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tmpdir=tmp
if [ -d "$tmpdir" ]; then
rm -rf $tmpdir
fi
mkdir $tmpdir
height=2592
width=10
n=0
for f in *.jpg
do
@bkaradzic
bkaradzic / orthodoxc++.md
Last active October 3, 2026 18:01
Orthodox C++

Orthodox C++

This article has been updated and is available here.

@bloc97
bloc97 / TwoMethods.md
Last active March 2, 2025 10:14
Two Fast Methods of Generating True Random Numbers on the Arduino

Two Fast Methods of Generating True Random Numbers on the Arduino

Arduino true random number generator

B. Peng

December 2017

Abstract

The AVR series microcontrollers are a collection of cheap and versatile chips that are used in many applications ranging from hobbist projects to commercial infrastructure. One major problem for some hobbists is the lack of secure random number generation on the Arduino platform. The included pseudo-random number generator (PRNG) is very easy to defeat and is useless for any crypto-related uses. One recommendation from the Arduino Reference Manual is to use atmospheric noise from the chip's analog sensor pins as seed data[6].
Unfortunately this method is extremely weak and should not be used to emulate a true random number generator (TRNG). Existing methods such as using the internal timer drift or using a dedicated generator are either too slow, requires extensive external hardware or modifications to the microcontroller's internal mech

@Toyz
Toyz / OW1 CMD
Last active February 8, 2026 04:20
All command line options to Overwatch
----------POSSIBLE OPTIONS----------------------------------------------
--account : [optional] account name to login with
--key : [optional] connection key for the server (defaults to 1 in debug)
--automationRoutine : [optional] automation routine to run after login
--startAutomationGraph : [optional] start up and execute automation global graph using provided guid
--gatherEffectStats : [optional] enables effect stat gathering
--noautoconnect : [optional] Do not automatically connect to a server
--fastQuit
--dumpAssetNames : Write to <file> a JSON map of GUID (String "0xabc...") to asset name for all soft assets
--startPosition : [optional] start position when joining a map
@John-Paul-R
John-Paul-R / FabricModList.md
Last active June 12, 2026 16:49
A list of (almost all) mods for Fabric

Fabric Mod List

This page contains a list of the current Minecraft Fabric mods. (As of 2021-08-19 08:05:23 Timezone: UTC+0000 (GMT))

To search for mods by name, category, or download count, visit the website, fibermc.com!

Note: You can view a mod's source files by following the "Source" link on its CurseForge page, assuming that the mod's creator has made such files public.

There are currently 2954 mods in this list.

@ur0
ur0 / README.md
Last active March 12, 2026 16:59
SockPuppet 3

SockPuppet 3

This is a kernel exploit targeting iOS 12.0-12.2 and 12.4. It exploits a dangling kernel pointer to craft a fake task port corresponding to the kernel task and gets a send right to it.

This code is not readily compilable — some common sense is a prerequisite. If you do get it going though, it is extremely reliable on any device with more than a gigabyte of RAM. Interested readers may want to investigate how reallocations can be prevented -- this might improve reliability even more.

License

/dts-v1/;
/plugin/;
/ {
compatible = "allwinner,sun8i-h3";
fragment@0 {
target = <&spi0>;
__overlay__ {
status = "okay";
@TellowKrinkle
TellowKrinkle / PSPSCEDecoder.java
Created April 10, 2020 02:56
Ghidra PSP SCE Decoder
// Reads the list of syscall functions from a PSP rom and marks them in Ghidra
//@author TellowKrinkle
//@category PSP
import java.util.Map;
import java.util.HashMap;
import ghidra.app.script.GhidraScript;
import ghidra.program.model.util.*;
import ghidra.util.exception.InvalidInputException;
import ghidra.program.model.reloc.*;
@jarun
jarun / Fun bugs.md
Last active July 16, 2020 10:47
Bugs those fascinated me

Bugs those fascinated me

Developers fix thousands of defects in their careers. However, there are always a memorable few. I thought of listing down some of the interesting bugs I came across so far.

1. Messages those reach before sent

One from the early years of my career. I was working on SMS/MMS protocols during the time, After sending out a few lakhs of messages from one handled to another kept beside each other it was seen that even before the message is sent completely from mobile A it reaches mobile B and the user gets the notification.

It was late night but a challenge interesting enough to keep you awake. After a few hours of debugging it was found that the implementation was using a linked list to which it was appending each new message information at the end before sending it out to the lower telephony layer which would confirm asynchronously once the message was successfully sent. However, on receiving the confirmation, it does some bookkeeping and it was searching the list from the head f