Strategy Gaming Network is open!

(unofficially)

There’s still a lot of work to do but I have opened the forums for registrations and to public view. What do you think? https://strategygaming.net

Age of Strategy is Epic ^.^

Easily one of the best games I’ve played. I have a tendency to play for 3 to 4 hours at a time, using a good bit of brainpower. It exercises the mind and has sooooo much to do. Even if you beat the storyline, you can even more fun creating your own maps! The staff also takes into consideration troop ideas and thoughts, as well as making sure there is always something to do. To top it all off, its free! I fully say that a 10/10 is outta the question. A 20/10 is more accurate!

dnd 5e – Is this strategy for extending Time Stop via the Extended Spell metamagic valid?

The text of Extended Spell, emphasis mine:

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.

The text of Time Stop, emphasis mine:

Time Stop

9th level transmutation

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Since the duration is less than one minute, by any interpretation (the incorrect interpretation of 1d4+1 six second-ish turns, or the correct interpretation of instantaneous) it cannot be extended.

dnd 5e – Is this strategy for extending Time Stop via the Extended Spell metamagic a valid strategy?

The text of Extended Spell, emphasis mine:

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.

The text of Time Stop, emphasis mine:

Time Stop

9th level transmutation

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Since the duration is less than one minute, by any interpretation (the incorrect interpretation of 1d4+1 six second-ish turns, or the correct interpretation of instantaneous) it cannot be extended.

authentication – Opinion on a particular strategy for JWT authorization?

I’ve decided to implement JWT as an authorization method for a webapp I’m building. I choose this method because I like not needing to query my database on every request and because horizontal scaling is easier (I won’t need to use sticky sessions on a load balancer).

The downside of this approach is that I have to set an expiration date/time on accessTokens otherwise users will have access to my webapp forever. The solution is to use refreshTokens.

But again, the downside here is I have to now maintain these tokens in my database so that I can revoke one if a user changes his/her password or an account becomes compromised.

I wondered if there’s a better way?


So I came up with this strategy and I wanted your perspective in the event I’ve overlooked something:

1.) First, let me say that all user objects in my database maintain a property called “passwordLastChanged”

2.) On a successful login, I’ll provide an accessToken with an expiration date that’s valid for +4 hours in the future. The access token will also provide an additional field — “absoluteExpire”, which will be set to 7 days in the future (more on this below)

3.) At the end of 4 hours, when the user accesses a page requiring authorization, the system will first check the database, specifically the passwordLastChanged property.

If the passwordLastChanged is prior to the 4 hour expiration of the accessToken but after its creation date/time, the user is forced to re-login, resetting the whole token process (in other words, going back to step #2).

If the “absoluteExpire” has been reached, the user would also be forced to re-login.

Otherwise, the accessToken is refreshed for another 4 hours and the “absoluteExpire” attribute is carried over.

Am I overlooking anything obvious? Is this a good strategy?

I like this approach because I don’t need to maintain refreshTokens, but of course I could be wrong if I’ve overlooked something …

How should the e-commerce advertising strategy be?

Advertising

y u no do it?

Advertise virtually anything here, with CPM banner ads, CPM email ads and CPC contextual links. You can target relevant areas of the site and show ads based on geographical location of the user if you wish.

Starts at just $1 per CPM or $0.10 per CPC.

object oriented – Can other behavioral OOP design patterns be expressed in terms of Strategy and Template Method Patterns for behaviour parameterization?

I’m studying OOP design patterns in a solution-oriented way which I mean not concentrating just one pattern but with a comparative analysis like their combined or hybrid usages and equivalents in dynamic languages or in functional languages.

As the GoF grouping name behavioral patterns implies, this patterns are for behavior parameterization by utilizing single method dynamic dispatch in terms of polymorphism that OOP languages provides inherently AFAIK. I assume Strategy pattern as the main form of this mechanism and Template method pattern as its derivation which also keeps common code. Is that reasoning right? Can we approach polymorphism in OOP in this way?

If we think outside of OOP there are higher order functions and lambda functions in dynamic languages and functional languages or mix of them. I think that these languages provides only a few patterns/constructs in contrast to the GoF catalog which I map them to Strategy and Template Method Patterns in essence.

With this perspective, I have analyzed other behavioral patterns and then this question can’t get out of my mind. Even if it looks general but I think I’ve tried to be specific, I’m taking the risk of asking here.

Can we do the same job with Strategy or Template patterns instead of Command, Chain of Responsibility or Decorator(Structural but let's assume in this group) for an example in more or less finer design?

Note: I’m not trying to generalize so for example I know Visitor pattern is out of this scope since it solves the expression problem.

What work strategy should we follow for new website?

Hello to all SEO folks,

I am here for some suggestions, please let me know,  What work strategy should we follow for a new website?

New strategy gaming forum | Forum Promotion

Hello,

I have just opened a new forum for a game due to be released in the near future, humankind2021.com!

I am interested in post exchanges of any amount with willing participants.

I’m a native English speaker and knowledgeable on a wide range of subjects. I can do gaming, current affairs, debate, news, history, anything really. Would prefer to start small with a 3/3 or 5/5 to see if we click. After that happy to go open ended with those who can match the quality.

(Note, posts are preferred in the ‘on topic’ sections. I’ll add avatar, profile information to make an authentic account.)

 

rendering – Is it a useful strategy for Mobile VR titles to render faster than their simulation loop?

For example – If a title had a very heavy simulation loop (say 20ms), is it desirable to render at a greater rate, say 90hz?

This would always a present head pose correct to the view, without being stalled on simulation.

Or does this result in discomfort for the player, and instead render and sim should stay in lockstep?