[QUOTE=fauxpark;50454112]I would suggest not storing the password at all and go for a public-private key setup instead if whatever library you're using (I'm assuming) supports that.[/QUOTE]
I was thinking of adding that too as an alternative to passwords so you can choose. since I want both options I feel like I need to figure out how to secure the password as well for the times where a private key for some reason isn't possible / available
[QUOTE=PredGD;50454124]I was thinking of adding that too as an alternative to passwords so you can choose. since I want both options I feel like I need to figure out how to secure the password as well for the times where a private key for some reason isn't possible / available[/QUOTE]
It generally isn't a good idea to be storing passwords in any encrypted format that can be reversed (eg. keeping the encryption key close to the password file). The usual solution is to store hashes, then ask for the user to enter the password and check against the stored hash to see if it matches. This method is pretty useless in your case since the hash can't be converted back to plaintext to send to the server.
Basically, your two options should be "Always ask the user for the password" and "Use a public key".
EDIT: It also really depends on how secure you really want to make it. If it's not that critical, ignore the above and implement it however you want. Just remember that, since the encryption is reversible, anyone who wants to may be able to decrypt the password file if they find the key for it.
[code]
until 5 > 7 do
puts "oh no"
end
[/code]
this is how a real nigga makes an infinite loop, while true isn't good enough because a cosmic ray will probably hit your RAM and flip it to false, but the chances of that happening twice are like, not likely.
[QUOTE=PredGD;50454091]any pointers?[/QUOTE]
Here you go:
[code]void *ptr;[/code]
[QUOTE=vladh__;50454511]Here you go:
[code]void *ptr;[/code][/QUOTE]
Pffft, at least give him a pointer to a solution
[sp]void* solution;[/sp]
what a pointless joke, is it a [I]reference [/I]to something?
[QUOTE=fewes;50453707]Honestly at this point I feel like I'm going to port the renderer to actually being 3D at some point (a big bottleneck right now is that a lot of render code happens on the CPU due to the 2D limitations of SFML). I'm very comfortable with SFML though and not so comfortable with regular OpenGL hence why I've been doing it this way, but I'm quickly learning native OpenGL coding. I do absolutely love basing it all on sprites though, the pipeline for creating assets is [B]so[/B] much faster than if they were in 3D.
Plus I feel like this is more unique than just another 3D engine, which a lot of people have told me also.[/QUOTE]
If that's the case, then once you have pretty much finished writing all of your rendering code, just port it to OpenGL and continue using the same way (ie with sprites instead of 3D models), this way you eliminate your bottleneck.
I'm still addicted to improving the editor ui, the transform component (and functions totally not stolen from blender):
[img]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/06/Editor_2016-06-04_11-25-36.png[/img]
The checkboxes lock the value from being changed in the editor, and you can change display modes from normal XYZ (degrees) to quanterions (degrees or radians). Assets now can be selected in asset manager, and have their own respective inspector drawing functions:
[t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/06/2016-06-04_11-37-27.png[/t]
Assets still don't look the prettiest, however now they have previews:
[t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/06/clion64_2016-06-04_11-36-52.png[/t]
Only models and textures have previews but it's really easy to add more. Now finally here is an example of the "game" in action:
[quote][vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/06/2016-06-04_11-38-48.mp4[/vid][/quote]
The low fps and mouse cursor flickering is ShareX's fault. Also i've added miscellaneous things like a texture selector, texture uv transformations, fixing physics and among other things that don't really warrant a spotlight.
Today and yesterday night I was trying to cut down on my position buffer in my deferred shading, i ran into some roadblocks (mostly shadows acting up, i know the reason why though) and wasn't able to get it working properly yet. I'm probably going to wait until next weekend so I can save some of my sanity.
Just upgraded to win 10. Was expecting a clusterfuck that'd take days to fix, but everything's working swimmingly and it actually fixed an issue I was having with installing visual studio 15 :v:
[QUOTE=vladh__;50454009]If you want to see how this is done right, look at Clojure's [url=https://github.com/weavejester/hiccup]hiccup[/url].[/QUOTE]
That's (mostly) what I [I]am[/I] doing already :smug:
Part of the reason the elements are separate classes is that for example [I]<br>[/I] doesn't need (and in fact [I]mustn't[/I] have) a closing tag in HTML.
The sequence auto-expansion is a fair point though. I previously hadn't added it due to a language limitation (meaning I can't make [I]Node[/I]s [I]IEnumerable<Node>[/I] and offer auto-expansion for the latter while preserving concise page syntax), but I just made it harder to properly enumerate [I]Node[/I] contents in favour of being able to use LINQ expressions directly.
Other than that, I'd say [I]hiccup[/I] and [I]MarkUpGrade[/I] are almost identical in function (aside from [I]MarkUpGrade[/I] being incomplete).
The most important difference is that I use collection initialisers instead of constructors/functions with [I]params[/I] parameter, since that just plain makes more sense in C#.
[editline]edit[/editline]
Oh, and my output is human-friendly: [code]<!DOCTYPE html>
<html lang="de">
<head>
<meta name="charset" content="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="icon" href="//favicon.ico">
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/font-awesome/4.3.0/css/font-awesome.min.css">
<link rel="stylesheet" href="/Background Test.css">
</head>
<body>
<div id="background" style="background: orange;">
<div class="center background-inlay red">
<span class="fa fa-cog fa-spin"></span>
<span class="fa fa-cog fa-spin"></span>
</div>
</div>
<div id="top-bar">
Test
</div>
<h1 class="center">
(my name),
Softwareentwickler
<span class="fa fa-cog fa-spin"></span>
</h1>
<div id="bottom-bar">
Test
</div>
<!-- Diese Seite wurde mit MarkUpGrade erstellt. -->
</body>
</html>
[/code]
I guess that should be optional though.
[QUOTE=PredGD;50454124]I was thinking of adding that too as an alternative to passwords so you can choose. since I want both options I feel like I need to figure out how to secure the password as well for the times where a private key for some reason isn't possible / available[/QUOTE]
What people usually do is store an encrypted private key and ask the user for the passphrase on every launch. In interactive mode (as you're already doing), so it doesn't show up in log files. Also, don't display the password as you're typing it: preferably make no output at all, or at least replace characters with asterisks.
If you need a script to run unattended, you're gonna have to break some eggs. Follow the principle of least privilege: the password file should only be accessible by what needs to access it, and both the local user the script runs on and the remote user the script logs in as should only be able to do the things they need to.
[editline]4th June 2016[/editline]
I also don't think you should support password authentication: SSH public-key auth should be available everywhere, it's really not difficult to set up.
[QUOTE=Tamschi;50454970]That's (mostly) what I [I]am[/I] doing already :smug:
Part of the reason the elements are separate classes is that for example [I]<br>[/I] doesn't need (and in fact [I]mustn't[/I] have) a closing tag in HTML.
The sequence auto-expansion is a fair point though. I previously hadn't added it due to a language limitation (meaning I can't make [I]Node[/I]s [I]IEnumerable<Node>[/I] and offer auto-expansion for the latter while preserving concise page syntax), but I just made it harder to properly enumerate [I]Node[/I] contents in favour of being able to use LINQ expressions directly.
Other than that, I'd say [I]hiccup[/I] and [I]MarkUpGrade[/I] are almost identical in function (aside from [I]MarkUpGrade[/I] being incomplete).
The most important difference is that I use collection initialisers instead of constructors/functions with [I]params[/I] parameter, since that just plain makes more sense in C#.
[editline]edit[/editline]
Oh, and my output is human-friendly: -snip-
I guess that should be optional though.[/QUOTE]
While they may be functionally identical, I think the reason many people are saying it doesn't look or feel nice is because of the different language. The fact that Clojure, like other Lisps, is homoiconic, gives it very uniform syntax. This is really helpful in such cases, because you're effectively writing "data" that becomes your code.
In C#, your "intermediate representation" for HTML is mixed with programming constructs ("new H1", "{ 'class', 'center' }") which doesn't make it feel like you're writing HTML, but like you're writing C#. This is all awfully confusing, becase your brain has to think of it as being both HTML and C# at the same time.
Just to be clear, I'm not being critical towards MarkUpGrade. Barring some C# syntax that I'm not aware of, I would say you are doing as good a job as anyone could with it.
[QUOTE=Tamschi;50454970][code]<!-- Diese Seite wurde mit MarkUpGrade erstellt. -->[/code][/quote]
Ah MarkUpGrade, du bist mein Herzblatt.
just wondering if anyone would know how I would go about cracking ableton live 9 myself?
I have the full version on my personal pc but don't have access to that at the moment and my work pc has Norton which thinks the crack is a trojan.
[QUOTE=cartman300;50454543]Pffft, at least give him a pointer to a solution
[sp]void* solution;[/sp][/QUOTE]
[code]Solution* ptr;[/code]?
[QUOTE=jaooe;50456426]just wondering if anyone would know how I would go about cracking ableton live 9 myself?
I have the full version on my personal pc but don't have access to that at the moment and my work pc has Norton which thinks the crack is a trojan.[/QUOTE]
I think it would be less work to uninstall Norton, use the crack, reinstall Norton, uninstall Windows, reinstall Windows, reinstall Norton and Ableton, and then make some tea.
Edit: Also piracy is bad.
Edit: Of course the Germans are agreeing…
Lmao... thanks... BTW... I didn't mean to post in WAYWO... I thought I had WDYNHW open :|
I realise that a while back I posted a small update on my smoke, but forgot to post all the pictures!
[IMG]https://dl.dropboxusercontent.com/u/9317774/smokey4.PNG[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/9317774/smokey3.PNG[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/9317774/fluidy.PNG[/IMG]
This actually has [i]more[/i] added turbulence the less energy the fluid has - this means that the smoke tends to high turbulence (ie whispy, stringy, noisy looking) when its at a standstill, which lends itself for very stylistically interesting looking clumpy smoke, vs boring uniformly smooth stuff
[QUOTE=vladh__;50456348]While they may be functionally identical, I think the reason many people are saying it doesn't look or feel nice is because of the different language. The fact that Clojure, like other Lisps, is homoiconic, gives it very uniform syntax. This is really helpful in such cases, because you're effectively writing "data" that becomes your code.
In C#, your "intermediate representation" for HTML is mixed with programming constructs ("new H1", "{ 'class', 'center' }") which doesn't make it feel like you're writing HTML, but like you're writing C#. This is all awfully confusing, becase your brain has to think of it as being both HTML and C# at the same time.
Just to be clear, I'm not being critical towards MarkUpGrade. Barring some C# syntax that I'm not aware of, I would say you are doing as good a job as anyone could with it.[/QUOTE]
Technically I could copy the Clojure syntax [I]almost[/I] 1:1 now that [I]using static[/I] is available, but that would get incredibly messy regarding type safety...
You're right though, that this is a matter of taste. To me it looks fine, because to me website content is just an abstract DOM that can be manipulated irrespective of the language. I absolutely [I]hate[/I] writing actual (X)HTML for various reasons though, unless I have a seriously good text editor (and even then it's not ideal). Why is everything Internet so clunky :why:
[QUOTE]Ah MarkUpGrade, du bist mein Herzblatt.[/QUOTE]
Just so you know, it doesn't really watermark everything it creates :v:
That comment is part of the footer I insert into the document and varies depending on the language parameter.
[editline]5th June 2016[/editline]
[QUOTE=Icedshot;50457058][...]
This actually has [i]more[/i] added turbulence the less energy the fluid has - this means that the smoke tends to high turbulence (ie whispy, stringy, noisy looking) when its at a standstill, which lends itself for very stylistically interesting looking clumpy smoke, vs boring uniformly smooth stuff[/QUOTE]
It makes sense at least on the short-medium time scale, since that's the direction those parameters tend to evolve in as time goes on. Does your simulation keep track of smoke age?
[QUOTE=jaooe;50456426]just wondering if anyone would know how I would go about cracking ableton live 9 myself?
I have the full version on my personal pc but don't have access to that at the moment and my work pc has Norton which thinks the crack is a trojan.[/QUOTE]
Open it up in a disassembler or debugger, deal with any anti-reversing measures, find the code that checks whether the user is licensed and patch it to always say yes.
Ableton Live is probably a little too popular to make for an easy first crack though :v:
[QUOTE=Rocket;50457800]Don't use Norton. If you need an anti-virus, use Windows Defender. It comes with Windows!
If you're being forced to use Norton by some kind of work policy, have you considered that your company might frown on you installing a pirated version of Ableton Live on their computer?[/QUOTE]
windows defender what
[QUOTE=Rocket;50457818]You should really upgrade your operating system.[/QUOTE]
ye i know
is win defender on 10 not shit or smth
[QUOTE=Tamschi;50457127]It makes sense at least on the short-medium time scale, since that's the direction those parameters tend to evolve in as time goes on. Does your simulation keep track of smoke age?[/QUOTE]
Not directly, but because its not a physically accurate simulation whatsoever the fluid velocity tends to dissipate reasonably quickly, which makes velocity a good proxy for the time since that bit of fluid was disturbed
As far as I'm aware, smoke *should* tend towards uniformity with no perturbation (rather than drifting towards turbulence), so this is the opposite of reality
[QUOTE=Rocket;50458027]MSE and Windows Defender are both not bad. Considering that the majority of anti-viruses do you more harm than good, I'd say that "does not have gigantic exploits against them" counts as "not shit."[/QUOTE]
They're pretty decent real time protection systems. Some of the free ones out there don't catch malware in real time as fast as MSE does, which renders them pretty useless really. If you don't catch it at once, then you might as well not at all.
Up to date MSE/Defender on up to date Windows for real time protection, Malwarebytes free for cleaning up shit if it hits the fan (hasn't happened yet, probably just my Win7 habits).
Only real issue with MSE/Defender is when a false positive happens and it's a pain in the dick to get it whitelisted (which was less of an issue with MSE because the tray icon was always there).
[QUOTE=helifreak;50458690]Only real issue with MSE/Defender is when a false positive happens and it's a pain in the dick to get it whitelisted (which was less of an issue with MSE because the tray icon was always there).[/QUOTE]
Not really that hard though.
[t]http://i.imgur.com/dKOIviS.png[/t]
Why don't we need antivirus for Unix systems?
[QUOTE=proboardslol;50460184]Why don't we need antivirus for Unix systems?[/QUOTE]
You are the anti-virus
On-topic: After being busy for weeks and weeks by school stuff, and after finally finishing them. I picked up where I left off on my project. I then realized I had lot of OpenGL errors and pitfalls, after eventually fixing them I made more progress on various smaller details I found interesting.
[IMG]http://i.imgur.com/6PPM3YH.gif[/IMG]
Proper mouse handling next up on my list! Something something about window coordinate unprojection and stencil buffers.
[QUOTE=proboardslol;50460184]Why don't we need antivirus for Unix systems?[/QUOTE]
It depends on what you're doing. You might need anti virus for those systems, but the fact is that they're usually by design more secure, rendering that kind of protection less needed.
Obviously, nothing can protect you from downloading malware from some obscure website and then manually running it as the administrator user.
Hey I don't really post around here anymore but I enjoy lurking this thread for inspiration, motivation, etc.
Here's a particle editor I made for my game engine, I'm super happy with it. SDL2 for basic I/O, OpenGL for rendering, Freetype for fonts. It uses a custom IMGUI system that's really flexible and fun, I didn't show it but those little white tabs can be used to resize the menus around. Besides being a fun side-project, now being able to work on effects in real-time made the time spent actually really worth it. The format is super extendable too as I want new features for my particle system.
[video=youtube;IsY0FdYCdMQ]https://www.youtube.com/watch?v=IsY0FdYCdMQ[/video]
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