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tls – How can I continue to allow simple HTTP while preventing accidental use?

I have a website that needs to be available over both HTTP and HTTPS. However, I want users to use HTTP only when really necessary (obviously). The idea that I came up with is the forwarding to HTTPS together with HSTS mydomain.com, and to offer simple HTTP http.mydomain.com, I would ask search engines not to advertise mine http Subdomain it should be found only on instructions on my page itself. This should prevent users from inadvertently using HTTP, and the choice should really be explicit.

My question is, what types of attacks do I open with this approach. Phishing attacks seem inevitable; An attacker could always trick a victim into using the unsafe domain and hope they do not notice it. I could have a permanent warning banner on mine http However, this would only help if the attacker can not change the packages in flight. The second problem is DNS spoofing, which an attacker points out mydomain.com to http.mydomain.com, or points http.mydomain.com to their own servers. However, more and more clients are validating DNSSEC, and DNSSEC is enabled on my website. So I hope the attack vector continues to shrink.

Any things I miss? Is there a better approach to what I am trying to do?

erlang – problem with simple elixir / plug processes – PID does not hang

I just started with Elixir and wanted to create a very simple API with Plug. I used this tutorial to get a very simple API up and running.


Basically, I put the problem, that the process, as which I registered myself :qs does not seem to be found (and errors out) whenever I use it send/2 Function in queue_service.ex, What I am trying to accomplish is a process that will allow me to maintain the status across all requirements.


In my router.ex File I have:

defmodule SecondQueue.Router do
  use Plug.Router

  alias SecondQueue.Plug.VerifyParams
  alias SecondQueue.QueueService

  plug Plug.Parsers, parsers: (:urlencoded, :multipart)
  plug :match
  plug :dispatch


  get "/receive-message" do
    # gather query parameters from connection
    queue = Map.get(conn.params, "queue")
    message = Map.get(conn.params, "message")

    # handle the params
    QueueService.handle_incoming(queue, message)

    send_resp(conn, 201, "Created")
  end
end


Then inside queue_service.exI start the queuing process and register it for an atom of :qsand then later want to be able to access this process through a function that invokes a request. I have:

defmodule SecondQueue.QueueService do
  alias SecondQueue.QueueStore
  use Agent

  {:ok, agent_pid} = QueueStore.start_queues_link()
  Process.register(agent_pid, :qs)

  def handle_incoming(queue, message) do
    queue_atom = String.to_atom(queue)
    send(:qs, {:put, queue_atom, "success"})
  end
end

And then finally in queue_store.exI actually define the process in which to save the state and loop to keep it alive and ready to receive messages. I have:

defmodule SecondQueue.QueueStore do
  def start_queues_link() do
    Task.start_link(fn -> queues_loop(%{}) end)
  end

  defp queues_loop(map) do
    receive do
      {:get, key, caller} ->
        send caller, Map.get(map, key)
        queues_loop(map)
      {:put, key, value} ->
        IO.puts("i am here")
        queues_loop(Map.put(map, key, value))
    end
  end
end

Simple task – 50 BMF points

Manual:

1. like the video and comment
2. Watch the video (play in the background until the end)
3. Come back and leave your Youtube username for confirmation

Vide list:

Code:

https://www.youtube.com/watch?v=WeGHuCjYi7w

Note: It may take up to 72 hours for the reward to appear manually in your BMF account.

Javascript – Simple jQuery Calculator

I'm building a simple calculator with jQuery.

I can append the value to the screen, and when the user clicks on the operator, the first values ​​are empty or empty.

My question is, how can I save first and second values ​​from the input field to use these values ​​for the calculation?

$(document).ready(function() {
  console.log("ready!");
  let firstVal = 0;
  let secVal = 0;
  let latestNumber = 0;

  $(".btn").on("click", function(event) {
    let currentVal = $("input").val();
    console.log("currentVal is " + currentVal);
    let val = $(this).data("val");
    console.log("val is " + val);
    firstVal = $("input").val(currentVal + val);

    switch (val) {
      case "+":
        latestCalculationMethod = val;
        $("input").val("");
        return;
      case "-":
        latestCalculationMethod = val;
        $("input").val("");
        return;
      case "x":
        latestCalculationMethod = val;
        $("input").val("");
        return;
      case "/":
        latestCalculationMethod = val;
        $("input").val("");
        return;
      default:
        latestNumber = 0;
    }

    if (firstVal === "") {
      firstVal = latestNumber;
    } else {
      secVal = latestNumber;
    }
  });

Research – Confidence intervals, confidence levels and probability of simple tests

It seems like a simple problem, but I can not figure it out

Let's say I'd like to know if it makes sense at some point to implement a new feature. Whether we need to focus on the function or not. Suppose there is no way to query the users or whatever.
Its function will be simple, such as "webcam for e-commerce for users who pay a premium account".

Specifically, I have 1500 premium users. I can say, "Feature is used when at least 75% of customers use it". Great! We want to do a fake-door test where we just implement the button for the webcam. If the user clicks on it, we'll show them that we're implementing that feature, staying with us or whatever (I know, fake doors are not) the best method, but that's not the point). I will "test" it for 14 days. In 14 days, 350 customers will come to my website and see this feature. 265 customers click on the button.

What can I say about this feature? Apparently I can say, "Yes, we have to implement it because 75% of users use this feature" (75% of 350 is 262.5 < 265) => H0 (at least 75% use this feature) seems to be ok. But it is not true at all. Because there can be HUGE errors (I tested ONLY 23% of the customers).

What I'm trying to achieve is:
I want to say, "With 95% confidence, 75% of customers will use this feature to implement it."

I lose all confidence intervals, confidence levels and sample sizes etc. Can someone help me gain the trust step by step and explain what I can count from these numbers (1500 premium users at all, 350 users have seen the feature, 265 users have used the feature.

Conversion of this simple drawing app into functional programming

I wrote a simple app that draws with a kaleidoscope effect. Now I want to make it as "functional" as possible, maybe with ramda or another functional library.

Could someone please write a "converted" code and explain the steps of its development and what kind of thinking this process requires?

const game = {
  pi2: Math.PI*2,
  sides: 12,
  background: '125,125,125',
  load: function () {
    game.canvas = document.createElement('canvas');
    game.ctx = game.canvas.getContext('2d');
    document.body.appendChild(game.canvas);
    document.body.style.overflow = 'hidden';
    document.body.style.background = 'rgba('+game.background+',1)';
    game.resize();
    game.input = document.querySelector('input');
    game.input.addEventListener('change', game.change);
    game.change();
    game.button = document.querySelector('button');
    game.button.addEventListener('click', game.clear);
    game.clear();
  },
  getPoint: function (event) {
    return {
      x: event.clientX - game.hw,
      y: event.clientY - game.hh
    };
  },
  mousedown: function (event) {
    game.clicking = true;
  },
  mouseup: function (event) {
    game.clicking = false;
  },
  draw: function (event) {
    game.point = game.getPoint(event);
    if (game.last) {
      if (game.clicking) {
        game.ctx.fillStyle = 'rgba('+game.background+',0.01)';
        game.ctx.fillRect(0,0,innerWidth, innerHeight);
      }
      var angle1 = Math.atan2(game.last.y,game.last.x);
      var angle2 = Math.atan2(game.point.y,game.point.x);
      for (var i=0; i
body {
  overflow: hidden; 
  cursor: crosshair;
}
div {
  position: absolute;
  margin: 0.2em;
  margin-left: calc(50% - 3em);
  background: rgba(255,255,255,0.8);
  padding: 0 0.3em;
  border-radius: 0.3em;
}
input {
  width: 3em; 
  padding: 0.2em; 
  margin: 0.3em;
}
button {
  padding: 0.2em 0.5em; 
}

Host with SSI and SSH access, high availability, simple panel

I know that this is a long way, but I'm looking for a host that has high quality, provides excessive provisioning, supports SSI (server side includes, ie. Shtml), and has SSH access. You need about 30 GB of storage space and at least 300 GB of transfers per month (with one way to more without much cost loss).

Unlike many other requests, I do not want a product here for $ 5, the budget starts at $ 30 a month. Priorities are quality, availability and access to support.

Sorry, that's vague, but the market / Google is so flooded with bargain-hosts and WP hosting, I'm just at a loss.

We're watching Pair and LiquidWeb, but we want to expand that list.

Added Java – Simple Connect Four Game with GUI

I'm trying to improve my programming skills in Java by taking existing code, studying it, and adding it to it. In this code sample, I took and edited code from the Connect Four game in Java. The most important change I made for the game was that I created a GUI for this game. When reviewing the code, do you have suggestions on how to improve my coding skills in Java?

import java.util.stream.Collectors; 
import java.util.stream.IntStream; 
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
/**This program uses GUI, including a JTextField. Both javax.swing.* and java.awt.event.* need to be imported in this program.
 *This program also uses java.util.*
 */
public class ConnectFour {
    private static final char() players = new char() { 'X', 'O' };

    private final int width, height;

    private int lastCol = -1, lastTop = -1;

    private GUI gui=new GUI(); //The GUI class needs to be used in the ConnectFour class to have GUI for this game.

    final char()() grid;


    public ConnectFour(int width, int height) {
        this.width = width;
        this.height = height;
        this.grid = new char(height)();
        for (int h = 0; h < height; h++) {
            Arrays.fill(this.grid(h) = new char(width), '.'); 
        }
    }

    public String toString() { 
        return IntStream.range(0, this.width)
                        .mapToObj(Integer::toString)
                        .collect(Collectors.joining()) + "n" +
               Arrays.stream(this.grid)
                     .map(String::new)
                     .collect(Collectors.joining("n"));
    }

    /**
     * Prompts the user for a column, repeating until a valid
     * choice is made.
     */
    public void chooseAndDrop(char symbol) {
        //This string variable is used by a label to give details on whether a user entered a valid column number or not.
        String columnInfo=""; 
        do {
            /**The chooseAndDrop GUI will update two labels to display important information to the user(s).
             * It will tell the user(s) whether Player X or Player O is supposed to play and also if a
             * valid column number was entered by the users.
             */
            gui.chooseAndDropGUI(symbol, columnInfo); 
            int col = gui.readPlayerInputForProcessing();
            columnInfo="";
            if (! (0 <= col && col < this.width)) {
                /**If a user entered a column number that is outside of the accepted range,
                 * the columnInfo variable is updated to tell the user to pick a column
                 * in the accepted range.
                 */
                columnInfo="Column must be between 0 and " +
                        (this.width - 1); 
                continue;
            }
            for (int h = this.height - 1; h >= 0; h--) {
                if (this.grid(h)(col) == '.') {
                    this.grid(this.lastTop=h)(this.lastCol=col) = symbol;
                    return;
                }
            }
            /**If a user entered in a column number and that column is already full,
             * the columnInfo variable is updated to tell the user to pick a different column.
             */
            columnInfo="Column "+col+" is full.";

        }while (true);
}

    /**
     * Detects whether the last chip played was a winning move.
     */
    public boolean isWinningPlay() {
        char sym = this.grid(this.lastTop)(this.lastCol);
        String streak = String.format("%c%c%c%c", sym, sym, sym, sym);
        return contains(this.horizontal(), streak) ||
               contains(this.vertical(), streak) ||
               contains(this.slashDiagonal(), streak) ||
               contains(this.backslashDiagonal(), streak);
    }

    /**
     * The contents of the row containing the last played chip.
     */
    private String horizontal() {
        return new String(this.grid(this.lastTop));
    }

    /**
     * The contents of the column containing the last played chip.
     */
    private String vertical() {
        StringBuilder sb = new StringBuilder(this.height);
        for (int h = 0; h < this.height; h++) {
            sb.append(this.grid(h)(this.lastCol));
        }
        return sb.toString();
    }

    /**
     * The contents of the "/" diagonal containing the last played chip
     * (coordinates have a constant sum).
     */
    private String slashDiagonal() {
        StringBuilder sb = new StringBuilder(this.height);
        for (int h = 0; h < this.height; h++) {
            int w = this.lastCol + this.lastTop - h;
            if (0 <= w && w < this.width) {
                sb.append(this.grid(h)(w));
            }
        }
        return sb.toString();
    }

    /**
     * The contents of the "" diagonal containing the last played chip
     * (coordinates have a constant difference).
     */
    private String backslashDiagonal() {
        StringBuilder sb = new StringBuilder(this.height);
        for (int h = 0; h < this.height; h++) {
            int w = this.lastCol - this.lastTop + h;
            if (0 <= w && w < this.width) {
                sb.append(this.grid(h)(w));
            }
        }
        return sb.toString();
    }

    private static boolean contains(String haystack, String needle) {
        return haystack.indexOf(needle) >= 0;
    }

    public static void main(String() args) {
        int height = 6, width = 8, moves = height * width;
        ConnectFour board = new ConnectFour(width, height);
        /**The emptyChar char is used for the first time the function label_That_Tells_Player_What_Columns_They_Can_Pick_Or_Tells_Them_Who_Won_Function
         *is called. This is because no specific char value is needed for the first time this function is called. Due to the number in the first parameter,
         *this function sets the text of a label to tell the user(s) the acceptable range an inputed column number is supposed to be in.
         */
        char emptyChar=' ';
        board.gui.label_That_Tells_Player_What_Columns_They_Can_Pick_Or_Tells_Them_Who_Won_Function(2,width,emptyChar);
        //Since the board does not already exist, the last parameter is set to false to create a new empty board.
        board.gui.createBoard(width, height, board, false);
        for (int player = 0; moves-- > 0; player = 1 - player) {
             char symbol = players(player);
             board.chooseAndDrop(symbol);
           //Since the board already does exist, the last parameter is set to true to update the existing board.
             board.gui.createBoard(width, height, board, true);
             if (board.isWinningPlay()) {
                 /**The symbol char is used for the second time the function label_That_Tells_Player_What_Columns_They_Can_Pick_Or_Tells_Them_Who_Won_Function
                  *is called. Due to the number in the first parameter, this function will tell which player won. The symbol of the player who
                  *won (X or O) is stored in the symbol char. Therefore, the symbol char is used to tell which player won.
                 */
                 board.gui.label_That_Tells_Player_What_Columns_They_Can_Pick_Or_Tells_Them_Who_Won_Function(1,width,symbol);
                 return;
                }
            }
      /**The empty char is used for the third time the function label_That_Tells_Player_What_Columns_They_Can_Pick_Or_Tells_Them_Who_Won_Function
       *is called. This is because no specific char value is needed for the third time this function is called. Due to the number in the first parameter,
       *this function sets the text of a label to tell the user(s) that nobody has won.
      */
       board.gui.label_That_Tells_Player_What_Columns_They_Can_Pick_Or_Tells_Them_Who_Won_Function(0,width,emptyChar);
    }
}
//This class GUI is used to create GUI for the game.
class GUI{

    private static JFrame jframe; //This variable is used to create a JFrame window.
    private static List boardLabels; //This list is used to store a group of labels related to the board's graphics.
    private static JLabel labelDisplayingWhosTurnItIs;
    private static JLabel labelTellingDetailsRegardingColumns;
    private static JLabel labelThatTellsPlayerWhatColumnsTheyCanPickOrTellsThemWhoWon;
    private final int defaultLabelWidth=100;
    private final int defaultLabelHeight=100;
    private final int lengthyLabelsWidth=400; //This width is used for labels that have a long width
    private final int defaultTextFieldWidth=200;
    private final int defaultTextFieldHeight=50;
//The initial x coordinate for each label in the board's graphics is multiplied by this value to add spacing among each label in the board's graphics. 
    private final int xScaling=50; 
//The initial y coordinate for each label in the board's graphics is multiplied by this value to add spacing among each label in the board's graphics. 
    private final int yScaling=50;
//After being multiplied, the x coordinate is added with xOffset to translate it to the right a little bit.
    private final int xOffset=50;
//After being multiplied, the y coordinate is added with yOffset to translate it up a little bit.
    private final int yOffset=100;
//The two variables below are used to set the size of the JFrame.
    private final int screenXSize=500;
    private final int screenYSize=900;
//When a user presses the Enter key inside the text field, this variable is set to true. 
    private static boolean inputReadyForProcessing=false;
//This is the text field where input is entered by the player.
    private static JTextField playerInput=new JTextField("");

    public GUI() {
        /** A basic GUI window is created, and variables are initialized.
         * GUI elements are positioned in coordinates by setBounds
         * and are added to the JFrame window.
         */
        jframe=new JFrame();
        boardLabels=new ArrayList();
        jframe.setVisible(true);
        jframe.setSize(screenXSize,screenYSize);
        jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        jframe.setLayout(null);
        jframe.setResizable(false);
        labelDisplayingWhosTurnItIs=new JLabel("");
        labelDisplayingWhosTurnItIs.setBounds(150,550,defaultLabelWidth,defaultLabelHeight);
        labelTellingDetailsRegardingColumns=new JLabel("");
        labelTellingDetailsRegardingColumns.setBounds(150,600,lengthyLabelsWidth, defaultLabelHeight);
        labelThatTellsPlayerWhatColumnsTheyCanPickOrTellsThemWhoWon=new JLabel("");
        labelThatTellsPlayerWhatColumnsTheyCanPickOrTellsThemWhoWon.setBounds(150,750,lengthyLabelsWidth, defaultLabelHeight);
        playerInput.setBounds(125, 700, defaultTextFieldWidth, defaultTextFieldHeight);
        jframe.add(labelDisplayingWhosTurnItIs);
        jframe.add(labelThatTellsPlayerWhatColumnsTheyCanPickOrTellsThemWhoWon);
        jframe.add(labelTellingDetailsRegardingColumns);
        jframe.add(playerInput);

        /**An ActionListener is added to the text field variable. Whenever a player presses the Enter key inside this text field,
         * an action will be performed. In this case, inputReadyForProcessing is set to true, which will be useful in this program.
         */
        playerInput.addActionListener(new ActionListener() {
            public void actionPerformed(ActionEvent e) {
                inputReadyForProcessing=true;
            }
        });
    }

//This function can both be used to create a new empty board and to update an existing board.
public void createBoard(int width, int height, ConnectFour board, boolean updateExsistingBoard) {
        int indexOfLabel=0;
        for(int x=0; x