There aren't good docs on it but what i eventually did is I used the one "good" project it created before, copied that, manually switched out the product/package guids, and changed the project name, resources, etc, and then used that.
It's labor intensive but it works.
When I was growin' up, I was the smartest kid I knew. Maybe that was just because I didn't know that many kids. All I know is now I feel the opposite.
From your point of view, you still have to chunk it.
(That's what that "buffering x%" means; NetFlix does it too and who am I to argue with them)
Since it's been "encoded" (your mp4 "requirement"), it now has to be decoded; and you can't be encoding and decoding at the same time and expect anyone to take you seriously.
Eliminate the "read mp4 continuously" requirement, and you're simply talking about hosting a camera / web cam that records to disk at the same time.
The Master said, 'Am I indeed possessed of knowledge? I am not knowing. But if a mean person, who appears quite empty-like, ask anything of me, I set it forth from one end to the other, and exhaust it.'
― Confucian Analects
To unprotect a previously-protected piece of data, pass the protected data to the Unprotect method. (There are byte-based and string-based overloads for developer convenience.) If the protected payload was generated by an earlier call to Protect on this same IDataProtector, the Unprotect method will return the original unprotected payload. If the protected payload has been tampered with or was produced by a different IDataProtector, the Unprotect method will throw CryptographicException.
The concept of same vs. different IDataProtector ties back to the concept of purpose. If two IDataProtector instances were generated from the same root IDataProtectionProvider but via different purpose strings in the call to IDataProtectionProvider.CreateProtector, then they are considered different protectors, and one will not be able to unprotect payloads generated by the other.
These two paragraphs tell me that you 'unprotect' a 'payload' you need the same DataProtector used to 'protect' it...
So the question is how do you re-create the DataProtector? I think (and I just reading it) that the 'purpose string' is for that...
You can send the same string array (certificate id?) as purpose string and get back a DataProtector of the same behavior over-and-over-again...
However it is not clear if you can re-create the IDataProtectionProvider (father of all)... You should test it and write a useful sample (as those of Microsoft are useless)...
"The only place where Success comes before Work is in the dictionary." Vidal Sassoon, 1928 - 2012
Which mean that I could decrypt what they encrypt with that API.
I am a little confuse as to what are the expectations here?
Sounds like it; what did you expect, versus what is described? Take note that this is not an encryption-api meant for general text in an email, but to protect something locally. You may want to put the result in a cooky, for example. The result will be not just encrypted with your rootcert, it will be tamperproof (means it is not just encryption, but there's some kind of checksum-like thingy there).
Super Lloyd wrote:
Further it's not quite clear anywhere in the API how to customise so I can use some shared certificate...
After learning C# for a while it seems that you need to keep within certain rules to have the program compile. It looks like a case of modifying a program so that it works under C#. There is no global variable allowed so in order to move variables between classes means re-writing the program so it fits within the C# rules.
Maybe some programs are better suited to C# than others.
I do like being able to design a user interface. All programs seem to have a user interface as I've never come across a program that only runs under the DOS prompt.
Imagine what programs like Audacity would be like if they only used the DOS prompt.
I'm being drawn towards C++ as it does allow global variables compared to C#. I know that it's not good to use global variables and most variables should remind within their own class but it's not always easy to design a program like this and the program I have in mind that I want to write has many varables between classes. I could write it with less classes but I want to have classes for certain purposes that can be reused in other programs. It also makes the program easier to deal with when changes are made.
After learning C# for a while it seems that you need to keep within certain rules to have the program compile.
True for ANY language, not just C#.
It looks like a case of modifying a program so that it works under C#. There is no global variable allowed so in order to move variables between classes means re-writing the program so it fits within the C# rules.
It's no the rules of C# so much as it is a strict implementation of Object Oriented Programming, which other languages support, not just C#.
"Global variables", in my humble opinion, are a lazy and error prone way of moving data between objects.
the program I have in mind that I want to write has many varables between classes
You're thinking of data used in more than one class as "global". Well, "global" is just another container, just like a class instance is a container, that can be passed into other class methods.
It also makes the program easier to deal with when changes are made.
Actually, this isn't true. You have code all over the place that can manipulate "global" variables and debugging problems with that code can be a nightmare because there is no central repository controlling access to those variables.
Thanks Dave for your answers to what I have written.
To give you a better idea of what I'm aiming for please consider this example.
This is for a text adventure game where the player can pick up and drop objects.
You have an inventory class and a get/drop class
The player might type "get slippers" from the main() class
The main() class recognizes this as a 'get' command and sends the item "slippers" to the get/drop class.
The get/drop class would have to check the inventory class to see if the player already is carrying slippers and also to check if the player can carry more items, if these checks pass then the get.drop class would have to remove the slippers from the room and send "slippers to the inventory class so that they are added to the items carried by the player which is kept in the inventory class. Finally the get/drop class sends back to the main() class a test message for the player "Slippers picked up".
So there needs to be a way for C# to communicate between classes and one class to be able to control another class.
Classes get instantiated into objects; all the objects from a single class have the same behavior.
Most often these objects are tangible, real-life objects. They have properties that describe them (Age, Color, Size, etc) and methods that operate on them.
In an adventure game you would have one or more Adventurer, lots of Rooms, each Room could have Door objects and Window objects, each Adventurer would have an Inventory, an Inventory would hold InventoryItems which could be Keys and Slippers (deriving from InventoryItem), etc.
None of these classes would be named after verbs, a get/drop class makes no sense whatsoever. A Get() or a Drop() method would make lots of sense on InventoryItems.
If you want to learn object-oriented programming (OOP) then please study the matter by reading a book on the subject, before you start designing and coding. If you refuse to learn OOP properly then please don't touch any of the languages that are intended for OOP, such as Java or C#.
FYI: C++ was launched trying to support OOP while maintaining compatibility with non-OOP practices (as in C). I have never been convinced C++ did the programming world a favor. However I am sure Java and C# do. Except maybe for the latest syntax-sugaring additions to those languages.
In the adventure there is a test each time the player enters commands so if the player enters get slippers the program would check if there was a test to pass first before the slippers could be picked up. The test class has 10 to 14 variables which are counters, flags, location of object, etc.
so there is a lot involved in this text adventure game.
I think you are suggesting that I have get and drop methods in the main() class rather than in the GetDrop class, is this would you were meaning?
So far apart from the GetDrop class I have classes for Inventory, Look (or examine), Movement, Tests and SaveLoad (which might be separate Save and Load classes.
The whole program could be written in the Main() class using procedures but I wanted to try creating classes as I wanted code that is in what I call black boxes away from the main code.
Also wanted to try using classes to break up the code and make it easier to modify later on as well as learn about the use of classes.
I have been reading books and studying examples on C#.
GetDrop is not a noun, it is two verbs, it cannot possibly be a candidate for a class.
There is no main() class in my world; besides, class names use TitleCase and no parentheses.
If Slippers can be gotten, they need a Get() method.
If Keys can be gotten, they need a Get() method.
Where are the slippers? where are the keys? does the adventurer know? No. Do all the rooms know? No. The slippers and the keys know where they are, it is information that pertains to them, and to nothing elxe.
There should be an Inventory object (or even one per Adventurer), and everything inside such Inventory should derive from InventoryItem, which can hold common properties and/or common methods of gettable objects. An item's location would be an obvious property of InventoryItem; and maybe your complex test belongs there, so you don't have to repeat such test code in every single inventory item's code.
Inside InventoryItem class, you probably will have good use for a static List<inventoryitem> where all items get stored, so you can search them. That is how a Room can figure what is present at any point in time.
This was my last technical contribution to this topic. From all you write (and all you apparently don't pick up reading our answers) it is very clear to me you are still missing the basics of OOP. If you don't work on this (shut down your computer and go read one or two OOP books now!) you are wasting your and our time. Books tend to present their subject in a structured way, dealing with way more aspects than you are thinking of right now; random questions in a forum can't match that, they become useful after you acquired the foundation, not before.
I have learn from yourself and from a few replies that the name of a class should be a noun.
That presents a another problem is how do I get a message back to the player from the inventory class such as a condition where it was not possible pick up an item.
I'd have a rich text message box on the form attached to a string called messages and hopefully there is a way to check for changes in the string so all I need to do is to change the text in the message string which would cause the rich text box to display the string as the string has changed.
I'll study the OnPropertyChanged() command.
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