When using encryption that creates random storage / storage, can you randomly enter storage / data that is read as known file types?

I refer to this answer, the second part mentions the random data and no headers or anything, including files that are recognizable. Reading the answer only made me think that adding random file data would only increase security?

If an encryption method randomized all the data (when displaying the HEX values), this would not add an additional level of security if the encryption algorithm added the values โ€‹โ€‹of random, known file types in random locations and selected the type from predefined known file types (.PNG,. Jpeg , .TXT and more) and placing a random number of random file types (randomly selected from the list or known file types / extensions) in random places. They may not be placed in areas that typically contain headings and other information. So it wouldn't be 100% random, since you need to know what file types are being added, and a possible pseudorandom algorithm, how often or how many are placed, simply because you can't and don't want the randomness that creates too many of these fake extensions not everywhere, I suppose that would not be good? Based on memory only?

I think if you could add a certain amount of questions from anyone examining that it's not all random, it would increase security because they couldn't determine that it was random data because of the traces of Files. Ultimatley only makes it more difficult to determine what is on a hard drive or SDD, or even files.

Product Images – The recently viewed grid is randomly broken

I used the widget to add recently viewed products to render on the website. At the moment it is at home, category and product page means on the whole website ๐Ÿ™‚

But random images cannot be rendered. If this time it failed in the console, this error is displayed.

Unable to resolve the source file for 'frontend/_view/en_US/Magento_Catalog/images/product/placeholder/.jpg'
#1 MagentoFrameworkAppStaticResource->launch() called at (vendor/magento/framework/App/Bootstrap.php:261)
#2 MagentoFrameworkAppBootstrap->run(&MagentoFrameworkAppStaticResource#0000000067484b81000000000dc00698#) called at (pub/static.php:13)

I haven't uploaded any placeholders for products.
If I delete my local save data, it will work again. Just temporary happiness ๐Ÿ™

After doing some basic actions while development is placing an order, sign in and sign out.

I found this commit because I'm using Magento 2.3.3. It already exists.

Has anyone faced this problem? Since it's a very strange problem, I'm not sure where to start debugging.
Any help would be appreciated.

Windows 10 – The laptop locks randomly only when it is charged

I have a Dell Inspiron 17 7000 Series 7746 and I recently changed my battery because it was old (about 5 years) and did not stay charged for more than 10 minutes. So I took my laptop to a local PC service and had it replaced. The battery now works perfectly and has an autonomy of approx. 3 to 4 hours. BUT if I keep my laptop connected, Windows 10 will lock itself automatically in 10 to 20 minutes, pretty randomly, even if I use the laptop or not not connected, the problem does not occur.
I've tried many solutions like:
-in the energy options, hibernation – hibernation afterwards, both are set to "never" (with battery / connected)
-PCI Express – Link State Power Management (on battery: off / plugged in: off)
– The system's unattended sleep time limit is more than 60 minutes

Javascript – How can I fix sprites that vibrate randomly and move towards the mouse while using the camera? The position is set to the sprite as the center?

So when I use

camera.position.x = player.x; 
camera.position.y = player.y;

To set the center of the camera on my sprite, the code doesn't work as intended. It's a little hard to explain, so I made this video (https://youtu.be/afCamx_wB_4) showing how it should work and the difference / problem with using camera.position

As you can see, the sprite starts to vibrate when it reaches the mouse pointer, even when camera.position is not used. This is another mistake. If possible, please let us know how you can fix the problem. The associated code is:

function setup() {
  createCanvas(displayWidth,displayHeight);
  level = new Level;
  player = createSprite(100,100,10,10);
  edge = createEdgeSprites();
  player.speed = 5;
}
function draw() {
  background(255);  
  level.play();
  player.rotation = Math.atan2(mouseY-player.y, mouseX-player.x) * 180/PI;
  drawSprites();
}
player.collide(edge); //this part is from level.play()
var run = mouseX - player.x;
var rise = mouseY - player.y;
var length = sqrt((rise*rise) + (run*run));
var unitX = run / length;
var unitY = rise / length;
player.x += unitX * player.speed;
player.y += unitY * player.speed;

If, when using camera.position, you find that the vibration occurs at a certain distance from the sprite to the mouse, the distance is 0 in the center of the screen and increases as you move away from the center.

Movement – (2d) The jump height changes randomly and it's not because I hold down the spacebar longer. It's just random

Sometimes the jump height is so high and sometimes it jumps normally. How do I solve this? Code:

with UnityEngine;

public class PlayerController: MonoBehaviour
{

(SerializeField) private LayerMask platformsLayerMask;

public Rigidbody2D rb;

public float MovementSpeed = 100f;

public float JumpingHeight = 100f;

public BoxCollider2D bc;

public float fallMultiplier = 2.5f;
public float lowJumpMultiplier = 2f;

public Animator anim;

void Awake()
{
    rb = transform.GetComponent();
    bc = transform.GetComponent();
}

void Update()
{
    if (IsGrounded() && Input.GetKeyDown(KeyCode.Space))
    {
        rb.velocity = new Vector2(rb.velocity.x, JumpingHeight * Time.deltaTime);
        Debug.Log("Jumping");
    }
    HandleMovement();

}

private bool IsGrounded()
{
    RaycastHit2D raycastHit2d = Physics2D.BoxCast(bc.bounds.center, bc.bounds.size, 0f, Vector2.down, 1f, platformsLayerMask);
    Debug.Log(raycastHit2d.collider);
    return raycastHit2d.collider != null;
}

void HandleMovement()
{
    if (Input.GetKey(KeyCode.A))
    {
        rb.velocity = new Vector2(-MovementSpeed * Time.deltaTime, rb.velocity.y);
        Debug.Log("Going Left");
        transform.localScale = new Vector2(-1, 1);
    }
    else
    {
        if (Input.GetKey(KeyCode.D))
        {
            rb.velocity = new Vector2(+MovementSpeed * Time.deltaTime, rb.velocity.y);
            Debug.Log("Going Right");
            transform.localScale = new Vector2(1, 1);
        }
        else
        {
            //no keys pressed
            rb.velocity = new Vector2(0, rb.velocity.y);
            Debug.Log("No key pressed");
        }
    }
    if (rb.velocity.y < 0) //reponsive jumping and falling
    {
        rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
    }
    else if (rb.velocity.y > 0 && Input.GetKeyDown(KeyCode.Space))
    {
        rb.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime;
    }

}

}}

C # – Generate a WoW Classic character randomly

The full code can be found on my GitHub, but more details can be found here.

I decided to improve some new characters in WoW Classic and thought it would be fun if I randomly generated some combinations.

The idea is that you would generate a random fraction (Horde or Alliance), then one of the races and finally one of the available classes.

I can't say why, but I'm not overly happy with the result. It is really a combination of things. The code works, of course, but I can't help but feel like it could be better.

So – the essential thing is this.

We have factions –

using System.Collections.Generic;
using WoWSelector.Library.Races;

namespace WoWSelector.Library.Factions
{

    public class Alliance : IFaction
    {
        public List GetRaces()
        {
            var races = new List
            {
                new Human(),
                new Dwarf(),
                new NightElf(),
                new Gnome()
            };


            return races;
        }
    }
}

And we have races –

using System.Collections.Generic;

namespace WoWSelector.Library.Races
{
    public class Human : AllianceBase, IRace
    {
        public List GetClasses()
        {
            return this.GetPlayableClasses();
        }
    }
}

I think it gets pretty messy here. All races inherit from a corresponding base class –

using System.Collections.Generic;
using WoWSelector.Library.Classes;

namespace WoWSelector.Library.Races
{
    public class AllianceBase : ClassBase
    {
        public List GetPlayableClasses()
        {
            var dict = new Dictionary();

            var classes = new List
            {
                Warrior,
                Paladin,
                Rogue,
                Priest,
                Mage,
                Warlock
            };
            foreach (var item in classes)
            {
                dict.Add(new Human(), item);
            }

            classes = new List
            {
                Warrior,
                Paladin,
                Hunter,
                Rogue,
                Priest
            };
            foreach (var item in classes)
            {
                dict.Add(new Dwarf(), item);
            }

            classes = new List
            {
                Warrior,
                Hunter,
                Rogue,
                Priest,
                Druid
            };
            foreach (var item in classes)
            {
                dict.Add(new NightElf(), item);
            }

            classes = new List
            {
                Warrior,
                Rogue,
                Mage,
                Warlock
            };
            foreach (var item in classes)
            {
                dict.Add(new Gnome(), item);
            }

            return this.GetPlayableCLasses(dict, this.GetType().Name);
        }
    }
}

And the faction-specific base classes inherit from –

using System.Collections.Generic;
using System.Linq;
using WoWSelector.Library.Races;

namespace WoWSelector.Library.Classes
{
    public class ClassBase
    {
        public const string Warrior = "Warrior";
        public const string Paladin = "Paladin";
        public const string Rogue = "Rogue";
        public const string Priest = "Priest";
        public const string Mage = "Mage";
        public const string Warlock = "Warlock";
        public const string Hunter = "Hunter";
        public const string Druid = "Druid";
        public const string Shaman = "Shaman";


        protected List GetPlayableCLasses(Dictionary keyValuePairs, string raceName)
        {
            var playableClasses = keyValuePairs.Where(d => d.Key.GetType().Name == raceName);
            var listOfPlayableClasses = new List();
            foreach (var item in playableClasses)
            {
                listOfPlayableClasses.Add(item.Value);
            }

            return listOfPlayableClasses;
        }
    }
}

I don't like how many times I've repeated steps in the example AllianceBase Great. I'm sure there is a smarter way, but I couldn't figure it out.

And of course how everything comes together in the form of a controller class that is called in my main method –

using System;
using System.Collections.Generic;
using WoWSelector.Library.Factions;
using WoWSelector.Library.Races;

namespace WoWSelector.Library
{
    public class SelectorController
    {
        private readonly Random random;

        public SelectorController()
        {
            random = new Random();
        }

        public IFaction GetFaction()
        {
            var factions = new List
            {
                new Alliance(),
                new Horde()
            };

            return factions(random.Next(0, factions.Count));
        }

        public IRace GetRace(IFaction faction)
        {
            if (faction is null)
                throw new ArgumentNullException(nameof(faction));

            var races = faction.GetRaces();
            return races(random.Next(0, races.Count));
        }

        public string GetClass(IRace race)
        {
            if (race is null)
                throw new ArgumentNullException(nameof(race));

            var classes = race.GetClasses();
            return classes(random.Next(0, classes.Count));
        }
    }
}

I appreciate that this is a bit chunky, but would appreciate any feedback people like to give to improve me.

Thank you in advance!

Sound Card – Dell Precision Laptop Windows 10 Audio changes randomly when the headset / headphones are connected and tapped / touched by hand

I use a Dell Precision 7530 and every time I connect headphones or a headset through the 3.5mm jack, the audio settings change randomly when the side of the laptop is touched or touched.

This leads to random behavior, e.g. B. to increase or decrease the volume control (sometimes down to zero or up to 100%), press play / pause, etc.
I tried to update drivers, reboot, remove connected mice with scroll wheels, etc. but nothing works.
This is Windows 10 1909 with all patches (February 2020). However, I have had this problem for some time.

I seem to have found part of the problem today. It seems like the problem doesn't seem that bad when I mute or disable the microphones in the system (i.e. at least not every little touch on the side of the laptop causes the behavior, but touching and tapping the 3.5mm jack or The side that is hard enough will cause the problem to recur.

Does this RealTek sound card / Dell laptop have a special audio control function via the 3.5 mm audio jack? This is really annoying and drives me crazy. Needless to say, I can't use a plugged in headphone / earphone and can actually type on the laptop keyboard or use the touchpad … It's okay if I use an external keyboard and mouse and actually don't touch the laptop.

Why is a shared Google sheet randomly rolled back to an earlier version of the sheet?

I have worked with teams from 1/2 dozen to 20+ on different shared google sheets for over 2 years. From time to time, a released sheet is arbitrarily reset to an earlier version and all work in between is overwritten. Everyone says that they are not restoring an earlier version. If I catch it early enough, we can extract the mismatched data and update the current version, but tracing it takes a long time. Is there a simple solution for that?