Sell – $500 worth airdrop assets for $20 Doge or Tron | NewProxyLists

I checked a particular wallet i normally use to receive airdrops in the past and realize some assets have valued up.

But i lack ETH to send to exchange and can’t purchase any due to financial regulation.

Therefore I’m willing to exchange wallet credentials for $20 worth of Doge or Tron.

View attachment 171641

Unity – Where are Asset Store assets downloaded on Mac?

I’m on a Mac, running Unity 2021.1.5f1 Personal, and am trying to remove an asset I downloaded using Package Manager.

So for the asset in question, I want Unity to have to download the package again, from the Asset Store, to my local mac. That option is currently unavailable, because I have downloaded it in the past.

I’ve tried deleting the contents of these folders, to remove the downloaded file, but still no “download” option shows up next to the asset.

  • ~/Library/Unity/Asset Store/Cache
  • ~/Library/Unity/cache
  • MY_PROJECT/Library/PackageCache
  • I also tried clearing the cache in Preferences | Gi Cache
  • I looked in the docs for Asset Store cache, and the closest I found was this link

Unity Cloud Build: Corrupted reffernces. Reimport All Assets possible?

When refferences in scenes or prefabs are missing usually a reimport all fixes all issues, but when those problems occur in a cloud build, that get’s it’s data from a git repository the solution seems much harder. The AssetDatabase API allows for a reimport in a prebuild script:

using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;

class Reimporter : IPreprocessBuildWithReport {

    public int callbackOrder { get { return 0; } }
    public void OnPreprocessBuild(BuildReport report) {
        AssetDatabase.ImportAsset("Assets", ImportAssetOptions.ImportRecursive);

But the UnityEditor libary isn’t accessible in a cloud build.
Is there a way to fix missing refferences in a cloud build or trigger a reimport via a pre build script or something similiar?

PS: Local builds after a fresh checkout of the github project do not have this issue, and only Cloud builds suffer from these missing refferences. Maybe someone knows the root of the issue and how to overcome it, so that none of these hacky solutions would be required.

JS & CSS Assets not loading in Mobile Safari

I have a website having issues with the latest mobile Safari versions when viewing in the console JS files are being "cancelled" or not load… | Read the rest of

unity – What controls the platform override codes in AudioClip (and maybe other Assets) .meta files?

My game needs to use Unity 2019.3 for the console versions, and 2020.3 for the mobile ports.

The Console Project is the master project. Virtually any changes done to it are replicated to the Mobile project.

I would like to setup import overrides for Android (e.g. the compression quality for my soundtracks). To be consistent, I perform this change in my Console Project using the “Override for Android” checkbox (which affects the .meta file), and then replicate the change to the Mobile Project.

Ideally, the Mobile Project will now reflect the compression quality I want for said soundtracks, but it actually doesn’t – in fact, the “Override for Android” checkbox does not appear to be checked in the Mobile Project, despite having a .meta file identical to the Console Project.

I digged into the .meta files, and noticed that when I use “Override for Android” in my Console Project, the .meta file adds an entry code 27:

      loadType: 2
      sampleRateSetting: 0
      sampleRateOverride: 44100
      compressionFormat: 1
      quality: 0.5
      conversionMode: 0

But, when I go to my Mobile Project and check the checkbox, it adds an entry coded 7:

      loadType: 2
      sampleRateSetting: 0
      sampleRateOverride: 44100
      compressionFormat: 1
      quality: 0.5
      conversionMode: 0

I don’t understand this inconsistency. Does anyone have any insight on the exact conditions/rules Unity uses for the platform codes in the .meta files?

I can only think of a few dubious reasons:

  1. Maybe they changed from 2019 to 2020.
  2. My Console Project actually supports more platforms than the Mobile Project (the consoles, obviously), so maybe they “pushed” the Android code from 7 to 27.

It is not the end of the world; I could make a script that duplicates the settings of 27 into 7… But only if this behaviour is predictable or consistent. So my question is, what is Unity’s logic behind the choice of these platform codes?

Note: so far I’ve only found this behaviour on AudioClip files. With Textures, I see that it actually uses the name of the platform in the .meta file, so the settings do work thankfully, but it is even more puzzling because now I don’t understand why Textures and AudioClips use different conventions to begin with… What other Asset Type has numeric conventions?

threat mitigation – Mitre ATT&CK for ICS: how to get the list of assets?

I’am using the Mitre ATT&CK CTI for ICS and I need to get all the assets
shown in this page

How can I get them through their TAXII server?
Here is a little snippet of code interacting with the CTI.

from taxii2client.v20 import Server, ApiRoot, Collection
from stix2 import TAXIICollectionSource, Filter
from stix2.v20 import AttackPattern, Malware, CourseOfAction, IntrusionSet, Tool

# Instantiate server and get API Root
server = Server("")
api_root: ApiRoot = server.api_roots(0)

# Isolate each collection
pre_attack: Collection = next(filter(lambda c: c.title == "PRE-ATT&CK", api_root.collections), None)
enterprise_attack: Collection = next(filter(lambda c: c.title == "Enterprise ATT&CK", api_root.collections), None)
mobile_attack: Collection = next(filter(lambda c: c.title == "Mobile ATT&CK", api_root.collections), None)
ics_attack: Collection = next(filter(lambda c: c.title == "ICS ATT&CK", api_root.collections), None)

# Navigate ICS Collection
ics_source: TAXIICollectionSource = TAXIICollectionSource(ics_attack)

for value in ics_source.query():

magento2 – PHP third party library assets integrate in Magento

I want to integrate third party PHP raw library (Not a Magento 2 library) assets (JS, CSS and other) so that during the deployment of the static content, they are made available.

I tried the approach of adding new ‘sources’ argument to class MagentoDeploySourceSourcePool in a wrapper module. Below is the code.

<type name="MagentoDeploySourceSourcePool">
        <argument name="sources" xsi:type="array">
        <item name="sample" xsi:type="object">SampleCompanySourceAllAssets</item>

The files are getting added to the theme, but I am getting the following error when I try to deploy the static content.

Compilation from source /var/www/html/sample.magento.setups/<vendorCompany>/<vendorModule>/<assetspath>/debug/JsonResponses.js failed
MagentoFrameworkViewAssetFileNotFoundException: Unable to resolve the source file for 'frontend/Magento/blank/en_US/<a custom folder>/assets/debug/JsonResponses.min.js' in /var/www/html/sample.magento.setups/
Stack trace:
#0 /var/www/html/sample.magento.setups/ MagentoFrameworkViewAssetFile->getSourceFile()
#1 /var/www/html/sample.magento.setups/ MagentoFrameworkAppViewAssetPublisher->publishAsset()
#2 /var/www/html/sample.magento.setups/ MagentoFrameworkAppViewAssetPublisher->publish()
#3 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployStaticFile->deployFile()
#4 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackage->processFile()
#5 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackage->deployEmulated()
#6 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackageInterceptor->___callParent()
#7 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackageInterceptor->MagentoFrameworkInterception{closure}()
#8 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackageInterceptor->___callPlugins()
#9 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackageInterceptor->deployEmulated()
#10 (internal function): MagentoDeployServiceDeployPackage->MagentoDeployService{closure}()
#11 /var/www/html/sample.magento.setups/ call_user_func_array()
#12 /var/www/html/sample.magento.setups/ MagentoFrameworkAppState->emulateAreaCode()
#13 /var/www/html/sample.magento.setups/ MagentoFrameworkAppStateInterceptor->emulateAreaCode()
#14 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackage->deploy()
#15 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployPackageInterceptor->deploy()
#16 /var/www/html/sample.magento.setups/ MagentoDeployProcessQueue->execute()
#17 /var/www/html/sample.magento.setups/ MagentoDeployProcessQueue->executePackage()
#18 /var/www/html/sample.magento.setups/ MagentoDeployProcessQueue->assertAndExecute()
#19 /var/www/html/sample.magento.setups/ MagentoDeployProcessQueue->process()
#20 /var/www/html/sample.magento.setups/ MagentoDeployStrategyQuickDeploy->deploy()
#21 /var/www/html/sample.magento.setups/ MagentoDeployServiceDeployStaticContent->deploy()
#22 /var/www/html/sample.magento.setups/ MagentoSetupConsoleCommandDeployStaticContentCommand->execute()
#23 /var/www/html/sample.magento.setups/ SymfonyComponentConsoleCommandCommand->run()
#24 /var/www/html/sample.magento.setups/ SymfonyComponentConsoleApplication->doRunCommand()
#25 /var/www/html/sample.magento.setups/ SymfonyComponentConsoleApplication->doRun()
#26 /var/www/html/sample.magento.setups/ MagentoFrameworkConsoleCli->doRun()
#27 /var/www/html/sample.magento.setups/ SymfonyComponentConsoleApplication->run()

I am not able to understand why this error is coming. If anyone have an idea on how to debug this error it would be helpful.

Is my approach to the inclusion of static files from a raw PHP library is incorrect? If so help me with the correct approach.

assets – How to call a image resouce from code in CodeLite IDE?

I am learning Raylib game library, but in the “First Person Maze” example the images cannot be found, for example Image imMap = LoadImage("cubicmap.png"); return a File not Found by the compiler/linker, it is the same with the other image. I am using CodeLite IDE, but i dont know how to add assets, right now i have them in a virtual folder named “resources”. Any help would be nice, i have googled the problem but i cant find anything.

Gerar e ler assets dinamicamente em HTML+Vue.js

Estou fazendo um projeto em Vue.js, onde é gerado um arquivo de audio. Após esse áudio ser gerado, quero poder executá-lo durante a mesma execução.

Aqui é o componente que gara o player de audio (está condicionalmente ligada por essa variável "audio", que só é verdadeira depois que o audio já foi criado):

<div ref="base" id="base">
  <audio-base v-if="audio" class="audio" :key="enteredText"></audio-base> 

E aqui é onde é feita a chamada para a API que produz o audio:

   async generateAudio(enteredText,selected){ = true;
      await'/createAudio', null, { params: {
        tool: selected

Porém quando a página é acessada aparece esse erro:

Error: Can’t resolve ‘../audio.wav’ in

Entendo que esse erro seja por que, de fato, o arquivo não existe na pasta. Porém, o arquivo seria gerado durante a execução e com o erro não é possível já que a página não carrega.

Como posso fazer o HTML não dar esse erro caso o arquivo não exista, e poder criá-lo durante a execução?

❕NEWS – Bitwise reaches 1 billion USD in crypto assets | NewProxyLists

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