Delete a specific private key from an Electrum 3.3.8 wallet through the command line?

I imported some private keys in my electronic wallet through the command line. Now I want to delete these specific private keys from electrum 3.3.8. What is the command to remove these keys from my wallet?

Download files in bulk from a private group

I have a private group in which members upload files.

How can I download all the files in bulk?

Thank you!

openssl: length of private key ED25519 in different implementations

It seems that I have some confusion about ED25519 private keys in different implementations. Both Bouncy Castle and OpenSSL generate 32-byte private keys. However, libSodium seems to want 64-byte private keys, as does the ST encryption library (see UM1924).

So how are these systems interoperable with respect to this?

.Org Record acquired by Private Equity Company

.Org registration sold to a private equity company.

unity – Error CS1585: the member modifier & # 39; private & # 39; must precede the type and name of the member

As Casanova says, it seems that your problem is here:

public UnityStandardAssets.Characters.FirstPerson.MouseLook

// Use this for initialization 
private void Start()
{

Note that you did not finish writing your statement MouseLook field or end the line with a semicolon. Therefore, the analyzer calculates that the declaration must continue on one of the subsequent lines. Keep reading, ignoring the blanks and comments, until you have a complete statement. In his reading, he thinks you're trying to say this:

public UnityStandardAssets...MouseLook private void Start() { ...

… which is gibberish. This is not a valid statement in C #, so it is not analyzed and tells you the first thing you found was wrong with the statement, which is that you have private after the type, when modifiers like this must go before the type. That is true, but in context, the real solution is this:

public UnityStandardAssets.Characters.FirstPerson.MouseLook giveThisVariableAName;

// Use this for initialization
public void Start()
{

Now there is a complete statement for the analyzer to find:

public      UnityStandardAssets...MouseLook    giveThisVariableAName  ;
 ^ Modifier   ^ Type                            ^ Identifier          ^ End of Line

Then analyze the Start statement as your own separate statement, instead of trying to interpret it as a continuation of the previous line.

This is a basic programming syntax error that does not require specific game experience to solve, so you should always check our general StackOverflow programming partner site for topics like this. You will often find them answered, sometimes several times.

c # – Unit error CS1585: the member modifier & # 39; private & # 39; must precede the type and member name

I have been eliminating errors from my script after working thoroughly, but this one has me perplexed, although I am sure it is something really simple. This is the following error that I receive:

Assets Scripts Movement_Scripts FirstPersonCharacter Scripts FirstPersonController.cs (44,9):
error CS1585: the member modifier & # 39; private & # 39; must precede the type of member
and name

From my script:

using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
using MouseLook = UnityEngine.MouseLook;

public class FirstPersonController : MonoBehaviour
{
    (SerializeField) private bool m_IsWalking;
    (SerializeField) private float m_WalkSpeed;
    (SerializeField) private float m_RunSpeed;
    (SerializeField) (Range(0f, 1f)) private float m_RunstepLenghten;
    (SerializeField) private float m_JumpSpeed;
    (SerializeField) private float m_StickToGroundForce;
    (SerializeField) private float m_GravityMultiplier;
    (SerializeField) private MouseLook m_MouseLook;
    (SerializeField) private bool m_UseFovKick;
    (SerializeField) private FOVKick m_FovKick = new FOVKick();
    (SerializeField) private bool m_UseHeadBob;
    (SerializeField) private CurveControlledBob m_HeadBob = new CurveControlledBob();
    (SerializeField) private LerpControlledBob m_JumpBob = new LerpControlledBob();
    (SerializeField) private float m_StepInterval;
    (SerializeField) private AudioClip() m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
    (SerializeField) private AudioClip m_JumpSound;           // the sound played when character leaves the ground.
    (SerializeField) private AudioClip m_LandSound;           // the sound played when character touches back on ground.

    private Camera m_Camera;
    private bool m_Jump;
    private float m_YRotation;
    private Vector2 m_Input;
    private Vector3 m_MoveDir = Vector3.zero;
    private CharacterController m_CharacterController;
    private CollisionFlags m_CollisionFlags;
    private bool m_PreviouslyGrounded;
    private Vector3 m_OriginalCameraPosition;
    private float m_StepCycle;
    private float m_NextStep;
    private bool m_Jumping;
    private AudioSource m_AudioSource;
    readonly AudioSource AudioSource;
    public UnityStandardAssets.Characters.FirstPerson.MouseLook

        // Use this for initialization 
        private void Start()
    {
        m_CharacterController = GetComponent();
        m_Camera = Camera.main;
        m_OriginalCameraPosition = m_Camera.transform.localPosition;
        m_FovKick.Setup(m_Camera);
        m_HeadBob.Setup(m_Camera, m_StepInterval);
        m_StepCycle = 0f;
        m_NextStep = m_StepCycle / 2f;
        m_Jumping = false;
        m_AudioSource = GetComponent();
        m_MouseLook.Init(transform, m_Camera.transform);
    }


        // Update is called once per frame
        private void Update()
        {
            RotateView();
            // the jump state needs to read here to make sure it is not missed
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }

            if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
            {
                StartCoroutine(m_JumpBob.DoBobCycle());
                PlayLandingSound();
                m_MoveDir.y = 0f;
                m_Jumping = false;
            }
            if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
            {
                m_MoveDir.y = 0f;
            }

            m_PreviouslyGrounded = m_CharacterController.isGrounded;
        }


        private void PlayLandingSound()
        {
            m_AudioSource.clip = m_LandSound;
            m_AudioSource.Play();
            m_NextStep = m_StepCycle + .5f;
        }


        private void FixedUpdate()
        {
            float speed;
            GetInput(out speed);
            // always move along the camera forward as it is the direction that it being aimed at
            Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;

            // get a normal for the surface that is being touched to move along it
            RaycastHit hitInfo;
            Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                               m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

            m_MoveDir.x = desiredMove.x*speed;
            m_MoveDir.z = desiredMove.z*speed;


            if (m_CharacterController.isGrounded)
            {
                m_MoveDir.y = -m_StickToGroundForce;

                if (m_Jump)
                {
                    m_MoveDir.y = m_JumpSpeed;
                    PlayJumpSound();
                    m_Jump = false;
                    m_Jumping = true;
                }
            }
            else
            {
                m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
            }
            m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

            ProgressStepCycle(speed);
            UpdateCameraPosition(speed);

            m_MouseLook.UpdateCursorLock();
        }


        private void PlayJumpSound()
        {
            m_AudioSource.clip = m_JumpSound;
            m_AudioSource.Play();
        }


        private void ProgressStepCycle(float speed)
        {
            if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
            {
                m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
                             Time.fixedDeltaTime;
            }

            if (!(m_StepCycle > m_NextStep))
            {
                return;
            }

            m_NextStep = m_StepCycle + m_StepInterval;

            PlayFootStepAudio();
        }


        private void PlayFootStepAudio()
        {
            if (!m_CharacterController.isGrounded)
            {
                return;
            }
            // pick & play a random footstep sound from the array,
            // excluding sound at index 0
            int n = Random.Range(1, m_FootstepSounds.Length);
            m_AudioSource.clip = m_FootstepSounds(n);
            m_AudioSource.PlayOneShot(m_AudioSource.clip);
            // move picked sound to index 0 so it's not picked next time
            m_FootstepSounds(n) = m_FootstepSounds(0);
            m_FootstepSounds(0) = m_AudioSource.clip;
        }


        private void UpdateCameraPosition(float speed)
        {
            Vector3 newCameraPosition;
            if (!m_UseHeadBob)
            {
                return;
            }
            if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
            {
                //m_Camera.transform.localPosition =
                    //m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                      //(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
            }
            else
            {
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
            }
            //m_Camera.transform.localPosition = newCameraPosition;
        }


        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }


        private void RotateView()
        {
            m_MouseLook.LookRotation (transform, m_Camera.transform);
        }


        private void OnControllerColliderHit(ControllerColliderHit hit)
        {
            Rigidbody body = hit.collider.attachedRigidbody;
            //dont move the rigidbody if the character is on top of it
            if (m_CollisionFlags == CollisionFlags.Below)
            {
                return;
            }

            if (body == null || body.isKinematic)
            {
                return;
            }
            body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
        }
    }

Now I know that the problem is Private Void on line 44 and everything I've read is in the wrong place (to make sure, I changed it to public void, then I left it empty, both resulted in errors). I am perplexed as to where You should also move Private Void.

I appreciate each and every one of the tips on this.

How to recover a readable bitcoinjs-lib private key

I'm still new to bitcoin and I'm experimenting a lot with bitcoinjs-lib in JavaScript.

How do I create a readable string from a private key?
This is my current configuration:

      const seed = bip39.mnemonicToSeed(seedPhrase)
      const bitcoinNetwork = bitcoin.networks.testnet
      const hdMaster = bitcoin.bip32.fromSeed(seed, bitcoinNetwork) // seed from above
      const keyPair = hdMaster.derivePath('m/0')
      // try to get private key as readable string
      const privateKeyBuffer = Buffer.from(keyPair.privateKey)
      const privateKey = privateKeyBuffer.toString('utf8')
      console.log('privateKey → ', privateKey)
      // fail to get private key as readable string
      const { address } = bitcoin.payments.p2pkh({ pubkey: keyPair.publicKey })

Any ideas for me?

openvpn: routing Internet traffic while connected to a private AWS VPC subnet through a client VPN connection

I have established a VPN connection to a VPC Client VPC. The VPC has only private subnets, and the client's VPN endpoint is associated with one of the private subnets, so there is no Internet access from within the subnet.

However, I was hoping to access the Internet while I am connected to this VPN. I thought the connection would only add routes on my computer to the subnets associated with the VPN, so that Internet traffic would still be routed through the default routes (my home router). In this way, I could still connect to resources on the private subnet using their private IP addresses, but connect to the Internet through my usual ISP.

I will add that Tunnelblick warns me when I connect to the VPN that

The DNS server address 192.168.42.1 is not a public IP address and is not
Be routed through the VPN.

192.168.42.1 is my default gateway (router), so I think this message is accurate, although I'm not sure why it tells me this.

Is this possible, or am I fundamentally misunderstanding how a VPN connection to an AWS client VPN endpoint works?

private key: How to change the base point G in the Bitcoin module to generate public keys?

Do I want to change the code to a G base point to generate public keys?

import bitcoin

with open("Privkey.txt","r") as f:
    content = f.readlines()
# you may also want to remove whitespace characters like `n` at the end of each line
content = (x.strip() for x in content)
f.close()


outfile = open("key2pub.txt","w")
for x in content:
  outfile.write(x+":"+bitcoin.privtopub(x)+"n")

outfile.close()

This script will import the Bitcoin module.
As you know, secp256k1 uses points on an elliptical curve:

Gx = 0x79be667ef9dcbbac55a06295ce870b07029bfcdb2dce28d959f2815b16f81798
Gy = 0x483ada7726a3c4655da4fbfc0e1108a8fd17b448a68554199c47d08ffb10d4b8

Now I need to change these points to mine. Let's admit the points:

Gx = 0xad4f5dc4a9fba25dd7ecb50b0382c29f52c8fc6826e1d5e4c347eec2010e47ed
Gy = 0xbf1e735b3a83b8bee5d60e1bd441e55b425d4b9ef3c1dca7298e829eec33ea4d

I only start programming in Python 3 and I don't understand the modules
How can I change this code?

Can a StackOverflow (private) device be accessed within a SharePoint site?

Our company recently enrolled in StackOverflow Teams and one of the concerns we have is to send internal users to another tool to use. Is it possible to host an OS Teams search bar within a SharePoint site, similar to MS Teams integration? (see screenshot) enter the description of the image here

Also looking for a way to publish a related list of questions similar to the "News" component. Wondering if this can be achieved through an alternative solution (script embedding), or if there is a connection that must be configured to accomplish this.