ios – How to create CLCircularRegion using min max geometry bounds

I am working on geofencing where I have to do region monitoring. I am new to geofence topic. I have bounds(min-max coordinates) and geometry data(all location coordinates). From the below bounds, I am creating CLCircularRegion.

"bounds":{"minlat":50.7238333,"minlon":-1.8716499,"maxlat":50.7248599,"maxlon":-1.8683962} 

To initialise CLCircularRegion, we need center and radius. I have calculated centerpoint using the following formula:

center = CLLocationCoordinate2D(latitude: CLLocationDegrees((minLat + maxLat) / 2), longitude: CLLocationDegrees((minLng + maxLng) / 2))

But I am unable to understand how to calculate radius.
Any Idea how to do that?

windows 10 – what is an example of out of bounds read in order to leak sensitive information?

I Am trying to understand a little bit better behind the scenes on bypassing aslr by reading the bytes in the memory of a process, but how can I make an example of an info leak in WIN32? my code does the leaks of bytes , but how can I check the image base based on those bytes?

#include <stdio.h>
#include <string.h>

int main(int argc, char **argv) {
    char a(16);

    strncpy(a, "0123456789abcdef", sizeof(a));

    //... lots of code passes, functions are called...
    //... we finally come back to array a ...

    printf("%sn", a);
}

oa.operator algebras – Lower bounds in the space of compact operators

Let $H$ be a separable Hilbert space, and $K(H)$ the corresponding space of compact operators. Consider the “unit sphere” $S:={Tin K(H)|Tgeq 0text{ and }||T||=1}$. Is it true that, given any pair of operators $T_1,T_2in S$, there exists another operator $Tin S$ such that $Tleq T_1,T_2$?.

xorg: Ubuntu monitor incorrect detection (image displayed larger than screen, out of bounds)

First of all, excuse my English.

I have a problem with a configuration and can't find the solution, so … looking for help with it.

Startup:

This is a PC that is only used as a multimedia center (netflix, surfing the web, etc.)

The PC is connected to an amplifier (Denon AVR-4306) that changes the sound and image of various equipment (wii, xbox, tv deco and pc), and sends both signals through a single HDMI to the television (Panasonic TH- 50PX70E).

 PC ---> amplifier(Denon AVR-4306) --> Tv(Panasonic TH-50PX70E)

Ubuntu detects the wrong monitor and consequently the image size is wrong and out of bounds (this is a physical size issue, not a resolution or DPI issue).

I searched and Googled similar problems, but I didn't find any answers, most of the similar questions are geared to change the DPI, which is not my problem.

Ubuntu mistakenly detects the Denon amplifier as a 65-inch Denon TV and displays a size that does not fit on my TV (too large, part of the image is lost in each margin, so I can barely see the menu bar in the margin left or the system bar in the upper margin).

I remember that before migrating to wayland, Ubuntu allowed to scale the image just like Windows, but with the change to wayland that feature is lost.

Some relevant information from the PC:

OS: Ubuntu 19.10 (GNU / Linux 5.3.0-24-generic x86_64)

CPU: Intel (R) Core (TM) i3-4330T CPU at 3.00GHz

GPU: Intel Xeon E3-1200 v3 / 4th Gen Core Processor Integrated Graphics Controller

What I tried:

XRANDR: I tried to play with xrandr to no avail,

I tried
xrandr –fbmm 1106×622
This does nothing, I tried some other xrandr commands and they are also ignored, after reading it seems xrandr doesn't work with wayland.

XORG.CONF
I edited the xorg.conf file to add the specifications of my TV as follows:

Section "Monitor"
    Identifier             "Panasonic_TH-50PX70E"
EndSection

Section "Device"
   Identifier             "Device0" 
   Driver                 "vesa" #Elija el controlador que se utilice para este monitor 
EndSection 

Section "Screen" 
    Identifier             "Panasonic_TH-50PX70E"  #Contraiga la sección Monitor+Device a Screen 
    Device                 "TH-50PX70E" 
    Monitor                "Panasonic" 
    DefaultDepth            24 #Cambie la profundidad (16||24) 
    SubSection             "Display" 
        Depth               24 
        Modes              "640x400_70.00" #Elija la resolución 
               "640x480_60.00" 
               "640x480_75.00" 
               "800x600_60.00" 
               "800x600_75.00" 
               "800x600_85.00" 
               "852x480_60.00" 
               "1024x768_60.00" 
               "1024x768_70.00" 
               "1024x768_75.00" 
               "1024x768_85.00" 
               "1280x1024_60.00" 
               "1366x768_60.00" 
    EndSubSection 
EndSection 

Section "Monitor" 
     Identifier       "Panasonic_TH-50PX70E" 
     DisplaySize      1106 622   # En milímetros 
EndSection

Look for each copy of xorg.conf in my installation and add the mentioned settings to all of them, these are the locations of the files:

/usr/share/doc/xserver-xorg-video-intel/xorg.conf

/etc/X11/xorg.conf.d/xorg.conf

This doesn't work either …

Any suggestion will be welcome, at this time I have dual boot with Windows because Linux is not functional but I would rather have this as a Linux machine.

I've always been with gnome but if kde has this feature I wouldn't mind changing.

Thanks in advance for any assistance.

xna – HLSL: displacement and length were out of bounds

//Vertex Shader Constants 
float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldViewIT;

//Color Texture 
texture Texture;

//Normal Texture
texture NormalMap;

//Specular Texture 
texture SpecularMap;

//Albedo Sampler 
sampler AlbedoSampler = sampler_state 
{ 
    texture = ;
    MINFILTER = LINEAR;  
    MAGFILTER = LINEAR;  
    MIPFILTER = LINEAR;  
    ADDRESSU = WRAP;  
    ADDRESSV = WRAP; 
};

//NormalMap Sampler 
sampler NormalSampler = sampler_state 
{
texture = ;  
MINFILTER = LINEAR;  
MAGFILTER = LINEAR;  
MIPFILTER = LINEAR;  
ADDRESSU = WRAP;  
ADDRESSV = WRAP; 
};

//SpecularMap Sampler
sampler SpecularSampler = sampler_state { 
texture = ;  
MINFILTER = LINEAR;  
MAGFILTER = LINEAR;  
MIPFILTER = LINEAR;  
ADDRESSU = WRAP;  
ADDRESSV = WRAP; 
};

//Vertex Input Structure 
struct VSI { 
float4 Position : POSITION0;  
float3 Normal : NORMAL0;  
float2 UV : TEXCOORD0;  
float3 Tangent : TANGENT0;  
float3 BiTangent : BINORMAL0;
};

//Vertex Output Structure 
struct VSO { 
float4 Position : POSITION0; 
float2 UV : TEXCOORD0;  
float3 Depth : TEXCOORD1;
float3x3 TBN : TEXCOORD2;
};

//Vertex Shader 
VSO VS(VSI input) {
//Initialize Output 
VSO output;

//Transform Position  
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
//Pass Depth  
output.Depth.x = output.Position.z;
output.Depth.y = output.Position.w;
output.Depth.z = viewPosition.z;

//Build TBN Matrix  
output.TBN(0) = normalize(mul(input.Tangent, (float3x3)WorldViewIT));
output.TBN(1) = normalize(mul(input.BiTangent, (float3x3)WorldViewIT));
output.TBN(2) = normalize(mul(input.Normal, (float3x3)WorldViewIT));

//Pass UV  
output.UV = input.UV;

//Return Output  
return output;
}

//Pixel Output Structure 
struct PSO {
float4 Albedo : COLOR0;
float4 Normals : COLOR1;
float4 Depth : COLOR2;
};

//Normal Encoding Function 
half3 encode(half3 n) {
n = normalize(n);

n.xyz = 0.5f * (n.xyz + 1.0f);

return n;
}

//Normal Decoding Function 
half3 decode(half4 enc) { return (2.0f * enc.xyz - 1.0f); }


 //Pixel Shader 
PSO PS(VSO input) {  //Initialize Output  
PSO output;

//Pass Albedo from Texture  
output.Albedo = tex2D(AlbedoSampler, input.UV);
//Pass Extra - Can be whatever you want, in this case will be a Specular Value  
output.Albedo.w = tex2D(SpecularSampler, input.UV).x;

//Read Normal From Texture  
half3 normal = tex2D(NormalSampler, input.UV).xyz * 2.0f - 1.0f;

//Transform Normal to WorldViewSpace from TangentSpace 
normal = normalize(mul(normal, input.TBN));

//Pass Encoded Normal 
output.Normals.xyz = encode(normal);
//Pass this instead to disable normal mapping 
//output.Normals.xyz = encode(normalize(input.TBN(2))); 

 //Pass Extra - Can be whatever you want, in this case will be a Specular Value 
output.Normals.w = tex2D(SpecularSampler, input.UV).y;

//Pass Depth(Screen Space, for lighting) 
output.Depth = input.Depth.x / input.Depth.y;

//Pass Depth(View Space, for SSAO) 
output.Depth.g = input.Depth.z;

//Return Output  
return output;
}

//Technique 
technique Default {
pass p0 {
    VertexShader = compile vs_3_0 VS();
    PixelShader = compile ps_3_0 PS();
}
}

This is my current shader … it is producing a "Offset and the length were out of bounds for the array or the count is greater than the amount of elements from the index to the end of the source collection" arguably axeception .. I do not understand what is wrong with that …

Any help is appreciated.

python 3.x – IndexError index locator error: the unique positional indexer is out of bounds

Hello, I am writing a Python code to access data from a Google sheet using gspread.

    import gspread
    from oauth2client.service_account import ServiceAccountCredentials
    from pprint import pprint
    import pandas as pd
    scope =('https://www.googleapis.com/auth/spreadsheets')
    creds = ServiceAccountCredentials.from_json_keyfile_name("creds.json", scope)
    client = gspread.authorize(creds)

    sheet = client.open("tutorial") # Open the spreadhseet
    worksheet = sheet.get_worksheet(1)
    data = pd.DataFrame(worksheet.get_all_records()) 
    car = "car"
    mpg = "mpg"
    city_mpg_data = data(data('city mpg') == mpg)
    car_city_mpg_data = city_mpg_data(city_mpg_data('Make') == car)
    car_city_mpg_data = car_city_mpg_data.reset_index()
    get = car_city_mpg_data.iloc(2)

    print("Okay. You are looking for {} {}.".format(get(6), get(8)))

I receive an error like IndexError: the unique positional indexer is out of bounds. Kindly suggest what I am doing wrong?

Security: In Baggy Bounds Checking, why does an error occur when accessing more than half the size of the final limit slot of an allocated memory?

In the second notes of the MIT computer systems security class (6,858), there is this particular fragment (slightly modified).

char *p = malloc(44);
char *q = p + 60;
char *r = q + 16;
// r is now at an offset of 60+16=76 from
// p. This means that r is (76-64)=12 bytes
// beyond the end of p. This is more than
// half a slot away, so baggy bounds will
// raise an error.

I understand that Baggy Bounds Checking allows you to verify economically if a pointer to any allocated memory is within the limits of that memory. This avoids many forms of attacks that involve overwriting arbitrary portions of memory. What I don't understand is this part of the above fragment.

This is more than half a slot away, so loose limits will generate an error.

Why should an error be generated each time memory is accessed more than half the size of the slot from the final limit of some allocated memory?

unit: the player goes out of bounds

So, I followed the Space Shooter tutorial in Unity, I had a problem in which the project was working with an alpha version, so I could get a version that worked in an earlier version and applied all the new things I developed

But suddenly, my ship is acting when it approaches the limit of its movement.

This is the player’s movement code

public class playerMovement : MonoBehaviour
{
public float speed = 0.0f;
public float tilt;
public Boundary boundary;

void FixedUpdate ()
{
    float moveHorizontal = Input.GetAxis("Horizontal");
    float moveVertical = Input.GetAxis("Vertical");

    var movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
    var rigidBody = GetComponent();
    rigidBody.velocity = movement * speed;

    rigidBody.position = new Vector3
        (
            Mathf.Clamp(rigidBody.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rigidBody.position.z, boundary.zMin, boundary.zMax)
        );

    rigidBody.rotation = Quaternion.Euler(0.0f, 0.0f, rigidBody.velocity.x * -tilt);
}


}

(System.Serializable)
public class Boundary
{
    public float xMin, xMax, zMin, zMax;
}

And these are the limit properties of the player

enter the description of the image here

I used to advance to the alpha, now I am working on 2019.2.0f1, but since I worked on the alpha, this is the behavior that I am having

enter the description of the image here

As you can see, when approaching the player's limit, he takes the player out of the playing area, and I can't determine why this could be happening.

I already tried to remove Math.Clamp, since I thought there might be an error with the function in this version, but even without it, the problem is present.

Arrangement based on binary search tree out of bounds

The problem is that I have a matrix-based binary search tree that needs to take almost 2000 lines of information from a text file read from an IO file.

However, I continually get a matrix index outside the 3012 limits.

I have tried to make the matrix as large as possible without exceeding the limit in Java VM. But even that was not enough to store the file.

I have tried with smaller files and it works fine.

You can find examples of text files at: https://www.asxhistoricaldata.com/

ArrayBinary public class implements Serializable
{
Private class entry implements serializable
{
private int key;
private object element;
Public entry (int k, object e)
{
this.key = k;
this.element = e;
}
}
Private entrance [] tree;
private int size;
int private height;
left private;
private right int
static final private int MAXCAPACITY = 2000;
Public ArrayBinary ()
{
size = 0;
height = 1;
left = 0;
right = 0;
tree = new entry[MAXCAPACITY];
for (int i = 0; i <MAXCAPACITY; i ++)
{
tree[i] = null
}
}
empty public insertion (int key, value of the object)
{
Input node = new entry (key, value);
Boolean added = false;
//System.out.println(key);
int index = 0;
while (added)
{
yes (tree)[index] == null)
{
tree[index] = node;
size ++;
aggregate = true;
}
yes (key <tree[index].key)
{
index = index * 2 + 1;
}
else if (key == tree[index].key)
{
index = index * 2 + 2;
}
plus
{
index = index * 2 + 2;
}
}
}
}

I hope the file is read without informing any out-of-bounds matrix and may contain an entire 2000 int file.

latex – Unstructured bounds notation when in an exponent

I have difficulty making the function lim_ {x to infty} remain in the structured exponent so that the {x to infty} lies below and not on the side of & # 39; lim & # 39; This only happens when I put the limit on the exponent.

insert the description of the image here

< latex > }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}. < /latex >

The result is strange and difficult to understand.

(When it is normal – reading that does not happen when it is in the exponent-)

insert the description of the image here

< latex > = lim_ {x to + infty} left (y ^ { ln left ( dfrac {2x +3} {2x + 1} right) cdot x} right) = < /latex >