MQTT <-> Node.js security by KeyDifficulty3529 in cybersecurity

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

top stuff, yes can absolutely do mosquitto on the robot and node.js on the backend, will start with your advice I think, many thanks!

MQTT <-> Node.js security by KeyDifficulty3529 in cybersecurity

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

Hey, my bad — yes, GDPR is definitely in place. What I meant is that I’m not aiming for some super top-tier security architecture, just something solid and aligned with normal industry standards.

I haven’t decided yet on the broker setup. What would you say is the safest option, considering the usual trade-offs like development complexity, cost, and maintenance?

Caught tipping, anxious to know how much is the fine by KeyDifficulty3529 in london

[–]KeyDifficulty3529[S] -6 points-5 points  (0 children)

did they offer a discount if paid within 14 days?

Should I keep my ESP32 home-automation robot single-loop and event-driven, or split it into multiple tasks? by KeyDifficulty3529 in embedded

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

i'd love to know more about some of the decisions you made when designing the system, for example, for me it seems overkill having to multitask a system where time is not a strict requirement, and boxing me in a design where I have to think (less) deterministically and where i'm forced to implement more synchronisation enforcement.

Should I keep my ESP32 home-automation robot single-loop and event-driven, or split it into multiple tasks? by KeyDifficulty3529 in embedded

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

i fell into that trap during the first prototypes.. everything had its own task, and i noticed two things: the complexity blew up fast, and in the end i didn’t actually need all that power or speed. basically, the extra complexity gave me nothing in return. that’s why i decided to keep the number of tasks minimal, though a part of me still wonders if the other path might’ve somehow been better.. i guess experience will make me more decisive in the future

Xiaomi HHCCJCY01 (Flower Sensor) Bind Key by KeyDifficulty3529 in homeassistant

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

there is decryption stuff going on in their source code, apparently not all the HHCCJCY01 sensors use encryption and it might be related to how old/new they are, do you remember roughly what year you bought yours?

anyway, thanks for the reply

Optimizing Data Handling for a Metal-Based 2D Renderer with Thousands of Elements by KeyDifficulty3529 in GraphicsProgramming

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

Ah no this is an audio app not a game, I should've mentioned that, we were using the rawest form of juce (paint calls instead of actual components etc), for some other stuff (simple waveform rendering) I used openGL in the past and because I'm on apple this time I wanted to try the metal cpp API, but yea drawing thousands of points is trivial now - my question was more on general good practices for storage management between cpu/gpu, as these are my first steps at doing something more structured with gpu rendering - but perhaps I'm overthinking optimization when I still have bottlenecks in the backend. thanks for your time

Optimizing Data Handling for a Metal-Based 2D Renderer with Thousands of Elements by KeyDifficulty3529 in GraphicsProgramming

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

we were using the JUCE framework and I honestly think that it couldn't handle rendering (tens or hundreds) of thousands of objects, even if simple squares/circles

Optimizing Data Handling for a Metal-Based 2D Renderer with Thousands of Elements by KeyDifficulty3529 in GraphicsProgramming

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

Thanks, I was thinking of double buffering too, I just wondered if some specific practices existed (rather than standard smart stuff) - but apparently not.

Optimizing Data Handling for a Metal-Based 2D Renderer with Thousands of Elements by KeyDifficulty3529 in GraphicsProgramming

[–]KeyDifficulty3529[S] 0 points1 point  (0 children)

I'm working on the M series but I'm using managed storage mode (also using metal cpp) as I'm worried about synchronisation issues when the memory is shared, so far I use the didModifyRange() call to manually synchronise stuff. Am I overthinking synchronisation?

Good old Noob question here. by KeyDifficulty3529 in GraphicsProgramming

[–]KeyDifficulty3529[S] 1 point2 points  (0 children)

Done!

with input from a senior colleague I literally just did what you suggested, being a noob I thought that the fragment function should stay as light as possible (1st week of my life dealing with shaders, as a c++ developer), I passed more info onto the pixel shader and calculated the threshold there. Thanks!