cheaters | Customizable cheat sheet system for OS X
kandi X-RAY | cheaters Summary
kandi X-RAY | cheaters Summary
For Cheaters to work, you need to be serving the files on a local server. This can be done with something like MAMP, or using the built in Apache server in macOS. If you don't know how to work with either of these, the best bet might be to run the cheat.sh script found in the cheaters folder. That will launch Python's simpleHTTPServer in that directory with an address of (which you can then plug into Fluid or Automator). If you want to set this up to run with launchd, it would probably be wise to add a cd /path/to/cheaters line in before the python command. You can use the instructions below if you're a cheapskate, but for $5 you can use Fluid and create a menu bar app that's much more full-featured and usable than the Automator action. Seriously. Do it. Under images/fluid/CheatersIcon.png you can find a nice Icon to use for Cheaters. The most useful way to use Cheaters is with an Automator Application. You can add a hotkey or other launch method using Launchbar, Keyboard Maestro, Alfred, Apptivator, etc. Lots of choices. When the application launches, it automatically becomes a floating HUD, and you can dismiss it by focusing it and using Escape or Q. You can also use Cheaters in a web browser, just put it on your disk and point your browser to the file:///... location.
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QUESTION
I know this may be a duplicate of another link on here but I am not able to find a fix for my code.
I am trying to make a puzzle for my friends and family can try to do and I need a way to track what website they just came from so I know whether to send them to the next puzzle/win screen, or to send them to a page effectively saying they are cheaters. I am trying to use $_SERVER[HTTP_REFERER] to make this easier for me, but I want to echo out the address that the user is coming from to test my code, and I keep getting an index error.
MY CODE:
...ANSWER
Answered 2021-May-13 at 15:59https://stackoverflow.com/a/60288899/7044855
Referrer isn't always set. You can set HTTP headers manually if you're testing using curl/postman/etc, but not if you were testing by simply hitting your script in a browser.
Using this key/value combination you should see the following output
QUESTION
I am working on a quiz and now I would like to show different messages to the user depending on what score they have. This code is working but I when the score is 0 no new state is set.
It seems to have something to do with that prevProps.score is only triggered when you have answered something correctly. Is there some other conditional I could use instead maybe?
Below is all code in current state:
...ANSWER
Answered 2020-Mar-17 at 15:50Convert your last else if
to an else
so your conditional tests are as follows:
- if score >= high score => "...expert!"
- else if half score <= score < high score => "... petty good"
- else if 0 < score < half score => "..need practice"
- else => "did not do so well"
This is the "catch-all" branch of logic for scores that didn't fall into one of the previous test cases.
componentDidUpdate
QUESTION
To learn how to use function in PostgreSQL, we have to do an exercise with the following statement:
We have a table Skieur (skier), Competition and a table Classement (ranking of a skier in a competition). We have also a fourth table called Penalise (who give us in wich competition a skier has cheated). The goal of the exercise is to write a function (are moreif it necessary), to put all the cheaters skier at the last rank of the competition they have cheat, and we have to update the ranking of all the other players.
Here are the different table and insert:
...ANSWER
Answered 2019-Dec-11 at 07:20I think I figured out what you after, but I couldn't figure out the functions - at least reading through a couple times. But I can tell you are doing way to much work. When working with SQL - regardless of the particular DBMS let SQL do as much of the work as possible. It really is a heavy lifter if you let it be. You indicated you needed a loop. So I'll give you one iterating over cheaters (penalise); but somewhat expanded.
QUESTION
I know how to do it without Map
. It seems more logical to use Map
for this task but I can't seem to implement it. Is this even possible?
So far I tied this:
...ANSWER
Answered 2019-Sep-15 at 08:17You could take a Set
with the normalized (lower case, sorted) strings and return a filtered result.
QUESTION
I am new to game development, can you please give me an advice on how to implement a server for the game done on Unity for both iOS and Android platforms.
There is a task: an online 1vs1 pin-pong game where you can bet your in-game currency. There are (for example) 3 game modes with a bet of 5, 20 and 100 coins. The player chooses which bet he wants to play and queues, then the second player queues for the same bet and a room is automatically created for them where they play against each other up to 10 points to win. It is desirable to implement the selection of opponents by skill/experience of the game. So the beginners play with beginners, and experienced with experienced (logic on the server). Again, the rooms should be automatically generated. There should be no lobby with a visible list of rooms, only the choice of a bet and the expectation of an opponent. The winner gets the full bet (without any fee). There must be a database to save the results and settings of each player. Authorization through social networks and email. Protection against cheaters is a low priority.
How I planned: All physics and logic takes place on the client side. The server creates rooms for the players that waiting for opponents and provides the exchange of platforms location via UDP, and important messages/events via TCP. There will be no game physics and logic on the server side. This server will be connected to the database to save information, leaderboards and number of collected coins and so on ...
Main tasks: C # server for Unity Own logic on the server Ability to work with the database.
I wanted to use Photon server for these tasks, but I cannot understand if it is possible to bind a database, for example, MySQL, and process minimal logic on the server, is it possible at all? What server besides Photon is suitable for this project?(preferably free). I will be glad to recieve some help and to find the correct way to solve this problem.
Thanks.
...ANSWER
Answered 2019-Feb-18 at 10:47For something really simple, I'd recommend using your own implementation of socket.io in your client application (c#) and a really basic nodeJS server using socket.io.
You have built in rooms, event sending/handling it's pretty handy.
For unity there is a paid asset (BestHTTP that is really good) and a free one (socket.io for unity or something like that).
You can then use your node server to connect to your database and send data to unity.
Hope it helped !
QUESTION
I'm trying to find the first unique string in array ignoring all other anagrams for example :
let words = ['nap', 'teachers', 'cheaters', 'pan', 'ear', 'era', 'hectares'];
output = nap teachers ear
or let words = ['rat', 'tar', 'art'];
output rat
I stuck here
...ANSWER
Answered 2018-Oct-01 at 10:22You need to check the current position of the array "words" and then check the others one, this means you need to have a loop inside a loop, so your code should look like this:
QUESTION
Our Team is developing a Fast-Paced Arena FPS game with a maximum of 10 Players per match(5v5) for Mobile Platforms using Unity. We're really in a dilemma on whether to use a Non-Authoritative or Fully Authoritative Server.
Non-Authoritative Approach : Each player just sends snapshots about it's current position to other Players and Remote Procedure Calls are called for special events like Firing a Weapon or triggering an Explosion. Physics is simulated Locally.
Thinking on Using Photon Unity Networking (PUN) for this approach, because of Mature API and Master-Client Model and Advanced Relays.
Authoritative Approach : The clients just send their Input Snapshots to a Dedicated Server, where the game is simulated using the Inputs and the game state is sent back to the clients, who just Renders it.
Thinking of Using Photon Bolt for this approach, because of Built-In Client-Side Prediction and Lag Compensation which is crucial while using a Dedicated Server.
So, Apart from making it easy for Cheaters to hack my game, what are the drawbacks/Limitations of using a Non-Authoritative Server over Authoritative one? Is Server Authority required in a mobile game? What are your recommendations for the type of game we're trying to make?
Also, How bad(or good) is the overhead of running an Unity Instance on a Dedicated Server(In Headless Mode)?
Thank You!
...ANSWER
Answered 2018-Jun-01 at 12:57So, Apart from making it easy for Cheaters to hack my game, what are the drawbacks/Limitations of using a Non-Authoritative Server over Authoritative one?
De-synchronization is a considerable drawback. It is ok if the physics simulated locally does not affect the functional outcome of the game.
However, for example, if the trajectory of a rocket from a launcher is simulated locally with physics, and whether it hits another player or not is decided locally too, you will end up with players getting killed despite seemingly not being hit by one.
In more serious cases, you might end up with players experiencing completely different outcomes of the match on their machines.
Is Server Authority required in a mobile game?
Not necessarily.
What are your recommendations for the type of game we're trying to make?
For multiplayer games, typically its recommended to have an authoritative server that does calculations for important events (e.g hit by a bullet).
To prevent choppy movement and actions, you would need to implement some form of interpolation/prediction/dead reckoning client side, and do corrections when your authoritative server replies.
Also, How bad(or good) is the overhead of running an Unity Instance on a Dedicated Server(In Headless Mode)?
Im not sure what overhead you are comparing to, but typically a Unity instance ran without graphics and in batchmode as a server is able to effectively handle a multiplayer game of 10 people pretty well.
QUESTION
index.jsp
...ANSWER
Answered 2018-Apr-17 at 08:40The problem you have is that your for
loops leave the last word out of consideration because you only loop until i < words.length - 1
. That should be i < words.length
:
QUESTION
So, I've made a game in which it is required to check the time when saving and loading.
The relevant chunk of loading code:
...ANSWER
Answered 2018-Feb-20 at 20:52Update I have significantly updated this answer in respect of comments made by @theMayer and the fact that while I was wrong, it may have highlighted a bigger issue.
I believe there is an issue here in the fact that the code is reading the UTC time in, converting it to local time, then converting it back to UTC.
The save routine records the value of loadStamp
expressed with the Round Trip format specifier o
, and as loadStamp
is always set from DateTime.UtcNow
, the value stored in the file will always be a UTC time with a trailing "Z" indicating UTC time.
For example:
2018-02-18T01:30:00.0000000Z ( = 2018-02-17T23:30:00 in UTC-02:00 )
The issue was reported in the Brazil time zone, with a UTC offset of UTC-02:00 (BRST) until 2018-02-18T02:00:00Z and a UTC offset of UTC-03:00 (BRT) after.
The code reaches this line:
QUESTION
I have two data.table
s like so:
ANSWER
Answered 2018-Jan-19 at 18:35Create the cheat
column with initial value of FALSE
, then join with cheaters, and update cheat
column to TRUE
when there's match:
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