof SLEEVE on Ebay for $30 and hide it under etc etc something, very easy to do.
    you can buy your own private website, which is what I do, I have several   Cost is roughly $120 per year unlimited storage..
    (see godaddy.com or otherwise)
    However safety has to be put in place to prevent others from accessing your data, also very easy.
    Its all about redundancy #1  and #2 longevity (DVD professional archival) for very important information that cant degrade over short term and rated for at least 60+ years.
    All these points are explained in detail in the link I posted you as User Tip.
    Online archives
    Drawbacks:
    1. Subject to server failure or due to non-payment of your hosting account, it can be suspended.
    2. Subject, due to lack of security on your part, to being attacked and hacked/erased.
    Advantages:
    1. In case of house fire, etc. your data is safe.
    2. In travels, and propagating files to friends and likewise, a mere link by email is all that is needed and no large media needs to be sent across the net.
    3. Online archives are the perfect and best-idealized 3rd platform redundancy for data protection.
    4. Supremely useful in data isolation from backups and local archives in being online and offsite for long-distance security in isolation.
    5. *Level-1.5 security of your vital data.
    As for hard drives, dont make the HUGE mistake others make, only having ONE off computer copy on a HD, thats a tragedy in waiting,  2 copies is 1, and 1 is none, ....and the data on the computer doesnt count in the 2-copy scheme.
    Hard Drive Warning (all makes and models)
    Ironically but logical, new hard drives are far more fragile than one that has been working for several months or a couple years. So beware in your thinking that a new hard drive translates into “extremely reliable”!
    Hard drives suffer from high rates of what has been termed "infant mortality". Essentially this means new drives have their highest likelihood of failing in the first few months of usage. This is because of very minor manufacturing defects or HD platter balancing, or head and armature geometry being less than perfect; and this is not immediately obvious and can quickly manifest itself once the drive is put to work.
    Hard drives that survive the first few months of use without failing are likely to remain healthy for a number of years.
    Generally HD are highly prone to death or corruption for a few months, then work fine for a few years, then spike in mortality starting at 3-4 years and certainly should be considered end-of-life at 5-7+ years even if still working well. Drives written to once and stored away have the highest risk of data corruption due to not being read/written to on a regular basis. Rotate older working HD into low-risk use.
    The implication of this is that you should not trust a new hard drive completely (really never completely!) until it has been working perfectly for several months.
    Given the second law of thermodynamics, any and all current mfg. HD will, under perfect storage conditions tend themselves to depolarization and a point will be reached, even if the HD mechanism is perfect, that the ferromagnetic read/write surface of the platter inside the HD will entropy to the point of no viable return for data extraction. HD life varies, but barring mechanical failure, 3-8 years typically.
    Hard drive failure and handling
    The air cushion of air between the platter surface and the head is microscopic, as small as 3 nanometers, meaning bumps, jarring while in operation can cause head crash, scraping off magnetic particles causing internal havoc to the write surface and throwing particles thru the hard drive.
    Hard drives are fragile in general, regardless, ... in specific while running hard drives are extremely fragile.
    PDF: Bare hard drive handling generic instructions
    hard drive moving parts
    Some of the common reasons for hard drives to fail:
    Infant mortality (due to mfg. defect / build tolerances)
    Bad parking   (head impact)
    Sudden impact   (hard drive jarred during operation, heads can bounce)
    Electrical surge   (fries the controller board, possibly also causing heads to write the wrong data)
    Bearing / Motor failure   (spindle bearings or motors wear during any and all use, eventually leading to HD failure)
    Board failure   (controller board failure on bottom of HD)
    Bad Sectors   (magnetic areas of the platter may become faulty)
    General hard drive failure

  • How do I save files from my HD onto Time Machine?

    If I delete files on my hard drive to free up space (i.e., movie files that I want to save in an external harddrive), time machine will not keep these files for me on my external harddrive, since time machine just backs up what is in Macintosh HD. Right? How do I make it so Time Machine does NOT delete these files from it's archive?

    beccasanchezmartin
    How do I make it so Time Machine does NOT delete these files from it's archive?
    You need to seriously consider options OTHER than time machine for important data.  TM premise is storing a copy of your machine, its design and purpose is not for archiving important data youve spent years working on, despite countless people who in fact, and in error, use it that way.
    since time machine just backs up what is in Macintosh HD. Right?
    Correct, time machine is an entry level backup methodology, you need to consider something other than time machine for that.   You NEVER want to work off the premise of needing to delete things.
    Buy an external HD and store vital files on there, .....Time Machine is a sytem backup, NOT a data archive, nor a primary redundancy.
    Methodology to protect your data. Backups vs. Archives. Long-term data protection
    #1. Time Machine / Time Capsule
    Drawbacks:
    1. Time Machine is not bootable, if your internal drive fails, you cannot access files or boot from TM directly from the dead computer.
    2. Time machine is controlled by complex software, and while you can delve into the TM backup database for specific file(s) extraction, this is not ideal or desirable.
    3. Time machine can and does have the potential for many error codes in which data corruption can occur and your important backup files may not be saved correctly, at all, or even damaged. This extra link of failure in placing software between your data and its recovery is a point of risk and failure. A HD clone is not subject to these errors.
    4. Time machine mirrors your internal HD, in which cases of data corruption, this corruption can immediately spread to the backup as the two are linked. TM is perpetually connected (or often) to your computer, and corruption spread to corruption, without isolation, which TM lacks (usually), migrating errors or corruption is either automatic or extremely easy to unwittingly do.
    5. Time Machine does not keep endless copies of changed or deleted data, and you are often not notified when it deletes them; likewise you may accidently delete files off your computer and this accident is mirrored on TM.
    6. Restoring from TM is quite time intensive.
    7. TM is a backup and not a data archive, and therefore by definition a low-level security of vital/important data.
    8. TM working premise is a “black box” backup of OS, APPS, settings, and vital data that nearly 100% of users never verify until an emergency hits or their computers internal SSD or HD that is corrupt or dead and this is an extremely bad working premise on vital data.
    9. Given that data created and stored is growing exponentially, the fact that TM operates as a “store-it-all” backup nexus makes TM inherently incapable to easily backup massive amounts of data, nor is doing so a good idea.
    10. TM working premise is a backup of a users system and active working data, and NOT massive amounts of static data, yet most users never take this into consideration, making TM a high-risk locus of data “bloat”.
    11. In the case of Time Capsule, wifi data storage is a less than ideal premise given possible wireless data corruption.
    12. TM like all HD-based data is subject to ferromagnetic and mechanical failure.
    13. *Level-1 security of your vital data.
    Advantages:
    1. TM is very easy to use either in automatic mode or in 1-click backups.
    2. TM is a perfect novice level simplex backup single-layer security save against internal HD failure or corruption.
    3. TM can easily provide a seamless no-gap policy of active data that is often not easily capable in HD clones or HD archives (only if the user is lazy is making data saves).
    #2. HD archives
    Drawbacks:
    1. Like all HD-based data is subject to ferromagnetic and mechanical failure.
    2. Unless the user ritually copies working active data to HD external archives, then there is a time-gap of potential missing data; as such users must be proactive in archiving data that is being worked on or recently saved or created.
    Advantages:
    1. Fills the gap left in a week or 2-week-old HD clone, as an example.
    2. Simplex no-software data storage that is isolated and autonomous from the computer (in most cases).
    3. HD archives are the best idealized storage source for storing huge and multi-terabytes of data.
    4. Best-idealized 1st platform redundancy for data protection.
    5. *Perfect primary tier and level-2 security of your vital data.
    #3. HD clones (see below for full advantages / drawbacks)
    Drawbacks:
    1. HD clones can be incrementally updated to hourly or daily, however this is time consuming and HD clones are, often, a week or more old, in which case data between today and the most fresh HD clone can and would be lost (however this gap is filled by use of HD archives listed above or by a TM backup).
    2. Like all HD-based data is subject to ferromagnetic and mechanical failure.
    Advantages:
    1. HD clones are the best, quickest way to get back to 100% full operation in mere seconds.
    2. Once a HD clone is created, the creation software (Carbon Copy Cloner or SuperDuper) is no longer needed whatsoever, and unlike TM, which requires complex software for its operational transference of data, a HD clone is its own bootable entity.
    3. HD clones are unconnected and isolated from recent corruption.
    4. HD clones allow a “portable copy” of your computer that you can likewise connect to another same Mac and have all your APPS and data at hand, which is extremely useful.
    5. Rather than, as many users do, thinking of a HD clone as a “complimentary backup” to the use of TM, a HD clone is superior to TM both in ease of returning to 100% quickly, and its autonomous nature; while each has its place, TM can and does fill the gap in, say, a 2 week old clone. As an analogy, the HD clone itself is the brick wall of protection, whereas TM can be thought of as the mortar, which will fill any cracks in data on a week, 2-week, or 1-month old HD clone.
    6. Best-idealized 2nd platform redundancy for data protection, and 1st level for system restore of your computers internal HD. (Time machine being 2nd level for system restore of the computer’s internal HD).
    7. *Level-2 security of your vital data.
    HD cloning software options:
    1. SuperDuper HD cloning software APP (free)
    2. Carbon Copy Cloner APP (will copy the recovery partition as well)
    3. Disk utility HD bootable clone.
    #4. Online archives
    Drawbacks:
    1. Subject to server failure or due to non-payment of your hosting account, it can be suspended.
    2. Subject, due to lack of security on your part, to being attacked and hacked/erased.
    Advantages:
    1. In case of house fire, etc. your data is safe.
    2. In travels, and propagating files to friends and likewise, a mere link by email is all that is needed and no large media needs to be sent across the net.
    3. Online archives are the perfect and best-idealized 3rd platform redundancy for data protection.
    4. Supremely useful in data isolation from backups and local archives in being online and offsite for long-distance security in isolation.
    5. *Level-1.5 security of your vital data.
    #5. DVD professional archival media
    Drawbacks:
    1. DVD single-layer disks are limited to 4.7Gigabytes of data.
    2. DVD media are, given rough handling, prone to scratches and light-degradation if not stored correctly.
    Advantages:
    1. Archival DVD professional blank media is rated for in excess of 100+ years.
    2. DVD is not subject to mechanical breakdown.
    3. DVD archival media is not subject to ferromagnetic degradation.
    4. DVD archival media correctly sleeved and stored is currently a supreme storage method of archiving vital data.
    5. DVD media is once written and therefore free of data corruption if the write is correct.
    6. DVD media is the perfect ideal for “freezing” and isolating old copies of data for reference in case newer generations of data become corrupted and an older copy is needed to revert to.
    7. Best-idealized 4th platform redundancy for data protection.
    8. *Level-3 (highest) security of your vital data. 
    [*Level-4 data security under development as once-written metallic plates and synthetic sapphire and likewise ultra-long-term data storage]
    #6. Cloud based storage
    Drawbacks:
    1. Cloud storage can only be quasi-possessed.
    2. No genuine true security and privacy of data.
    3. Should never be considered for vital data storage or especially long-term.
    4. *Level-0 security of your vital data. 
    Advantages:
    1. Quick, easy and cheap storage location for simplex files for transfer to keep on hand and yet off the computer.
    2. Easy source for small-file data sharing.
    Make a (some) Redundancy of data
    Secondary data on a single external HD or RAID array is not a redundancy, but a PRIMARY data copy.          First Redundancy takes place on a Secondary storage medium/locus. (both of these external of course)
    2nd level protection in any redundancy necessitates it "be unconnected".           Data ON the actual computer is not considered, ergo a single copy OFF a computer is just that, a backup / copy.  Redunancy begins as secondary to a FIRST COPY

  • WLS 8.1 hanging when using XA

    I am having an issue with BEA 8.1 hanging when using XA. I have configured it
    on several other Windows 2000 machines and not seen an issue. This particular
    machine seems to hang and then give a time out error. ANy suggestions would
    be appreciated. Below is the error that I am getting back and a thread dump.
    java.lang.Exception: Exception while commiting Tx : Name=[EJB com.level3.ds9.business.ejb.SearchEJB.getLocations(java.lang.String,com.level3.ds9.common.L3Environment)],Xid=BEA1-001E3F8C31D9BB58DEB7(18601996),Status=Unknown,numRepliesOwedMe=0,numRepliesOwedOthers=0,seconds
    since begin=122,seconds left=2878,XAServerResourceInfo[lidPool]=(ServerResourceInfo[lidPool]=(state=new,assigned=none),xar=null),SCInfo[mydomain+brettjason]=(state=active),SCInfo[ds9FT+ds9server3]=(state=active),properties=({weblogic.transaction.name=[EJB
    com.level3.ds9.business.ejb.SearchEJB.getLocations(java.lang.String,com.level3.ds9.common.L3Environment)]}),OwnerTransactionManager=ServerTM[ServerCoordinatorDescriptor=(CoordinatorURL=brettjason+10.1.44.74:7001+mydomain+t3+,
    XAResources={},NonXAResources={})],CoordinatorURL=ds9server3+10.1.19.141:7001+ds9FT+t3+);
    nested exception is: javax.transaction.SystemException: Timeout during commit
    processing
    Exception while commiting Tx : Name=[EJB com.level3.ds9.business.ejb.SearchEJB.getLocations(java.lang.String,com.level3.ds9.common.L3Environment)],Xid=BEA1-001E3F8C31D9BB58DEB7(18601996),Status=Unknown,numRepliesOwedMe=0,numRepliesOwedOthers=0,seconds
    since begin=122,seconds left=2878,XAServerResourceInfo[lidPool]=(ServerResourceInfo[lidPool]=(state=new,assigned=none),xar=null),SCInfo[mydomain+brettjason]=(state=active),SCInfo[ds9FT+ds9server3]=(state=active),properties=({weblogic.transaction.name=[EJB
    com.level3.ds9.business.ejb.SearchEJB.getLocations(java.lang.String,com.level3.ds9.common.L3Environment)]}),OwnerTransactionManager=ServerTM[ServerCoordinatorDescriptor=(CoordinatorURL=brettjason+10.1.44.74:7001+mydomain+t3+,
    XAResources={},NonXAResources={})],CoordinatorURL=ds9server3+10.1.19.141:7001+ds9FT+t3+);
    nested exception is: javax.transaction.SystemException: Timeout during commit
    processing
    "ExecuteThread: '12' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x2
    770EB70 nid=0xa34 in Object.wait() [2868f000..2868fd88]
    at java.lang.Object.wait(Native Method)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <054801B8> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '11' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x2
    76E6858 nid=0x5f8 in Object.wait() [2864f000..2864fd88]
    at java.lang.Object.wait(Native Method)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480230> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '10' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x2
    76E5C70 nid=0x670 in Object.wait() [2860f000..2860fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <054802A8> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <054802A8> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '9' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    6E50B0 nid=0x9c8 in Object.wait() [285cf000..285cfd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480320> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480320> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '8' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    71B350 nid=0x9bc in Object.wait() [2858f000..2858fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480398> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480398> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '7' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    71BC10 nid=0x7b8 in Object.wait() [2854f000..2854fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480410> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480410> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '6' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    71D7D8 nid=0x848 in Object.wait() [2850f000..2850fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480488> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480488> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '5' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    71C8F0 nid=0x9dc in Object.wait() [284cf000..284cfd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480500> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480500> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '4' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    71C798 nid=0x824 in Object.wait() [2848f000..2848fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480578> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480578> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '3' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    60B420 nid=0x770 in Object.wait() [2844f000..2844fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <054805F0> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <054805F0> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '2' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x26
    F9FA10 nid=0xa64 in Object.wait() [2840f000..2840fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480668> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480668> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '1' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x27
    580CC0 nid=0x8d8 in Object.wait() [283cf000..283cfd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <054806E0> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <054806E0> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "ExecuteThread: '0' for queue: 'weblogic.kernel.Default'" daemon prio=5 tid=0x26
    F8F6B0 nid=0x7a0 in Object.wait() [2838f000..2838fd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <05480758> (a weblogic.kernel.ExecuteThread)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.kernel.ExecuteThread.waitForRequest(ExecuteThread.java:145)
    - locked <05480758> (a weblogic.kernel.ExecuteThread)
    at weblogic.kernel.ExecuteThread.run(ExecuteThread.java:164)
    "Signal Dispatcher" daemon prio=10 tid=0x008B4850 nid=0x978 waiting on condition
    [0..0]
    "Finalizer" daemon prio=9 tid=0x008FF7F8 nid=0x73c in Object.wait() [26cff000..2
    6cffd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <052A72C8> (a java.lang.ref.ReferenceQueue$Lock)
    at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:111)
    - locked <052A72C8> (a java.lang.ref.ReferenceQueue$Lock)
    at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:127)
    at java.lang.ref.Finalizer$FinalizerThread.run(Finalizer.java:159)
    "Reference Handler" daemon prio=10 tid=0x008FE370 nid=0xa08 in Object.wait() [26
    cbf000..26cbfd88]
    at java.lang.Object.wait(Native Method)
    - waiting on <052A7330> (a java.lang.ref.Reference$Lock)
    at java.lang.Object.wait(Object.java:426)
    at java.lang.ref.Reference$ReferenceHandler.run(Reference.java:113)
    - locked <052A7330> (a java.lang.ref.Reference$Lock)
    "main" prio=5 tid=0x002358F8 nid=0x8a8 in Object.wait() [6f000..6fc40]
    at java.lang.Object.wait(Native Method)
    - waiting on <052A7508> (a weblogic.t3.srvr.T3Srvr)
    at java.lang.Object.wait(Object.java:426)
    at weblogic.t3.srvr.T3Srvr.waitForDeath(T3Srvr.java:1170)
    - locked <052A7508> (a weblogic.t3.srvr.T3Srvr)
    at weblogic.t3.srvr.T3Srvr.run(T3Srvr.java:384)
    at weblogic.Server.main(Server.java:32)
    "VM Thread" prio=5 tid=0x008FD138 nid=0x88c runnable
    "VM Periodic Task Thread" prio=10 tid=0x008B3390 nid=0x8bc waiting on condition
    "Suspend Checker Thread" prio=10 tid=0x008B3E68 nid=0x524 runnable

    Running Windows XP (even fully patched up with SP3 and latest fixes), you probably will have an increasing risk of Windows and IE being attacked. Windows XP has been getting security patches every month for over a decade. So it seems likely that people will continue to discover vulnerabilities in Windows XP that, over time, will be exploited (i.e., used in attacks).
    Windows 8.1? For a good experience, you probably would be better off getting a new computer than installing 8.1 on a system that is several years old. I realize not everyone's budget permits.
    What else can you do? It remains useful and important to keep your third party applications, such as Firefox, and your browser add-ons, such as Flash, up-to-date. It's also a good idea to run quality security software. And practice safe browsing habits like avoiding questionable websites and peer-to-peer networking, and being suspicious of email attachments.

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