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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

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  • Block ip for long time

    - by Tiziano Dan
    This question is about a iptables, I wanna to know how can I block these ip for 1hour and not only a little time.. because they make to many sql requests, I'm using it for block but it's not enough because there's anyway 100k ip who attack then too much requests for sql server. iptables -N SYN-LIMIT iptables -A SYN-LIMIT -m hashlimit --hashlimit 8/second --hashlimit-mode srcip --hashlimit-name SYN-LIMIT -j RETURN iptables -A SYN-LIMIT -j DROP iptables -I INPUT -p tcp --dport 80 --syn -j SYN-LIMIT iptables -I INPUT -p tcp --dport 80 -m connlimit --connlimit-above 6 -j REJECT --reject-with tcp-reset How can I make the same but block IP for long time ? (Not manually !)

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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  • Sortie de Safari 4.0.5 la mise à jour corrige quelques bugs et améliore le stabilité du navigateur

    Apple propose ce soir une mise à jour pour son navigateur web Safari, pour Mac (Snow Leopard, Leopard et Tiger) et Windows. Elle apporte quelques changements : amélioration de la performance pour Top Sites ; amélioration de la stabilité pour les modules additionnels de tierce partie ; amélioration de la stabilité pour les sites web contenant des formulaires en ligne et des graphiques Scalable Vector ; une réponse au problème empêchant Safari de modifier les réglages sur certains routeurs Linksys ; une réponse au problème empêchant certains utilisateurs d'iWork.com de publier des commentaires sur les documents. Mise à jour disponible via le menu Pomme ou sur le site d'

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  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

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  • What is a right datatype in C++ for OpenGL scene representation with use of GLSL

    - by Rarach
    I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, color ...) as a global variable for all the code. My question is, as I am using VBOs for drawing - is this a good approach to this problem? I am asking because I happen to have a lot of memory related trouble with this structure. I am trying to generate a terrain with a lot of vertices - more than 1 million. This seems to work, but as I refill the buffer I get memory related issues (crushes that occur, more or less randomly). So again the question is, is this a good data structure to use / and look for the faults in my code, or should I change to something else? Or what data structure would be advisable?

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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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  • Drawing map tiles for iPhone game

    - by user17778
    I'm working on a turn-based strategy game for the iPhone that has a hexagon-grid based map in it. I'm in the process of drawing up the actual tiles for the different landscapes (i.e. forest, grassland, etc.) and was wondering what program to draw the tile images in. I would assume Adobe Illustrator since a vector-based image may allow for smooth images even when the user is zoomed in really close. Is this right? Thanks!

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  • Tracing what program is making a network connnection? (CentOS)

    - by Airjoe
    I was wondering if it is possible to find out which process is trying to make a specific network connection. On a server I support which hosts websites for about 200 users, the iptables firewall keeps blocking, as it should, a connection to 212.117.169.139 on port 80. Firefox reports this as an attack page (and at the least is obvious spam, if not malicious). It seems something on this server is trying to access this site for some reason, and although it's being blocked successfully, the requests seem to be going through every two to sixty seconds and I'd like to be able to find what process or script is doing this so I can handle it appropriately. Besides doing a grep to try and find if this IP is in some file (which probably won't even work because it may be working by hostname or it may be encoded), is there any way to find out some more information? Thanks!

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  • How to find malicious IPs?

    - by alfish
    Cacti shows irregular and pretty steady high bandwidth to my server (40x the normal) so I guess the server is udnder some sort of DDoS attack. The incoming bandwidth has not paralyzed my server, but of course consuming the bandwidth and affects performance so I am keen to figure out the possible culprits IPs add them to my deny list or otherwise counter them. When I run: netstat -ntu | awk '{print $5}' | cut -d: -f1 | sort | uniq -c | sort -n I get a long list of IPs with up to 400 connections each. I checked the most numerous occurring IPs but they come from my CDN. So I am wondering what is the best way to help monitor the requests that each IP make in order to pinpoint the malicious ones. I am using Ubuntu server. Thanks

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  • Danger in running a proxy server? [closed]

    - by NessDan
    I currently have a home server that I'm using to learn more and more about servers. There's also the advantage of being able to run things like a Minecraft server (Yeah!). I recently installed and setup a proxy service known as Squid. The main reason was so that no matter where I was, I would be able to access sites without dealing with any network content filter (like at schools). I wanted to make this public but I had second thoughts on it. I thought last night that if people were using my proxy, couldn't they access illegal materials with it? What if someone used my proxy to download copyright material? Or launched an attack on another site via my proxy? What if someone actually looked up child pornography through the proxy? My question is, am I liable for what people use my proxy for? If someone does an illegal act and it leads to my proxy server, could I be held accountable for the actions done?

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  • How are cached Windows credentials stored on the local machine?

    - by MDMarra
    How are cached Active Directory domain credentials stored on a Windows client? Are they stored in the local SAM database, thus making them susceptible to the same rainbow table attacks that local user accounts are susceptible to, or are they stored differently? Note, that I do realize that they are salted and hashed, so as not to be stored in plain-text, but are they hashed in the same way as local accounts and are they stored in the same location? I realize that at a minimum they're be susceptible to a brute force attack, but that's a much better situation than being vulnerable to rainbow tables in the event of a stolen machine.

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  • Specifying force and angle in ApplyImpulse in box2d

    - by Deepak Mahalingam
    I need to apply an impulse on a object with a particular force and at a particular angle in Box2d. If I am right the syntax would be the following: body.GetBody().ApplyImpulse(new b2Vec2(direction, power),body.GetBody().GetWorldCenter()); The problem is my direction is in angles. I found a discussion where it was said that the way we can convert an angle into a vector would be as: new b2Vec2(Math.cos(angle*Math.PI/180),Math.sin(angle*Math.PI/180)); Now I am not sure how to combine these two. In other words, if I wish to apply a force of 30 units at an angle of 30 degrees at the center of the object, how should I do it?

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  • Custom Rule Sets in JohnTheRipper

    - by user854619
    I'm trying to create a custom rule set to do hash cracking. I have a SHA1 hash and a rule set that was enforced to create the password. The password must be of the form, 6-8 characters Every other letter changes case Password "shifts" characters at least one degree and at most three One odd number and one even number are at the beginning of the password One special character and one punctuation character are appended to the end of the password How can I defined a brute force attack in JohnTheRipper or similar hash cracking program? I've also attempted to write code to generate a wordlist of possible passwords, with no success. Thanks!

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  • syslog log of TCP packet

    - by com
    Occasionally, I noticed a lot of following messsages in syslog Nov {datetime} hostname kernel: [8226528.586232] AIF:PRIV TCP packet: IN=eth0 OUT= MAC={mac} SRC={sourceip} DST={destinationip} LEN=60 TOS=0x00 PREC=0x00 TTL=63 ID=20361 DF PROTO=TCP SPT=39950 DPT=37 WINDOW=14600 RES=0x00 SYN URGP=0 On the Internet, I found that DOS attack may cause such type of output, unfortunately, I don't understand what does this log mean. The only thing is clear for me is this log is related to network. The source host is the host where nagios is installed. Does it mean nagios somehow does behave well? And what does it mean at all?

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  • Does putting types/functions inside namespace make compiler's parsing work easy?

    - by iammilind
    Retaining the names inside namespace will make compiler work less stressful!? For example: // test.cpp #include</*iostream,vector,string,map*/> class vec { /* ... */ }; Take 2 scenarios of main(): // scenario-1 using namespace std; // comment this line for scenario-2 int main () { vec obj; } For scenario-1 where using namespace std;, several type names from namespace std will come into global scope. Thus compiler will have to check against vec if any of the type is colliding with it. If it does then generate error. In scenario-2 where there is no using namespace, compiler just have to check vec with std, because that's the only symbol in global scope. I am interested to know that, shouldn't it make the compiler little faster ?

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  • Blender 2.6: How to Merge the Pros of Meshes and Surfaces

    - by fridojet
    there are two interesting kinds of objects: Meshes and Surfaces. Each of them offers very cool features. Object Type Specific Features Nice Features of Surfaces: (for example) They're as scalable as vector graphics (really nice!) You can build winding things real simply. Nice Features of Meshes: (for example) You can build organic things really good using the Sculpt Mode and a graphic tablet. You can use some special things like Physics. My Question There are things for which Surfaces are better and things for which Meshes are better. But how can I use both the best features of Surfaces and the best features of Meshes on one object at once? For example: How can I use Physics (like on Meshes) on lossless scalable objects (like Surfaces)? Thanks.

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  • Windows 2008 server unaccessible without traces in the event log

    - by Rob
    I am trying to figure out why a Windows 2008 server became inaccessible in terms of RDP and access to a web application. The server was turned off and then on. Look at the event log at the time it went offline, I can't find anything. And looking at misc application logs, the system was running like normal after it went offline. It has to be said that by mistake the firewall was switched off earlier, so a lot of attempts had been done to access the SQL Server with the sa user as well as RDP login. But the attempts has been going on for days, so nothing new about that. Besides the event logs, is there anywhere else I can go to examine the cause of this? I am also in doubt whether or not a DOS attack or similar would show up in the event log. From a log for a backup application running on this server I can see that an attempt was done to access a remote IP after the server went offline, but got no connection.

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  • What are the current options to encrypted a partition on mac os x ?

    - by symbion
    I recently got my laptop stolen with some sensitive informations on it (personal source code, bank details in a secure file, passwords, etc) and I learnt the lesson: encrypt your sensitive data. Now, I am wondering what are the options to encrypt a partition (not an encrypt disk image) ? Aim: The aim is to prevent anyone (except me) to access those data. Requirement 0: The software must be able to encrypt non system partition. Requirement 1: Plausible deniability is required but preventing cold boot attack is however not an absolute requirement (I am not famous enough or have sensitive enough info to have this kind of requirement). Requirement 2 : Software taking advantage of AES hardware encryption are very welcome as I intent to get a Macbook Pro with i7 CPU (with AES-NI enabled instructions). I will have avirtual machine running in the encrypted partition. Requirement 3 : Free or reasonably cheap. Requirement 4 : Software must run on Mac OS X Snow Leopard or Lion. So far, TrueCrypt is the only option I have found. Regards,

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  • My servers been hacked EMERGENCY

    - by Grant unwin
    I'm on my way into work at 9.30 pm on a Sunday because our server has been compromised somehow and was resulting in a DOS attack on our provider. The servers access to the Internet has been shut down which means over 5-600 of our clients sites are now down. Now this could be an FTP hack, or some weakness in code somewhere I'm not sure till j get there. Does anyone have any tips on how I can track this down quickly. Were in for a whole lot of litigation if I dont get the server back up asap. Any help appreciated.

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  • u32 filter udp lenght 0 to 29

    - by Mark Ocok
    Sep 30 18:20:02 30AA30 kernel: ** IN_UDP DROP ** IN=eth0 OUT= MAC=b8:ac:6f:99:8e:b2:a8:d0:e5:bf:71:81:08:00 SRC=66.225.232.169 DST=68.68.27.84 LEN=28 TOS=0x00 PREC=0x00 TTL=49 ID=21668 DF PROTO=UDP SPT=48153 DPT=16078 LEN=8 Sep 30 18:20:02 30AA30 kernel: ** IN_UDP DROP ** IN=eth0 OUT= MAC=b8:ac:6f:99:8e:b2:a8:d0:e5:bf:71:81:08:00 SRC=66.225.232.169 DST=68.68.27.84 LEN=28 TOS=0x00 PREC=0x00 TTL=49 ID=21669 DF PROTO=UDP SPT=48153 DPT=16078 LEN=8 Sep 30 18:20:02 30AA30 kernel: ** IN_UDP DROP ** IN=eth0 OUT= MAC=b8:ac:6f:99:8e:b2:a8:d0:e5:bf:71:81:08:00 SRC=66.225.232.169 DST=68.68.27.84 LEN=28 TOS=0x00 PREC=0x00 TTL=49 ID=21670 DF PROTO=UDP SPT=48153 DPT=16078 LEN=8 Sep 30 18:20:02 30AA30 kernel: ** IN_UDP DROP ** IN=eth0 OUT= MAC=b8:ac:6f:99:8e:b2:a8:d0:e5:bf:71:81:08:00 SRC=66.225.232.169 DST=68.68.27.84 LEN=28 TOS=0x00 PREC=0x00 TTL=49 ID=21671 DF PROTO=UDP SPT=48153 DPT=16078 LEN=8 It's Spoofing attack dos, how to block Spoofing UDP lenght 0 to 29 using u32 Flooder target udp length udp 0 to 29

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  • How can I make a character move forward in a certain direction?

    - by Shaun Wild
    I have an entity class which is updated every game tick. Let's just assume said entity moves forward constantly. What i want to know is, how can i make it so that i can give an angle to a function and it will make my entity move in that direction. let's say for example moveForward(90); Would make my character move to the right, or for example declaring my rotation as a global Integer: moveForward(rotation); rotation++; Would make my entity move around in a small circle, I assume this includes some kind of vector math, which I haven't done any studying on so a brief explanation of that if it's necessary would be nice. I would appreciate a small code snippet and an explanation I can analyze, thanks in advanced :)

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  • Forensics on Virtual Private servers [closed]

    - by intiha
    So these days with talks about having hacked machines being used for malware spreading and botnet C&C, the one issue that is not clear to me is what do the law enforcement agencies do once they have identified a server as being a source or controller of attack/APT and that server is a VPS on my cluster/datacenter? Do they take away the entire machine? This option seems to have a lot of collateral damage associated with it, so I am not sure what happens and what are the best practices for system admins for helping law enforcement with its job while keeping our jobs!

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