Tag Archives: Inside

Steal This Show S03E09: Learning To Love Your Panopticon

Post Syndicated from Ernesto original https://torrentfreak.com/steal-show-s03e09-learning-love-panopticon/

stslogo180If you enjoy this episode, consider becoming a patron and getting involved with the show. Check out Steal This Show’s Patreon campaign: support us and get all kinds of fantastic benefits!

In this episode we meet Diani Barreto from the Berlin Bureau of ExposeFacs. Launched in June 2014, ExposeFacts.org supports and encourages whistleblowers to disclose information that citizens need to make truly informed decisions in a democracy.

ExposeFacts aims to shed light on concealed activities that are relevant to human rights, corporate malfeasance, the environment, civil liberties and war.

Steal This Show aims to release bi-weekly episodes featuring insiders discussing copyright and file-sharing news. It complements our regular reporting by adding more room for opinion, commentary, and analysis.

The guests for our news discussions will vary, and we’ll aim to introduce voices from different backgrounds and persuasions. In addition to news, STS will also produce features interviewing some of the great innovators and minds.

Host: Jamie King

Guest: Diani Barreto

Produced by Jamie King
Edited & Mixed by Riley Byrne
Original Music by David Triana
Web Production by Siraje Amarniss

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

Anti-Piracy Group Joins Internet Organization That Controls Top-Level Domain

Post Syndicated from Andy original https://torrentfreak.com/anti-piracy-group-joins-internet-organization-that-controls-top-level-domain-171019/

All around the world, content creators and rightsholders continue to protest against the unauthorized online distribution of copyrighted content.

While pirating end-users obviously share some of the burden, the main emphasis has traditionally been placed on the shuttering of illicit sites, whether torrent, streaming, or hosting based.

Over time, however, sites have become more prevalent and increasingly resilient, leaving the music, movie and publishing industries to play a frustrating game of whac-a-mole. With this in mind, their focus has increasingly shifted towards Internet gatekeepers, including ISPs and bodies with influence over domain availability.

While most of these efforts take place via cooperation or legal action, there’s regularly conflict when Hollywood, for example, wants a particular domain rendered inaccessible or the music industry wants pirates kicked off the Internet.

As a result, there’s nearly always a disconnect, with copyright holders on one side and Internet technology companies worried about mission creep on the other. In Denmark, however, those lines have just been blurred in the most intriguing way possible after an infamous anti-piracy outfit joined an organization with significant control over the Internet in the country.

RettighedsAlliancen (or Rights Alliance as it’s more commonly known) is an anti-piracy group which counts some of the most powerful local and international movie companies among its members. It also operates on behalf of IFPI and by extension, most of the world’s major recording labels.

The group has been involved in dozens of legal processes over the years against file-sharers and file-sharing sites, most recently fighting for and winning ISP blockades against most major pirate portals including The Pirate Bay, RARBG, Torrentz, and many more.

In a somewhat surprising new announcement, the group has revealed it’s become the latest member of DIFO, the Danish Internet Forum (DIFO) which “works for a secure and accessible Internet” under the top-level .DK domain. Indeed, DIFO has overall responsibility for Danish internet infrastructure.

“For DIFO it is important to have a strong link to the Danish internet community. Therefore, we are very pleased that the Alliance wishes to be part of the association,” DIFO said in a statement.

Rights Alliance will be DIFO’s third new member this year but uniquely it will get the opportunity to represent the interests of more than 100,000 Danish and international rightholders from inside an influential Internet-focused organization.

Looking at DIFO’s membership, Rights Alliance certainly stands out as unusual. The majority of the members are made up of IT-based organizations, such as the Internet Industry Association, The Association of Open Source Suppliers and DKRegistrar, the industry association for Danish domain registrars.

A meeting around a table with these players and their often conflicting interests is likely to be an experience for all involved. However, all parties seem more than happy with the new partnership.

“We want to help create a more secure internet for companies that invest in doing business online, and for users to be safe, so combating digital crime is a key and shared goal,” says Rights Alliance chief, Maria Fredenslund. “I am therefore looking forward to the future cooperation with DIFO.”

Only time will tell how this partnership will play out but if common ground can be found, it’s certainly possible that the anti-piracy scene in Denmark could step up a couple of gears in the future.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

New ‘Coalition Against Piracy’ Will Crack Down on Pirate Streaming Boxes

Post Syndicated from Ernesto original https://torrentfreak.com/new-coalition-against-piracy-will-crack-down-on-pirate-streaming-boxes-171017/

Traditionally there have only been a handful of well-known industry groups fighting online piracy, but this appears to be changing.

Increasingly, major entertainment industry companies are teaming up in various regions to bundle their enforcement efforts against copyright infringement.

Earlier this year the Alliance for Creativity and Entertainment (ACE) was formed by major players including Disney, HBO, and NBCUniversal, and several of the same media giants are also involved in the newly founded Coalition Against Piracy (CAP).

CAP will coordinate anti-piracy efforts in Asia and is backed by CASBAA, Disney, Fox, HBO Asia, NBCUniversal, Premier League, Turner Asia-Pacific, A&E Networks, Astro, BBC Worldwide, National Basketball Association, TV5MONDE, Viacom International, and others.

The coalition has hired Neil Gane as its general manager. Gane is no stranger to anti-piracy work, as he previously served as the MPAA’s regional director in Australasia and was chief of the Australian Federation Against Copyright Theft.

The goal of CAP will be to assist in local enforcement actions against piracy, including the disruption and dismantling of local businesses that facilitate it. Pirate streaming boxes and apps will be among the main targets.

These boxes, which often use the legal Kodi player paired with infringing add-ons, are referred to as illicit streaming devices (ISDs) by industry insiders. They have grown in popularity all around the world and Asia is no exception.

“The prevalence of ISDs across Asia is staggering. The criminals who operate the ISD networks and the pirate websites are profiting from the hard work of talented creators, seriously damaging the legitimate content ecosystem as well as exposing consumers to dangerous malware”, Gane said, quoted by Indian Television.

Gane knows the region well and started his career working for the Hong Kong Police. He sees the pirate streaming box ecosystem as a criminal network which presents a major threat to the entertainment industries.

“This is a highly organized transnational crime with criminal syndicates profiting enormously at the expense of consumers as well as content creators,” Gane noted.

The Asian creative industry is a major growth market as more and more legal content is made available. However, the growth of these legal services is threatened by pirate boxes and apps. The Coalition Against Piracy hopes to curb this.

The launch of CAP, which will be formalized at the upcoming CASBAA anti-piracy convention in November, confirms the trend of localized anti-piracy coalitions which are backed by major industry players. We can expect to hear more from these during the years to come.

Just a few days ago the founding members of the aforementioned ACE anti-piracy initiative filed their first joint lawsuit in the US which, unsurprisingly, targets a seller of streaming boxes.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

Amazon Elasticsearch Service now supports VPC

Post Syndicated from Randall Hunt original https://aws.amazon.com/blogs/aws/amazon-elasticsearch-service-now-supports-vpc/

Starting today, you can connect to your Amazon Elasticsearch Service domains from within an Amazon VPC without the need for NAT instances or Internet gateways. VPC support for Amazon ES is easy to configure, reliable, and offers an extra layer of security. With VPC support, traffic between other services and Amazon ES stays entirely within the AWS network, isolated from the public Internet. You can manage network access using existing VPC security groups, and you can use AWS Identity and Access Management (IAM) policies for additional protection. VPC support for Amazon ES domains is available at no additional charge.

Getting Started

Creating an Amazon Elasticsearch Service domain in your VPC is easy. Follow all the steps you would normally follow to create your cluster and then select “VPC access”.

That’s it. There are no additional steps. You can now access your domain from within your VPC!

Things To Know

To support VPCs, Amazon ES places an endpoint into at least one subnet of your VPC. Amazon ES places an Elastic Network Interface (ENI) into the VPC for each data node in the cluster. Each ENI uses a private IP address from the IPv4 range of your subnet and receives a public DNS hostname. If you enable zone awareness, Amazon ES creates endpoints in two subnets in different availability zones, which provides greater data durability.

You need to set aside three times the number of IP addresses as the number of nodes in your cluster. You can divide that number by two if Zone Awareness is enabled. Ideally, you would create separate subnets just for Amazon ES.

A few notes:

  • Currently, you cannot move existing domains to a VPC or vice-versa. To take advantage of VPC support, you must create a new domain and migrate your data.
  • Currently, Amazon ES does not support Amazon Kinesis Firehose integration for domains inside a VPC.

To learn more, see the Amazon ES documentation.


Manufacturing Astro Pi case replicas

Post Syndicated from Janina Ander original https://www.raspberrypi.org/blog/astro-pi-case-guest-post/

Tim Rowledge produces and sells wonderful replicas of the cases which our Astro Pis live in aboard the International Space Station. Here is the story of how he came to do this. Over to you, Tim!

When the Astro Pi case was first revealed a couple of years ago, the collective outpouring of ‘Squee!’ it elicited may have been heard on board the ISS itself. People wanted to buy it or build it at home, and someone wanted to know whether it would blend. (There’s always one.)

The complete Astro Pi

The Sense HAT and its Pi tucked snugly in the original Astro Pi flight case — gorgeous, isn’t it?

Replicating the Astro Pi case

Some months later the STL files for printing your own Astro Pi case were released, and people jumped at the chance to use them. Soon reports appeared saying you had to make quite a few attempts before getting a good print — normal for any complex 3D-printing project. A fellow member of my local makerspace successfully made a couple of cases, but it took a lot of time, filament, and post-print finishing work. And of course, a plastic Astro Pi case simply doesn’t look or feel like the original made of machined aluminium — or ‘aluminum’, as they tend to say over here in North America.

Batch of tops of Astro Pi case replicas by Tim Rowledge

A batch of tops designed by Tim

I wanted to build an Astro Pi case which would more closely match the original. Fortunately, someone else at my makerspace happens to have some serious CNC machining equipment at his small manufacturing company. Therefore, I focused on creating a case design that could be produced with his three-axis device. This meant simplifying some parts to avoid expensive, slow, complex multi-fixture work. It took us a while, but we ended up with a design we can efficiently make using his machine.

Lasered Astro Pi case replica by Tim Rowledge

Tim’s first lasered case

And the resulting case looks really, really like the original — in fact, upon receiving one of the final prototypes, Eben commented:

“I have to say, at first glance they look spectacular: unless you hold them side by side with the originals, it’s hard to pinpoint what’s changed. I’m looking forward to seeing one built up and then seeing them in the wild.”

Inside the Astro Pi case

Making just the bare case is nice, but there are other parts required to recreate a complete Astro Pi unit. Thus I got my local electronics company to design a small HAT to provide much the same support the mezzanine board offers: an RTC and nice, clean connections to the six buttons. We also added well-labelled, grouped pads for all the other GPIO lines, along with space for an ADC. If you’re making your own Astro Pi replica, you might like the Switchboard.

The electronics supply industry just loves to offer *some* of what you need, so that one supplier never has everything: we had to obtain the required stand-offs, screws, spacers, and JST wires from assorted other sources. Jeff at my nearby Industrial Paint & Plastics took on the laser engraving of our cases, leaving out copyrighted logos etcetera.

Lasering the top of an Astro Pi case replica by Tim Rowledge

Lasering the top of a case

Get your own Astro Pi case

Should you like to buy one of our Astro Pi case kits, pop over to www.astropicase.com, and we’ll get it on its way to you pronto. If you’re an institutional or corporate customer, the fully built option might make more sense for you — ordering the Pi and other components, and having a staff member assemble it all, may well be more work than is sensible.

Astro Pi case replica Tim Rowledge

Tim’s first full Astro Pi case replica, complete with shiny APEM buttons

To put the kit together yourself, all you need to do is add a Pi, Sense HAT, Camera Module, and RTC battery, and choose your buttons. An illustrated manual explains the process step by step. Our version of the Astro Pi case uses the same APEM buttons as the units in orbit, and whilst they are expensive, just clicking them is a source of great joy. It comes in a nice travel case too.

Tim Rowledge holding up a PCB

This is Tim. Thanks, Tim!

Take part in Astro Pi

If having an Astro Pi replica is not enough for you, this is your chance: the 2017-18 Astro Pi challenge is open! Do you know a teenager who might be keen to design a experiment to run on the Astro Pis in space? Are you one yourself? You have until 29 October to send us your Mission Space Lab entry and become part of the next generation of space scientists? Head over to the Astro Pi website to find out more.

The post Manufacturing Astro Pi case replicas appeared first on Raspberry Pi.

Hollywood Giants Sue Kodi-powered ‘TickBox TV’ Over Piracy

Post Syndicated from Ernesto original https://torrentfreak.com/hollywood-giants-sue-kodi-powered-tickbox-tv-over-piracy-171014/

Online streaming piracy is booming and many people use dedicated media players to bring this content to their regular TVs.

The bare hardware is not illegal and neither is media player software such as Kodi. When these devices are loaded with copyright-infringing addons, however, they turn into an unprecedented piracy threat.

It becomes even more problematic when the sellers of these devices market their products as pirate tools. This is exactly what TickBox TV does, according to Hollywood’s major movie studios, Netflix, and Amazon.

TickBox is a Georgia-based provider of set-top boxes that allow users to stream a variety of popular media. The company’s devices use the Kodi media player and come with instructions on how to add various add-ons.

In a complaint filed in a California federal court yesterday, Universal, Columbia Pictures, Disney, 20th Century Fox, Paramount Pictures, Warner Bros, Amazon, and Netflix accuse Tickbox of inducing and contributing to copyright infringement.

“TickBox sells ‘TickBox TV,’ a computer hardware device that TickBox urges its customers to use as a tool for the mass infringement of Plaintiffs’ copyrighted motion pictures and television shows,” the complaint, picked up by THR, reads.

While the device itself does not host any infringing content, users are informed where they can find it.

The movie and TV studios stress that Tickbox’s marketing highlights its infringing uses with statements such as “if you’re tired of wasting money with online streaming services like Netflix, Hulu or Amazon Prime.”

Sick of paying high monthly fees?

“TickBox promotes the use of TickBox TV for overwhelmingly, if not exclusively, infringing purposes, and that is how its customers use TickBox TV. TickBox advertises TickBox TV as a substitute for authorized and legitimate distribution channels such as cable television or video-on-demand services like Amazon Prime and Netflix,” the studios’ lawyers write.

The complaint explains in detail how TickBox works. When users first boot up their device they are prompted to download the “TickBox TV Player” software. This comes with an instruction video guiding people to infringing streams.

“The TickBox TV instructional video urges the customer to use the ‘Select Your Theme’ button on the start-up menu for downloading addons. The ‘Themes’ are curated collections of popular addons that link to unauthorized streams of motion pictures and television shows.”

“Some of the most popular addons currently distributed — which are available through TickBox TV — are titled ‘Elysium,’ ‘Bob,’ and ‘Covenant’,” the complaint adds, showing screenshots of the interface.


The movie and TV studios, which are the founding members of the recently launched ACE anti-piracy initiative, want TickBox to stop selling their devices. In addition, they demand compensation for the damages they’ve suffered. Requesting the maximum statutory damages of $150,000 per copyright infringement, this can run into the millions.

The involvement of Amazon, albeit the content division, is notable since the online store itself sells dozens of similar streaming devices, some of which even list “infringing” addons.

The TickBox lawsuit is the first case in the United States where a group of major Hollywood players is targeting a streaming device. Earlier this year various Hollywood insiders voiced concerns about the piracy streaming epidemic and if this case goes their way, it probably won’t be the last.

A copy of the full complaint is available here (pdf)

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

Coaxing 2D platforming out of Unity

Post Syndicated from Eevee original https://eev.ee/blog/2017/10/13/coaxing-2d-platforming-out-of-unity/

An anonymous donor asked a question that I can’t even begin to figure out how to answer, but they also said anything else is fine, so here’s anything else.

I’ve been avoiding writing about game physics, since I want to save it for ✨ the book I’m writing ✨, but that book will almost certainly not touch on Unity. Here, then, is a brief run through some of the brick walls I ran into while trying to convince Unity to do 2D platforming.

This is fairly high-level — there are no blocks of code or helpful diagrams. I’m just getting this out of my head because it’s interesting. If you want more gritty details, I guess you’ll have to wait for ✨ the book ✨.

The setup

I hadn’t used Unity before. I hadn’t even used a “real” physics engine before. My games so far have mostly used LÖVE, a Lua-based engine. LÖVE includes box2d bindings, but for various reasons (not all of them good), I opted to avoid them and instead write my own physics completely from scratch. (How, you ask? ✨ Book ✨!)

I was invited to work on a Unity project, Chaos Composer, that someone else had already started. It had basic movement already implemented; I taught myself Unity’s physics system by hacking on it. It’s entirely possible that none of this is actually the best way to do anything, since I was really trying to reproduce my own homegrown stuff in Unity, but it’s the best I’ve managed to come up with.

Two recurring snags were that you can’t ask Unity to do multiple physics updates in a row, and sometimes getting the information I wanted was difficult. Working with my own code spoiled me a little, since I could invoke it at any time and ask it anything I wanted; Unity, on the other hand, is someone else’s black box with a rigid interface on top.

Also, wow, Googling for a lot of this was not quite as helpful as expected. A lot of what’s out there is just the first thing that works, and often that’s pretty hacky and imposes severe limits on the game design (e.g., “this won’t work with slopes”). Basic movement and collision are the first thing you do, which seems to me like the worst time to be locking yourself out of a lot of design options. I tried very (very, very, very) hard to minimize those kinds of constraints.

Problem 1: Movement

When I showed up, movement was already working. Problem solved!

Like any good programmer, I immediately set out to un-solve it. Given a “real” physics engine like Unity prominently features, you have two options: ⓐ treat the player as a physics object, or ⓑ don’t. The existing code went with option ⓑ, like I’d done myself with LÖVE, and like I’d seen countless people advise. Using a physics sim makes for bad platforming.

But… why? I believed it, but I couldn’t concretely defend it. I had to know for myself. So I started a blank project, drew some physics boxes, and wrote a dozen-line player controller.

Ah! Immediate enlightenment.

If the player was sliding down a wall, and I tried to move them into the wall, they would simply freeze in midair until I let go of the movement key. The trouble is that the physics sim works in terms of forces — moving the player involves giving them a nudge in some direction, like a giant invisible hand pushing them around the level. Surprise! If you press a real object against a real wall with your real hand, you’ll see the same effect — friction will cancel out gravity, and the object will stay in midair..

Platformer movement, as it turns out, doesn’t make any goddamn physical sense. What is air control? What are you pushing against? Nothing, really; we just have it because it’s nice to play with, because not having it is a nightmare.

I looked to see if there were any common solutions to this, and I only really found one: make all your walls frictionless.

Game development is full of hacks like this, and I… don’t like them. I can accept that minor hacks are necessary sometimes, but this one makes an early and widespread change to a fundamental system to “fix” something that was wrong in the first place. It also imposes an “invisible” requirement, something I try to avoid at all costs — if you forget to make a particular wall frictionless, you’ll never know unless you happen to try sliding down it.

And so, I swiftly returned to the existing code. It wasn’t too different from what I’d come up with for LÖVE: it applied gravity by hand, tracked the player’s velocity, computed the intended movement each frame, and moved by that amount. The interesting thing was that it used MovePosition, which schedules a movement for the next physics update and stops the movement if the player hits something solid.

It’s kind of a nice hybrid approach, actually; all the “physics” for conscious actors is done by hand, but the physics engine is still used for collision detection. It’s also used for collision rejection — if the player manages to wedge themselves several pixels into a solid object, for example, the physics engine will try to gently nudge them back out of it with no extra effort required on my part. I still haven’t figured out how to get that to work with my homegrown stuff, which is built to prevent overlap rather than to jiggle things out of it.

But wait, what about…

Our player is a dynamic body with rotation lock and no gravity. Why not just use a kinematic body?

I must be missing something, because I do not understand the point of kinematic bodies. I ran into this with Godot, too, which documented them the same way: as intended for use as players and other manually-moved objects. But by default, they don’t even collide with other kinematic bodies or static geometry. What? There’s a checkbox to turn this on, which I enabled, but then I found out that MovePosition doesn’t stop kinematic bodies when they hit something, so I would’ve had to cast along the intended path of movement to figure out when to stop, thus duplicating the same work the physics engine was about to do.

But that’s impossible anyway! Static geometry generally wants to be made of edge colliders, right? They don’t care about concave/convex. Imagine the player is standing on the ground near a wall and tries to move towards the wall. Both the ground and the wall are different edges from the same edge collider.

If you try to cast the player’s hitbox horizontally, parallel to the ground, you’ll only get one collision: the existing collision with the ground. Casting doesn’t distinguish between touching and hitting. And because Unity only reports one collision per collider, and because the ground will always show up first, you will never find out about the impending wall collision.

So you’re forced to either use raycasts for collision detection or decomposed polygons for world geometry, both of which are slightly worse tools for no real gain.

I ended up sticking with a dynamic body.

Oh, one other thing that doesn’t really fit anywhere else: keep track of units! If you’re adding something called “velocity” directly to something called “position”, something has gone very wrong. Acceleration is distance per time squared; velocity is distance per time; position is distance. You must multiply or divide by time to convert between them.

I never even, say, add a constant directly to position every frame; I always phrase it as velocity and multiply by Δt. It keeps the units consistent: time is always in seconds, not in tics.

Problem 2: Slopes

Ah, now we start to get off in the weeds.

A sort of pre-problem here was detecting whether we’re on a slope, which means detecting the ground. The codebase originally used a manual physics query of the area around the player’s feet to check for the ground, which seems to be somewhat common, but that can’t tell me the angle of the detected ground. (It’s also kind of error-prone, since “around the player’s feet” has to be specified by hand and may not stay correct through animations or changes in the hitbox.)

I replaced that with what I’d eventually settled on in LÖVE: detect the ground by detecting collisions, and looking at the normal of the collision. A normal is a vector that points straight out from a surface, so if you’re standing on the ground, the normal points straight up; if you’re on a 10° incline, the normal points 10° away from straight up.

Not all collisions are with the ground, of course, so I assumed something is ground if the normal pointed away from gravity. (I like this definition more than “points upwards”, because it avoids assuming anything about the direction of gravity, which leaves some interesting doors open for later on.) That’s easily detected by taking the dot product — if it’s negative, the collision was with the ground, and I now have the normal of the ground.

Actually doing this in practice was slightly tricky. With my LÖVE engine, I could cram this right into the middle of collision resolution. With Unity, not quite so much. I went through a couple iterations before I really grasped Unity’s execution order, which I guess I will have to briefly recap for this to make sense.

Unity essentially has two update cycles. It performs physics updates at fixed intervals for consistency, and updates everything else just before rendering. Within a single frame, Unity does as many fixed physics updates as it has spare time for (which might be zero, one, or more), then does a regular update, then renders. User code can implement either or both of Update, which runs during a regular update, and FixedUpdate, which runs just before Unity does a physics pass.

So my solution was:

  • At the very end of FixedUpdate, clear the actor’s “on ground” flag and ground normal.

  • During OnCollisionEnter2D and OnCollisionStay2D (which are called from within a physics pass), if there’s a collision that looks like it’s with the ground, set the “on ground” flag and ground normal. (If there are multiple ground collisions, well, good luck figuring out the best way to resolve that! At the moment I’m just taking the first and hoping for the best.)

That means there’s a brief window between the end of FixedUpdate and Unity’s physics pass during which a grounded actor might mistakenly believe it’s not on the ground, which is a bit of a shame, but there are very few good reasons for anything to be happening in that window.

Okay! Now we can do slopes.

Just kidding! First we have to do sliding.

When I first looked at this code, it didn’t apply gravity while the player was on the ground. I think I may have had some problems with detecting the ground as result, since the player was no longer pushing down against it? Either way, it seemed like a silly special case, so I made gravity always apply.

Lo! I was a fool. The player could no longer move.

Why? Because MovePosition does exactly what it promises. If the player collides with something, they’ll stop moving. Applying gravity means that the player is trying to move diagonally downwards into the ground, and so MovePosition stops them immediately.

Hence, sliding. I don’t want the player to actually try to move into the ground. I want them to move the unblocked part of that movement. For flat ground, that means the horizontal part, which is pretty much the same as discarding gravity. For sloped ground, it’s a bit more complicated!

Okay but actually it’s less complicated than you’d think. It can be done with some cross products fairly easily, but Unity makes it even easier with a couple casts. There’s a Vector3.ProjectOnPlane function that projects an arbitrary vector on a plane given by its normal — exactly the thing I want! So I apply that to the attempted movement before passing it along to MovePosition. I do the same thing with the current velocity, to prevent the player from accelerating infinitely downwards while standing on flat ground.

One other thing: I don’t actually use the detected ground normal for this. The player might be touching two ground surfaces at the same time, and I’d want to project on both of them. Instead, I use the player body’s GetContacts method, which returns contact points (and normals!) for everything the player is currently touching. I believe those contact points are tracked by the physics engine anyway, so asking for them doesn’t require any actual physics work.

(Looking at the code I have, I notice that I still only perform the slide for surfaces facing upwards — but I’d want to slide against sloped ceilings, too. Why did I do this? Maybe I should remove that.)

(Also, I’m pretty sure projecting a vector on a plane is non-commutative, which raises the question of which order the projections should happen in and what difference it makes. I don’t have a good answer.)

(I note that my LÖVE setup does something slightly different: it just tries whatever the movement ought to be, and if there’s a collision, then it projects — and tries again with the remaining movement. But I can’t ask Unity to do multiple moves in one physics update, alas.)

Okay! Now, slopes. But actually, with the above work done, slopes are most of the way there already.

One obvious problem is that the player tries to move horizontally even when on a slope, and the easy fix is to change their movement from speed * Vector2.right to speed * new Vector2(ground.y, -ground.x) while on the ground. That’s the ground normal rotated a quarter-turn clockwise, so for flat ground it still points to the right, and in general it points rightwards along the ground. (Note that it assumes the ground normal is a unit vector, but as far as I’m aware, that’s true for all the normals Unity gives you.)

Another issue is that if the player stands motionless on a slope, gravity will cause them to slowly slide down it — because the movement from gravity will be projected onto the slope, and unlike flat ground, the result is no longer zero. For conscious actors only, I counter this by adding the opposite factor to the player’s velocity as part of adding in their walking speed. This matches how the real world works, to some extent: when you’re standing on a hill, you’re exerting some small amount of effort just to stay in place.

(Note that slope resistance is not the same as friction. Okay, yes, in the real world, virtually all resistance to movement happens as a result of friction, but bracing yourself against the ground isn’t the same as being passively resisted.)

From here there are a lot of things you can do, depending on how you think slopes should be handled. You could make the player unable to walk up slopes that are too steep. You could make walking down a slope faster than walking up it. You could make jumping go along the ground normal, rather than straight up. You could raise the player’s max allowed speed while running downhill. Whatever you want, really. Armed with a normal and awareness of dot products, you can do whatever you want.

But first you might want to fix a few aggravating side effects.

Problem 3: Ground adherence

I don’t know if there’s a better name for this. I rarely even see anyone talk about it, which surprises me; it seems like it should be a very common problem.

The problem is: if the player runs up a slope which then abruptly changes to flat ground, their momentum will carry them into the air. For very fast players going off the top of very steep slopes, this makes sense, but it becomes visible even for relatively gentle slopes. It was a mild nightmare in the original release of our game Lunar Depot 38, which has very “rough” ground made up of lots of shallow slopes — so the player is very frequently slightly off the ground, which meant they couldn’t jump, for seemingly no reason. (I even had code to fix this, but I disabled it because of a silly visual side effect that I never got around to fixing.)

Anyway! The reason this is a problem is that game protagonists are generally not boxes sliding around — they have legs. We don’t go flying off the top of real-world hilltops because we put our foot down until it touches the ground.

Simulating this footfall is surprisingly fiddly to get right, especially with someone else’s physics engine. It’s made somewhat easier by Cast, which casts the entire hitbox — no matter what shape it is — in a particular direction, as if it had moved, and tells you all the hypothetical collisions in order.

So I cast the player in the direction of gravity by some distance. If the cast hits something solid with a ground-like collision normal, then the player must be close to the ground, and I move them down to touch it (and set that ground as the new ground normal).

There are some wrinkles.

Wrinkle 1: I only want to do this if the player is off the ground now, but was on the ground last frame, and is not deliberately moving upwards. That latter condition means I want to skip this logic if the player jumps, for example, but also if the player is thrust upwards by a spring or abducted by a UFO or whatever. As long as external code goes through some interface and doesn’t mess with the player’s velocity directly, that shouldn’t be too hard to track.

Wrinkle 2: When does this logic run? It needs to happen after the player moves, which means after a Unity physics pass… but there’s no callback for that point in time. I ended up running it at the beginning of FixedUpdate and the beginning of Update — since I definitely want to do it before rendering happens! That means it’ll sometimes happen twice between physics updates. (I could carefully juggle a flag to skip the second run, but I… didn’t do that. Yet?)

Wrinkle 3: I can’t move the player with MovePosition! Remember, MovePosition schedules a movement, it doesn’t actually perform one; that means if it’s called twice before the physics pass, the first call is effectively ignored. I can’t easily combine the drop with the player’s regular movement, for various fiddly reasons. I ended up doing it “by hand” using transform.Translate, which I think was the “old way” to do manual movement before MovePosition existed. I’m not totally sure if it activates triggers? For that matter, I’m not sure it even notices collisions — but since I did a full-body Cast, there shouldn’t be any anyway.

Wrinkle 4: What, exactly, is “some distance”? I’ve yet to find a satisfying answer for this. It seems like it ought to be based on the player’s current speed and the slope of the ground they’re moving along, but every time I’ve done that math, I’ve gotten totally ludicrous answers that sometimes exceed the size of a tile. But maybe that’s not wrong? Play around, I guess, and think about when the effect should “break” and the player should go flying off the top of a hill.

Wrinkle 5: It’s possible that the player will launch off a slope, hit something, and then be adhered to the ground where they wouldn’t have hit it. I don’t much like this edge case, but I don’t see a way around it either.

This problem is surprisingly awkward for how simple it sounds, and the solution isn’t entirely satisfying. Oh, well; the results are much nicer than the solution. As an added bonus, this also fixes occasional problems with running down a hill and becoming detached from the ground due to precision issues or whathaveyou.

Problem 4: One-way platforms

Ah, what a nightmare.

It took me ages just to figure out how to define one-way platforms. Only block when the player is moving downwards? Nope. Only block when the player is above the platform? Nuh-uh.

Well, okay, yes, those approaches might work for convex players and flat platforms. But what about… sloped, one-way platforms? There’s no reason you shouldn’t be able to have those. If Super Mario World can do it, surely Unity can do it almost 30 years later.

The trick is, again, to look at the collision normal. If it faces away from gravity, the player is hitting a ground-like surface, so the platform should block them. Otherwise (or if the player overlaps the platform), it shouldn’t.

Here’s the catch: Unity doesn’t have conditional collision. I can’t decide, on the fly, whether a collision should block or not. In fact, I think that by the time I get a callback like OnCollisionEnter2D, the physics pass is already over.

I could go the other way and use triggers (which are non-blocking), but then I have the opposite problem: I can’t stop the player on the fly. I could move them back to where they hit the trigger, but I envision all kinds of problems as a result. What if they were moving fast enough to activate something on the other side of the platform? What if something else moved to where I’m trying to shove them back to in the meantime? How does this interact with ground detection and listing contacts, which would rightly ignore a trigger as non-blocking?

I beat my head against this for a while, but the inability to respond to collision conditionally was a huge roadblock. It’s all the more infuriating a problem, because Unity ships with a one-way platform modifier thing. Unfortunately, it seems to have been implemented by someone who has never played a platformer. It’s literally one-way — the player is only allowed to move straight upwards through it, not in from the sides. It also tries to block the player if they’re moving downwards while inside the platform, which invokes clumsy rejection behavior. And this all seems to be built into the physics engine itself somehow, so I can’t simply copy whatever they did.

Eventually, I settled on the following. After calculating attempted movement (including sliding), just at the end of FixedUpdate, I do a Cast along the movement vector. I’m not thrilled about having to duplicate the physics engine’s own work, but I do filter to only things on a “one-way platform” physics layer, which should at least help. For each object the cast hits, I use Physics2D.IgnoreCollision to either ignore or un-ignore the collision between the player and the platform, depending on whether the collision was ground-like or not.

(A lot of people suggested turning off collision between layers, but that can’t possibly work — the player might be standing on one platform while inside another, and anyway, this should work for all actors!)

Again, wrinkles! But fewer this time. Actually, maybe just one: handling the case where the player already overlaps the platform. I can’t just check for that with e.g. OverlapCollider, because that doesn’t distinguish between overlapping and merely touching.

I came up with a fairly simple fix: if I was going to un-ignore the collision (i.e. make the platform block), and the cast distance is reported as zero (either already touching or overlapping), I simply do nothing instead. If I’m standing on the platform, I must have already set it blocking when I was approaching it from the top anyway; if I’m overlapping it, I must have already set it non-blocking to get here in the first place.

I can imagine a few cases where this might go wrong. Moving platforms, especially, are going to cause some interesting issues. But this is the best I can do with what I know, and it seems to work well enough so far.

Oh, and our player can deliberately drop down through platforms, which was easy enough to implement; I just decide the platform is always passable while some button is held down.

Problem 5: Pushers and carriers

I haven’t gotten to this yet! Oh boy, can’t wait. I implemented it in LÖVE, but my way was hilariously invasive; I’m hoping that having a physics engine that supports a handwaved “this pushes that” will help. Of course, you also have to worry about sticking to platforms, for which the recommended solution is apparently to parent the cargo to the platform, which sounds goofy to me? I guess I’ll find out when I throw myself at it later.

Overall result

I ended up with a fairly pleasant-feeling system that supports slopes and one-way platforms and whatnot, with all the same pieces as I came up with for LÖVE. The code somehow ended up as less of a mess, too, but it probably helps that I’ve been down this rabbit hole once before and kinda knew what I was aiming for this time.

Animation of a character running smoothly along the top of an irregular dinosaur skeleton

Sorry that I don’t have a big block of code for you to copy-paste into your project. I don’t think there are nearly enough narrative discussions of these fundamentals, though, so hopefully this is useful to someone. If not, well, look forward to ✨ my book, that I am writing ✨!

Popcorn Time Creator Readies BitTorrent & Blockchain-Powered Video Platform

Post Syndicated from Andy original https://torrentfreak.com/popcorn-time-creator-readies-bittorrent-blockchain-powered-youtube-competitor-171012/

Without a doubt, YouTube is one of the most important websites available on the Internet today.

Its massive archive of videos brings pleasure to millions on a daily basis but its centralized nature means that owner Google always exercises control.

Over the years, people have looked to decentralize the YouTube concept and the latest project hoping to shake up the market has a particularly interesting player onboard.

Until 2015, only insiders knew that Argentinian designer Federico Abad was actually ‘Sebastian’, the shadowy figure behind notorious content sharing platform Popcorn Time.

Now he’s part of the team behind Flixxo, a BitTorrent and blockchain-powered startup hoping to wrestle a share of the video market from YouTube. Here’s how the team, which features blockchain startup RSK Labs, hope things will play out.

The Flixxo network will have no centralized storage of data, eliminating the need for expensive hosting along with associated costs. Instead, transfers will take place between peers using BitTorrent, meaning video content will be stored on the machines of Flixxo users. In practice, the content will be downloaded and uploaded in much the same way as users do on The Pirate Bay or indeed Abad’s baby, Popcorn Time.

However, there’s a twist to the system that envisions content creators, content consumers, and network participants (seeders) making revenue from their efforts.

At the heart of the Flixxo system are digital tokens (think virtual currency), called Flixx. These Flixx ‘coins’, which will go on sale in 12 days, can be used to buy access to content. Creators can also opt to pay consumers when those people help to distribute their content to others.

“Free from structural costs, producers can share the earnings from their content with the network that supports them,” the team explains.

“This way you get paid for helping us improve Flixxo, and you earn credits (in the form of digital tokens called Flixx) for watching higher quality content. Having no intermediaries means that the price you pay for watching the content that you actually want to watch is lower and fairer.”

The Flixxo team

In addition to earning tokens from helping to distribute content, people in the Flixxo ecosystem can also earn currency by watching sponsored content, i.e advertisements. While in a traditional system adverts are often considered a nuisance, Flixx tokens have real value, with a promise that users will be able to trade their Flixx not only for videos, but also for tangible and semi-tangible goods.

“Use your Flixx to reward the producers you follow, encouraging them to create more awesome content. Or keep your Flixx in your wallet and use them to buy a movie ticket, a pair of shoes from an online retailer, a chest of coins in your favourite game or even convert them to old-fashioned cash or up-and-coming digital assets, like Bitcoin,” the team explains.

The Flixxo team have big plans. After foundation in early 2016, the second quarter of 2017 saw the completion of a functional alpha release. In a little under two weeks, the project will begin its token generation event, with new offices in Los Angeles planned for the first half of 2018 alongside a premiere of the Flixxo platform.

“A total of 1,000,000,000 (one billion) Flixx tokens will be issued. A maximum of 300,000,000 (three hundred million) tokens will be sold. Some of these tokens (not more than 33% or 100,000,000 Flixx) may be sold with anticipation of the token allocation event to strategic investors,” Flixxo states.

Like all content platforms, Flixxo will live or die by the quality of the content it provides and whether, at least in the first instance, it can persuade people to part with their hard-earned cash. Only time will tell whether its content will be worth a premium over readily accessible YouTube content but with much-reduced costs, it may tempt creators seeking a bigger piece of the pie.

“Flixxo will also educate its community, teaching its users that in this new internet era value can be held and transferred online without intermediaries, a value that can be earned back by participating in a community, by contributing, being rewarded for every single social interaction,” the team explains.

Of course, the elephant in the room is what will happen when people begin sharing copyrighted content via Flixxo. Certainly, the fact that Popcorn Time’s founder is a key player and rival streaming platform Stremio is listed as a partner means that things could get a bit spicy later on.

Nevertheless, the team suggests that piracy and spam content distribution will be limited by mechanisms already built into the system.

“[A]uthors have to time-block tokens in a smart contract (set as a warranty) in order to upload content. This contract will also handle and block their earnings for a certain period of time, so that in the case of a dispute the unfair-uploader may lose those tokens,” they explain.

That being said, Flixxo also says that “there is no way” for third parties to censor content “which means that anyone has the chance of making any piece of media available on the network.” However, Flixxo says it will develop tools for filtering what it describes as “inappropriate content.”

At this point, things start to become a little unclear. On the one hand Flixxo says it could become a “revolutionary tool for uncensorable and untraceable media” yet on the other it says that it’s necessary to ensure that adult content, for example, isn’t seen by kids.

“We know there is a thin line between filtering or curating content and censorship, and it is a fact that we have an open network for everyone to upload any content. However, Flixxo as a platform will apply certain filtering based on clear rules – there should be a behavior-code for uploaders in order to offer the right content to the right user,” Flixxo explains.

To this end, Flixxo says it will deploy a centralized curation function, carried out by 101 delegates elected by the community, which will become progressively decentralized over time.

“This curation will have a cost, paid in Flixx, and will be collected from the warranty blocked by the content uploaders,” they add.

There can be little doubt that if Flixxo begins ‘curating’ unsuitable content, copyright holders will call on it to do the same for their content too. And, if the platform really takes off, 101 curators probably won’t scratch the surface. There’s also the not inconsiderable issue of what might happen to curators’ judgment when they’re incentivized to block curate content.

Finally, for those sick of “not available in your region” messages, there’s good and bad news. Flixxo insists there will be no geo-blocking of content on its part but individual creators will still have that feature available to them, should they choose.

The Flixx whitepaper can be downloaded here (pdf)

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

Impersonating iOS Password Prompts

Post Syndicated from Bruce Schneier original https://www.schneier.com/blog/archives/2017/10/impersonating_i.html

This is an interesting security vulnerability: because it is so easy to impersonate iOS password prompts, a malicious app can steal your password just by asking.

Why does this work?

iOS asks the user for their iTunes password for many reasons, the most common ones are recently installed iOS operating system updates, or iOS apps that are stuck during installation.

As a result, users are trained to just enter their Apple ID password whenever iOS prompts you to do so. However, those popups are not only shown on the lock screen, and the home screen, but also inside random apps, e.g. when they want to access iCloud, GameCenter or In-App-Purchases.

This could easily be abused by any app, just by showing an UIAlertController, that looks exactly like the system dialog.

Even users who know a lot about technology have a hard time detecting that those alerts are phishing attacks.

The essay proposes some solutions, but I’m not sure they’ll work. We’re all trained to trust our computers and the applications running on them.

AWS Developer Tools Expands Integration to Include GitHub

Post Syndicated from Balaji Iyer original https://aws.amazon.com/blogs/devops/aws-developer-tools-expands-integration-to-include-github/

AWS Developer Tools is a set of services that include AWS CodeCommit, AWS CodePipeline, AWS CodeBuild, and AWS CodeDeploy. Together, these services help you securely store and maintain version control of your application’s source code and automatically build, test, and deploy your application to AWS or your on-premises environment. These services are designed to enable developers and IT professionals to rapidly and safely deliver software.

As part of our continued commitment to extend the AWS Developer Tools ecosystem to third-party tools and services, we’re pleased to announce AWS CodeStar and AWS CodeBuild now integrate with GitHub. This will make it easier for GitHub users to set up a continuous integration and continuous delivery toolchain as part of their release process using AWS Developer Tools.

In this post, I will walk through the following:


You’ll need an AWS account, a GitHub account, an Amazon EC2 key pair, and administrator-level permissions for AWS Identity and Access Management (IAM), AWS CodeStar, AWS CodeBuild, AWS CodePipeline, Amazon EC2, Amazon S3.


Integrating GitHub with AWS CodeStar

AWS CodeStar enables you to quickly develop, build, and deploy applications on AWS. Its unified user interface helps you easily manage your software development activities in one place. With AWS CodeStar, you can set up your entire continuous delivery toolchain in minutes, so you can start releasing code faster.

When AWS CodeStar launched in April of this year, it used AWS CodeCommit as the hosted source repository. You can now choose between AWS CodeCommit or GitHub as the source control service for your CodeStar projects. In addition, your CodeStar project dashboard lets you centrally track GitHub activities, including commits, issues, and pull requests. This makes it easy to manage project activity across the components of your CI/CD toolchain. Adding the GitHub dashboard view will simplify development of your AWS applications.

In this section, I will show you how to use GitHub as the source provider for your CodeStar projects. I’ll also show you how to work with recent commits, issues, and pull requests in the CodeStar dashboard.

Sign in to the AWS Management Console and from the Services menu, choose CodeStar. In the CodeStar console, choose Create a new project. You should see the Choose a project template page.

CodeStar Project

Choose an option by programming language, application category, or AWS service. I am going to choose the Ruby on Rails web application that will be running on Amazon EC2.

On the Project details page, you’ll now see the GitHub option. Type a name for your project, and then choose Connect to GitHub.

Project details

You’ll see a message requesting authorization to connect to your GitHub repository. When prompted, choose Authorize, and then type your GitHub account password.


This connects your GitHub identity to AWS CodeStar through OAuth. You can always review your settings by navigating to your GitHub application settings.

Installed GitHub Apps

You’ll see AWS CodeStar is now connected to GitHub:

Create project

You can choose a public or private repository. GitHub offers free accounts for users and organizations working on public and open source projects and paid accounts that offer unlimited private repositories and optional user management and security features.

In this example, I am going to choose the public repository option. Edit the repository description, if you like, and then choose Next.

Review your CodeStar project details, and then choose Create Project. On Choose an Amazon EC2 Key Pair, choose Create Project.

Key Pair

On the Review project details page, you’ll see Edit Amazon EC2 configuration. Choose this link to configure instance type, VPC, and subnet options. AWS CodeStar requires a service role to create and manage AWS resources and IAM permissions. This role will be created for you when you select the AWS CodeStar would like permission to administer AWS resources on your behalf check box.

Choose Create Project. It might take a few minutes to create your project and resources.

Review project details

When you create a CodeStar project, you’re added to the project team as an owner. If this is the first time you’ve used AWS CodeStar, you’ll be asked to provide the following information, which will be shown to others:

  • Your display name.
  • Your email address.

This information is used in your AWS CodeStar user profile. User profiles are not project-specific, but they are limited to a single AWS region. If you are a team member in projects in more than one region, you’ll have to create a user profile in each region.

User settings

User settings

Choose Next. AWS CodeStar will create a GitHub repository with your configuration settings (for example, https://github.com/biyer/ruby-on-rails-service).

When you integrate your integrated development environment (IDE) with AWS CodeStar, you can continue to write and develop code in your preferred environment. The changes you make will be included in the AWS CodeStar project each time you commit and push your code.


After setting up your IDE, choose Next to go to the CodeStar dashboard. Take a few minutes to familiarize yourself with the dashboard. You can easily track progress across your entire software development process, from your backlog of work items to recent code deployments.


After the application deployment is complete, choose the endpoint that will display the application.


This is what you’ll see when you open the application endpoint:

The Commit history section of the dashboard lists the commits made to the Git repository. If you choose the commit ID or the Open in GitHub option, you can use a hotlink to your GitHub repository.

Commit history

Your AWS CodeStar project dashboard is where you and your team view the status of your project resources, including the latest commits to your project, the state of your continuous delivery pipeline, and the performance of your instances. This information is displayed on tiles that are dedicated to a particular resource. To see more information about any of these resources, choose the details link on the tile. The console for that AWS service will open on the details page for that resource.


You can also filter issues based on their status and the assigned user.


AWS CodeBuild Now Supports Building GitHub Pull Requests

CodeBuild is a fully managed build service that compiles source code, runs tests, and produces software packages that are ready to deploy. With CodeBuild, you don’t need to provision, manage, and scale your own build servers. CodeBuild scales continuously and processes multiple builds concurrently, so your builds are not left waiting in a queue. You can use prepackaged build environments to get started quickly or you can create custom build environments that use your own build tools.

We recently announced support for GitHub pull requests in AWS CodeBuild. This functionality makes it easier to collaborate across your team while editing and building your application code with CodeBuild. You can use the AWS CodeBuild or AWS CodePipeline consoles to run AWS CodeBuild. You can also automate the running of AWS CodeBuild by using the AWS Command Line Interface (AWS CLI), the AWS SDKs, or the AWS CodeBuild Plugin for Jenkins.

AWS CodeBuild

In this section, I will show you how to trigger a build in AWS CodeBuild with a pull request from GitHub through webhooks.

Open the AWS CodeBuild console at https://console.aws.amazon.com/codebuild/. Choose Create project. If you already have a CodeBuild project, you can choose Edit project, and then follow along. CodeBuild can connect to AWS CodeCommit, S3, BitBucket, and GitHub to pull source code for builds. For Source provider, choose GitHub, and then choose Connect to GitHub.


After you’ve successfully linked GitHub and your CodeBuild project, you can choose a repository in your GitHub account. CodeBuild also supports connections to any public repository. You can review your settings by navigating to your GitHub application settings.

GitHub Apps

On Source: What to Build, for Webhook, select the Rebuild every time a code change is pushed to this repository check box.

Note: You can select this option only if, under Repository, you chose Use a repository in my account.


In Environment: How to build, for Environment image, select Use an image managed by AWS CodeBuild. For Operating system, choose Ubuntu. For Runtime, choose Base. For Version, choose the latest available version. For Build specification, you can provide a collection of build commands and related settings, in YAML format (buildspec.yml) or you can override the build spec by inserting build commands directly in the console. AWS CodeBuild uses these commands to run a build. In this example, the output is the string “hello.”


On Artifacts: Where to put the artifacts from this build project, for Type, choose No artifacts. (This is also the type to choose if you are just running tests or pushing a Docker image to Amazon ECR.) You also need an AWS CodeBuild service role so that AWS CodeBuild can interact with dependent AWS services on your behalf. Unless you already have a role, choose Create a role, and for Role name, type a name for your role.


In this example, leave the advanced settings at their defaults.

If you expand Show advanced settings, you’ll see options for customizing your build, including:

  • A build timeout.
  • A KMS key to encrypt all the artifacts that the builds for this project will use.
  • Options for building a Docker image.
  • Elevated permissions during your build action (for example, accessing Docker inside your build container to build a Dockerfile).
  • Resource options for the build compute type.
  • Environment variables (built-in or custom). For more information, see Create a Build Project in the AWS CodeBuild User Guide.

Advanced settings

You can use the AWS CodeBuild console to create a parameter in Amazon EC2 Systems Manager. Choose Create a parameter, and then follow the instructions in the dialog box. (In that dialog box, for KMS key, you can optionally specify the ARN of an AWS KMS key in your account. Amazon EC2 Systems Manager uses this key to encrypt the parameter’s value during storage and decrypt during retrieval.)

Create parameter

Choose Continue. On the Review page, either choose Save and build or choose Save to run the build later.

Choose Start build. When the build is complete, the Build logs section should display detailed information about the build.


To demonstrate a pull request, I will fork the repository as a different GitHub user, make commits to the forked repo, check in the changes to a newly created branch, and then open a pull request.

Pull request

As soon as the pull request is submitted, you’ll see CodeBuild start executing the build.


GitHub sends an HTTP POST payload to the webhook’s configured URL (highlighted here), which CodeBuild uses to download the latest source code and execute the build phases.

Build project

If you expand the Show all checks option for the GitHub pull request, you’ll see that CodeBuild has completed the build, all checks have passed, and a deep link is provided in Details, which opens the build history in the CodeBuild console.

Pull request


In this post, I showed you how to use GitHub as the source provider for your CodeStar projects and how to work with recent commits, issues, and pull requests in the CodeStar dashboard. I also showed you how you can use GitHub pull requests to automatically trigger a build in AWS CodeBuild — specifically, how this functionality makes it easier to collaborate across your team while editing and building your application code with CodeBuild.

About the author:

Balaji Iyer is an Enterprise Consultant for the Professional Services Team at Amazon Web Services. In this role, he has helped several customers successfully navigate their journey to AWS. His specialties include architecting and implementing highly scalable distributed systems, serverless architectures, large scale migrations, operational security, and leading strategic AWS initiatives. Before he joined Amazon, Balaji spent more than a decade building operating systems, big data analytics solutions, mobile services, and web applications. In his spare time, he enjoys experiencing the great outdoors and spending time with his family.


Roku Shows FBI Warning to Pirate Channel Users

Post Syndicated from Ernesto original https://torrentfreak.com/roku-shows-fbi-warning-to-pirate-channel-users-171009/

In recent years it has become much easier to stream movies and TV-shows over the Internet.

Legal services such as Netflix and HBO are flourishing, but at the same time millions of people are streaming from unauthorized sources, often paired with perfectly legal streaming platforms and devices.

Hollywood insiders have dubbed this trend “Piracy 3.0” and are actively working with stakeholders to address the threat. One of the companies rightsholders are working with is Roku, known for its easy-to-use media players.

Earlier this year a Mexican court ordered retailers to take the Roku media player off the shelves. This legal battle is still ongoing, but it was a clear signal to the company, which now has its own anti-piracy team.

Several third-party “private” channels have been removed from the player in recent weeks as they violate Roku’s terms and conditions. These include the hugely popular streaming channel XTV, which offered access to infringing content.

After its removal, XTV briefly returned as XTV 2, but that didn’t last for long. The infringing channel was soon removed again, this time showing the FBI’s anti-piracy seal followed by a rather ominous message.

“FBI Anti-Piracy Warning: Unauthorized copying is punishable under federal law,” it reads. “Roku has removed this unauthorized service due to repeated claims of copyright infringement.”

FBI Warning (via Cordcuttersnews)

The unusual warning was picked up by Cordcuttersnews and states that Roku itself removed the channel.

To some it may seem that the FBI is cracking down on Roku channels, but this is not the case. The anti-piracy seal and associated warning are often used in cases where the organization is not actively involved, to add extra weight. The FBI supports this, as long as certain standards are met.

A Roku spokesperson confirmed to TorrentFreak that they’re using it on their own accord here.

“We want to send a clear message to Roku customers and to publishers that any publication of pirated content on our platform is a violation of law and our platform rules,” the company says.

“We have recently expanded the messaging that we display to customers that install non-certified channels to alert them to the associated risks, and we display the FBI’s publicly available warning when we remove channels for copyright violations.”

The strong language shows that Roku is taking its efforts to crack down on infringing channels very seriously. A few weeks ago the company started to warn users that pirate channels may be removed without prior notice.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

JavaScript got better while I wasn’t looking

Post Syndicated from Eevee original https://eev.ee/blog/2017/10/07/javascript-got-better-while-i-wasnt-looking/

IndustrialRobot has generously donated in order to inquire:

In the last few years there seems to have been a lot of activity with adding emojis to Unicode. Has there been an equal effort to add ‘real’ languages/glyph systems/etc?

And as always, if you don’t have anything to say on that topic, feel free to choose your own. :p


I mean, each release of Unicode lists major new additions right at the top — Unicode 10, Unicode 9, Unicode 8, etc. They also keep fastidious notes, so you can also dig into how and why these new scripts came from, by reading e.g. the proposal for the addition of Zanabazar Square. I don’t think I have much to add here; I’m not a real linguist, I only play one on TV.

So with that out of the way, here’s something completely different!

A brief history of JavaScript

JavaScript was created in seven days, about eight thousand years ago. It was pretty rough, and it stayed rough for most of its life. But that was fine, because no one used it for anything besides having a trail of sparkles follow your mouse on their Xanga profile.

Then people discovered you could actually do a handful of useful things with JavaScript, and it saw a sharp uptick in usage. Alas, it stayed pretty rough. So we came up with polyfills and jQuerys and all kinds of miscellaneous things that tried to smooth over the rough parts, to varying degrees of success.

And… that’s it. That’s pretty much how things stayed for a while.

I have complicated feelings about JavaScript. I don’t hate it… but I certainly don’t enjoy it, either. It has some pretty neat ideas, like prototypical inheritance and “everything is a value”, but it buries them under a pile of annoying quirks and a woefully inadequate standard library. The DOM APIs don’t make things much better — they seem to be designed as though the target language were Java, rarely taking advantage of any interesting JavaScript features. And the places where the APIs overlap with the language are a hilarious mess: I have to check documentation every single time I use any API that returns a set of things, because there are at least three totally different conventions for handling that and I can’t keep them straight.

The funny thing is that I’ve been fairly happy to work with Lua, even though it shares most of the same obvious quirks as JavaScript. Both languages are weakly typed; both treat nonexistent variables and keys as simply false values, rather than errors; both have a single data structure that doubles as both a list and a map; both use 64-bit floating-point as their only numeric type (though Lua added integers very recently); both lack a standard object model; both have very tiny standard libraries. Hell, Lua doesn’t even have exceptions, not really — you have to fake them in much the same style as Perl.

And yet none of this bothers me nearly as much in Lua. The differences between the languages are very subtle, but combined they make a huge impact.

  • Lua has separate operators for addition and concatenation, so + is never ambiguous. It also has printf-style string formatting in the standard library.

  • Lua’s method calls are syntactic sugar: foo:bar() just means foo.bar(foo). Lua doesn’t even have a special this or self value; the invocant just becomes the first argument. In contrast, JavaScript invokes some hand-waved magic to set its contextual this variable, which has led to no end of confusion.

  • Lua has an iteration protocol, as well as built-in iterators for dealing with list-style or map-style data. JavaScript has a special dedicated Array type and clumsy built-in iteration syntax.

  • Lua has operator overloading and (surprisingly flexible) module importing.

  • Lua allows the keys of a map to be any value (though non-scalars are always compared by identity). JavaScript implicitly converts keys to strings — and since there’s no operator overloading, there’s no way to natively fix this.

These are fairly minor differences, in the grand scheme of language design. And almost every feature in Lua is implemented in a ridiculously simple way; in fact the entire language is described in complete detail in a single web page. So writing JavaScript is always frustrating for me: the language is so close to being much more ergonomic, and yet, it isn’t.

Or, so I thought. As it turns out, while I’ve been off doing other stuff for a few years, browser vendors have been implementing all this pie-in-the-sky stuff from “ES5” and “ES6”, whatever those are. People even upgrade their browsers now. Lo and behold, the last time I went to write JavaScript, I found out that a number of papercuts had actually been solved, and the solutions were sufficiently widely available that I could actually use them in web code.

The weird thing is that I do hear a lot about JavaScript, but the feature I’ve seen raved the most about by far is probably… built-in types for working with arrays of bytes? That’s cool and all, but not exactly the most pressing concern for me.

Anyway, if you also haven’t been keeping tabs on the world of JavaScript, here are some things we missed.


MDN docs — supported in Firefox 44, Chrome 41, IE 11, Safari 10

I’m pretty sure I first saw let over a decade ago. Firefox has supported it for ages, but you actually had to opt in by specifying JavaScript version 1.7. Remember JavaScript versions? You know, from back in the days when people actually suggested you write stuff like this:

<SCRIPT LANGUAGE="JavaScript1.2" TYPE="text/javascript">


Anyway, so, let declares a variable — but scoped to the immediately containing block, unlike var, which scopes to the innermost function. The trouble with var was that it was very easy to make misleading:

// foo exists here
while (true) {
    var foo = ...;
// foo exists here too

If you reused the same temporary variable name in a different block, or if you expected to be shadowing an outer foo, or if you were trying to do something with creating closures in a loop, this would cause you some trouble.

But no more, because let actually scopes the way it looks like it should, the way variable declarations do in C and friends. As an added bonus, if you refer to a variable declared with let outside of where it’s valid, you’ll get a ReferenceError instead of a silent undefined value. Hooray!

There’s one other interesting quirk to let that I can’t find explicitly documented. Consider:

let closures = [];
for (let i = 0; i < 4; i++) {
    closures.push(function() { console.log(i); });
for (let j = 0; j < closures.length; j++) {

If this code had used var i, then it would print 4 four times, because the function-scoped var i means each closure is sharing the same i, whose final value is 4. With let, the output is 0 1 2 3, as you might expect, because each run through the loop gets its own i.

But wait, hang on.

The semantics of a C-style for are that the first expression is only evaluated once, at the very beginning. So there’s only one let i. In fact, it makes no sense for each run through the loop to have a distinct i, because the whole idea of the loop is to modify i each time with i++.

I assume this is simply a special case, since it’s what everyone expects. We expect it so much that I can’t find anyone pointing out that the usual explanation for why it works makes no sense. It has the interesting side effect that for no longer de-sugars perfectly to a while, since this will print all 4s:

closures = [];
let i = 0;
while (i < 4) {
    closures.push(function() { console.log(i); });
for (let j = 0; j < closures.length; j++) {

This isn’t a problem — I’m glad let works this way! — it just stands out to me as interesting. Lua doesn’t need a special case here, since it uses an iterator protocol that produces values rather than mutating a visible state variable, so there’s no problem with having the loop variable be truly distinct on each run through the loop.


MDN docs — supported in Firefox 45, Chrome 42, Safari 9, Edge 13

Prototypical inheritance is pretty cool. The way JavaScript presents it is a little bit opaque, unfortunately, which seems to confuse a lot of people. JavaScript gives you enough functionality to make it work, and even makes it sound like a first-class feature with a property outright called prototype… but to actually use it, you have to do a bunch of weird stuff that doesn’t much look like constructing an object or type.

The funny thing is, people with almost any background get along with Python just fine, and Python uses prototypical inheritance! Nobody ever seems to notice this, because Python tucks it neatly behind a class block that works enough like a Java-style class. (Python also handles inheritance without using the prototype, so it’s a little different… but I digress. Maybe in another post.)

The point is, there’s nothing fundamentally wrong with how JavaScript handles objects; the ergonomics are just terrible.

Lo! They finally added a class keyword. Or, rather, they finally made the class keyword do something; it’s been reserved this entire time.

class Vector {
    constructor(x, y) {
        this.x = x;
        this.y = y;

    get magnitude() {
        return Math.sqrt(this.x * this.x + this.y * this.y);

    dot(other) {
        return this.x * other.x + this.y * other.y;

This is all just sugar for existing features: creating a Vector function to act as the constructor, assigning a function to Vector.prototype.dot, and whatever it is you do to make a property. (Oh, there are properties. I’ll get to that in a bit.)

The class block can be used as an expression, with or without a name. It also supports prototypical inheritance with an extends clause and has a super pseudo-value for superclass calls.

It’s a little weird that the inside of the class block has its own special syntax, with function omitted and whatnot, but honestly you’d have a hard time making a class block without special syntax.

One severe omission here is that you can’t declare values inside the block, i.e. you can’t just drop a bar = 3; in there if you want all your objects to share a default attribute. The workaround is to just do this.bar = 3; inside the constructor, but I find that unsatisfying, since it defeats half the point of using prototypes.


MDN docs — supported in Firefox 4, Chrome 5, IE 9, Safari 5.1

JavaScript historically didn’t have a way to intercept attribute access, which is a travesty. And by “intercept attribute access”, I mean that you couldn’t design a value foo such that evaluating foo.bar runs some code you wrote.

Exciting news: now it does. Or, rather, you can intercept specific attributes, like in the class example above. The above magnitude definition is equivalent to:

Object.defineProperty(Vector.prototype, 'magnitude', {
    configurable: true,
    enumerable: true,
    get: function() {
        return Math.sqrt(this.x * this.x + this.y * this.y);


And what even are these configurable and enumerable things? It seems that every single key on every single object now has its own set of three Boolean twiddles:

  • configurable means the property itself can be reconfigured with another call to Object.defineProperty.
  • enumerable means the property appears in for..in or Object.keys().
  • writable means the property value can be changed, which only applies to properties with real values rather than accessor functions.

The incredibly wild thing is that for properties defined by Object.defineProperty, configurable and enumerable default to false, meaning that by default accessor properties are immutable and invisible. Super weird.

Nice to have, though. And luckily, it turns out the same syntax as in class also works in object literals.

Vector.prototype = {
    get magnitude() {
        return Math.sqrt(this.x * this.x + this.y * this.y);

Alas, I’m not aware of a way to intercept arbitrary attribute access.

Another feature along the same lines is Object.seal(), which marks all of an object’s properties as non-configurable and prevents any new properties from being added to the object. The object is still mutable, but its “shape” can’t be changed. And of course you can just make the object completely immutable if you want, via setting all its properties non-writable, or just using Object.freeze().

I have mixed feelings about the ability to irrevocably change something about a dynamic runtime. It would certainly solve some gripes of former Haskell-minded colleagues, and I don’t have any compelling argument against it, but it feels like it violates some unwritten contract about dynamic languages — surely any structural change made by user code should also be able to be undone by user code?

Slurpy arguments

MDN docs — supported in Firefox 15, Chrome 47, Edge 12, Safari 10

Officially this feature is called “rest parameters”, but that’s a terrible name, no one cares about “arguments” vs “parameters”, and “slurpy” is a good word. Bless you, Perl.

function foo(a, b, ...args) {
    // ...

Now you can call foo with as many arguments as you want, and every argument after the second will be collected in args as a regular array.

You can also do the reverse with the spread operator:

let args = [];

It even works in array literals, even multiple times:

let args2 = [...args, ...args];
console.log(args2);  // [1, 2, 3, 1, 2, 3]

Apparently there’s also a proposal for allowing the same thing with objects inside object literals.

Default arguments

MDN docs — supported in Firefox 15, Chrome 49, Edge 14, Safari 10

Yes, arguments can have defaults now. It’s more like Sass than Python — default expressions are evaluated once per call, and later default expressions can refer to earlier arguments. I don’t know how I feel about that but whatever.

function foo(n = 1, m = n + 1, list = []) {

Also, unlike Python, you can have an argument with a default and follow it with an argument without a default, since the default default (!) is and always has been defined as undefined. Er, let me just write it out.

function bar(a = 5, b) {

Arrow functions

MDN docs — supported in Firefox 22, Chrome 45, Edge 12, Safari 10

Perhaps the most humble improvement is the arrow function. It’s a slightly shorter way to write an anonymous function.

(a, b, c) => { ... }
a => { ... }
() => { ... }

An arrow function does not set this or some other magical values, so you can safely use an arrow function as a quick closure inside a method without having to rebind this. Hooray!

Otherwise, arrow functions act pretty much like regular functions; you can even use all the features of regular function signatures.

Arrow functions are particularly nice in combination with all the combinator-style array functions that were added a while ago, like Array.forEach.

[7, 8, 9].forEach(value => {


MDN docs — supported in Firefox 36, Chrome 38, Edge 12, Safari 9

This isn’t quite what I’d call an exciting feature, but it’s necessary for explaining the next one. It’s actually… extremely weird.

symbol is a new kind of primitive (like number and string), not an object (like, er, Number and String). A symbol is created with Symbol('foo'). No, not new Symbol('foo'); that throws a TypeError, for, uh, some reason.

The only point of a symbol is as a unique key. You see, symbols have one very special property: they can be used as object keys, and will not be stringified. Remember, only strings can be keys in JavaScript — even the indices of an array are, semantically speaking, still strings. Symbols are a new exception to this rule.

Also, like other objects, two symbols don’t compare equal to each other: Symbol('foo') != Symbol('foo').

The result is that symbols solve one of the problems that plauges most object systems, something I’ve talked about before: interfaces. Since an interface might be implemented by any arbitrary type, and any arbitrary type might want to implement any number of arbitrary interfaces, all the method names on an interface are effectively part of a single global namespace.

I think I need to take a moment to justify that. If you have IFoo and IBar, both with a method called method, and you want to implement both on the same type… you have a problem. Because most object systems consider “interface” to mean “I have a method called method, with no way to say which interface’s method you mean. This is a hard problem to avoid, because IFoo and IBar might not even come from the same library. Occasionally languages offer a clumsy way to “rename” one method or the other, but the most common approach seems to be for interface designers to avoid names that sound “too common”. You end up with redundant mouthfuls like IFoo.foo_method.

This incredibly sucks, and the only languages I’m aware of that avoid the problem are the ML family and Rust. In Rust, you define all the methods for a particular trait (interface) in a separate block, away from the type’s “own” methods. It’s pretty slick. You can still do obj.method(), and as long as there’s only one method among all the available traits, you’ll get that one. If not, there’s syntax for explicitly saying which trait you mean, which I can’t remember because I’ve never had to use it.

Symbols are JavaScript’s answer to this problem. If you want to define some interface, you can name its methods with symbols, which are guaranteed to be unique. You just have to make sure you keep the symbol around somewhere accessible so other people can actually use it. (Or… not?)

The interesting thing is that JavaScript now has several of its own symbols built in, allowing user objects to implement features that were previously reserved for built-in types. For example, you can use the Symbol.hasInstance symbol — which is simply where the language is storing an existing symbol and is not the same as Symbol('hasInstance')! — to override instanceof:

// oh my god don't do this though
class EvenNumber {
    static [Symbol.hasInstance](obj) {
        return obj % 2 == 0;
console.log(2 instanceof EvenNumber);  // true
console.log(3 instanceof EvenNumber);  // false

Oh, and those brackets around Symbol.hasInstance are a sort of reverse-quoting — they indicate an expression to use where the language would normally expect a literal identifier. I think they work as object keys, too, and maybe some other places.

The equivalent in Python is to implement a method called __instancecheck__, a name which is not special in any way except that Python has reserved all method names of the form __foo__. That’s great for Python, but doesn’t really help user code. JavaScript has actually outclassed (ho ho) Python here.

Of course, obj[BobNamespace.some_method]() is not the prettiest way to call an interface method, so it’s not perfect. I imagine this would be best implemented in user code by exposing a polymorphic function, similar to how Python’s len(obj) pretty much just calls obj.__len__().

I only bring this up because it’s the plumbing behind one of the most incredible things in JavaScript that I didn’t even know about until I started writing this post. I’m so excited oh my gosh. Are you ready? It’s:

Iteration protocol

MDN docs — supported in Firefox 27, Chrome 39, Safari 10; still experimental in Edge

Yes! Amazing! JavaScript has first-class support for iteration! I can’t even believe this.

It works pretty much how you’d expect, or at least, how I’d expect. You give your object a method called Symbol.iterator, and that returns an iterator.

What’s an iterator? It’s an object with a next() method that returns the next value and whether the iterator is exhausted.

Wait, wait, wait a second. Hang on. The method is called next? Really? You didn’t go for Symbol.next? Python 2 did exactly the same thing, then realized its mistake and changed it to __next__ in Python 3. Why did you do this?

Well, anyway. My go-to test of an iterator protocol is how hard it is to write an equivalent to Python’s enumerate(), which takes a list and iterates over its values and their indices. In Python it looks like this:

for i, value in enumerate(['one', 'two', 'three']):
    print(i, value)
# 0 one
# 1 two
# 2 three

It’s super nice to have, and I’m always amazed when languages with “strong” “support” for iteration don’t have it. Like, C# doesn’t. So if you want to iterate over a list but also need indices, you need to fall back to a C-style for loop. And if you want to iterate over a lazy or arbitrary iterable but also need indices, you need to track it yourself with a counter. Ridiculous.

Here’s my attempt at building it in JavaScript.

function enumerate(iterable) {
    // Return a new iter*able* object with a Symbol.iterator method that
    // returns an iterator.
    return {
        [Symbol.iterator]: function() {
            let iterator = iterable[Symbol.iterator]();
            let i = 0;

            return {
                next: function() {
                    let nextval = iterator.next();
                    if (! nextval.done) {
                        nextval.value = [i, nextval.value];
                    return nextval;
for (let [i, value] of enumerate(['one', 'two', 'three'])) {
    console.log(i, value);
// 0 one
// 1 two
// 2 three

Incidentally, for..of (which iterates over a sequence, unlike for..in which iterates over keys — obviously) is finally supported in Edge 12. Hallelujah.

Oh, and let [i, value] is destructuring assignment, which is also a thing now and works with objects as well. You can even use the splat operator with it! Like Python! (And you can use it in function signatures! Like Python! Wait, no, Python decided that was terrible and removed it in 3…)

let [x, y, ...others] = ['apple', 'orange', 'cherry', 'banana'];

It’s a Halloween miracle. 🎃


MDN docs — supported in Firefox 26, Chrome 39, Edge 13, Safari 10

That’s right, JavaScript has goddamn generators now. It’s basically just copying Python and adding a lot of superfluous punctuation everywhere. Not that I’m complaining.

Also, generators are themselves iterable, so I’m going to cut to the chase and rewrite my enumerate() with a generator.

function enumerate(iterable) {
    return {
        [Symbol.iterator]: function*() {
            let i = 0;
            for (let value of iterable) {
                yield [i, value];
for (let [i, value] of enumerate(['one', 'two', 'three'])) {
    console.log(i, value);
// 0 one
// 1 two
// 2 three

Amazing. function* is a pretty strange choice of syntax, but whatever? I guess it also lets them make yield only act as a keyword inside a generator, for ultimate backwards compatibility.

JavaScript generators support everything Python generators do: yield* yields every item from a subsequence, like Python’s yield from; generators can return final values; you can pass values back into the generator if you iterate it by hand. No, really, I wasn’t kidding, it’s basically just copying Python. It’s great. You could now built asyncio in JavaScript!

In fact, they did that! JavaScript now has async and await. An async function returns a Promise, which is also a built-in type now. Amazing.

Sets and maps

MDN docs for MapMDN docs for Set — supported in Firefox 13, Chrome 38, IE 11, Safari 7.1

I did not save the best for last. This is much less exciting than generators. But still exciting.

The only data structure in JavaScript is the object, a map where the strings are keys. (Or now, also symbols, I guess.) That means you can’t readily use custom values as keys, nor simulate a set of arbitrary objects. And you have to worry about people mucking with Object.prototype, yikes.

But now, there’s Map and Set! Wow.

Unfortunately, because JavaScript, Map couldn’t use the indexing operators without losing the ability to have methods, so you have to use a boring old method-based API. But Map has convenient methods that plain objects don’t, like entries() to iterate over pairs of keys and values. In fact, you can use a map with for..of to get key/value pairs. So that’s nice.

Perhaps more interesting, there’s also now a WeakMap and WeakSet, where the keys are weak references. I don’t think JavaScript had any way to do weak references before this, so that’s pretty slick. There’s no obvious way to hold a weak value, but I guess you could substitute a WeakSet with only one item.

Template literals

MDN docs — supported in Firefox 34, Chrome 41, Edge 12, Safari 9

Template literals are JavaScript’s answer to string interpolation, which has historically been a huge pain in the ass because it doesn’t even have string formatting in the standard library.

They’re just strings delimited by backticks instead of quotes. They can span multiple lines and contain expressions.

console.log(`one plus
two is ${1 + 2}`);

Someone decided it would be a good idea to allow nesting more sets of backticks inside a ${} expression, so, good luck to syntax highlighters.

However, someone also had the most incredible idea ever, which was to add syntax allowing user code to do the interpolation — so you can do custom escaping, when absolutely necessary, which is virtually never, because “escaping” means you’re building a structured format by slopping strings together willy-nilly instead of using some API that works with the structure.

function html(literals, ...values) {
    let ret = [];
    literals.forEach((literal, i) => {
        if (i > 0) {
            // Is there seriously still not a built-in function for doing this?
            // Well, probably because you SHOULDN'T BE DOING IT
            ret.push(values[i - 1]
                .replace(/&/g, '&amp;')
                .replace(/</g, '&lt;')
                .replace(/>/g, '&gt;')
                .replace(/"/g, '&quot;')
                .replace(/'/g, '&apos;'));
    return ret.join('');
let username = 'Bob<script>';
let result = html`<b>Hello, ${username}!</b>`;
// <b>Hello, Bob&lt;script&gt;!</b>

It’s a shame this feature is in JavaScript, the language where you are least likely to need it.

Trailing commas

Remember how you couldn’t do this for ages, because ass-old IE considered it a syntax error and would reject the entire script?

    a: 'one',
    b: 'two',
    c: 'three',  // <- THIS GUY RIGHT HERE

Well now it’s part of the goddamn spec and if there’s anything in this post you can rely on, it’s this. In fact you can use AS MANY GODDAMN TRAILING COMMAS AS YOU WANT. But only in arrays.

[1, 2, 3,,,,,,,,,,,,,,,,,,,,,,,,,]

Apparently that has the bizarre side effect of reserving extra space at the end of the array, without putting values there.

And more, probably

Like strict mode, which makes a few silent “errors” be actual errors, forces you to declare variables (no implicit globals!), and forbids the completely bozotic with block.

Or String.trim(), which trims whitespace off of strings.

Or… Math.sign()? That’s new? Seriously? Well, okay.

Or the Proxy type, which lets you customize indexing and assignment and calling. Oh. I guess that is possible, though this is a pretty weird way to do it; why not just use symbol-named methods?

You can write Unicode escapes for astral plane characters in strings (or identifiers!), as \u{XXXXXXXX}.

There’s a const now? I extremely don’t care, just name it in all caps and don’t reassign it, come on.

There’s also a mountain of other minor things, which you can peruse at your leisure via MDN or the ECMAScript compatibility tables (note the links at the top, too).

That’s all I’ve got. I still wouldn’t say I’m a big fan of JavaScript, but it’s definitely making an effort to clean up some goofy inconsistencies and solve common problems. I think I could even write some without yelling on Twitter about it now.

On the other hand, if you’re still stuck supporting IE 10 for some reason… well, er, my condolences.

Spotify Threatened Researchers Who Revealed ‘Pirate’ History

Post Syndicated from Andy original https://torrentfreak.com/spotify-threatened-researchers-who-revealed-pirate-history-171006/

As one of the members of Sweden’s infamous Piratbyrån (Piracy Bureau), Rasmus Fleischer was also one of early key figures at The Pirate Bay. Over the years he’s been a writer, researcher, debater, and musician, and in 2012 he finished his PhD thesis on “music’s political economy.”

As part of a five-person research team (Pelle Snickars, Patrick Vonderau, Anna Johansson, Rasmus Fleischer, Maria Eriksson) funded by the Swedish Research Council, Fleischer has co-written a book about the history of Spotify.

Titled ‘Spotify Teardown – Inside the Black Box of Streaming Music’, the publication is set to shine light on the history of the now famous music service while revealing quite a few past secrets.

With its release scheduled for 2018, Fleischer has already teased a few interesting nuggets, not least that Spotify’s early beta version used ‘pirate’ MP3 files, some of them sourced from The Pirate Bay.

Fleischer says that following an interview earlier this year with DI.se, in which he revealed that Spotify distributed unlicensed music between May 2007 to October 2008, Spotify looked at ways to try and stop his team’s research. However, the ‘pirate’ angle wasn’t the clear target, another facet of the team’s research was.

“Building on the tradition of ‘breaching experiments’ in ethnomethodology, the research group sought to break into the hidden infrastructures of digital music distribution in order to study its underlying norms and structures,” project leader Pelle Snickars previously revealed.

With this goal, the team conducted experiments to see if the system was open to abuse or could be manipulated, as Fleischer now explains.

“For example, some hundreds of robot users were created to study whether the same listening behavior results in different recommendations depending on whether the user was registered as male or female,” he says.

“We have also investigated on a small scale the possibilities of manipulating the system. However, we have not collected any data about real users. Our proposed methods appeared several years ago in our research funding application, which was approved by the Swedish Research Council, which was already noted in 2013.”

Fleischer says that Spotify had been aware of the project for several years but it wasn’t until this year, after he spoke of Spotify’s past as a ‘pirate’ service, that pressure began to mount.

“On May 19, our project manager received a letter from Benjamin Helldén-Hegelund, a lawyer at Spotify. The timing was hardly a coincidence. Spotify demanded that we ‘confirm in writing’ that we had ‘ceased activities contrary to their Terms of Use’,” Fleischer reveals.

A corresponding letter to the Swedish Research Council detailed Spotify’s problems with the project.

“Spotify is particularly concerned about the information that has emerged regarding the research group’s methods in the project. The data indicate that the research team has deliberately taken action that is explicitly in violation of Spotify’s Terms of Use and by means of technical methods they sought to conceal these breaches of conditions,” the letter read.

“The research group has worked, among other things, to artificially increase the number of plays and manipulate Spotify’s services using scripts or other automated processes.

“Spotify assumes that the systematic breach of its conditions has not been known to the Swedish Research Council and is convinced that the Swedish Research Council is convinced that the research undertaken with the support of the Swedish Research Council in all respects meets ethical guidelines and is carried out reasonably and in accordance with applicable law.”

Fleischer admits that part of the research was concerned with the possibility of artificially increasing the number of plays, but he says that was carried out on a small scale without any commercial gain.

“The purpose was simply to test if it is true that Spotify could be manipulated on a larger scale, as claimed by journalists who did similar experiments. It is also true that we ‘sought to hide these crimes’ by using a VPN connection,” he says.

Fleischer says that Spotify’s lawyer blended complaints together, such as correlating terms of service violations with violation of research ethics, while presenting the same as grounds for legal action.

“The argument was quite ridiculous. Nevertheless, the letter could not be interpreted as anything other than an attempt by Spotify to prevent us from pursuing the research project,” he notes.

This week, however, it appears the dispute has reached some kind of conclusion. In a posting on his Copyriot blog (Swedish), Fleischer reveals that Spotify has informed the Swedish Research Council that the case has been closed, meaning that the research into the streaming service can continue.

“It must be acknowledged that Spotify’s threats have taken both time and power from the project. This seems to be the purpose when big companies go after researchers who they perceive as uncomfortable. It may not be possible to stop the research but it can be delayed,” Fleischer says.

“Sure [Spotify] dislikes people being reminded of how the service started as a pirate service. But instead of inviting an open dialogue, lawyers are sent out for the purpose of slowing down researchers.”

Spotify Teardown. Inside the Black Box of Streaming Music is to be published by MIT Press in 2018.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

Dynamic Users with systemd

Post Syndicated from Lennart Poettering original http://0pointer.net/blog/dynamic-users-with-systemd.html

TL;DR: you may now configure systemd to dynamically allocate a UNIX
user ID for service processes when it starts them and release it when
it stops them. It’s pretty secure, mixes well with transient services,
socket activated services and service templating.

Today we released systemd
. Among
other improvements this greatly extends the dynamic user logic of
systemd. Dynamic users are a powerful but little known concept,
supported in its basic form since systemd 232. With this blog story I
hope to make it a bit better known.

The UNIX user concept is the most basic and well-understood security
concept in POSIX operating systems. It is UNIX/POSIX’ primary security
concept, the one everybody can agree on, and most security concepts
that came after it (such as process capabilities, SELinux and other
MACs, user name-spaces, …) in some form or another build on it, extend
it or at least interface with it. If you build a Linux kernel with all
security features turned off, the user concept is pretty much the one
you’ll still retain.

Originally, the user concept was introduced to make multi-user systems
a reality, i.e. systems enabling multiple human users to share the
same system at the same time, cleanly separating their resources and
protecting them from each other. The majority of today’s UNIX systems
don’t really use the user concept like that anymore though. Most of
today’s systems probably have only one actual human user (or even
less!), but their user databases (/etc/passwd) list a good number
more entries than that. Today, the majority of UNIX users in most
environments are system users, i.e. users that are not the technical
representation of a human sitting in front of a PC anymore, but the
security identity a system service — an executable program — runs
as. Event though traditional, simultaneous multi-user systems slowly
became less relevant, their ground-breaking basic concept became the
cornerstone of UNIX security. The OS is nowadays partitioned into
isolated services — and each service runs as its own system user, and
thus within its own, minimal security context.

The people behind the Android OS realized the relevance of the UNIX
user concept as the primary security concept on UNIX, and took its use
even further: on Android not only system services take benefit of the
UNIX user concept, but each UI app gets its own, individual user
identity too — thus neatly separating app resources from each other,
and protecting app processes from each other, too.

Back in the more traditional Linux world things are a bit less
advanced in this area. Even though users are the quintessential UNIX
security concept, allocation and management of system users is still a
pretty limited, raw and static affair. In most cases, RPM or DEB
package installation scripts allocate a fixed number of (usually one)
system users when you install the package of a service that wants to
take benefit of the user concept, and from that point on the system
user remains allocated on the system and is never deallocated again,
even if the package is later removed again. Most Linux distributions
limit the number of system users to 1000 (which isn’t particularly a
lot). Allocating a system user is hence expensive: the number of
available users is limited, and there’s no defined way to dispose of
them after use. If you make use of system users too liberally, you are
very likely to run out of them sooner rather than later.

You may wonder why system users are generally not deallocated when the
package that registered them is uninstalled from a system (at least on
most distributions). The reason for that is one relevant property of
the user concept (you might even want to call this a design flaw):
user IDs are sticky to files (and other objects such as IPC
objects). If a service running as a specific system user creates a
file at some location, and is then terminated and its package and user
removed, then the created file still belongs to the numeric ID (“UID”)
the system user originally got assigned. When the next system user is
allocated and — due to ID recycling — happens to get assigned the same
numeric ID, then it will also gain access to the file, and that’s
generally considered a problem, given that the file belonged to a
potentially very different service once upon a time, and likely should
not be readable or changeable by anything coming after
it. Distributions hence tend to avoid UID recycling which means system
users remain registered forever on a system after they have been
allocated once.

The above is a description of the status quo ante. Let’s now focus on
what systemd’s dynamic user concept brings to the table, to improve
the situation.

Introducing Dynamic Users

With systemd dynamic users we hope to make make it easier and cheaper
to allocate system users on-the-fly, thus substantially increasing the
possible uses of this core UNIX security concept.

If you write a systemd service unit file, you may enable the dynamic
user logic for it by setting the
option in its [Service] section to yes. If you do a system user is
dynamically allocated the instant the service binary is invoked, and
released again when the service terminates. The user is automatically
allocated from the UID range 61184–65519, by looking for a so far
unused UID.

Now you may wonder, how does this concept deal with the sticky user
issue discussed above? In order to counter the problem, two strategies
easily come to mind:

  1. Prohibit the service from creating any files/directories or IPC objects

  2. Automatically removing the files/directories or IPC objects the
    service created when it shuts down.

In systemd we implemented both strategies, but for different parts of
the execution environment. Specifically:

  1. Setting DynamicUser=yes implies
    ProtectHome=read-only. These
    sand-boxing options turn off write access to pretty much the whole OS
    directory tree, with a few relevant exceptions, such as the API file
    systems /proc, /sys and so on, as well as /tmp and
    /var/tmp. (BTW: setting these two options on your regular services
    that do not use DynamicUser= is a good idea too, as it drastically
    reduces the exposure of the system to exploited services.)

  2. Setting DynamicUser=yes implies
    PrivateTmp=yes. This
    option sets up /tmp and /var/tmp for the service in a way that it
    gets its own, disconnected version of these directories, that are not
    shared by other services, and whose life-cycle is bound to the
    service’s own life-cycle. Thus if the service goes down, the user is
    removed and all its temporary files and directories with it. (BTW: as
    above, consider setting this option for your regular services that do
    not use DynamicUser= too, it’s a great way to lock things down

  3. Setting DynamicUser=yes implies
    RemoveIPC=yes. This
    option ensures that when the service goes down all SysV and POSIX IPC
    objects (shared memory, message queues, semaphores) owned by the
    service’s user are removed. Thus, the life-cycle of the IPC objects is
    bound to the life-cycle of the dynamic user and service, too. (BTW:
    yes, here too, consider using this in your regular services, too!)

With these four settings in effect, services with dynamic users are
nicely sand-boxed. They cannot create files or directories, except in
/tmp and /var/tmp, where they will be removed automatically when
the service shuts down, as will any IPC objects created. Sticky
ownership of files/directories and IPC objects is hence dealt with

option may be used to open up a bit the sandbox to external
programs. If you set it to a directory name of your choice, it will be
created below /run when the service is started, and removed in its
entirety when it is terminated. The ownership of the directory is
assigned to the service’s dynamic user. This way, a dynamic user
service can expose API interfaces (AF_UNIX sockets, …) to other
services at a well-defined place and again bind the life-cycle of it to
the service’s own run-time. Example: set RuntimeDirectory=foobar in
your service, and watch how a directory /run/foobar appears at the
moment you start the service, and disappears the moment you stop
it again. (BTW: Much like the other settings discussed above,
RuntimeDirectory= may be used outside of the DynamicUser= context
too, and is a nice way to run any service with a properly owned,
life-cycle-managed run-time directory.)

Persistent Data

Of course, a service running in such an environment (although already
very useful for many cases!), has a major limitation: it cannot leave
persistent data around it can reuse on a later run. As pretty much the
whole OS directory tree is read-only to it, there’s simply no place it
could put the data that survives from one service invocation to the

With systemd 235 this limitation is removed: there are now three new
LogsDirectory= and CacheDirectory=. In many ways they operate like
RuntimeDirectory=, but create sub-directories below /var/lib,
/var/log and /var/cache, respectively. There’s one major
difference beyond that however: directories created that way are
persistent, they will survive the run-time cycle of a service, and
thus may be used to store data that is supposed to stay around between
invocations of the service.

Of course, the obvious question to ask now is: how do these three
settings deal with the sticky file ownership problem?

For that we lifted a concept from container managers. Container
managers have a very similar problem: each container and the host
typically end up using a very similar set of numeric UIDs, and unless
user name-spacing is deployed this means that host users might be able
to access the data of specific containers that also have a user by the
same numeric UID assigned, even though it actually refers to a very
different identity in a different context. (Actually, it’s even worse
than just getting access, due to the existence of setuid file bits,
access might translate to privilege elevation.) The way container
managers protect the container images from the host (and from each
other to some level) is by placing the container trees below a
boundary directory, with very restrictive access modes and ownership
(0700 and root:root or so). A host user hence cannot take advantage
of the files/directories of a container user of the same UID inside of
a local container tree, simply because the boundary directory makes it
impossible to even reference files in it. After all on UNIX, in order
to get access to a specific path you need access to every single
component of it.

How is that applied to dynamic user services? Let’s say
StateDirectory=foobar is set for a service that has DynamicUser=
turned off. The instant the service is started, /var/lib/foobar is
created as state directory, owned by the service’s user and remains in
existence when the service is stopped. If the same service now is run
with DynamicUser= turned on, the implementation is slightly
altered. Instead of a directory /var/lib/foobar a symbolic link by
the same path is created (owned by root), pointing to
/var/lib/private/foobar (the latter being owned by the service’s
dynamic user). The /var/lib/private directory is created as boundary
directory: it’s owned by root:root, and has a restrictive access
mode of 0700. Both the symlink and the service’s state directory will
survive the service’s life-cycle, but the state directory will remain,
and continues to be owned by the now disposed dynamic UID — however it
is protected from other host users (and other services which might get
the same dynamic UID assigned due to UID recycling) by the boundary

The obvious question to ask now is: but if the boundary directory
prohibits access to the directory from unprivileged processes, how can
the service itself which runs under its own dynamic UID access it
anyway? This is achieved by invoking the service process in a slightly
modified mount name-space: it will see most of the file hierarchy the
same way as everything else on the system (modulo /tmp and
/var/tmp as mentioned above), except for /var/lib/private, which
is over-mounted with a read-only tmpfs file system instance, with a
slightly more liberal access mode permitting the service read
access. Inside of this tmpfs file system instance another mount is
placed: a bind mount to the host’s real /var/lib/private/foobar
directory, onto the same name. Putting this together these means that
superficially everything looks the same and is available at the same
place on the host and from inside the service, but two important
changes have been made: the /var/lib/private boundary directory lost
its restrictive character inside the service, and has been emptied of
the state directories of any other service, thus making the protection
complete. Note that the symlink /var/lib/foobar hides the fact that
the boundary directory is used (making it little more than an
implementation detail), as the directory is available this way under
the same name as it would be if DynamicUser= was not used. Long
story short: for the daemon and from the view from the host the
indirection through /var/lib/private is mostly transparent.

This logic of course raises another question: what happens to the
state directory if a dynamic user service is started with a state
directory configured, gets UID X assigned on this first invocation,
then terminates and is restarted and now gets UID Y assigned on the
second invocation, with X ≠ Y? On the second invocation the directory
— and all the files and directories below it — will still be owned by
the original UID X so how could the second instance running as Y
access it? Our way out is simple: systemd will recursively change the
ownership of the directory and everything contained within it to UID Y
before invoking the service’s executable.

Of course, such recursive ownership changing (chown()ing) of whole
directory trees can become expensive (though according to my
experiences, IRL and for most services it’s much cheaper than you
might think), hence in order to optimize behavior in this regard, the
allocation of dynamic UIDs has been tweaked in two ways to avoid the
necessity to do this expensive operation in most cases: firstly, when
a dynamic UID is allocated for a service an allocation loop is
employed that starts out with a UID hashed from the service’s
name. This means a service by the same name is likely to always use
the same numeric UID. That means that a stable service name translates
into a stable dynamic UID, and that means recursive file ownership
adjustments can be skipped (of course, after validation). Secondly, if
the configured state directory already exists, and is owned by a
suitable currently unused dynamic UID, it’s preferably used above
everything else, thus maximizing the chance we can avoid the
chown()ing. (That all said, ultimately we have to face it, the
currently available UID space of 4K+ is very small still, and
conflicts are pretty likely sooner or later, thus a chown()ing has to
be expected every now and then when this feature is used extensively).

Note that CacheDirectory= and LogsDirectory= work very similar to
StateDirectory=. The only difference is that they manage directories
below the /var/cache and /var/logs directories, and their boundary
directory hence is /var/cache/private and /var/log/private,


So, after all this introduction, let’s have a look how this all can be
put together. Here’s a trivial example:

# cat > /etc/systemd/system/dynamic-user-test.service <<EOF
ExecStart=/usr/bin/sleep 4711
# systemctl daemon-reload
# systemctl start dynamic-user-test
# systemctl status dynamic-user-test
● dynamic-user-test.service
   Loaded: loaded (/etc/systemd/system/dynamic-user-test.service; static; vendor preset: disabled)
   Active: active (running) since Fri 2017-10-06 13:12:25 CEST; 3s ago
 Main PID: 2967 (sleep)
    Tasks: 1 (limit: 4915)
   CGroup: /system.slice/dynamic-user-test.service
           └─2967 /usr/bin/sleep 4711

Okt 06 13:12:25 sigma systemd[1]: Started dynamic-user-test.service.
# ps -e -o pid,comm,user | grep 2967
 2967 sleep           dynamic-user-test
# id dynamic-user-test
uid=64642(dynamic-user-test) gid=64642(dynamic-user-test) groups=64642(dynamic-user-test)
# systemctl stop dynamic-user-test
# id dynamic-user-test
id: ‘dynamic-user-test’: no such user

In this example, we create a unit file with DynamicUser= turned on,
start it, check if it’s running correctly, have a look at the service
process’ user (which is named like the service; systemd does this
automatically if the service name is suitable as user name, and you
didn’t configure any user name to use explicitly), stop the service
and verify that the user ceased to exist too.

That’s already pretty cool. Let’s step it up a notch, by doing the
same in an interactive transient service (for those who don’t know
systemd well: a transient service is a service that is defined and
started dynamically at run-time, for example via the systemd-run
command from the shell. Think: run a service without having to write a
unit file first):

# systemd-run --pty --property=DynamicUser=yes --property=StateDirectory=wuff /bin/sh
Running as unit: run-u15750.service
Press ^] three times within 1s to disconnect TTY.
sh-4.4$ id
uid=63122(run-u15750) gid=63122(run-u15750) groups=63122(run-u15750) context=system_u:system_r:initrc_t:s0
sh-4.4$ ls -al /var/lib/private/
total 0
drwxr-xr-x. 3 root       root        60  6. Okt 13:21 .
drwxr-xr-x. 1 root       root       852  6. Okt 13:21 ..
drwxr-xr-x. 1 run-u15750 run-u15750   8  6. Okt 13:22 wuff
sh-4.4$ ls -ld /var/lib/wuff
lrwxrwxrwx. 1 root root 12  6. Okt 13:21 /var/lib/wuff -> private/wuff
sh-4.4$ ls -ld /var/lib/wuff/
drwxr-xr-x. 1 run-u15750 run-u15750 0  6. Okt 13:21 /var/lib/wuff/
sh-4.4$ echo hello > /var/lib/wuff/test
sh-4.4$ exit
# id run-u15750
id: ‘run-u15750’: no such user
# ls -al /var/lib/private
total 0
drwx------. 1 root  root   66  6. Okt 13:21 .
drwxr-xr-x. 1 root  root  852  6. Okt 13:21 ..
drwxr-xr-x. 1 63122 63122   8  6. Okt 13:22 wuff
# ls -ld /var/lib/wuff
lrwxrwxrwx. 1 root root 12  6. Okt 13:21 /var/lib/wuff -> private/wuff
# ls -ld /var/lib/wuff/
drwxr-xr-x. 1 63122 63122 8  6. Okt 13:22 /var/lib/wuff/
# cat /var/lib/wuff/test

The above invokes an interactive shell as transient service
run-u15750.service (systemd-run picked that name automatically,
since we didn’t specify anything explicitly) with a dynamic user whose
name is derived automatically from the service name. Because
StateDirectory=wuff is used, a persistent state directory for the
service is made available as /var/lib/wuff. In the interactive shell
running inside the service, the ls commands show the
/var/lib/private boundary directory and its contents, as well as the
symlink that is placed for the service. Finally, before exiting the
shell, a file is created in the state directory. Back in the original
command shell we check if the user is still allocated: it is not, of
course, since the service ceased to exist when we exited the shell and
with it the dynamic user associated with it. From the host we check
the state directory of the service, with similar commands as we did
from inside of it. We see that things are set up pretty much the same
way in both cases, except for two things: first of all the user/group
of the files is now shown as raw numeric UIDs instead of the
user/group names derived from the unit name. That’s because the user
ceased to exist at this point, and “ls” shows the raw UID for files
owned by users that don’t exist. Secondly, the access mode of the
boundary directory is different: when we look at it from outside of
the service it is not readable by anyone but root, when we looked from
inside we saw it it being world readable.

Now, let’s see how things look if we start another transient service,
reusing the state directory from the first invocation:

# systemd-run --pty --property=DynamicUser=yes --property=StateDirectory=wuff /bin/sh
Running as unit: run-u16087.service
Press ^] three times within 1s to disconnect TTY.
sh-4.4$ cat /var/lib/wuff/test
sh-4.4$ ls -al /var/lib/wuff/
total 4
drwxr-xr-x. 1 run-u16087 run-u16087  8  6. Okt 13:22 .
drwxr-xr-x. 3 root       root       60  6. Okt 15:42 ..
-rw-r--r--. 1 run-u16087 run-u16087  6  6. Okt 13:22 test
sh-4.4$ id
uid=63122(run-u16087) gid=63122(run-u16087) groups=63122(run-u16087) context=system_u:system_r:initrc_t:s0
sh-4.4$ exit

Here, systemd-run picked a different auto-generated unit name, but
the used dynamic UID is still the same, as it was read from the
pre-existing state directory, and was otherwise unused. As we can see
the test file we generated earlier is accessible and still contains
the data we left in there. Do note that the user name is different
this time (as it is derived from the unit name, which is different),
but the UID it is assigned to is the same one as on the first
invocation. We can thus see that the mentioned optimization of the UID
allocation logic (i.e. that we start the allocation loop from the UID
owner of any existing state directory) took effect, so that no
recursive chown()ing was required.

And that’s the end of our example, which hopefully illustrated a bit
how this concept and implementation works.


Now that we had a look at how to enable this logic for a unit and how
it is implemented, let’s discuss where this actually could be useful
in real life.

  • One major benefit of dynamic user IDs is that running a
    privilege-separated service leaves no artifacts in the system. A
    system user is allocated and made use of, but it is discarded
    automatically in a safe and secure way after use, in a fashion that is
    safe for later recycling. Thus, quickly invoking a short-lived service
    for processing some job can be protected properly through a user ID
    without having to pre-allocate it and without this draining the
    available UID pool any longer than necessary.

  • In many cases, starting a service no longer requires
    package-specific preparation. Or in other words, quite often
    useradd/mkdir/chown/chmod invocations in “post-inst” package
    scripts, as well as
    drop-ins become unnecessary, as the DynamicUser= and
    StateDirectory=/CacheDirectory=/LogsDirectory= logic can do the
    necessary work automatically, on-demand and with a well-defined

  • By combining dynamic user IDs with the transient unit concept, new
    creative ways of sand-boxing are made available. For example, let’s say
    you don’t trust the correct implementation of the sort command. You
    can now lock it into a simple, robust, dynamic UID sandbox with a
    simple systemd-run and still integrate it into a shell pipeline like
    any other command. Here’s an example, showcasing a shell pipeline
    whose middle element runs as a dynamically on-the-fly allocated UID,
    that is released when the pipelines ends.

    # cat some-file.txt | systemd-run ---pipe --property=DynamicUser=1 sort -u | grep -i foobar > some-other-file.txt
  • By combining dynamic user IDs with the systemd templating logic it
    is now possible to do much more fine-grained and fully automatic UID
    management. For example, let’s say you have a template unit file
    /etc/systemd/system/[email protected]:


    Now, let’s say you want to start one instance of this service for
    each of your customers. All you need to do now for that is:

    # systemctl enable [email protected] --now

    And you are done. (Invoke this as many times as you like, each time
    replacing customerxyz by some customer identifier, you get the

  • By combining dynamic user IDs with socket activation you may easily
    implement a system where each incoming connection is served by a
    process instance running as a different, fresh, newly allocated UID
    within its own sandbox. Here’s an example waldo.socket:


    With a matching [email protected]:


    With the two unit files above, systemd will listen on TCP/IP port
    2048, and for each incoming connection invoke a fresh instance of
    [email protected], each time utilizing a different, new,
    dynamically allocated UID, neatly isolated from any other

  • Dynamic user IDs combine very well with state-less systems,
    i.e. systems that come up with an unpopulated /etc and /var. A
    service using dynamic user IDs and the StateDirectory=,
    CacheDirectory=, LogsDirectory= and RuntimeDirectory= concepts
    will implicitly allocate the users and directories it needs for
    running, right at the moment where it needs it.

Dynamic users are a very generic concept, hence a multitude of other
uses are thinkable; the list above is just supposed to trigger your

What does this mean for you as a packager?

I am pretty sure that a large number of services shipped with today’s
distributions could benefit from using DynamicUser= and
StateDirectory= (and related settings). It often allows removal of
post-inst packaging scripts altogether, as well as any sysusers.d
and tmpfiles.d drop-ins by unifying the needed declarations in the
unit file itself. Hence, as a packager please consider switching your
unit files over. That said, there are a number of conditions where
DynamicUser= and StateDirectory= (and friends) cannot or should
not be used. To name a few:

  1. Service that need to write to files outside of /run/<package>,
    /var/lib/<package>, /var/cache/<package>, /var/log/<package>,
    /var/tmp, /tmp, /dev/shm are generally incompatible with this
    scheme. This rules out daemons that upgrade the system as one example,
    as that involves writing to /usr.

  2. Services that maintain a herd of processes with different user
    IDs. Some SMTP services are like this. If your service has such a
    super-server design, UID management needs to be done by the
    super-server itself, which rules out systemd doing its dynamic UID
    magic for it.

  3. Services which run as root (obviously…) or are otherwise

  4. Services that need to live in the same mount name-space as the host
    system (for example, because they want to establish mount points
    visible system-wide). As mentioned DynamicUser= implies
    ProtectSystem=, PrivateTmp= and related options, which all require
    the service to run in its own mount name-space.

  5. Your focus is older distributions, i.e. distributions that do not
    have systemd 232 (for DynamicUser=) or systemd 235 (for
    StateDirectory= and friends) yet.

  6. If your distribution’s packaging guides don’t allow it. Consult
    your packaging guides, and possibly start a discussion on your
    distribution’s mailing list about this.


A couple of additional, random notes about the implementation and use
of these features:

  1. Do note that allocating or deallocating a dynamic user leaves
    /etc/passwd untouched. A dynamic user is added into the user
    database through the glibc NSS module
    and this information never hits the disk.

  2. On traditional UNIX systems it was the job of the daemon process
    itself to drop privileges, while the DynamicUser= concept is
    designed around the service manager (i.e. systemd) being responsible
    for that. That said, since v235 there’s a way to marry DynamicUser=
    and such services which want to drop privileges on their own. For
    that, turn on DynamicUser= and set
    to the user name the service wants to setuid() to. This has the
    effect that systemd will allocate the dynamic user under the specified
    name when the service is started. Then, prefix the command line you
    specify in
    with a single ! character. If you do, the user is allocated for the
    service, but the daemon binary is is invoked as root instead of the
    allocated user, under the assumption that the daemon changes its UID
    on its own the right way. Not that after registration the user will
    show up instantly in the user database, and is hence resolvable like
    any other by the daemon process. Example:

  3. You may wonder why systemd uses the UID range 61184–65519 for its
    dynamic user allocations (side note: in hexadecimal this reads as
    0xEF00–0xFFEF). That’s because distributions (specifically Fedora)
    tend to allocate regular users from below the 60000 range, and we
    don’t want to step into that. We also want to stay away from 65535 and
    a bit around it, as some of these UIDs have special meanings (65535 is
    often used as special value for “invalid” or “no” UID, as it is
    identical to the 16bit value -1; 65534 is generally mapped to the
    “nobody” user, and is where some kernel subsystems map unmappable
    UIDs). Finally, we want to stay within the 16bit range. In a user
    name-spacing world each container tends to have much less than the full
    32bit UID range available that Linux kernels theoretically
    provide. Everybody apparently can agree that a container should at
    least cover the 16bit range though — already to include a nobody
    user. (And quite frankly, I am pretty sure assigning 64K UIDs per
    container is nicely systematic, as the the higher 16bit of the 32bit
    UID values this way become a container ID, while the lower 16bit
    become the logical UID within each container, if you still follow what
    I am babbling here…). And before you ask: no this range cannot be
    changed right now, it’s compiled in. We might change that eventually

  4. You might wonder what happens if you already used UIDs from the
    61184–65519 range on your system for other purposes. systemd should
    handle that mostly fine, as long as that usage is properly registered
    in the user database: when allocating a dynamic user we pick a UID,
    see if it is currently used somehow, and if yes pick a different one,
    until we find a free one. Whether a UID is used right now or not is
    checked through NSS calls. Moreover the IPC object lists are checked to
    see if there are any objects owned by the UID we are about to
    pick. This means systemd will avoid using UIDs you have assigned
    otherwise. Note however that this of course makes the pool of
    available UIDs smaller, and in the worst cases this means that
    allocating a dynamic user might fail because there simply are no
    unused UIDs in the range.

  5. If not specified otherwise the name for a dynamically allocated
    user is derived from the service name. Not everything that’s valid in
    a service name is valid in a user-name however, and in some cases a
    randomized name is used instead to deal with this. Often it makes
    sense to pick the user names to register explicitly. For that use
    User= and choose whatever you like.

  6. If you pick a user name with User= and combine it with
    DynamicUser= and the user already exists statically it will be used
    for the service and the dynamic user logic is automatically
    disabled. This permits automatic up- and downgrades between static and
    dynamic UIDs. For example, it provides a nice way to move a system
    from static to dynamic UIDs in a compatible way: as long as you select
    the same User= value before and after switching DynamicUser= on,
    the service will continue to use the statically allocated user if it
    exists, and only operates in the dynamic mode if it does not. This is
    useful for other cases as well, for example to adapt a service that
    normally would use a dynamic user to concepts that require statically
    assigned UIDs, for example to marry classic UID-based file system
    quota with such services.

  7. systemd always allocates a pair of dynamic UID and GID at the same
    time, with the same numeric ID.

  8. If the Linux kernel had a “shiftfs” or similar functionality,
    i.e. a way to mount an existing directory to a second place, but map
    the exposed UIDs/GIDs in some way configurable at mount time, this
    would be excellent for the implementation of StateDirectory= in
    conjunction with DynamicUser=. It would make the recursive
    chown()ing step unnecessary, as the host version of the state
    directory could simply be mounted into a the service’s mount
    name-space, with a shift applied that maps the directory’s owner to the
    services’ UID/GID. But I don’t have high hopes in this regard, as all
    work being done in this area appears to be bound to user name-spacing
    — which is a concept not used here (and I guess one could say user
    name-spacing is probably more a source of problems than a solution to
    one, but you are welcome to disagree on that).

And that’s all for now. Enjoy your dynamic users!

“Pirate Sites Generate $111 Million In Ad Revenue a Year”

Post Syndicated from Ernesto original https://torrentfreak.com/pirate-sites-generate-111-million-in-ad-revenue-a-year-171005/

In recent years various copyright holder groups have adopted a “follow-the-money” approach in the hope of cutting off funding to so-called pirate sites.

The Trustworthy Accountability Group (TAG) is one of the organizations that helps to facilitate these efforts. TAG coordinates an advertising-oriented Anti-Piracy Program for the advertising industry and has signed up dozens of large companies across various industries.

Today they released a new report, titled “Measuring Digital Advertising Revenue to Infringing Sites,” which shows the impact of these efforts.

The study, carried out by Ernst and Young, reveals that the top 672 piracy sites still generate plenty of revenue. A whopping $111 million per year, to be precise. But it may have been twice as much without the industry’s interventions.

“Digital ad revenue linked to infringing content was estimated at $111 million last year, the majority of which (83 percent) came from non-premium advertisers,” TAG writes.

“If the industry had not taken aggressive steps to reduce piracy, those pirate site operators would have potentially earned an additional $102-$177 million in advertising revenue, depending on the breakdown of premium and non-premium advertisers.”

Pirate revenue estimates

Taking more than $100 million away from pirate sites is pretty significant, to say the least.

It, therefore, comes as no surprise that the news is paired with positive comments from various industry insiders as well as US Congressman Adam Schiff, who co-chairs the International Creativity and Theft Prevention Caucus.

“The study recently completed by Ernst and Young on behalf of TAG shows that those efforts are bearing fruit, and that voluntary efforts by advertisers and agencies kept well over $100 million out of the pockets of pirate sites last year alone,” Schiff says.

While TAG and their partners pat themselves on the back, those who take a more critical look at the data will realize that their view is rather optimistic. There is absolutely no evidence that TAG’s efforts are responsible for the claimed millions that were kept from pirate sites.

In fact, most of these millions never ended up in the pockets of these websites to begin with.

The $102 million that pirate sites ‘didn’t get’ is simply the difference between premium and non-premium ads. In other words, the extra money these sites would have made if they had 100% premium ads, which is a purely hypothetical situation.

Long before TAG existed pirate sites were banned by a lot of premium advertising networks, including Google AdSense, and mostly serving lower tier ads.

The estimated CPM figures (earnings per 1,000 views) are rather optimistic too. TAG puts these at $2.50 for non-premium ads. We spoke to several site owners who said these were way off. Even pop-unders in premium countries make less than a dollar, we were told.

Site owners are not the only ones that have a much lower estimate. An earlier copyright industry-backed study, published by Digital Citizens Alliance (DCA), put the average CPM of these pirate site ads at $0.30, which is miles away from the $2.50 figure.

In fact, the DCA study also put the premium ads at $0.30, because these often end up as leftover inventory at pirate sites, according to experts.

“Based on MediaLink expertise and research with advertising industry members, the assumption is that where premium ads appear they are delivered programmatically by exchanges to fulfill the dregs of campaigns. As such, rates are assumed to be the same for premium and non-premium ads,” the DCA report noted.

In the TAG report, the estimate for premium ads is a bit higher, $5 per 1000 views. Video ads may be higher, but these only represent a tiny fraction of the total.

While TAG’s efforts will no doubt make a difference, it’s good to keep the caveats above in mind. Their claim that that the ad industry’s anti-piracy efforts have “cut pirate ad revenue in half” is misleading, to say the least.

That doesn’t mean that all numbers released by the organization should be taken with a grain of salt. The TAG membership rates below are 100% accurate.

TAG membership fees

Source: TF, for the latest info on copyright, file-sharing, torrent sites and ANONYMOUS VPN services.

RaspiReader: build your own fingerprint reader

Post Syndicated from Janina Ander original https://www.raspberrypi.org/blog/raspireader-fingerprint-scanner/

Three researchers from Michigan State University have developed a low-cost, open-source fingerprint reader which can detect fake prints. They call it RaspiReader, and they’ve built it using a Raspberry Pi 3 and two Camera Modules. Joshua and his colleagues have just uploaded all the info you need to build your own version — let’s go!

GIF of fingerprint match points being aligned on fingerprint, not real output of RaspiReader software

Sadly not the real output of the RaspiReader

Falsified fingerprints

We’ve probably all seen a movie in which a burglar crosses a room full of laser tripwires and then enters the safe full of loot by tricking the fingerprint-secured lock with a fake print. Turns out, the second part is not that unrealistic: you can fake fingerprints using a range of materials, such as glue or latex.

Examples of live and fake fingerprints collected by the RaspiReader team

The RaspiReader team collected live and fake fingerprints to test the device

If the spoof print layer capping the spoofer’s finger is thin enough, it can even fool readers that detect blood flow, pulse, or temperature. This is becoming a significant security risk, not least for anyone who unlocks their smartphone using a fingerprint.

The RaspiReader

This is where Anil K. Jain comes in: Professor Jain leads a biometrics research group. Under his guidance, Joshua J. Engelsma and Kai Cao set out to develop a fingerprint reader with improved spoof-print detection. Ultimately, they aim to help the development of more secure commercial technologies. With their project, the team has also created an amazing resource for anyone who wants to build their own fingerprint reader.

So that replicating their device would be easy, they wanted to make it using inexpensive, readily available components, which is why they turned to Raspberry Pi technology.

RaspiReader fingerprint scanner by PRIP lab

The Raspireader and its output

Inside the RaspiReader’s 3D-printed housing, LEDs shine light through an acrylic prism, on top of which the user rests their finger. The prism refracts the light so that the two Camera Modules can take images from different angles. The Pi receives these images via a Multi Camera Adapter Module feeding into the CSI port. Collecting two images means the researchers’ spoof detection algorithm has more information to work with.

Comparison of live and spoof fingerprints

Real on the left, fake on the right

RaspiReader software

The Camera Adaptor uses the RPi.GPIO Python package. The RaspiReader performs image processing, and its spoof detection takes image colour and 3D friction ridge patterns into account. The detection algorithm extracts colour local binary patterns … please don’t ask me to explain! You can have a look at the researchers’ manuscript if you want to get stuck into the fine details of their project.

Build your own fingerprint reader

I’ve had my eyes glued to my inbox waiting for Josh to send me links to instructions and files for this build, and here they are (thanks, Josh)! Check out the video tutorial, which walks you through how to assemble the RaspiReader:

RaspiReader: Cost-Effective Open-Source Fingerprint Reader

Building a cost-effective, open-source, and spoof-resilient fingerprint reader for $160* in under an hour. Code: https://github.com/engelsjo/RaspiReader Links to parts: 1. PRISM – https://www.amazon.com/gp/product/B00WL3OBK4/ref=oh_aui_detailpage_o05_s00?ie=UTF8&psc=1 (Better fit) https://www.thorlabs.com/thorproduct.cfm?partnumber=PS611 2. RaspiCams – https://www.amazon.com/gp/product/B012V1HEP4/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 3. Camera Multiplexer https://www.amazon.com/gp/product/B012UQWOOQ/ref=oh_aui_detailpage_o04_s01?ie=UTF8&psc=1 4. Raspberry Pi Kit: https://www.amazon.com/CanaKit-Raspberry-Clear-Power-Supply/dp/B01C6EQNNK/ref=sr_1_6?ie=UTF8&qid=1507058509&sr=8-6&keywords=raspberry+pi+3b Whitepaper: https://arxiv.org/abs/1708.07887 * Prices can vary based on Amazon’s pricing. P.s.

You can find a parts list with links to suppliers in the video description — the whole build costs around $160. All the STL files for the housing and the Python scripts you need to run on the Pi are available on Josh’s GitHub.

Enhance your home security

The RaspiReader is a great resource for researchers, and it would also be a terrific project to build at home! Is there a more impressive way to protect a treasured possession, or secure access to your computer, than with a DIY fingerprint scanner?

Check out this James-Bond-themed blog post for Raspberry Pi resources to help you build a high-security lair. If you want even more inspiration, watch this video about a laser-secured cookie jar which Estefannie made for us. And be sure to share your successful fingerprint scanner builds with us via social media!

The post RaspiReader: build your own fingerprint reader appeared first on Raspberry Pi.

Adafruit’s read-only Raspberry Pi

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/adafruits-read-only/

For passive projects such as point-of-sale displays, video loopers, and your upcoming Halloween builds, Adafruit have come up with a read-only solution for powering down your Raspberry Pi without endangering your SD card.

Adafruit read-only raspberry pi

Pulling the plug

At home, at a coding club, or at a Jam, you rarely need to pull the plug on your Raspberry Pi without going through the correct shutdown procedure. To ensure a long life for your SD card and its contents, you should always turn off you Pi by selecting the shutdown option from the menu. This way the Pi saves any temporary files to the card before relinquishing power.

Dramatic reconstruction

By pulling the plug while your OS is still running, you might corrupt these files, which could result in the Pi failing to boot up again. The only fix? Wipe the SD card clean and start over, waving goodbye to all files you didn’t back up.

Passive projects

But what if it’s not as easy as selecting shutdown, because your Raspberry Pi is embedded deep inside the belly of a project? Maybe you’ve hot-glued your Zero W into a pumpkin which is now screwed to the roof of your porch, or your store has a bank of Pi-powered monitors playing ads and the power is set to shut off every evening. Without the ability to shut down your Pi via the menu, you risk the SD card’s contents every time you power down your project.


Just in time of the plethora of Halloween projects we’re looking forward to this month, the clever folk at Adafruit have designed a solution for this issue. They’ve shared a script which forces the Raspberry Pi to run in read-only mode, so that powering it down via a plug pull will not corrupt the SD card.

But how?

The script makes the Pi save temporary files to the RAM instead of the SD card. Of course, this means that no files or new software can be written to the card. However, if that’s not necessary for your Pi project, you might be happy to make the trade-off. Note that you can only use Adafruit’s script on Raspbian Lite.

Find more about the read-only Raspberry Pi solution, including the script and optional GPIO-halt utility, on the Adafruit Learn page. And be aware that making your Pi read-only is irreversible, so be sure to back up the contents of your SD card before you implement the script.


It’s October, and we’re now allowed to get excited about Halloween and all of the wonderful projects you plan on making for the big night.

Adafruit read-only raspberry pi

Adafruit’s animated snake eyes

We’ll be covering some of our favourite spooky build on social media throughout the month — make sure to share yours with us, either in the comments below or on Facebook, Twitter, Instagram, or G+.

The post Adafruit’s read-only Raspberry Pi appeared first on Raspberry Pi.

PlayerUnknown’s Battlegrounds on a Game Boy?!

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/playerunknowns-battlegrounds-game-boy/

My evenings spent watching the Polygon Awful Squad play PlayerUnknown’s Battlegrounds for hours on end have made me mildly obsessed with this record-breaking Steam game.

PlayerUnknown's Battlegrounds Raspberry Pi

So when Michael Darby’s latest PUBG-inspired Game Boy build appeared in my notifications last week, I squealed with excitement and quickly sent the link to my team…while drinking a cocktail by a pool in Turkey ☀️🍹


https://314reactor.com/ https://www.hackster.io/314reactor https://twitter.com/the_mikey_d

PlayerUnknown’s Battlegrounds

For those unfamiliar with the game: PlayerUnknown’s Battlegrounds, or PUBG for short, is a Battle-Royale-style multiplayer online video game in which individuals or teams fight to the death on an island map. As players collect weapons, ammo, and transport, their ‘safe zone’ shrinks, forcing a final face-off until only one character remains.

The game has been an astounding success on Steam, the digital distribution platform which brings PUBG to the masses. It records daily player counts of over a million!

PlayerUnknown's Battlegrounds Raspberry Pi

Yeah, I’d say one or two people seem to enjoy it!

PUBG on a Game Boy?!

As it’s a fairly complex game, let’s get this out of the way right now: no, Michael is not running the entire game on a Nintendo Game Boy. That would be magic silly impossible. Instead, he’s streaming the game from his home PC to a Raspberry Pi Zero W fitted within the hacked handheld console.

Michael removed the excess plastic inside an old Game Boy Color shell to make space for a Zero W, LiPo battery, and TFT screen. He then soldered the necessary buttons to GPIO pins, and wrote a Python script to control them.

PlayerUnknown's Battlegrounds Raspberry Pi

The maker battleground

The full script can be found here, along with a more detailed tutorial for the build.

In order to stream PUBG to the Zero W, Michael uses the open-source NVIDIA steaming service Moonlight. He set his PC’s screen resolution to 800×600 and its frame rate to 30, so that streaming the game to the TFT screen works perfectly, albeit with no sound.

PlayerUnknown's Battlegrounds Raspberry Pi

The end result is a rather impressive build that has confused YouTube commenters since he uploaded footage for it last week. The video has more than 60000 views to date, so it appears we’re not the only ones impressed with Michael’s make.


If you’re a regular reader of our blog, you may recognise Michael’s name from his recent Nerf blaster mod. And fans of Raspberry Pi may also have seen his Pi-powered Windows 98 wristwatch earlier in the year. He blogs at 314reactor, where you can read more about his digital making projects.

Windows 98 Wrist watch Raspberry Pi PlayerUnknown's Battlegrounds

Player Two has entered the game

Now it’s your turn. Have you used a Raspberry Pi to create a gaming system? I’m not just talking arcades and RetroPie here. We want to see everything, from Pi-powered board games to tech on the football field.

Share your builds in the comments below and while you’re at it, what game would you like to stream to a handheld device?

The post PlayerUnknown’s Battlegrounds on a Game Boy?! appeared first on Raspberry Pi.