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Importing BTC BIP38 Paper Walet into Electrum 3.3.4 does not work

Trying to complete the import of BTC from a BIP38 paper wallet into an Electrum wallet

About an hour ago I opened Electum 3.3.4, created a new wallet, set a password and saved a copy of the new wallet on a USB stick.

Then I clicked the Electum menu options for WALLET, PRIVATE KEYS, IMPORT and pasted the decrypted private key for the BIP38 Paper Wallet into the box that opened and clicked NEXT.

Nothing happened: The block explorer shows that the BTC credit is still in the paper folder and not in the Electrum wallet. I closed and restarted Electrum, but the same thing.

When I decrypted the BIP38 paper wallet to get its private key, I used bitaddress.org offline, which gave me a table with a number of options for the decrypted private key.

The specific key I selected, copied and pasted into Electrum was the one under the heading "WIF compressed format 52 character base 58 starting with & # 39; K & # 39; or & # 39; L & # 39;".

Would that be what needs to be corrected?

A second thing is that when I click on the big green button on the Electrum server (I have no idea what it's called ha), the overview shows "Status" as connected to 10 nodes. The server is noveltybobble.coinjoined.com and the blockchain is 565750. When I first checked this when importing the BIP38 paper wallet, it was set to automatic, not to a specific server

I read that Electrum servers can be a problem processing transactions and I think this could possibly be a problem here?

Any suggestions or help would be appreciated

ty

C # – Unity game works well in editor after Build UI doesn't work in Android

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Javascript – How do I work with two vectors? – Secret friendship application

Hello everyone!

I am developing a Secret Friend project with ReactJS and React-Native.

I am working on the logical part of the application first, but I have a question!

In this application, the user can enter the participant's name and wish list. When the drawing is done, it returns to the user who removed it and to the secret friend's wish list!

When I save the names of the participants in the vector, I don't know how to relate them to the wish list.

Would you have to use an array this way?

var participant = {Name:"Carlos", Wishlist:"Silva"};

And how would it work with drawing if it were only because of the first position of the array, in this case name?

Please help me! Thank you!

c ++ – OpenGL rendering does not work

I follow this tutorial. I've made some changes and I'm using GLAD instead of GLEW. I have a problem that I can't render anything and it doesn't render black form (tested with glClearColor(1.0f, 0.0f, 1.0f, 1.0f)). I think the error is there somewhere:

void SpriteRenderer::DrawSprite(Texture2D &texture, glm::vec2 position, glm::vec2 size, float rotate, glm::vec3 color)
{
    // Prepare transformations
    this->shader.Use();
    glm::mat4 model;
    model = glm::translate(model, glm::vec3(position, 0.0f));  // First translate (transformations are: scale happens first, then rotation and then finall translation happens; reversed order)

    model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f)); // Move origin of rotation to center of quad
    model = glm::rotate(model, rotate, glm::vec3(0.0f, 0.0f, 1.0f)); // Then rotate
    model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f)); // Move origin back

    model = glm::scale(model, glm::vec3(size, 1.0f)); // Last scale

    this->shader.SetMatrix4("model", model);

    // Render textured quad
    this->shader.SetVector3f("spriteColor", color);

    glActiveTexture(GL_TEXTURE0);
    texture.Bind();

    glBindVertexArray(this->quadVAO);
    glDrawArrays(GL_TRIANGLES, 0, 6);
    glBindVertexArray(0);
}

void SpriteRenderer::initRenderData()
{
    // Configure VAO/VBO
    unsigned int VBO;
    float vertices() = {
        // Pos      // Tex
        0.0f, 1.0f, 0.0f, 1.0f,
        1.0f, 0.0f, 1.0f, 0.0f,
        0.0f, 0.0f, 0.0f, 0.0f,

        0.0f, 1.0f, 0.0f, 1.0f,
        1.0f, 1.0f, 1.0f, 1.0f,
        1.0f, 0.0f, 1.0f, 0.0f
    };

    glGenVertexArrays(1, &this->quadVAO);
    glGenBuffers(1, &VBO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindVertexArray(this->quadVAO);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
}

The full source code is here.

Browser – CSS code max-width does not work if the website address is www

I tried to fix this for a long time until I came across it.

I have set a maximum width for the text of my website that works fine on my local host. Then I uploaded the files to my host. If I had "www.mywebsite.com", the website spanned the entire browser and the maximum width did not work. But if I just typed "mywebsite.com", it worked.

Why this?

Linux – BurpSuite doesn't work no matter what

I tried everything litteraly.

  • Set my proxies to 127.0.0.1 with 8080 port
  • Installed certificate
  • Set hijacking proxies in FireFox to True
  • Reset the Burp Suite settings to the default settings
  • Other browsers

Is that because I'm running it on Ubuntu? If so, I'll kill myself.

My settings look like this: imgur.com/a/wdhcfv7

And yes, I removed the "No proxy for localhost".

That literally killed me in the past 4 hours.

BurpSuite GETS my traffic, but there is no response and I cannot forward it.

Gosh, God, please help me, I've tried EVERYTHING.

The website I am on is loaded and loaded and loaded again and again.

Recompile kernel: No errors, but it doesn't work

I am a beginner and at the moment I am just trying to repack the original boot image. I found that the boot partition is on "/ dev / block / mmcblk0p7", so I dragged it along adb pull /dev/block/mmcblk0p7 original_boot.img
Then I extracted the original boot with tools from https://forum.xda-developers.com/showthread.php?t=2319018 and then recompiled it. But then my image doesn't boot. Flashing with TWRP caused a boot loop. Where am I wrong?

Unit – Why doesn't the OnCollisionEnter work?

This script is attached to the wall (3D cube) using a box collider:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LockedRoomTrigger : MonoBehaviour
{
    private void OnCollisionEnter(Collision collision)
    {
        Debug.Log(collision.transform.name);
    }
}

But if the player moves and hits the die, he won't get to the Debug.Log. I used a breakpoint on the Debug.Log line.

A screenshot of the cube wall with the box collider component and the script attached to it.
The problem is not with the player, because when I move with the player near doors, they open so that the player triggers things and does not go through walls.

Don't collide

This is a screenshot from NAVI.
NAVI is a bit ahead of the player and moves with the player and part of the player in the game like a friend's helper.

NAVI is the one that collides and hits things when doors walls are not the player because the NAVI is a little bit in front of the player.

NAVI has only one box collider:

NAVI

And these are the Inspector screenshots of the player. I will add two screenshots as it is not included in one screenshot:

The player is a first person view:

player

player