bitcoin core – Invalid witness program hash while signing the bech32 transaction

I'm trying to sign a transaction signrawtransactionwithkey on bitcoin core 0.17, but I get the following error:

{ "ERROR", "[{"txid":"c7e5bc9c9662384464182c713a6a6e20a2da72adb2b2a5799457be643d764139","vout":0,"witness":[], "scriptSig": "", "sequence": 4294967295, "error": "witness program hash does not match}}] 

The parameters were sent correctly because they work in the testnet network
it's just the mainnet

anyway the params sent as:

["transaction_in_hex",["private_key"],[inputs]

The inputs are

[{"txid":"c7e5bc9c9662384464182c713a6a6e20a2da72adb2b2a5799457be643d764139","vout":0,"scriptPubKey":"0014f3dd9523e2a801770513e00ed717fd610ea634af","amount":"0.00099784","address":"bc1q70we2glz4qqhwpgnuq8dw9lavy82vd903k7hpe","redeemScript":""}]]

Do I have to add a redemption script for bech32? (I do not think so)

CPU – Intel Core i7-8550U, Turbo Boost is not working?

I have a new HP Elitebook 850 G5 laptop with Intel Core i7-8550U that has a TurboBoost of up to 4.00 GHz and a base frequency of 1.80 GHz.

However, if I subject the CPU to a load test, the frequency response jumps to 2.4 GHz for 20 to 40 seconds and then drops to 1.40 GHz for the remainder of the test.

MAX CPU Temp after 30 minutes running time: 63 ° C

Shader – The core of tweening with WebGL / OpenGL

I try to wrap my head around how to use shaders for things like tweening.

For example, there are these simple acceleration equations that we can use as follows:

var iteration = 0
var totalIterations = 200

requestAnimationFrame (Rendering)

function render () {
var currentValue = easeOutCubic (iteration, -100, 650, totalIterations)
// apply the current value to an object
myObject.x = currentValue
// do this for every object in the scene

requestAnimationFrame (Rendering)
}

Function easeOutCubic (currentIteration, startValue, changeInValue, totalIterations) {
return changeInValue * (Math.pow (currentIteration / totalIterations - 1, 3) + 1) + startValue;
}

I wonder how you can translate that into a shader to calculate the acceleration function. This is my attempt to put things together.

var vert = `
Precision medium swimmers;

Attribute float aPosition;
uniform vec2 uScreen;
uniform mat4 uModel;

void main () {
vec2 position = vec2 (aPosition, cubicOut (aPosition));

position.x / = uScreen.x / uScreen.y;

gl_Position = uModel * vec4 (position.x, position.y, 1,0, 1,0);
}

float cubicOut (float t) {
Float f = t - 1.0;
return f * f * f + 1,0;
}
`

var frag = `
Precision medium swimmers;

void main () {
gl_FragColor = vec4 (0.9, 0.4, 0.6, 1);
}
`

var dims = []

function render () {
Dimms[0] = gl.drawingBufferWidth
Dimms[1] = gl.drawingBufferHeight
gl.clearColor (0, 0, 0, 1)
gl.clear (gl.COLOR_BUFFER_BIT)
gl.viewport (0, 0, dims[0]dims[1])

bindShaders ()
to draw()

requestAnimationFrame (Rendering)
}

My main question is how can I change multiple properties for multiple objects. I get the part with several objects, but I do not know exactly how to do several properties exactly. For example, every object in a game has it colour, alpha, x, y, width, and height, and rotation getweened.

  • colour
  • alpha
  • x
  • y
  • width
  • height
  • rotation

If I wanted to create a shader that caches all of these properties, I'm not sure if that's possible or what it would look like.

I wonder if you could point me in the right direction.

My first guess was to do this in the shader:

void main () {
vec2 position.x = vec2 (aPosition, cubicOut (aPosition.x));
vec2 position.y = vec2 (aPosition, cubicOut (aPosition.y));
// width ...
// Height ...

gl_Position = uModel * vec4 (position.x, position.y, 1,0, 1,0);
}

But the shaders do not make width / height / rotation, but only points. Therefore, in general, I ask myself (a) how many shaders this may need, and (b) an approximate point in the right direction, such as latitude / longitude / rotation in the shaders, and the calculation to be computed. If we use color / alpha / x / y can all pack in a shader, they can have different facilities.

Let me know if it is too wide and I will try to break it.

Bitcoin Core – Is it possible to get a block by timestamp?

I use the Bitcoin Core API and can use the getblock method to get a blockwise header as a parameter.
I have to get a block after a certain timestamp (middle time).
I found a solution.

difference_in_blocks = round ((last_block_mediantime – given_timestamp) / 600sec)
wish_block = last_block_heigth + 1 – difference_in_blocks

600 seconds – average time of a block mining (I assume that this value is a constant)

Is there a specific API method or better, more accurate method than my solution?

bitcoin core – Bitcoind Live Wallet Backup (by copying wallet.dat)

In some cases, bitcoin-qt / bitcoind can purge the purse regularly (and even for free) [1]Therefore, it is possible for wallet.dat to be in an inconsistent state at the time you create your own copy.

The Backupwallet RPC calls should be a sure way to accomplish this.

[1] https://github.com/bitcoin/bitcoin/issues/10236

Bitcoin Core – What Information Does a Lightning Network Node Contain?

When you synchronize the Bitcoin node (a prerequisite for running Lightning safely), you download the entire blockchain and validate all historical transactions, which takes some time and requires several hundred GiB of information. If you have a complete verification node, you will always receive self-valid transaction information and you will not rely on third parties to provide false information or where you may have privacy vulnerabilities by requesting information about transactions from others.

The Bitcoin node continues to receive new blocks and transactions as they occur on the network, and each block acts as a synchronization point approximately every 10 minutes.

The first time you sync the Lightning node, you'll get the most up-to-date information about online nodes, open channels, and policies that allow you to send payments through these channels using Lightning's on-route routing. By default, this information is limited to only the last 2 weeks, so no historical information about nodes and channels is transmitted or stored.

After the first sync, your node will constantly receive new information about nodes and channels through the Lightning gossip network. Each node sends information about itself or its channels every two weeks if no changes have been made and the channels are still active. Any changes to the channel or license states will be sent immediately, but the nodes may limit the frequency of updates they accept to prevent potential DoS that could impact the network. These shipments are also provided with a time stamp and signed.

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Bitcoin core – What is partial expenditure? What makes avoiding partial donations?

At present, the best practice is to get coins only once to an address. Each new wallet will generate a new recipient's address if the previously displayed one has already received coins.

There are, however, scenarios in which an address can receive coins several times, e.g. For example, a stored address may be stored on a stock exchange, on an automatic payout system (mining pools, etc.), or simply intentionally assigned to the same address by multiple people sending you coins.

In such cases, an address is assigned to several, possibly different sized, utxos.

In addition, if you have many other addresses in a single transaction in addition to your wallet, this address can cause coin selection algorithms to spend the coins of that address, along with the coins sent to other single-use addresses, as the same wallet belonging.

avoid partial donation is a configuration option that tells the koinseection system to output all utxos for a single address before attempting to obtain utxos from other addresses (which may still be required depending on the size of the shipment). This will ensure that the selected utxos minimize the number of individual addresses associated with a single transaction. However, this comes at the expense of a higher transaction fee due to potentially larger transaction sizes and a sub-optimal selection of Utxo over the selection of the best entries for the amount sent.

This improves privacy to some extent. However, as mentioned earlier, this is not a complete solution, as future utxos to this address can be used in other transactions that will link them to other wallet addresses after this process.

http – Can not retrieve anything from the .Core Web API

So I came across the next problem.

1) Create new asp core 2.1 App (Template MVC)

2) Add a new controller:

[EnableCors]



public class ApiController: controller
{
public string Get (int id)
{
return $ "You have sent {id}";
}
}

3) Enable CORS in Startup.cs:

app.UseCors (builder => builder.AllowAnyOrigin ());

4) Build a classic / .NET Core console app with the next code:

class program
{
static void Main (String[] args)
{
AsyncMethod ();
}

private static async void AsyncMethod ()
{
Task.Delay (5000) .Wait ();
var http = new HttpClient ();
var url = "https: // localhost: 44353 / api / get / 4";
var answer = Expect http.GetAsync (url);
var result = expect response .Content.ReadAsStringAsync ();
Console.WriteLine (result);
}
}

If I add code directly to Main () or even create a WPF / UWP / WinForms app and paste that code into it, nothing will work. Both (classic and .core) console applications stop debugging without exceptions or messages, and only in the debug window

The program "[10340] dotnet.exe "ended with code 0 (0x0).
Program "[10340] dotnet.exe: Program Tracker ended with code 0 (0x0).

Replacing this code with the use of WebClient did not help. Also, this code works great with the classic ASP MVC 4 application, so my console app is correct. However, this code does not work with the .Core app.

What do I miss?