Search Results

Search found 102 results on 5 pages for 'cheating'.

Page 2/5 | < Previous Page | 1 2 3 4 5  | Next Page >

  • Best database setup for one click games

    - by ewizard
    I am building a one click game website/mobile app, and I am debating between using MySQL and MongoDB for the backend. The way I have been exploring it is with a NodeJS/Express/Angular/Passport/MongoDB stack - I have also implemented Socket.io. I have gotten to the point where I am sending data from the flash game to the server (NodeJS). The only data that needs to be sent is basic user information, the players score at the end of each game, and some x,y positions for each players game (for anti-cheating). It seems like MySQL would work fine, but as I am already using MongoDB - are there any major drawbacks to continuing to work with MongoDB on this project?

    Read the article

  • What encryption algorithm/package should I use in a betting game type situation?

    - by user299648
    I have a betting type site where I publish a number (between 0-100) that is encrypted. Then after a period of time, I would review what the number is and prove it with a key to decrypt the encrypted number to prove that I'm not cheating. I also want it to be easily verifiable by an average user. What encryption algorithm/technique/package should I use? I'm no expert on cryptography. There seems to be so many options out there and I'm not sure what to use. python friendly is a plus.

    Read the article

  • Code Golf: Evaluating Mathematical Expressions

    - by Noldorin
    Challenge Here is the challenge (of my own invention, though I wouldn't be surprised if it has previously appeared elsewhere on the web). Write a function that takes a single argument that is a string representation of a simple mathematical expression and evaluates it as a floating point value. A "simple expression" may include any of the following: positive or negative decimal numbers, +, -, *, /, (, ). Expressions use (normal) infix notation. Operators should be evaluated in the order they appear, i.e. not as in BODMAS, though brackets should be correctly observed, of course. The function should return the correct result for any possible expression of this form. However, the function does not have to handle malformed expressions (i.e. ones with bad syntax). Examples of expressions: 1 + 3 / -8 = -0.5 (No BODMAS) 2*3*4*5+99 = 219 4 * (9 - 4) / (2 * 6 - 2) + 8 = 10 1 + ((123 * 3 - 69) / 100) = 4 2.45/8.5*9.27+(5*0.0023) = 2.68... Rules I anticipate some form of "cheating"/craftiness here, so please let me forewarn against it! By cheating, I refer to the use of the eval or equivalent function in dynamic languages such as JavaScript or PHP, or equally compiling and executing code on the fly. (I think my specification of "no BODMAS" has pretty much guaranteed this however.) Apart from that, there are no restrictions. I anticipate a few Regex solutions here, but it would be nice to see more than just that. Now, I'm mainly interested in a C#/.NET solution here, but any other language would be perfectly acceptable too (in particular, F# and Python for the functional/mixed approaches). I haven't yet decided whether I'm going to accept the shortest or most ingenious solution (at least for the language) as the answer, but I would welcome any form of solution in any language, except what I've just prohibited above! My Solution I've now posted my C# solution here (403 chars). Update: My new solution has beaten the old one significantly at 294 chars, with the help of a bit of lovely regex! I suspected that this will get easily beaten by some of the languages out there with lighter syntax (particularly the funcional/dynamic ones), and have been proved right, but I'd be curious if someone could beat this in C# still. Update I've seen some very crafty solutions already. Thanks to everyone who has posted one. Although I haven't tested any of them yet, I'm going to trust people and assume they at least work with all of the given examples. Just for the note, re-entrancy (i.e. thread-safety) is not a requirement for the function, though it is a bonus. Format Please post all answers in the following format for the purpose of easy comparison: Language Number of characters: ??? Fully obfuscated function: (code here) Clear/semi-obfuscated function: (code here) Any notes on the algorithm/clever shortcuts it takes.

    Read the article

  • Block users using auto-clickers

    - by James Simpson
    I'm having some problems with users cheating my online game by using macros to automatically click certain spots on the screen in a certain order to automate various tasks without having to actually be playing the game. Are there any methods that can be used to block this kind of activity without having to plaster CAPTCHAs all over the site and ruin the experience for the honest users?

    Read the article

  • How to implement a link that can get bonus for 5 times by different people on a Social Network?

    - by Jian Lin
    How can we generate a link that can be clicked on by 5 different people on a Social Network game, so that each of the five people can get a bonus? The link will be published as a "newsfeed" on the Social Network such as Facebook. The link shouldn't be easily "generated" by any people as a cheating method. Also, what database table(s) should be added to handle: 1) the bonus can be claimed up to 5 times 2) must be claimed by different people ?

    Read the article

  • What's the best way to call an IBAction from within code?

    - by Rob
    Say for instance I have an IBAction that is hooked up to a button in interface builder. - (IBAction)functionToBeCalled:(id)sender { // do something here } Within my code, say for instance in another method, what is the best way to call that IBAction? If I try to call it like this, I receive an error: [self functionToBeCalled:]; But, if I try to call it like this (cheating a bit, I think), it works fine: [self functionToBeCalled:0]; What is the proper way to call it though?

    Read the article

  • is const (c++) optional?

    - by Dr Deo
    according to some tutorials i read a while back, the "const" declaration makes a variable "constant" ie it cannot change later. But i find this const declaration abit inconveniencing since the compiler sometimes gives errors like "cannot convert const int to int" or something like that. and i find myself cheating by removing it anyway. question: assuming that i am careful about not changing a variable in my source code, can i happily forget about this const stuff? Thanks in advance

    Read the article

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

    Read the article

  • performance of vmware-machine on different computers

    - by bxshi
    I'm working on a filesystem improving project, and found a paper says the cheating on benchmark, and it gives a solution that use VMs could help others to reproduce our result. And the question is, if I have made a specific vmware virtual machine, will it runs the same at different computer and platform? For example, I have a virtual machine which is 1G RAM, 4G HD and 2G one-core CPU. Will that runs the same at a qual-core 3G CPU and a 2.4G P4? What if the computer have 4G RAM? Will vmware use some buffer mechanism to improve performance? If that's true, does it means the VM runs on a 2G RAM host will slower than on a 4G host? Hope you can help me on that, or just told me where could I find the answer.

    Read the article

  • How can I rip a DVD but merge/join episodes

    - by Nifle
    Some background. I have the Pink Panther Collection, they have about 30 episodes on each DVD. Now I want to watch this on my $MobileDevice. So I went and converted it to m4v or avi. This of course went splendid with both Handbrake and AutoGK but the problem is that I want ONE file per DVD, both Handbrake and AutoGK creates one file per episode. So here finally is my question. Does anyone know how to persuade Handbrake or AutoGK to create one video file with all the episodes? Or can anyone recommend another (free/cheep) tool for the job? Oh and no cheating by telling me to join the files after conversion. I have never found a video joiner that did not disappoint me (usually bad audio sync).

    Read the article

  • Use Modern Apps in Windows 7

    - by soandos
    It seems like a basic question, but is there a way to run windows 8 (Modern Apps) in windows 7 (without a VM, that seems like cheating)? My hunch is that it would be possible with some sort of hack, as the code is written in the same .Net languages as many other programs. The only issue would be intercepting the finger to corner gestures, but I am not sure how much is there really (is it just a location, or a special win API call). Is there software that can do this, or options that need to be changed to make this work?

    Read the article

  • Is it possible to run Modern UI Apps in Windows 7

    - by soandos
    It seems like a basic question, but is there a way to run Windows 8 (Modern Apps) in Windows 7 (without a VM, that seems like cheating)? My hunch is that it would be possible with some sort of hack, as the code is written in the same .Net languages as many other programs. The only issue would be intercepting the finger to corner gestures, but I am not sure how much is there really (is it just a location, or a special win API call). Is there software that can do this, or options that need to be changed to make this work?

    Read the article

  • Is there a way to see what is typed or websites visted when a spouse is using google chrome in incognito ?

    - by Ken
    My spouse and I have 2 laptops both running windows 7 and I have 1 desktop running vista. I have reason to believe she is cheating and I want to watch her internet usage, She is always using google chrome in incognito mode. I have tried a few keyloggers but they never seem to be able to get the keystrokes when she is on google. I dont know if there is a way I can network them so they go thru my desktop then to the internet. We are using Brighthouse cable internet. any ideas would be great thank you

    Read the article

  • Awstats showing strange 404 referrers

    - by Marco Demaio
    When I look at Awstats 404 errors I see sometimes strange referrers. For example on www.mydomain.com I might see a 404 error reported in Awstats that says: URL (not found) Referrers some-file.jpg http://www.mydomain.com/some-page.html some-file.jpg is a file that does not exist, so it's not strange that if someone tried to reach it got back a 404 from server. The strange part is that the referring page DOES NOT EXIST TOO, I mean http://www.domain.com/some-page.html DOES NOT EXIST, so how could it be the referrer? Is it some client cheating the referrer? Thanks!

    Read the article

  • Undetected Virus? I study at College, and Now all of the school computers have paint.exe -autocheck

    - by Jeffy
    "C:\WINDOWS\system32\Paint.exe" -autocheck is added to the registry every time its removed. This is like global. All the lab PCs(more than a hundred), personal laptops have this file. I really have no expert help to turn to.. as jotti says this file is clean. Here's the dropped file [removed] It seems that we all had this game cheating tool on our PCs called "Garena Maphack". Everytime it was run it would drop paint.exe into the system dir. Paint.exe is diguised as the real paint.exe from windows. Having the same icon and such. Check out threat expert's report at threatexpert.com/report.aspx?md5=176288f6f22a80c76329853f8535d45b The game cheat that started this huge mess can be obtained from [removed] What do I do? any experts care to take apart this file?

    Read the article

  • NET USE LPT2: printer_port

    - by tpierzina
    This I understand: net use P: \\SOME_COMPUTER\SOME_SHARE net use P: \\1.2.3.4\SOME_SHARE (the second argument is a logical share on the given computer) This, I do NOT understand: net use LPT2: IP_1.2.3.4 (where IP_1.2.3.4 is the name of a "port" assigned to a printer; the IP is a valid and responding device, but the full string "IP_1.2.3.4" is not) Can anyone tell me, is there ever a syntax of NET USE that could operate on a printer port like that? I can't get it to work, can't find anything via Google, and am practically in tears. [Sorry if this is cheating, this is basically a re-post of http://stackoverflow.com/questions/1884235/old-school-windows-2000-printing-or-when-is-a-port-name-a-computer but with the scope narrowed just to the main issue at hand.

    Read the article

  • Is there any functional difference between immutable value types and immutable reference types?

    - by Kendall Frey
    Value types are types which do not have an identity. When one variable is modified, other instances are not. Using Javascript syntax as an example, here is how a value type works. var foo = { a: 42 }; var bar = foo; bar.a = 0; // foo.a is still 42 Reference types are types which do have an identity. When one variable is modified, other instances are as well. Here is how a reference type works. var foo = { a: 42 }; var bar = foo; bar.a = 0; // foo.a is now 0 Note how the example uses mutatable objects to show the difference. If the objects were immutable, you couldn't do that, so that kind of testing for value/reference types doesn't work. Is there any functional difference between immutable value types and immutable reference types? Is there any algorithm that can tell the difference between a reference type and a value type if they are immutable? Reflection is cheating. I'm wondering this mostly out of curiosity.

    Read the article

  • Learning HTML5 - Best of RSS

    - by Albers
    These are some of the best RSS feeds I've found for keeping up with HTML5. I'm doing jQuery & MVC development as well so you will find the links have a jQuery/MS angle to them. WhenCanIUse The oh-so-necessary caniuse.com, in RSS update format: http://feeds.feedburner.com/WhenCanIUse ScriptJunkie http://services.social.microsoft.com/feeds/feed/query/tag/scriptjunkieLearn/eq/ns/DiscoveryFeedTool/eq/andA good HTML, JavaScript, CSS site hosted by MS Rachel Appel's blog http://rachelappel.com/rss?containerid=13HTML5, JavaScript, and MVC links with a general MS angle Smashing Magazine http://rss1.smashingmagazine.com/feed/Really high quality articles with a focus towards the design side of the web development picture IEBlog blogs.msdn.com/b/ie/rss.aspxNo surprise - the focus is on IE10, but it is really a great resource for new browser tech. MisfitGeek http://feeds.feedburner.com/MisfitGeekJoe recently switched from MS to Mozilla. New job but he still puts out great Weekly Links summaries. The Big Web Show http://feeds.feedburner.com/bigwebshowA podcast covering web development & design topics Elijah Manor/Web Dev .NET I'm cheating on this one a little bit. Elijah is a fantastic JS & web development resource. He has a site at Web Dev .NET, but honestly these days you are better off following him on Google+ ...and you can of course sign up to follow the W3C as well, although I don't think there is an HTML5-specific RSS feed. Good luck!

    Read the article

  • game multiplayer service development

    - by nomad
    I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, lack platform support or cost too much. What I'm looking for is a simple poor man's version of steam or xbox live. Not the game marketplace side of those two but the multiplayer services. User accounts, profiles, presence info, friends, game stats, invites, on/offline messaging. Basically I'm looking for a unified multiplayer platform for all my games across devices. Since I can't find what I'm planning to roll my own piece by piece. I plan to save on server resources by making most of the communication p2p. Things like game data and voice chat can be handled between peers and the server keeps track of user presence and only send updates when needed or requested. I know this runs the risk of cheating but that isn't a concern right now. I plan to run this on a Amazon ec2 micro server for development then move to a small to large instance when finished. I figure user accounts would be the simplest to start with. Users can create accounts online or using in game dialog, login/out, change profile info. The user can access this info online or in game. I will need user authentication and secure communication between server and client. I figure all info will be stored in a database but I dont know how it can be stored securely and accessed from webserver and game services. I would appreciate and links to tutorials, info or advice anyone could provide to get me started. Any programming language is fine but I plan to use c# on the server and c/c++ on devices. I would like to get started right away but I'm in no hurry to get it finished just yet. If you know of a service that already fits my requirements please let me know.

    Read the article

  • How should I manage persistent score in Game Center leaderboards?

    - by Omega
    Let's say that I'm developing an iOS RPG where the player gains 1 point per monster kill. The amount of monsters killed is persistent data: it is an endless adventure, and the score keeps on growing. It isn't a "session score" like Fruit Ninja, but rather a "reputation score". There are Game Center leaderboards for that score. Keep killing monsters, your score goes up, and the leaderboards are updated. My problem is that, technically, you can log out and log in using a different Game Center account, kill one monster, and the leaderboards will be updated for the new GC account. Supposing that this score is a big deal, this could be considered as cheating, because if you have a score of 2000, any of your friends who have never played the game can simply log into your iPhone, play the game, and the system will update the score for their accounts, essentially giving them 2000 points in the leaderboards for doing nothing. I have considered linking one GC account to a specific save game. It won't update your score unless you're using the linked GC account. But what if the player actually needs to change their GC account? Technically they would be forced to start a new game and link their account to that profile. How should I prevent this kind of cheat? Essentially, I don't want someone to distribute a high schore to multiple GC accounts, given the fact that the game updates the score constantly since it isn't a "session score". I do realize that it isn't quite a big deal. But I'm curious about how to avoid this.

    Read the article

  • Crafty.js multiplayer platform game, keeping players in sync

    - by johnwards
    I'm using crafty.js to create a very simple platform game. It doesn't need to stop cheating, it's actually just seeing other players move around, and it doesn't need to have collision detection between players. They are "shadows". How I've gone about it so far is to use http://pubnub.com to send messages between clients. These messages are simple. The first if a new player arrival, the second is a key down and the third is a key up. The code is here: https://github.com/whiteoctober/craftyconcept However I've hit against the old chestnut of keeping everything in sync. At the moment I'm letting the each of the clients decide where to place the other players based on the received key events, I also only move "you" until I get a key press event back from pubsub. My thinking here is to try and keep things in sync! However it isn't perfect, http://www.whiteoctober.co.uk/john/gametest/, things can get out of sync very easily. Key presses arrive in the wrong order etc. Is there any simple solutions to this, I would like to keep it all client side (with pubnub) and not have a central server with positions etc if possible.

    Read the article

  • NDC Oslo

    - by Alan Smith
    Originally posted on: http://geekswithblogs.net/asmith/archive/2013/06/14/153136.aspx2013 has been a hectic year for conference presentations so far, NDC in Oslo has been the 6th conference I have attended, and my session there was my 11th conference presentation this year. I have been meaning to make the short trip over from Stockholm to NDC for a few years, and this was the first time I made it. I have heard a lot of great things about the event, and was impressed with the location, the sessions, and most of all the atmosphere around the event boots and during the party on Thursday evening. The session I was delivering was my “Grid Computing with 256 Windows Azure Worker Roles & Kinect” demo, which I have delivered at many events over the past 12 months. The demo went fine. I’m always a little nervous when I try to scale out the application to 256 worker roles, it almost always works well and the application will scale in minutes, but very occasionally there can be a longer delay due to the provisioning process in the Windows Azure data centers. This would not be an issue for many scenarios, but when standing on stage in front of a room full of developers you really want things to run smoothly. A number of people have suggested that I should pre-provision an environment so that it is guaranteed to be there when I run the demo during a session. For me the aim has always been to show the rapid scalability on cloud-based platforms live on stage. Pre-provisioning an environment may make for a more reliable demo but to me that would be cheating, and not half as much fun!

    Read the article

  • Prevent Click Fraud in Advertisement system with PHP and Javascript

    - by CodeDevelopr
    I would like to build an Advertising project with PHP, MySQL, and Javascript. I am talking about something like... Google Adsense BuySellAds.com Any other advertising platform My question is mainly, what do I need to look out for to prevent people cheating the system and any other issues I may encounter? My design concept. An Advertisement is a record in the Database, when a page is loaded, using Javascript, it calls my server which in turn will use a PHP script to query the Database and get a random Advertisement. (It may do kore like get an ad based on demographics or other criteria as well) The PHP script will then return the Advertisement to the server/website that is calling it and show it on the page as an Image that will have a special tracking link. I will need to... Count all impressions (when the Advertisement is shown on the page) Count all clicks on the Advertisement link Count all Unique clicks on the Advertisement link My question is purely on the query and displaying of the Advertisement and nothing to do with the administration side. If there is ever money involved with my Advertisement buying/selling of adspace, then the stats need to be accurate and make sure people can't easily cheat the system. Is tracking IP address really the only way to try to prevent click fraud? I am hoping someone with some experience can clarify I am on the right track? As well as give me any advice, tips, or anything else I should know about doing something like this?

    Read the article

< Previous Page | 1 2 3 4 5  | Next Page >