diffie hellman – Key generation between Tiny-C-ECDH and cryptography.hazmat.primitives.asymmetric.ec

I have two systems, one running a C environment on a RTOS and another a python program running on a Pi.
I need to generate an encryption key using ECDH between these two systems for symmetric encryption.

On the C Side, I am using https://github.com/kokke/tiny-ECDH-c and on the Pi side I am using the Crypto library from Cryptography.io.

I am using curve sect163k1.

The public key generated on both sides has different sizes.

The Tiny-C-ECDH library generates a public key of length 48 bytes, while on Pi, the python library is generating a public key of length 43 bytes.

As per my understanding, the length of public key on both sides should be the same for generation of the shared secret.

Please correct me if I am wrong. What am I missing here?

key generation – How is the initial request made to the Access Server in Kerberos?

I’m trying to understand how Kerberos works, in particular how the initial client sends a request to the Access Server. Some YouTube videos I’ve seen say the initial request is partially encrypted using the client’s password. First, what is meant by “partially” encrypted? Second, considering a password is just an arbitrary string I didn’t think it could be used as a symmetric key. Can any string be a symmetric key? I thought it’s a special process to derive keys.

In another video I heard the message is not encrypted but a nonce is used to prevent a replay attack. If this is the case, how exactly does a nonce prevent a replay attack? The initial request must contain the password/hash, otherwise where’s the actual security from any machine requesting a ticket?

optimization – Trajectory generation for multi-agent

Is it logic to generate a trajectory of multi-agent robot based on the following principle:

We assume that we have number of agents in the space. each agent will perform a navigation from it’s current waypoint to a goal waypoint.

An optimization problem would be set such that the first agent would navigate from it’s current waypoint to a goal waypoint with constraints on the velocity and acceleration. Thereby, a trajectory for the first agent would be generated, showing where the agent is at each time step. Now the second trajectory generation again would be an optimization problem with constraints on the position that it can’t be equal in time step k to the position of the first agent at the same time step, with velocity and acceleration constraints. $$ P_{second}[k] neq P_{first}[k] $$ The third agent’s trajectory generation again would be an optimization problem with constraints on the position that it can’t be equal in time step k to the position of the first agent and second agent at the same time step, with velocity and acceleration constraints. $$ P_{third}[k] neq P_{first}[k] $$ $$ P_{third}[k] neq P_{second}[k] $$
and so on. Do you think this principle is logic and applicable?

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procedural generation – How can we generate 3D architecture in a racing game’s background procedurally with respect/similar to the real world?

AFAIK they achieve this by

Parameterized Procedural Placement

They create a workflow where you create a handful assets in this case building floors and they procedurally tweak the parameters such as Floor count,size,tint and custom props such as air conditioning outside of the buildings.

I once a saw a video about ubisoft creating a procedural assasins creed city.They premade a bunch of houses and spread them randomly.

You should desing a workflow where you control how your building floors are stacked on each other and how each floor has its own specific unique props.

This is what i would do

  • I would decide what a building floor means to me.These would be my parameters: IsGroundFloor?, width and height of the floor, how many windows, a balcony?, general tint color of the floor material and unique set of models.(Such as vegatation, flowers, air conditioning or a satallite dish perhaps?).
  • I would decide how many floors should a building has.Define the minimum and the maximum
  • I would decide what will be the floor independent objects such as fire escape ladder which starts from ground to the top of the building, some garden? or fences?

with these parameters one can create wide range of different buildings considering you feed your procedural workflow with enough assets

seo – Recommended approach for slug generation with multiple languages

I am building a website that will be available in multiple countries. Each country’s content will be unique to that country, but each country’s content will be offered in multiple languages, using the hreflang mechanism.

The URL structure of the website will be, for example:

UK 
mydomain.com/gb-en- English (default)
mydomain.com/gb-de - German

Germany
mydomain.com/de-de - German (default)
mydomain.com/de-en - English

As stated, both the UK and Germany websites will have unique content.

My question is, when thinking about SEO and the keywords within the URL, should the slugs be localised for each language on each website, or should the slugs only reflect the default language?

So, for example should I have:

mydomain.com/gb-en/my-seo-friendly-blog-post - English (default)
mydomain.com/gb-de/my-seo-friendly-blog-post - German

Or should I have:

mydomain.com/gb-en/my-seo-friendly-blog-post - English (default)
mydomain.com/gb-de/mein-seo-freundlicher-blogeintrag - German

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Lead Generation is Hard We Agree But Is There Any Solution?

dnd 5e – What are the effects of using this stat generation method

I have recently discovered the game Knave, by Ben Milton from the Questing Beast youtube channel, and I find the state generation procedure pretty interesting. I’m thinking of implementing it in some of my 5e games. I’m curious on the effect this can have on the game balance and the feel from the player’s point of view. Especially since my players are not used to old-school habits like rolling for stats.

The system from Knave.

When creating a PC, roll 3d6 for each of their abilities, in order.
The lowest of the three dice on each roll is that ability’s bonus. Add
10 to find its defense. After you’ve finished rolling, you may
optionally swap the scores of two abilities.

Example: You roll a 2, 2,
and 6 for Strength. The lowest die is a 2, so your PC’s Strength has a
bonus of +2 and a defense of 12. Repeat this process for the rest of
the abilities.

The implementation for 5e, the same example would yeild a bonus of +2 and a score of 14 to match. The defense mentionned in the quote is the equivalent of a Take10 and it is used as the spellDC and the score in the context of Knave. I would not port this concept to 5e.

I’m especially looking for experience on a similar system for a D&D-like game, especially 5e itself, or from playing Knave itself. Or a more system-focussed analysis for 5e.
When comparing, you can assume that no character will live to Lvl8 and I would only allow Standard-human or variant-human (unsure which, probably the same for everyone).
And if a player is lucky enough to get triple-6, I am willing to let him bypass the maximum of 20. But ASIs or race could not go above 20.

dnd 5e – What are the effects of using this stat generation method in 5e

I have recently discovered the game Knave, by Ben Milton from the Questing Beast youtube channel, and I find the state generation procedure pretty interesting. I’m thinking of implementing it in some of my 5e games. I’m curious on the effect this can have on the game balance and the feel from the player’s point of view. Especially since my players are not used to old-school habits like rolling for stats.

The system from Knave.

When creating a PC, roll 3d6 for each of their abilities, in order.
The lowest of the three dice on each roll is that ability’s bonus. Add
10 to find its defense. After you’ve finished rolling, you may
optionally swap the scores of two abilities. Example: You roll a 2, 2,
and 6 for Strength. The lowest die is a 2, so your PC’s Strength has a
bonus of +2 and a defense of 12. Repeat this process for the rest of
the abilities.

The implementation for 5e, the same example would yeild a bonus of +2 and a score of 14 to match. The defense mentionned in the quote is the equivalent of a Take10 and it is used as the spellDC and the score in the context of Knave. I would not port this concept to 5e.

I’m especially looking for experience on a similar system for a D&D-like game, especially 5e itself, or from playing Knave itself. Or a more system-focussed analysis for 5e.
When comparing, you can assume that no character will live to Lvl8 and I would only allow Standard-human or variant-human (unsure which, probably the same for everyone).
And if a player is lucky enough to get triple-6, I am willing to let him bypass the maximum of 20. But ASIs or race could not go above 20.

javascript – Regex pattern for URL key generation

I need to regex pattern as below.

It may include all simple letters.
it may include numbers
it may include – (dashes)

above condition validation satisfied in below regex
/^(a-z0-9-)+$/

and additionally I need to check at least one simple character.

How to do it in regex ?