From what I understand of the summary the poster is refearing to the fact that agent forwarding is insecure. Now in the man page for OpenSSH we have:
-A Enables forwarding of the authentication agent connection. This
can also be specified on a per-host basis in a configuration
file.
Agent forwarding should be enabled with caution. Users with the
ability to bypass file permissions on the remote host (for the
agent's Unix-domain socket) can access the local agent through
the forwarded connection. An attacker cannot obtain key material
from the agent, however they can perform operations on the keys
that enable them to authenticate using the identities loaded into
the agent.
I have just had my final lecture in a course on Mobile Computer Graphics and there is a lot more to mobile 3d graphics than producing nice games. Especially there was one lecturer from TAT that makes user interfaces for mobile devices, and the possibilities for creating more userfriendly interfaces are endless with 3d graphics. I am not just speaking of eye candy, but useful animations that help the user navigate the menu tree.
I spent some time as course assistant correcting assignments from an introductional course in functional programming. All students attending the course has programming experiance from java before, and to pass the course four programming assignments had to be completed before deadline and validated (by me). Now the time students reported they used for each assignment ranged from 6h to 60h and then a fair amount of the students had corrections to make before they passed (usually not the ones reporting 6h of work)
I would model the system as a Markov process, meaning exponential distribution of the time between events, or that the number of events are a Poisson distribution. The transition intensity is 1/12 * 0.5 = 1/24 (infections per minute), and mean time until infection is 24 minutes.
Haskell (or any functional language) has definately a place in programmer's toolboxes. Why? lots of features like c++ templates or function overloading originates from functional languages.
I used to think I knew c++, I knew all the extra work needed when introducing exceptions into a program and I used templates to create genetic containers. Then I learned Haskell, and realized what c++ templates really could be used for, or why C++'s type system is inadequate for some problems. You are not a "Real Programmer (TM)" unless you know at least one functional language, even if you don't use them on a day-to-day basis.
For those mathematically interested fractal compression tries to find a matrix transform (A) so the serie x_n = A * x_{n - 1} converges where x is an image matrix and x_{\infty}=image to compress is a fixed point.
I'm not an expert in the jpeg format but I thing I have a fair understanding of whats going on. First we have a lossy compression where the image ansformed with a windowed discrete cosinus transform and smal coefficients are discarded. Then the coeffifients are compressed with huffman coding. I thought of simply inserting a burrow-wheeler transform there, couldn't that account for 30% better compression? Still Jpeg2000 is probably a better way to go.
Nobody has botherd to write a (de)compressor for it (other than the original stand-alone program). Thus no images exist in the format... It's like a chicken and egg problem, same thing with Jpeg2000. From what I've seen Jpeg2000 can give higher quality images at higher compression than ordinary jpeg but for some reason when speakting to digital camera vendors they never even heard of it.
Basically, it's an approach to build a small, cut to the bone, ready and easy to install VDR Linux distribution.
LinVDR is a complete, breathing Linux system smaller than 128 MB with a complete digital Video Disk Recorder (VDR) / Personal Video Recorder (PVR) and several plugins -- listed seperately below.
For easy access we installed additionaly the browser frontend VDR Admin and a Samba share for up- and downloading music or DVD images with Windows clients.
The base system is Debian Woody compatible (only compatible, not Debian Woody itself!) with the DVB driver from Convergence and Klaus Schmidingers unbeated Video Disk Recorder Software VDR.
All this Tom has mixed smoothly together, and I made the install system and installation programme -- suitable for normal users without Linux knowledge.
OK, sounds good. I have a XYZ tv card and a GeForce 10 with TV out. Lets start.
That's nice you have such expensive hardware, but it won't bring you a step closer to a running LinVDR system. We're here at digital TV, there is no purpose for any analog TV cards.
VDR was designed to work with so-called full featured DVB cards. This is a Digital Video Broadcasting (DVB) receiver card originally develloped from Technotrend. Hauppauge adopted these cards and labeled them WinTV DVB-s/C or Nexus.
The important point of this cards: Byside the receiving unit, where you can read a MPEG-2-Stream, they're equipped with a DSP chip working as MPEG-2 decoder and OSD creator. This DSP decodes the steam, overlays the menu and put the result to the composite video out of the DVB card.
This means: You don't need a graphic card with TV out, your full featured DVB card already has one (and only this one is used by VDR).
But you need only one of that expensive (> $150) full featured DVB cards. If you want to install a second one, e.g. to enable you to receive more channels at the same time, you can use a so-called budget card.
These buget cards have no TV out and no MPEG-2 decoder, making them a lot cheaper (around $70).
Type
Vendor
Model
Class
Price
DVB-S
Hauppauge
WinTV Nexus-s
Full Featured
abt. $250
DVB-S
TechnoTrend
DVB-S Sat PCI Rev. 1.3, 1.5, 1.6
Full Featured
abt. $190
DVB-T
TechnoTrend
DVB-T Rev. 1.2
Full Featured
abt. $250
DVB-C
Hauppauge
WinTV DVB-C
Full Featured
abt. $300
DVB-C
TechnoTrend
DVB-C Rev. 2.1
Full Featured
abt. $230
DVB-S
Hauppauge
WinTV Nova-S
Budget
abt. $125
DVB-S
TechnoTrend
Budget DVB-S
Budget
abt. $90
DVB-T
TechnoTrend
DVB-T 1300
Budget
abt. $110
DVB-C
TechnoTrend
DVB-C Rev. 1.0
Budget
abt. $110
To cut it short: You need one full featured card with MPEG-2 decoder (Technotrend style, supported by the DVB driver of Kernel 2.6) and any number of budget cards (supported by the same drivers). No way to use your graphic adapter or analog TV card, if you're looking for an analog PVR, try e.g. MythTV.
VDR Version and Plugins
VDR 1.3.17 with enAIO-Patch and this plugins:
Am I the only one to wonder why the author made a deamon that watches iptable-logs and then modify the ruleset when a matching knock sequence is found instead of implementing a iptables match module instead?
Same goes for psad (by same author) -- I thought the purpose of iptables was to allow plug-in modules to be COMBINED.
According to this site
How much is security worth (note from 1996)....shows how someone with an investment of a less than a million dollars can build a hardware DES key-cracking machine capable of breaking DES keys in less than a day. For an investment of a few hundred thousand, an organization could build a device that could break 40 bit keys in less than a minute...
So, toady 56bit DES shouldn't be too hard to break for larger corporations.
will not produce intermediate lists, instead the compiler will use lazy evaluation when decoding the data.
My point is that many optimizations do not sacrifice readability. Many times it is possible to refactor slow code that improves both readability and execution speed, but you must know the pros and cons of the tools you are using!
For obvious reasons it will always be better with a port than running games through wineX or similar. The problem with porting is IMHO that it is never planned for when developing games, it may be an item on the "wish list", but is easily dropped when time get sparse.
My suggestion is that the open source community could help developing the Linux (or any other os for that matter) specific parts. Release a precompiled library with the game core, and let the community build a renderer around that!
All it takes is to separate some classes (e.g. textures, vertex buffers, input, sound) and release the header files.
The article is obvious wrong, you should not send the private key with each email, rather sign the email with a checksum derived from the private key.
That checksum can then be verified by requesting the private key through dns. This way it is possible to block domains that are sending spam (and be sure the domain not is spoofed).
This just makes me say to id: fix your damn physics model! Why should the jump distance be dependant on ticrate?! Some weird quantization errors you have there.
They are fixing it now -- by locking the frame rate. What I think is the source of the problem is:
floating point mathematics has finite precision
it is hard retrieve accurate timings when the framerate is high
fast floating point operations are less accurate
You could possibly trade accuracy for speed, but then the frame rate would drop, specially for low-end machines.
60hz is a big leap for the games simulation rate though, if i recall correctly quake 3 ran at around 20 to 25 by default, but you would see inbetween stuff due to a trick called interpolation. The statement in the article seems to imply that doom 3 won't be doing any interpolation, which I think is the most interesting aspect of the comment.
There is one more rate to take into consideration and that is the sample rate for models. When objects in the game are animated, one samples the position of "bones" in the model. If you use motion capture the sample rate is set by the equipment.
Inbetween these samples the model is interpolated so the motion become more smooth. That is where Quake 3 used ~20 samples per second. But the physics engine did one pass per frame, and thus people with certain framerates could make superjumps.
My argument:
"RTFM is not a valid complaint. Windows software installs without a manual. It does not expect you to RENAME directories after installing things to get them to work. It does not expect you to KNOW what codecs you want to use and already have them downloaded. It allows somebody to do what they need to do before hacking the source code of the underlying software. Why can't linux software do this as well. Oh right. Because we're better than them."
Have you ever tried to install a windows program that is distributed as a source package? Before switching to Linux I tried several and couldn't make a single one of them work (and I did spend some time fixing the compliation errors by reading through and correcting code).
I do not claim MPlayer is easy to build by the average user, but once you have a working configuration, it is quite easy to upgrade. Instead try to install sun-java from source, that is a project which could be much easier to build, but you never hear any complaints there.
Re:Were the copyright violations fixed? (yet?)
on
Mplayer Revisited
·
· Score: 1
SuSE, and maybe others, do distribute it but they rip out the illegal code, so it's missing a few codecs. Debian will also be shipping a stripped, legal version soon.)
This is sometimes worse than not shipping at all. I feel sorry for the developers of mplayer who get tons of mail from users complaining about "mplayer can't play X" when all that is needed is for the user to build from source himself
Define better, faster maybe, but they don't follow the OpenGL specification. (Just try to use EXT_palette_texture or loading an image with palette. My test program works flawless on Mesa and Solaris, but not on - nVidia). They don't even respond to my mails anymore.
Anyone else that sees a connection to Pattern Recognition by William Gibson?
-A Enables forwarding of the authentication agent connection. This can also be specified on a per-host basis in a configuration file.
Agent forwarding should be enabled with caution. Users with the ability to bypass file permissions on the remote host (for the agent's Unix-domain socket) can access the local agent through the forwarded connection. An attacker cannot obtain key material from the agent, however they can perform operations on the keys that enable them to authenticate using the identities loaded into the agent.
So what's the news?
I have just had my final lecture in a course on Mobile Computer Graphics and there is a lot more to mobile 3d graphics than producing nice games. Especially there was one lecturer from TAT that makes user interfaces for mobile devices, and the possibilities for creating more userfriendly interfaces are endless with 3d graphics. I am not just speaking of eye candy, but useful animations that help the user navigate the menu tree.
I spent some time as course assistant correcting assignments from an introductional course in functional programming. All students attending the course has programming experiance from java before, and to pass the course four programming assignments had to be completed before deadline and validated (by me). Now the time students reported they used for each assignment ranged from 6h to 60h and then a fair amount of the students had corrections to make before they passed (usually not the ones reporting 6h of work)
I would model the system as a Markov process, meaning exponential distribution of the time between events, or that the number of events are a Poisson distribution. The transition intensity is 1/12 * 0.5 = 1/24 (infections per minute), and mean time until infection is 24 minutes.
Anyone to proove me wrong?
Haskell (or any functional language) has definately a place in programmer's toolboxes. Why? lots of features like c++ templates or function overloading originates from functional languages.
I used to think I knew c++, I knew all the extra work needed when introducing exceptions into a program and I used templates to create genetic containers. Then I learned Haskell, and realized what c++ templates really could be used for, or why C++'s type system is inadequate for some problems. You are not a "Real Programmer (TM)" unless you know at least one functional language, even if you don't use them on a day-to-day basis.
For those mathematically interested fractal compression tries to find a matrix transform (A) so the serie x_n = A * x_{n - 1} converges where x is an image matrix and x_{\infty}=image to compress is a fixed point.
I'm not an expert in the jpeg format but I thing I have a fair understanding of whats going on. First we have a lossy compression where the image ansformed with a windowed discrete cosinus transform and smal coefficients are discarded. Then the coeffifients are compressed with huffman coding. I thought of simply inserting a burrow-wheeler transform there, couldn't that account for 30% better compression? Still Jpeg2000 is probably a better way to go.
Nobody has botherd to write a (de)compressor for it (other than the original stand-alone program). Thus no images exist in the format... It's like a chicken and egg problem, same thing with Jpeg2000. From what I've seen Jpeg2000 can give higher quality images at higher compression than ordinary jpeg but for some reason when speakting to digital camera vendors they never even heard of it.
Basically, it's an approach to build a small, cut to the bone, ready and easy to install VDR Linux distribution.
LinVDR is a complete, breathing Linux system smaller than 128 MB with a complete digital Video Disk Recorder (VDR) / Personal Video Recorder (PVR) and several plugins -- listed seperately below.
For easy access we installed additionaly the browser frontend VDR Admin and a Samba share for up- and downloading music or DVD images with Windows clients.
The base system is Debian Woody compatible (only compatible, not Debian Woody itself!) with the DVB driver from Convergence and Klaus Schmidingers unbeated Video Disk Recorder Software VDR.
All this Tom has mixed smoothly together, and I made the install system and installation programme -- suitable for normal users without Linux knowledge.
OK, sounds good. I have a XYZ tv card and a GeForce 10 with TV out. Lets start.
That's nice you have such expensive hardware, but it won't bring you a step closer to a running LinVDR system. We're here at digital TV, there is no purpose for any analog TV cards.
VDR was designed to work with so-called full featured DVB cards. This is a Digital Video Broadcasting (DVB) receiver card originally develloped from Technotrend. Hauppauge adopted these cards and labeled them WinTV DVB-s/C or Nexus.
The important point of this cards: Byside the receiving unit, where you can read a MPEG-2-Stream, they're equipped with a DSP chip working as MPEG-2 decoder and OSD creator. This DSP decodes the steam, overlays the menu and put the result to the composite video out of the DVB card.
This means: You don't need a graphic card with TV out, your full featured DVB card already has one (and only this one is used by VDR).
But you need only one of that expensive (> $150) full featured DVB cards. If you want to install a second one, e.g. to enable you to receive more channels at the same time, you can use a so-called budget card.
These buget cards have no TV out and no MPEG-2 decoder, making them a lot cheaper (around $70).
Type Vendor Model Class Price DVB-S Hauppauge WinTV Nexus-s Full Featured abt. $250 DVB-S TechnoTrend DVB-S Sat PCI
Rev. 1.3, 1.5, 1.6 Full Featured abt. $190 DVB-T TechnoTrend DVB-T Rev. 1.2 Full Featured abt. $250 DVB-C Hauppauge WinTV DVB-C Full Featured abt. $300 DVB-C TechnoTrend DVB-C Rev. 2.1 Full Featured abt. $230 DVB-S Hauppauge WinTV Nova-S Budget abt. $125 DVB-S TechnoTrend Budget DVB-S Budget abt. $90 DVB-T TechnoTrend DVB-T 1300 Budget abt. $110 DVB-C TechnoTrend DVB-C Rev. 1.0 Budget abt. $110
To cut it short: You need one full featured card with MPEG-2 decoder (Technotrend style, supported by the DVB driver of Kernel 2.6) and any number of budget cards (supported by the same drivers). No way to use your graphic adapter or analog TV card, if you're looking for an analog PVR, try e.g. MythTV.
VDR Version and Plugins VDR 1.3.17 with enAIO-Patch and this plugins:
I prefer the hemisphere formulation: L(x \rightarrow \Theta) + \Int_{\Omega_x} f_r(x, \Xi \rightarrow \Theta)L(x \leftarrow \Xi) cos(N_x, \Xi) dw_\Xi
The next file-system will be developed swedish bikini waxers to make it possiblie to call it åfs.
Am I the only one to wonder why the author made a deamon that watches iptable-logs and then modify the ruleset when a matching knock sequence is found instead of implementing a iptables match module instead?
Same goes for psad (by same author) -- I thought the purpose of iptables was to allow plug-in modules to be COMBINED.
According to this site How much is security worth (note from 1996). ...shows how someone with an investment of a less than a million dollars can build a hardware DES key-cracking machine capable of breaking DES keys in less than a day. For an investment of a few hundred thousand, an organization could build a device that could break 40 bit keys in less than a minute...
So, toady 56bit DES shouldn't be too hard to break for larger corporations.
I don't know Erlang, but if it is a pure functional language, the compiler/interpreter can use "special" optimizations, e.g.
will not produce intermediate lists, instead the compiler will use lazy evaluation when decoding the data.My point is that many optimizations do not sacrifice readability. Many times it is possible to refactor slow code that improves both readability and execution speed, but you must know the pros and cons of the tools you are using!
For obvious reasons it will always be better with a port than running games through wineX or similar. The problem with porting is IMHO that it is never planned for when developing games, it may be an item on the "wish list", but is easily dropped when time get sparse.
My suggestion is that the open source community could help developing the Linux (or any other os for that matter) specific parts. Release a precompiled library with the game core, and let the community build a renderer around that!
All it takes is to separate some classes (e.g. textures, vertex buffers, input, sound) and release the header files.
Seems article authors are not the only ones to make misstakes :)
The article is obvious wrong, you should not send the private key with each email, rather sign the email with a checksum derived from the private key.
That checksum can then be verified by requesting the private key through dns. This way it is possible to block domains that are sending spam (and be sure the domain not is spoofed).
Shouldn't this make it possible to improve spam filters?
It is obvious that 'attacks' can ony be made inside a corporate network or similar, or else one would probably face lega consequences.
Apart from that, I think this is a great idea. You could use honeypots to automaticly update firewall filters and block further infection attempts!
This just makes me say to id: fix your damn physics model! Why should the jump distance be dependant on ticrate?! Some weird quantization errors you have there.
They are fixing it now -- by locking the frame rate. What I think is the source of the problem is:
floating point mathematics has finite precision
it is hard retrieve accurate timings when the framerate is high
fast floating point operations are less accurate You could possibly trade accuracy for speed, but then the frame rate would drop, specially for low-end machines.
60hz is a big leap for the games simulation rate though, if i recall correctly quake 3 ran at around 20 to 25 by default, but you would see inbetween stuff due to a trick called interpolation. The statement in the article seems to imply that doom 3 won't be doing any interpolation, which I think is the most interesting aspect of the comment.
There is one more rate to take into consideration and that is the sample rate for models. When objects in the game are animated, one samples the position of "bones" in the model. If you use motion capture the sample rate is set by the equipment.
Inbetween these samples the model is interpolated so the motion become more smooth. That is where Quake 3 used ~20 samples per second. But the physics engine did one pass per frame, and thus people with certain framerates could make superjumps.
My argument: "RTFM is not a valid complaint. Windows software installs without a manual. It does not expect you to RENAME directories after installing things to get them to work. It does not expect you to KNOW what codecs you want to use and already have them downloaded. It allows somebody to do what they need to do before hacking the source code of the underlying software. Why can't linux software do this as well. Oh right. Because we're better than them."
Have you ever tried to install a windows program that is distributed as a source package? Before switching to Linux I tried several and couldn't make a single one of them work (and I did spend some time fixing the compliation errors by reading through and correcting code).
I do not claim MPlayer is easy to build by the average user, but once you have a working configuration, it is quite easy to upgrade. Instead try to install sun-java from source, that is a project which could be much easier to build, but you never hear any complaints there.
SuSE, and maybe others, do distribute it but they rip out the illegal code, so it's missing a few codecs. Debian will also be shipping a stripped, legal version soon.)
This is sometimes worse than not shipping at all. I feel sorry for the developers of mplayer who get tons of mail from users complaining about "mplayer can't play X" when all that is needed is for the user to build from source himself
Define better, faster maybe, but they don't follow the OpenGL specification. (Just try to use EXT_palette_texture or loading an image with palette. My test program works flawless on Mesa and Solaris, but not on - nVidia). They don't even respond to my mails anymore.
No my next card will be ATI.