MACs | Message authentication code algorithms written in pure Rust | Authentication library
kandi X-RAY | MACs Summary
kandi X-RAY | MACs Summary
Collection of Message Authentication Code (MAC) algorithms written in pure Rust.
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QUESTION
maybe you guys here can help. i’m trying to get a token in a script on a website with python beautiful soup but i’m stuck at one part. the request i make is
...ANSWER
Answered 2021-Jun-15 at 21:46You need access throught JSON, there has an option:
QUESTION
How to remove VIM (completely) and change my mac command line editor to sublime?
I've spent the last three hours reading the same links on "how to remove VIM" only to get "how to remove MacVIM and reinstall it fresh" Or "How to remove Vim so I can reinstall it on Ubuntu"
My old laptop was fortunate to have a friend remove it but my new machine still has it installed.
I wish VIM would die in "words redacted to excessive profanity" dumpster fire while a hobo "words redacted to excessive profanity" to put out the fire
I've lost way too many hours trying to learn that outdated neckbeard elvish piece of UX trash so I want it gone. No, I'm not touching emacs.
Please tell me there is a way I can switch to sublime or am I permanently cursed to have this confusing black screen of death pop up when I try to git push or git tag stuff?
My original goal was to tag a git and push it but vim comes up and I can't figure out how to speak elvish.
I've been using PyCharm for a few years and love the interface but I need to dig deeper and a TDD Django book for class uses the terminal, it wants me to git -a "comments" so I need your advice.
So now I can't learn TDD Django because vim, MacVim and eMacs users flood the internet but I can't remove it nor figure out how to work it.
I've tried brew uninstall macvim
which doesn't work because I have vim not macvim
I also tried sudo uninstall vim
no luck as this is zsh mac not ubuntu
I tried brew uninstall vim
to get No available formula or cask with the name "vim"
I've searched SO five times and keep getting the same links.
Alternates I've tried
brew uninstall ruby vim
per this post https://superuser.com/questions/1096438/brew-upgrade-broke-vim-on-os-x-dyld-library-not-loaded I tried, no luck.
...ANSWER
Answered 2021-Jun-14 at 21:41You don't have to remove Vim from your machine. Instead, tell your system and your tools to use Sublime Text as default editor. After you have followed that tutorial, which I must point out is part of Sublime Text's documentation, you should have a system-wide subl
command that you can use instead of vim
. For that, you need to add those lines to your shell configuration file:
QUESTION
I have an app which compiles and runs fine in older Macs with Intel processors in physical devices & iOS simulators.
The same app also compiles and runs fine from newer Apple Silicon Mac with M1 processor with physical iPhone devices, but, it refuse to be compiled for iOS simulator.
Without simulator support, debugging turn around time gets gets really long so I am trying to solve this issue. Not to mention Xcode preview feature isn't working either which is annoying.
The first error that I encountered without making any changes (but moved from Intel Mac to M1 Mac) is like below.
building for iOS Simulator, but linking in dylib built for iOS, file '/Users/andy/workspace/app/Pods/GoogleWebRTC/Frameworks/frameworks/WebRTC.framework/WebRTC' for architecture arm64
The Cocoapods library that I am using is GoogleWebRTC, and according to its doc, arm64 should be supported so I am baffled why above error is getting thrown. As I have said before, it compiles fine in real device which I believe is running on arm64.
According to the doc..
This pod contains the WebRTC iOS SDK in binary form. It is a dynamic library that contains the armv7, arm64 and x86_64 slices. Bitcode is not supported. Our currently provided API’s are Objective C only.
I searched online and it appears there appears to be 2 workarounds for this issue.
- The first one is by adding
arm64
toExcluded Architectures
- The second option is to mark
Build Active Architecture Only
forRelease
build.
I don't exactly understand if above are necessary even when I am compiling my app on M1 Mac which is running under arm64 architecture, because the solution seems to be applicable only for for Intel Mac which does not support arm64 simulator, as for Intel Mac, simulators might have been running in x86_64, not with arm64, so solution #1 is not applicable in my case.
When I adapt the second change only, nothing really changes and the same error is thrown.
When I make both changes and tried building, I now get the following 2nd error during build. (not really 100% sure if I solved the 1st error / I might have introduced 2nd error in addition to 1st by adapting two changes)
Could not find module 'Lottie' for target 'x86_64-apple-ios-simulator'; found: arm64, arm64-apple-ios-simulator
The second library that I am using is lottie-ios and I am pulling this in with a swift package manager. I guess what is happening is that because I excluded arm64
in build setting for iOS simulator, Xcode is attempting to run my app in x86_64
. However, library is not supported running in x86_64
for some reason, and is throwing an error. I don't have much insights into what dictates whether or not library can run in x86_64 or arm64 so I couldn't dig to investigate this issue.
My weak conclusion is that GoogleWebRTC
cannot be compiled to run in iOS simulator with arm64
for some reason (unlike what its doc says), and lottie-ios
cannot be compiled to run in iOS simulator with x86_64
. So I cannot use them both in this case.
Q1. I want to know what kind of changes I can make to resolve this issue...
The app compiles and runs perfectly in both device & simulator when compiled from Intel Mac. The app compiles and runs fine in device when compiled from Apple Silicon Mac. It is just that app refuse to be compiled and run in iOS simulator from Apple Silicon Mac, and I cannot seem to figure out why.
Q2. If there is no solution available, I want to understand why this is happening in the first place.
I really wish not to buy old Intel Mac again just to make things work in simulator.
...ANSWER
Answered 2021-Mar-27 at 20:15Answering my own question in a hope to help others who are having similar problems. (and until a good answer is added from another user)
I found out that GoogleWebRTC actually requires its source to be compiled with x64
based on its source depo.
For builds targeting iOS devices, this should be set to either "arm" or "arm64", depending on the architecture of the device. For builds to run in the simulator, this should be set to "x64".
https://webrtc.github.io/webrtc-org/native-code/ios/
This must be why I was getting the following error.
building for iOS Simulator, but linking in dylib built for iOS, file '/Users/andy/workspace/app/Pods/GoogleWebRTC/Frameworks/frameworks/WebRTC.framework/WebRTC' for architecture arm64
Please correct me if I am wrong, but by default, it seems that Xcode running in Apple M1 silicon seems to launch iOS simulator with arm
arch type. Since my app did run fine on simulators in Intel Mac, I did the following as a workaround for now.
- Quit Xcode.
- Go to Finder and open Application Folder.
- Right click on Xcode application, select
Get Info
- In the "Xcode Info Window" check on
Open using Rosetta
. - Open Xcode and try running again.
That was all I needed to do to make my app, which relies on a library that is not yet fully supported on arm simulator, work again. (I believe launching Xcode in Rosetta mode runs simulator in x86 as well..?? which explains why things are working after making the above change)
A lot of online sources (often posted before M1 Mac launch on Nov/2020) talks about "add arm64 to Excluded Architectures
", but that solution seems to be only applicable to Intel Mac, and not M1 Mac, as I did not need to make that change to make things work again.
Of course, running Xcode in Rosetta mode is not a permanent solution, and Xcode slows down lil bit, but it is an interim solution that gets things going in case one of libraries that you are using is not runnable in arm64 simulator.. yet.
QUESTION
Started to develop a wiresless 'cable' solution (with websockets) between two ESPs, a wireless serial 'cable' between computer and a serial device to mimick a direct wired connection. Was working great however just accidentally fried one of the ESPs (short a serial cable connection to higher voltage - sigh) when testing. Replaced one of the ESP32s with an ESP8266. Suspect this should work however it did not.
The problem is the ESP8266 (client) cannot find the network of the ESP32 (server). Why it doesn't work? My computer can see the server and can connect. Fried ESP32 the same, no problem.
Tried the WiFiScan demo on the ESP8266 and can detect all other WiFi SSIDs/MACs in neighborhood however cannot detect the ESP32 server it's SSID/MAC.
Why it doesn't work? What is the difference and how can I solve this?
ESP32 - code of the server
...ANSWER
Answered 2021-Jun-14 at 07:45WiFi channels 12-14 are not used in some countries (e.g. US). Perhaps the ESP32 AP picked one of those channels, and ESP8266 is configured by default with settings from a country which doesn't allow them. Set the AP channel to some reasonably safe value in range 1-11.
I can see that the default channel should be 1, but I'd suggest experimenting with it, perhaps setting it to 6:
QUESTION
All layers in my web application work except vectorlayers.
If i add a draw feature, a GeoJSON layer or a pure VectorLayer to my map, they show up skewed from the map element itself. Upon inspection we can see that the canvas that is apparently used for vectorlayers, does not abide by the map elements actual location.
The issue only exists on certain devices without any logical connection. it exists on some macs, some windows 10 machines but not others.
i was hoping someone here could point me in the right direction as to what i should start looking at in order to fix this issue.
...ANSWER
Answered 2021-Jun-01 at 15:15You might see the same problem in some of the examples such as https://openlayers.org/en/latest/examples/select-features.html with older browsers on some devices. It is related to the pixel ratio (which can be the device or browser zoom). Setting pixelRatio: 1
in the map options should fix it (but that would not allow best quality on devices which don't have the problem).
QUESTION
In my Macs Terminal I'm not able to use Python packages as I get a ModuleNotFound error. This is not the case in VS code, as I tried all kinds of things, including a venv based from a tutorial, and it seemed to work.
When I run pip install requests
I get the following:
- Requirement already satisfied: requests in /Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages (2.25.1)
- Requirement already satisfied: chardet<5,>=3.0.2 in /Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages (from requests) (4.0.0)
- Requirement already satisfied: urllib3<1.27,>=1.21.1 in /Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages (from requests) (1.26.5)
- Requirement already satisfied: idna<3,>=2.5 in /Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages (from requests) (2.10)
- Requirement already satisfied: certifi>=2017.4.17 in /Library/Frameworks/Python.framework/Versions/3.9/lib/python3.9/site-packages (from requests) (2020.12.5)
When I run python --version
I get Python 3.9.5
I've spend hours now trying to get this "environment" up and correctly running, but with not much success.
...ANSWER
Answered 2021-May-31 at 21:10The problem is that you have multiple Python versions installed. One possibly from the official Python website, and one through Homebrew (I'm guessing a bit). These interfere somewhat.
Here's the thing though: the "official" one didn't not install the standard python
alias. It only installed the more explicit python3
command. Oddly (and confusingly) enough, it did install pip
, probably alongside pip3
.
When you type python
, the shell will find the one installed by Homebrew; the other one doesn't not exist. When you explicitly type python3
, you'll get the correct one. It looks like your PATH
environment variable is set up to have the "official" installation come first, and then the Homebrew one.
So, best and easiest is to simply use python3
explicitly.
You could attempt to uninstall the Homebrew one in /usr/local/
if you want to and don't think you need it.
You could also tinker inside the /Library/Frameworks/Python.framework/Versions/3.9/bin
and make an alias for python
, but I wouldn't recommend it, unless you become more familiar with the shell, Python installations and your system. And after all, it's only one character more to type currently.
QUESTION
I am trying to run a simple loop through all files script but it's giving me a not spected result.
I'm using a user config file to loop content (example.conf).
...ANSWER
Answered 2021-May-28 at 18:19Nested loops give you the cartesian product. You need just one loop that reads all fields in a line at once:
QUESTION
I have a problem connecting to the ipmi server via paramiko in this code:
...ANSWER
Answered 2021-May-26 at 08:45Your server/device seems to require some dummy keyboard interactive authentication:
QUESTION
I have installed TensorFlow using a virtual environment running python 3.8 as described by Apple. This should theoretically run natively and utilise the GPU. I tried installing TensorFlow using miniforge last time and it was not able to use the GPU as miniforge uses python 3.9 and Tensorflow for m1 macs currently require python 3.8.
On sklearns website, the only way to install sklearn libraries currently is by using conda install sklearn
which is through miniforge.
Is there a way to install sklearn on a tensorflow environment created using
...ANSWER
Answered 2021-May-27 at 07:21Hi and welcome to SO :)
I'm a pip/virtualvenv user, so I had to fix my venv to work with my M1 mac using the conda/miniforge, without switching to conda's venv. So, I believe this should work for you as well:
QUESTION
Currently, I have created a Python bot with buttons that can be pressed to add orders to a list of orders, as shown below:
Sample of the Telebot's Buttons and the List
My bot is in separate chat groups, Chat 1 and Chat 2. When I press a button to add the order in Chat 1, the order is also added in Chat 2.
How do I separate the instances of the bot such that adding orders in Chat 1 does not affect the order list of Chat 2?
Code for the data:
...ANSWER
Answered 2021-May-20 at 13:02You can use this code:
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