For excessively paranoid client authentication.
Updated Apr 5 2019:
because this is a gist from 2011 that people stumble into and maybe you should AES instead of 3DES in the year of our lord 2019.
some other notes:
--- a/cA.java | |
+++ b/cA.java | |
@@ -234,7 +234,7 @@ public final class cA { | |
private aJ a(aK var1, cX var2, aG var3) { | |
aK var5 = (aK)aD.f().a().get(var3.g()); | |
String var4 = cP.a(var3.k(), var3.h()); | |
- if(var5.h.containsKey(var4) && (var4 = (String)var5.i.get(var4)) != null && var4.length() > 0) { | |
+ if(var5 != null && var5.h != null && var5.h.containsKey(var4) && (var4 = (String)var5.i.get(var4)) != null && var4.length() > 0) { | |
if(!a(var1, var5)) { | |
return null; |
using UnityEngine; | |
using UnityEditor; | |
public class AutoSnap : EditorWindow | |
{ | |
private Vector3 prevPosition; | |
private bool doSnap = true; | |
private float snapValue = 1; | |
[MenuItem( "Edit/Auto Snap %_l" )] |
Requires creative mode or operator power on a multiplayer server. On a single player game (survival or hardcore), you will need "cheats" enabled to move into creative mode. Don't forget to leave creative mode when done.
These items might be stupid. Be prepared to repair the country-side.
To limit a CPU to a certain C-state, you can pass the processor.max_cstate=X
option in the kernel
line of /boot/grub/grub.conf
.
Here we limit the system to only C-State 1:
kernel /vmlinuz-2.6.18-371.1.2.el5 ... processor.max_cstate=1
On some systems, the kernel can override the BIOS setting, and the parameter intel_idle.max_cstate=0
may be required to ensure sleep states are not entered:
// Restify Server CheatSheet. | |
// More about the API: http://mcavage.me/node-restify/#server-api | |
// Install restify with npm install restify | |
// 1.1. Creating a Server. | |
// http://mcavage.me/node-restify/#Creating-a-Server | |
var restify = require('restify'); |
local m=component.proxy(component.list("modem")()) | |
m.open(2412) | |
local function respond(...) | |
local args=table.pack(...) | |
pcall(function() m.broadcast(2412, table.unpack(args)) end) | |
end | |
local function receive() | |
while true do | |
local evt,_,_,_,_,cmd=computer.pullSignal() | |
if evt=="modem_message" then return load(cmd) end |
language: android | |
android: | |
components: | |
# Uncomment the lines below if you want to | |
# use the latest revision of Android SDK Tools | |
- platform-tools | |
- tools | |
# The BuildTools version used by your project | |
- build-tools-22.0.0 |
{ | |
"id": 1, | |
"title": "VerneMQ", | |
"originalTitle": "VerneMQ", | |
"tags": [], | |
"style": "dark", | |
"timezone": "browser", | |
"editable": true, | |
"hideControls": false, | |
"sharedCrosshair": false, |
This Blog is all about memory management in Android. It provides information about how you can analyze & reduce memory usage while developing an Android app.
Memory management is a complex field of computer science and there are many techniques being developed to make it more efficient. This guide is designed to introduce you to some of the basic memory management issues that programmers face.
Android is a Linux based operating system. It uses native open source C libraries which power Linux machines. All the basic operating system operations like I/O, memory management and so on are handled by the Linux kernel. Like Java and .NET, Android uses its own run time and virtual machine to manage application memory. Unlike either of these frameworks, the Android run time also manages the lifetime processes. Each Android application runs in a separate process within its own Dalvik instance, relinquishing all responsibility for memo