I checked your past submissions and yes, they are also ai generated.
I know it's the age of ai, but one should do a little checking oneself before posting ai generated content, right? Or at least one should know how to use git and write meaningful commit messages?
1. there are hallucinatory descriptions in the Readme (make test), and also in the code, such as the rate limit set at line 158, which is the wrong number
2. all commits are done on github webui, checking the signature confirms this
3. too verbose function names and a 2000 line python file
I don't have a complaint about ai, but the code quality clearly needs improvement, the license only lists a few common examples, the thresholds for detection seem to be set randomly, _get_stargazers_graphql the entire function is commented out and performs no action, it says "Currently bypassed by get_ stargazers", did you generate the code without even reading through it?
Bad code like this gets over 100stars, it seems like you're doing a satirical fake-star performance art.
What about performance overheads? I think the reason a lot of people write C is that they have direct control over the generated assembly to maximise performance.
There is no point in asking such questions, the model doesn't know what it is on its own, and you could get many different answers if you repeat it a few more times.
Looks like a typical mitm attack, which confuses me a bit, don't the developers use something like tls or dtls to protect their communications?
The most recent game I analysed was helldivers 2, which uses dtls. i would have thought that would be fairly common knowledge.
I had recently run into an embedded problem where when switching the order of two functions in the source code, one of them would refuse to work. I tried a number of things without identifying the real error, and finally had to add a comment warning any later parties not to do this.
I even checked the assembly and they seem to be consistent. But when I upload to firmware, the error keeps coming back over and over again.
go-size-analyzer, a tool for analysing different dependency volumes in go binaries.
Specifically, I'm looking for help from some people who have experience with reversing on the Mac OS platform, and I'd like to address this issue, which is about how binary relocations handle memory addresses on Mac OS.
gsa obtains the memory address by calculating the address expression in the dwarf, and subsequently looks for the static content in the binary that actually corresponds to the memory address, but when the macho file contains relocations, the calculated memory address needs to be relocated with the same logic to get the correct binary content. I've been working on this problem for a while, but I'm really not familiar with the macho structure and I don't own a macbook, I'd like to get help from developers who have experience in this area.
Mostly the police don't care about this, it's the owners of the copyrights who care , they might send an email to your ISP and then you'll have to pay.
Maybe not related to this topic, but I was thinking about certain games I purchased from Ubisoft. Whenever I open Uplay, it asks me to log back in and enter a 2FA code.
So basically all my Ubisoft games are playing pirated versions after purchase.
By the way the anti-cheat system Ubisoft uses, EAC, also refuses to work at the same time as GoLand, so I can say that I really don't have a choice.