1,219 karma · joined April 12, 2010
So eventually, if you can generate all possible set of fingerprints which match that hash and "cross check" it with another fingerprint systems, you could be able to approach the guy fingerprint? (I mean you maybe reduce the set to a reasonable size)
The use case is quite overkill though! Also, generating all possible set of fingerprints is probably a lot of computation.
So by a bruteforce technique, I could be able to generate a subset of all possible fingerprint (finite?).
Tell me if I'm wrong, but maybe by "cross checking" with another data (e.g. another device with a second different conversion algorithm) I could finally find out what was your fingerprint! That's quite overkill though!
I'm not really convinced, nothing is absolutely impossible in computer science. At least, can't we bruteforce it?
I'm curious to know if they are true saying there is no way to reverse-engineer it, Any paper on the subject?
When you say modulating a phase offset instead of frequency, does this mean you have like 2 oscillators A and B set to the same frequency, where you modulate the offset of A, and you connect both A and B to the audio output?
About your second note, you are so right! Actually it was a mistake in my article, this is what I've done actually but my explanation was a bit wrong. My first demo is a multiple of the frequency. My second demo is a multiple of (carrier frequency/4). Nothing related to octave, I shouldn't have mentioned that (I will fix it ASAP).
WTF!
This is awesome!
Yep, about the mario sprites example, there is something I'm missing happening https://github.com/gre/glsl.js/issues/2
It works for me (tested on MacbookPro and on a Linux with recent hardware)
I have to figure it out.
[edit] It is fixed now! sampler2D in a struct{} seems broken on some WebGL version / graphic card.
We can really do crazy effect with GLSL, easily and efficiently (with Canvas2D, we could use Canvas' ImageData for these effects but it is definitely less efficient).
For the compatibility, I would say it's getting better now, only IE is the browser which support Canvas but not WebGL.
But yes, if Canvas2d is enough for your needs, it's ok. Actually it would be interesting to inject a Canvas2d into glsl.js to add some cool effects on it :) I'm working on it!
I'll fix that ASAP.
[EDIT] all of the issues are now on github: https://github.com/gre/glsl.js/issues
I said "abuse" because it is still a hack to use only one plain GLSL fragment for everything (a fragment shader aims to be used with a vertex shader, whereas mine is just static and take one vertex for the whole canvas). BTW, the glsl.heroku.com demoscene platform use exactly the same idea and was an inspiration.
The limit of this hack, is the fact that GLSL fragment uniforms number is limited (depending on the machine, 1024 variables on my macbook). For instance, a `Ball ball[1000]` wouldn't compile because it is too much variables (if Ball has 2 fields). AFAIK, you could still solve this by using a big Array of float, but it would be less structured then.
Running smoothly on Linux, tested on Firefox and Chrome.
Their look remind me "I, Robot".
When can I have one for household?
I would love to see how your game will evolve.
It reminds me another cool multiplayer snake https://twitter.com/syl_mat/status/154136259588141056 (it supports more than 2 players, the game is never ending but player accumulate points, it also has bots)
I haven't go that far in the API but you can still do something like:
CLI.enumerate(Seq("curl", "-s", "http://news.ycombinator.com/"))
and val curl = (url: String) => CLI.enumerate(Seq("curl", "-s", url))
This Seq synthax is provided by scala.sys.process,
AFAIK, as a nice side-effect, it guarantees some safety of command parameters (avoiding injections).So it can happen to anyone and it's a real issue for any JSON API.
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