Ensure Content-Transfer-Encoding binary as the default for ...

512GB Orico mSATA M200 SSD + Sabrent mSATA to USB 3.0/2.5" Adapter: Quick Look

Orico Product Page
Sabrent Product Page
Product Packaging
Adapter contents
Drive contents
Drive components
Hybrid connectors
The Sabrent EC-MSMU adapter relies on the JMicron JMS578 bridge chip which is limited to USB3.2 1x1, that is 5 Gbps with 8b/10b encoding, which limits you to ~435 MB/s after encoding and overhead. This is in contrast to the JMS580 which is USB3.2 2x1, that is 10 Gbps at 128b/132b encoding, which can easily saturate for SATA. In this case I ended up with the JMS578 simply because it's difficult to find a mSATA adapter with the JMS580, especially if I wanted a hybrid design that also allowed the drive to be used internally. It is possible to update the chip's firmware.
VLO results
  • SMI SM2258XT + Intel B16A TLC. 4x4 interleaving of dies should net decent performance.
CrystalDiskInfo
  • Full-fledged SMART readings, which is nice.
HD Tune
  • Drive appears to use full-drive SLC caching (512/3 = 170GB) with a naturally slow folding rate once the cache is exhausted. Be aware this is at QD1 and additionally has some overhead from USB (see below for SATA).
No CrystalDiskMark or AS SSD here. Instead, I thought it was a good place to look at some alternatives. Specifically, using the flexible I/O tester (FIO). One option is ezFIO which acts as a FIO wrapper. If someone wants to use FIO directly and on Windows without compiling there are binaries available here. There's also Cygwin.
For this test I used FIO to determine the SLC cache size at QD1 (realistic file transfer) over SATA rather than USB3. Results and job.
  • We see agreement that the cache is approximately 1/3 of the drive's size. Speeds outside the cache are low with some brief jitter back to SLC speeds due to background folding. Keep in mind again, QD1. A lot of times when people talk about their DRAM-less SATA drives getting slow, e.g. being full and after a Steam game update, it's because it's hitting this area at LQD.
  • SLC write speeds are ~280 MB/s which notably are a bit higher than what we saw over USB. Again, this is due to overhead. It's also important to realize that exhausting the SLC cache doesn't mean raw write speed but rather engaging the flash planes 100% so they are unable to devote time to folding.
  • QD32 had similar results but with higher SLC sequential write speeds.
Lastly, the ezFIO results. To get ezFIO installed on your Windows machine, run an elevated (as administrator) PowerShell prompt and enable scripts:
set-executionpolicy remotesigned
Then you can execute the PowerShell script from the extracted location:
.\ezfio.ps1
You can check the spreadsheet of results here. This test took ~64 hours to complete showing just how slow a DRAM-less SATA drive with a large SLC cache can perform with this type of preconditioning and testing.
Let's look at the SMART readings to get an idea of how much torture all this testing did on the drive. I'll take it one-by-one as many of these will apply to other drives. Keep in mind these values are given in hexadecimal (base-16) on this page.
  • Total Erase Count - avg. erase count * flash in GiB, 42793.
  • Maximum Erase Count - block with highest amount of erases, 218.
  • Minimum Erase Count - block with fewest erases, 23.
  • Average Erase Count - average amount of erases per block, 86.
  • Max Erase Count of Spec - maximum erases by spec, 7000.
  • Remain Life Percentage - life remaining by wear (7000 - 86), 99%.
  • Total Data Written - host writes, 85702 x 32M = 2.62TB.
  • Total Flash Write Count - NAND writes, 380504 x 32M = 11.61TB.
  • WAF = 11.61/2.62 = 4.43. Dynamic SLC and TLC share the same wear zone.
It's also possible to use smartmontools to gather various information on the drive.
Other notes:
  • Drive is stuck at 40C which means no temperature sensor, same as with the Team L5 Lite 3D.
submitted by NewMaxx to NewMaxx [link] [comments]

more related issues


more related issues
in the conversion of old and new systems, the most difficult one is uuuuuuuuuuuuuuu.

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() refers to the subjective conditions necessary for the successful completion of an activity.

In the OSI reference model, what is above the network layer is_______ 。

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26_______ It belongs to the information system operation document.

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submitted by Amanda2020-jumi to u/Amanda2020-jumi [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

How to use MQTT packet to implement publish and subscribe functions

How to use MQTT packet to implement publish and subscribe functions
The MQTT protocol communicates by exchanging predefined MQTT control packets. We will take MQTTX as an example to show how to implement the publish and subscribe function through MQTT packets.

Connect

MQTT protocol is based on the TCP / IP protocol. Both the MQTT Broker and the Client need a TCP / IP address.

Broker


https://preview.redd.it/v9qbuy7evdj41.png?width=2050&format=png&auto=webp&s=dbaab27a06de41db61dcb0aca168cfd6f9ffa564
If you don't have an available MQTT broker for the time being, **EMQ X**provides a public broker address for testing: broker.emqx.io: 1883 .

Client


https://preview.redd.it/f64a74wfvdj41.png?width=2050&format=png&auto=webp&s=ecd816203e26a04b5d4172ecdf6e33f3e65d5013
The configuration of the Client in the MQTTX tool is actually the configuration of the Connect packets in the MQTT protocol. The following explains the related configuration items:

Client ID

The server uses the ClientId to identify the client. Each client that connects to the server has a unique ClientId. Both the client and server must use the ClientId to identify the status related to the MQTT session between them.
The ClientId must exist, but the server can allow the client to provide a zero-byte ClientId. If this is done, the server must treat this as a special case and assign a unique ClientId to that client. Then, it can process this CONNECT packet normally.

Username/Password

MQTT can implement related authentication and authorization by sending the username and password. However, if this information is not encrypted, the username and password are sent in clear text. EMQ X not only supports SSL / TLS encryption, but also provides emqx-auth-username plugin to encrypt passwords.

Keep Alive

Keep Alive is a time interval in seconds. It refers to the maximum time interval allowed between the time when the client transmits a control packet to the time when the next message is sent. The client is responsible for ensuring that the interval of sending control packets does not exceed the value of the keep-alive. If no other control packet can be sent, the client must send a PINGREQ packet.
If the value of Keep Alive is non-zero, and the server does not receive the control packet from the client within 1.5 times of the Keep Alive time, it must disconnect the client's network connection and consider the network connection to be disconnected.

Clean Session

The client and server can save session state to support reliable message transmission across network connections. This flag tells the server whether this connection is a brand new connection.
The session state of the client includes:
  • QoS 1 and QoS 2 level messages that have been sent to the server but have not yet been confirmed
  • QoS 2 level messages that have been received from the server but have not yet been confirmed
The session state of the server includes:
  • Whether the session exists, even if the rest of the session state is empty.
  • Client's subscription information.
  • QoS 1 and QoS 2 level messages that have been sent to the client but have not yet been confirmed
  • QoS 1 and QoS 2 level messages to be transferred to the client.
  • QoS 2 level messages that have been received from the client but have not yet been confirmed
  • Optional, QoS 0 level message to be sent to the client.
If the CleanSession flag is set to 1, the client and server must discard any previous sessions and start a new session. The session only lasts as long as the network connection.
If the CleanSession flag is set to 0, the server must resume communication with the client based on the state of the current session (identified by ClientId). If there is no session associated with this client identifier, the server must create a new session. When the connection is disconnected, the client and server must save the session information.

Connack confirms connection request

When the client sends a Connect packet to request a connection to the server, the server must send a Connack packet as a response to the Connect packet from the client. If the client does not receive the CONNACK packet from the server within a reasonable time, the client should close the network connection. The reasonable time depends on the type of application and the communication infrastructure. In MQTTX, you can set a reasonable timeout time through Connection Timeout.

https://preview.redd.it/5s7mbx4lvdj41.png?width=924&format=png&auto=webp&s=d9b212f8a4b68ba762d409957516295bd4e7bdaf
Connack messages contain two important signs of Session Present and Connect Return code.

Session Present

Session Present flag indicates whether the current session is a new session. If the server receives a connection with a CleanSession flag of 1, the SessionPresent flag in the Connack packet is 0. If the server receives a connection with CleanSession 0, the value of the SessionPresent flag depends on whether the server has saved the session state of the client corresponding to ClientId. If the server has saved the session state, the SessionPresent flag in the Connack packet is 1. If the server has no saved session state, the SessionPresent flag in the Connack packet is 0.

Connect Return code

Connect Return code represents the server's response to this Connect, and 0 indicates that the connection has been accepted by the server. If the server receives a valid CONNECT packet but cannot process it for some reason, the server should try to send a CONNACK packet with a non-zero return code (one in the following table). If the server sends a CONNACK packet with a non-zero return code, it must close the network connection.
Value Return Code Response Description
0 0x00 connection accepted The connection has been accepted by the server
1 0x01 connection refused, unsupported protocol version The server does not support the MQTT protocol level requested by the client
2 0x02 connection refused, unqualified client identifier The client identifier is correctly UTF-8 encoded, but is not allowed by the server
3 0x03 Connection refused, server is unavailable Network connection has been established, but MQTT service is unavailable
4 0x04 connection refused, invalid username or password Data format for username or password is invalid
5 0x05 connection refused, unauthorized Client is not authorized to connect to this server
6-255 retained
If all connection return codes in the above table are considered inappropriate, the server must close the network connection without sending a CONNACK packet.

Subscribe to topics

The client sends a Subscribe packet to the server to create one or more subscriptions. Each registered client cares about one or more topics. In order to forward application messages to topics that match those subscriptions, the server sends Publish packet to the client. The Subscribe packet specifies the maximum QoS level for each subscription, and the server sends an application message to the client based on it.

https://preview.redd.it/hev5rgcnvdj41.png?width=2050&format=png&auto=webp&s=a9010f67a975b7aa375c4109a69f95fd4fc8b328
The payload of a Subscribe packet must contain at least one pair of topic filter and QoS level fields combination. A Subscribe packet without a payload is a violation of the protocol.
Use MQTTX to connect the Broker of broker.emqx.io:1883and create a subscription with the topic of testtopic/# and Qos equal to 2.

https://preview.redd.it/1q0t9q6pvdj41.png?width=2050&format=png&auto=webp&s=faa27c0912ae72d391bdbe898f06941a602c978a

Suback subscription confirmation

The server sends a Suback packet to the client to confirm that it has received Subscribe packet and is processing it .

https://preview.redd.it/32cmrl2rvdj41.png?width=924&format=png&auto=webp&s=a4a4e8f0e77dbe5b637afd19617b9bd125cffd04
The Suback packet contains a list of reason codes, which is used to specify the maximum QoS level or an error that occurs for each subscription requested by the Subscribe packet. Each reason code corresponds to a topic filter in the Subscribe packet. The reason code sequence in the Suback packet must match the order of the topic filters in the Subscribe packet.
Allowed values of return code:
  • 0x00 - maximum QoS 0
  • 0x01 - success – maximum QoS 1
  • 0x02 - success – maximum QoS 2
  • 0x80 - Failure

Publish messages

Publish packet refers to an application message transmitted from the client to the server or from the server to the client. After receiving the Publish packet, the server forwards the message to other clients according to the topic filter.

https://preview.redd.it/suu4vmeuvdj41.png?width=1422&format=png&auto=webp&s=f3c0a4296e8a8285e87a4e05ff5c5f23eba3a043
Try using MQTTX to publish a message with the topic testtopic / mytopic and the content{"msg": "hello world"}. Because the topic testtopic / # has been subscribed before, the message forwarded by Broker is received immediately.

https://preview.redd.it/ym0a72gvvdj41.png?width=2050&format=png&auto=webp&s=4e4e543d6adb96a8c3dc6c69d7baad0b1d25f462

Topic

The topic name is used to identify which session the message should be published. The topic name of the Publish packet sent by the server to the subscribing client must match the topic filter of the subscription.

QoS

QoS refers the quality level of service for application message distribution
QoS value Bit 2 Bit 1 Description
0 0 0 Distribute at most once
1 0 1 Distribute at least once
2 1 0 Distribute only once
- 1 1 Retained
Publish packet cannot set all QoS bits to 1. If the server or client receives a Publish packet with all QoS bits set to 1, it must close the network connection.
For the working principle of different levels of QoS, please refer to MQTT 5.0 Protocol Introduction-QoS Quality of Service.

Retain

If the RETAIN flag of the Publish packet sent by the client to the server is set to 1, the server must store this application message and its quality of service level (QoS) so that it can be distributed to future subscriber with the matching topic names . When a new subscription is created, for each matching topic name, if there is a recently retained message, it must be sent to this subscriber. If the server receives a Q message with a RETAIN flag of 1, it must discard any messages previously retaind for that topic and treat this new message as a new retained message for that topic.
Publish packet with a retain flag of 1 and a payload of zero bytes will be treated as a normal message by the server, and it will be sent to the client that matches the topic of the subscription. In addition, any existing retained messages under the same topic must be removed, so any subscribers following this topic will not receive a retained message
When the server sends a Publish packet to the client, if the message is sent as a result of a new subscription by the client, it must set the retain flag of the packet to 1. When a Publish packet is sent to the client because it matches an established subscription, the server must set the retain flag to 0, regardless of the value of the retain flag in the message it receives.
If the retain flag of the Publish packet sent by the client to the server is 0, the server cannot store the message and cannot remove or replace any existing retained message.

Payload

The payload contains application messages to be published. The content and format of the data is specific to the application and images, any encoded text, encrypted data, and almost all binary data can be sent .
submitted by emqtt to emqx [link] [comments]

An HTTP client in CIDLib

I've just been occasionally posting examples of how to do this or that within my CIDLib development system. In this case it demonstrates how you'd implement an HTTP client in a CIDLib based application. It's just a command line sample, which gets a URL from you, parses it, does a redirection enabled GET, and displays info about the results. If it's recognizable as text, it decodes it and displays the text content.
This guy uses the text encoding and networking libraries, and indirectly the things that they depend on, such as sockets, secure sockets, cryptography, and the core CIDLib library that provides all of the fundamental bits.)
#include "CIDEncode.hpp" #include "CIDNet.hpp" // ---------------------------------------------------------------------------- // Local data // ---------------------------------------------------------------------------- static TTextFileOutStream strmOut(tCIDLib::EStdFiles::StdOut); // ---------------------------------------------------------------------------- // For a basic sample, we just start up on a global function. // ---------------------------------------------------------------------------- tCIDLib::EExitCodes eMainThreadFunc(TThread&, tCIDLib::TVoid*); CIDLib_MainModule(TThread(L"HTTPClient1MainThread", eMainThreadFunc)) // ---------------------------------------------------------------------------- // Local functions // ---------------------------------------------------------------------------- static tCIDLib::TVoid ShowUsage(TTextOutStream& strmOut) { strmOut << L"Usage:\n" L" HTTPClient1 /URL=url [/Fmt=[MIMETYPE] /Close]\n\n" L" /Fmt= indicates an 'accept' MIME type, else it accepts text\n" L" /URL= indicates a fully qualified URL to GET\n" << kCIDLib::FlushIt; } // ---------------------------------------------------------------------------- // Program entry point // ---------------------------------------------------------------------------- tCIDLib::EExitCodes eMainThreadFunc(TThread& thrThis, tCIDLib::TVoid*) { // We have to let our calling thread go first thrThis.Sync(); // Output a little program blurb strmOut << L"\nHTTPClient1.Exe\n" << L"CIDLib HTTP Client Demo #1\n" << kCIDLib::EndLn; // Input values, which will be set/overridden by parms TString strRetFmt = L"text/*"; TString strURLText; // // Get the parameters and set up the URL. It should be a fully // qualified URL. These all fit the standard form for CIDLib params, // so we can call a little helper that will pre-parse them for us. It // uses the key/value/flag type, where the flag is false if was an // 'option' parameter i.e. just /XXX, and true if a value param, i.e. // /XXX=YYY // tCIDLib::TKVPFList colParms; const tCIDLib::TCard4 c4ParmCnt = TSysInfo::c4StdCmdLineParse(colParms); if ((c4ParmCnt < 1) || (c4ParmCnt > 2)) { ShowUsage(strmOut); return tCIDLib::EExitCodes::BadParameters; } // We have the right number, so iterate them and store the info away. const tCIDLib::TBoolean bBadParm = !colParms.bForEach ( [&](const TKeyValFPair& kvalfCur) { tCIDLib::TBoolean bGood = kCIDLib::False; if (kvalfCur.strKey().bCompareI(L"Fmt")) { if (kvalfCur.bFlag()) { strRetFmt = kvalfCur.strValue(); bGood = kCIDLib::True; } } else if (kvalfCur.strKey().bCompareI(L"URL")) { if (kvalfCur.bFlag()) { strURLText = kvalfCur.strValue(); bGood = kCIDLib::True; } } return bGood; } ); if (bBadParm || strURLText.bIsEmpty()) { ShowUsage(strmOut); return tCIDLib::EExitCodes::BadParameters; } // // Parse the URL, which must be fully qualified. To avoid an exception // we don't force the issue during parse but check it after. // TURL urlGet(strURLText, tCIDSock::EQualified::DontCare); if (!urlGet.bFullyQualified()) { strmOut << L"The URL must be fully qualified!" << kCIDLib::NewEndLn; return tCIDLib::EExitCodes::BadParameters; } // We only support HTTP and HTTPS if ((urlGet.eProto() != tCIDSock::EProtos::HTTP) && (urlGet.eProto() != tCIDSock::EProtos::HTTPS)) { strmOut << L"This program only supports HTTP/HTTPS access" << kCIDLib::NewEndLn; return tCIDLib::EExitCodes::BadParameters; } // Some stuff that will be given back to us from the query tCIDLib::TCard4 c4ContLen = 0; tCIDLib::TKVPList colInHdrs; tCIDLib::TKVPList colOutHdrs; tCIDNet::EHTTPCodes eCodeType; TString strContType; TString strRepLine; THeapBuf mbufCont(kCIDLib::c4Sz_32K); TString strUltimateURL; THTTPClient httpcGet; // // We have to create a data source in order to use the redirect aware // get, because it requires creating multiple connections potentially. // we create a regular socket based one or a secure one, depending on // the URL protocol. For simple socket sources there's a helper // to do this. // TCIDDataSrcJan janSrc ( facCIDNet().pcdsMakeSocketSrc(L"HTTP1 Client", urlGet) , tCIDLib::EAdoptOpts::Adopt , kCIDLib::True ); // Do the GET operation, handling redirection TString strFinalURL; tCIDLib::TCard4 c4Res = httpcGet.c4SendGetRedir ( janSrc , urlGet , TTime::enctNowPlusSecs(5) , L"CIDLib HTTP Client 1/1.0" , strRetFmt , eCodeType , strRepLine , colOutHdrs , strContType , mbufCont , c4ContLen , strFinalURL , colInHdrs ); // Dump the main results out strmOut << L" Reply Code: " << c4Res << kCIDLib::NewLn << L" Reply Text: " << strRepLine << kCIDLib::NewLn << L" Content Len: " << c4ContLen << kCIDLib::NewLn; if (strFinalURL != strURLText) strmOut << L" Final URL: " << strFinalURL << kCIDLib::NewLn; strmOut << kCIDLib::NewLn; // If we got header lines, dump those if (!colOutHdrs.bIsEmpty()) { strmOut << L"Header Lines:\n---------------------\n"; colOutHdrs.bForEach ( [](const TKeyValuePair& kvalCur) -> tCIDLib::TBoolean { strmOut << L" " << kvalCur.strKey() << L": " << kvalCur.strValue() << kCIDLib::NewLn; return kCIDLib::True; } ); strmOut << kCIDLib::NewLn; } // // If we have content, see if there is an explicit or discoverable text // encoding. If so, see if we support that encoding. If so, then let's // dump it out as text. // TString strEncoding; if (c4ContLen && TNetCoreParser::bFindTextEncoding(colOutHdrs, mbufCont, c4ContLen, strEncoding) && facCIDEncode().bSupportsEncoding(strEncoding)) { strmOut << L"\n\nBody Text\n-------------------------" << kCIDLib::NewEndLn; // // Create a text input stream over the buffer, giving it a text encoder // for the encoding we found. He adopts it. // TTextMBufInStream strmSrc ( tCIDLib::ForceMove(mbufCont) , c4ContLen , facCIDEncode().ptcvtMake(strEncoding, tCIDLib::ETCvtActs::StopThenThrow) ); // OK, just read and dump lines until we hit the end of the body content. TString strLine; while (!strmSrc.bEndOfStream()) { strmSrc >> strLine; strmOut << strLine << kCIDLib::NewLn; } strmOut << kCIDLib::EndLn; } else { strmOut << L"Body content is a binary or unknown text encoding" << kCIDLib::NewEndLn; } return tCIDLib::EExitCodes::Normal; } 
The output for Google's main page (truncating and ellipsing the longer bits) is:
 Reply Code: 200 Reply Text: OK Content Len: 11420 Header Lines: --------------------- Date: Sun, 28 Jul 2019 22:44:33 GMT Expires: -1 Cache-Control: private, max-age=0 Content-Type: text/html; charset=ISO-8859-1 P3P: CP="This is not a P3P policy! See g.co/p3phelp for more info." Server: gws X-XSS-Protection: 0 X-Frame-Options: SAMEORIGIN Set-Cookie: 1P_JAR=2019-07-28-22; expires=Tue, 27-Aug-2019 .... Set-Cookie: NID=188=vSJdj7UQqxjh9JpJvaSkop9WPhYs-.... Alt-Svc: quic=":443"; ma=2592000; v="46,43,39" Accept-Ranges: none Vary: Accept-Encoding Transfer-Encoding: chunked Content-Length: 11420 Body Text -------------------------  Dean_Roddey    to    cpp  [link]   [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

  • 03122: [DIP/Input] (ltcasino.cpp) mv4in1, ltcasino, ltcasinn: Service Mode DIP switch does not work. (Dirk Best)
  • 05291: [Sound] (coco3.cpp) All drivers in coco.c: ORC90 emulation has no sound output. (Nigel Barnes)
  • 03130: [Graphics] (ccastles.cpp) ccastles: Reported screen resolution is incorrect. (Dirk Best)
  • 07075: [Sound] (m72.cpp) hharry: Victory scream is too low compared to previous mame releases and arcade PCB. (cam900)
  • 07242: [Crash/Freeze] (vegas.cpp) sf2049: Game freezes in attract mode. (Ted Green)
  • 07255: [Crash/Freeze] (sms.cpp) gamegear [ecco]: Game Gear ROM Ecco freezes on a pink/purple screen. (Enik Land)
  • 07265: [DIP/Input] (tsamurai.cpp) tsamuraih: Lives DIP switch settings are incorrect. (chaneman)
  • 07266: [Sound] (snk6502.cpp) sasuke: Initial game music plays partially or not at all after hitting Start. (Ivan Vangelista)
  • 07270: [Crash/Freeze] (cps1.cpp) sf2ceea: Debugger crashes when accessing memory under certain conditions. (hap)
  • 07272: [Documentation] (spg110.cpp) jak_spdmo: In the description the letter “W” is missing in the word “hardware”. (Tafoid)
  • 07275: [Core] Weird pacing issue on Windows. (hap)
  • 07279: [Crash/Freeze] (amstrad.cpp) cpc6128: Loading disk images with exess tracks causes a fatal error. (Edström)
  • 07281: [DIP/Input] (pocketc.cpp) pc1401, pc1402: Inputs are mapped incorrectly. (Robbbert)
  • 07282: [Crash/Freeze] (alphatro.cpp) alphatro: After “width 80” entered, MAME freezes. (AJR)

New working machines

  • Akka Arrh (prototype) [Aaron Giles, The Dumping Union]
  • Applied Concepts Great Game Machine [hap, bataais]
  • Bonus Poker [Roberto Fresca, TeamEurope]
  • Computer Chess (Conic) [hap, Sean Riddle]
  • Fidelity Electronics Chess Challenger 3 [hap, Berger, Sean Riddle]
  • Fun World Quiz (German, 12-11-1990) [Roberto Fresca, TeamEurope]
  • Fun World Quiz (German, 27-04-1990) [Roberto Fresca, TeamEurope]
  • Game & Watch: Popeye (wide screen) [Henrik Algestam]
  • Game & Watch: Zelda [Henrik Algestam]
  • Invader (Gakken, cyan version) [hap, Sean Riddle, hydef]
  • Kuzmich-Egorych [shattered]
  • Name That Tune (Castle Toy) [hap, Sean Riddle]
  • Nevada (French, encrypted) [Roberto Fresca, Grull Osgo]

New working clones

  • Applied Concepts Boris (rev. 01) [Sean Riddle]
  • ARB V2 Sargon 4.0 [anon]
  • Casino Poker (Ver PM86-35-1, German) [Roberto Fresca, TeamEurope]
  • Dock Man (set 2) [Andrew Welburn, The Dumping Union]
  • Dock Man (set 3) [Andrew Welburn, The Dumping Union]
  • Empire City: 1931 (France) [Fabrice Arzeno, The Dumping Union]
  • Euro League (Gaelco bootleg, Modular System) [ClawGrip, David Haywood]
  • Fidelity Electronics Chess Challenger 7 (model CC7) [Sean Riddle]
  • Little Casino II v18.1 [Andrew Welburn, The Dumped Union]
  • Novag Super Expert (version B, model 886) [Berger]
  • Novag Super Forte (version A, set 3) [Berger]
  • Street Heat (set 2, older?) [chaneman]
  • Super Bobble Bobble (bootleg, set 5) [Lorenzo Mancini]

Machines promoted to working

  • Joker Card (Inter Games) [Roberto Fresca, Grull Osgo]
  • Joker Card 300 (Ver.A267BC, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive, Gaby]
  • Mega Card (Ver.0210, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive]
  • Multi Win (Ver.0167, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive]
  • Power Card (Ver 0263, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive]
  • Saloon (French, encrypted) [Roberto Fresca, Grull Osgo]
  • Tripple Draw (V3.1 s) [Ivan Vangelista]

Clones promoted to working

  • Dragon World (Korea, V040K) [Ivan Vangelista]
  • Jolly Card (German, Fun World, bootleg) [Roberto Fresca, Grull Osgo]
  • Jolly Card (Italian, bootleg, set 2) [Roberto Fresca, Grull Osgo]
  • Royal Card (Evona, Polish, encrypted) [Roberto Fresca, Grull Osgo]
  • Wonder Boy (system 2, set 2, 315-5176) [Ivan Vangelista]

New machines marked as NOT_WORKING

  • Bikkuri Pro Wrestling (Japan 881221, Ver 1.05) [ShouTime, Dane Biegert, Evan Korzon, Russell Howard, Jeroen Bijl, Jeffrey Gray, Smitdogg, The Dumping Union]
  • Centipede / Millipede / Missile Command (rev 1.03) [chaneman, R. Belmont]
  • Ericsson 9161 Display Processor Unit [MCbx Old Computer Collection]
  • Husky Computers Ltd Hunter 16 [Barry Rodewald, rfka01, TeamEurope]
  • Multi-Action 6710-13 [Brian Troha, The Dumping Union]
  • Multi-Action 7551 [Brian Troha, The Dumping Union]
  • Multi-Action 7556 [Brian Troha, The Dumping Union]
  • Panther Darts [jordigahan, ClawGrip, The Dumping Union]
  • Toyquest TV Go Go [ClawGrip, TeamEurope]
  • Trivial Pursuit (Volumen V, Spanish, Maibesa hardware) [Retro Sevilla, Diego Bartolomé, Recreativas.org, ClawGrip]
  • Yamaha MU50 [R. Belmont, O. Galibert]

New clones marked as NOT_WORKING

  • Amstrad plc PCW9512 [Edström]
  • CompuAdd 810 [rfka01]
  • Dr. Dude (LU-1) Europe [PinMAME]
  • Elvira and the Party Monsters (LF-1) French [PinMAME]
  • Gilligan's Island (L-8) [PinMAME]
  • Husky Computers Ltd Hunter 16/80 [Barry Rodewald, rfka01, TeamEurope]
  • Hyosung Topstar 88T [rfka01]
  • Image Fight (Japan, bootleg) [hammy, The Dumping Union]
  • JUKO NEST 8086 and V30 [rfka01]
  • Kaypro Corporation PC [rfka01]
  • Kyocera XT [rfka01]
  • Last Action Hero (1.06 Canada) [Matt Morin]

New working software list additions

  • apple2_flop_clcracked: Adjectives (cleanly cracked), Adjectives (version 06.29.84) (cleanly cracked), Agenda Files (cleanly cracked), Air Nav Workshop (cleanly cracked), Air Raid Pearl Harbor (cleanly cracked), Air Traffic Controller (cleanly cracked), Alaska (cleanly cracked), Alfred's Basic Band Computer Tutor (cleanly cracked), Alge-Blaster (cleanly cracked), Algebra Volume 1 (Edu-Ware) (cleanly cracked), Algebra Volume 1 v1.3 (Edu-Ware) (cleanly cracked), Algebra Volume 2 v1.1 (Edu-Ware) (cleanly cracked), Algebra Volume 3 v1.2 (Edu-Ware) (cleanly cracked), Algebra Volume 4 v1.0 (Edu-Ware) (cleanly cracked), Algebra Volume 5 v1.2 (Peachtree) (cleanly cracked), Algebra Volume 6 v1.2 (Peachtree) (cleanly cracked), Ali Baba and the Forty Thieves (cleanly cracked), Alice in LogoLand (cleanly cracked), Alice in Wonderland rev. 2 (cleanly cracked), Alien Addition 1982.0 (cleanly cracked), Alien Addition 1985 (cleanly cracked), Alien Addition revision 2 (cleanly cracked), All About America (cleanly cracked), All About Purim (cleanly cracked), Alligator Alley (cleanly cracked), Alligator Mix (cleanly cracked), Alligator Mix 1982.0 (cleanly cracked), Alligators and Crocodiles (cleanly cracked), Alphabet Beasts and Company (cleanly cracked), Alphabetic Keyboarding Volume 1 (cleanly cracked), Alphabetic Keyboarding Volume 2 (cleanly cracked), Alphabetical Order (cleanly cracked), Alphabetization Sequence (cleanly cracked), Alphabetizing - Blue Level (cleanly cracked), Alpine Tram Ride (cleanly cracked), Alter Ego (female version) (cleanly cracked), Alter Ego (male version) (cleanly cracked), America Coast to Coast (cleanly cracked), American Government (Intellectual Software) (cleanly cracked), American Government (Micro Learningware) (cleanly cracked), American History Achievement IV: World War II - Present (cleanly cracked), Analogies Tutorial (cleanly cracked), Ancient Legends (cleanly cracked), Animal Homes and Stories (cleanly cracked), Animal Hotel (cleanly cracked), Animal Survival for Echo Voice System (cleanly cracked), Animal Survival for Ufonic Voice System (cleanly cracked), Animate (cleanly cracked), Ankh (cleanly cracked), Antonym Antics (cleanly cracked), Antonyms/Synonyms 1 (cleanly cracked), Antonyms/Synonyms 2 v05.25.87 (cleanly cracked), Aphasia I (cleanly cracked), Aphasia II - Opposites and Similarities (cleanly cracked), Aphasia III (cleanly cracked), Aphasia IV (cleanly cracked), Apple Cider Spider (cleanly cracked), Apple II Test Disk (cleanly cracked), AppleWriter ][ (cleanly cracked), Apventure to Atlantis (cleanly cracked), Aquatron (cleanly cracked), Arcade Boot Camp (cleanly cracked), Archon (cleanly cracked), Archon II - Adept (cleanly cracked), ARCO Computer Preparation for the SAT (cleanly cracked), Arcticfox (cleanly cracked), Ardy the Aardvark (cleanly cracked), Arena (cleanly cracked), Argos (cleanly cracked), Association Pictures (cleanly cracked), Audio Visual Inventory (cleanly cracked), Audubon Grizzly Bears - Wildlife Adventures (cleanly cracked), Autoduel (cleanly cracked), Axis Assassin (cleanly cracked), Back in Time (cleanly cracked), Bad Dudes (cleanly cracked), Bake & Taste (cleanly cracked), Bank Street StoryBook (cleanly cracked), Bank Street StoryBook 1.1 (cleanly cracked), Bank Street Writer II (cleanly cracked), Banner Books - All Along The Alphabet (cleanly cracked), Banner Books - Your School Day (cleanly cracked), Bannercatch (cleanly cracked), Baron (version 2.1) (cleanly cracked), Basic Biology (version 1.02) (cleanly cracked), Basic Division Facts (cleanly cracked), Basic Division Facts: Dividends to 25 - Factors to 5 (cleanly cracked), Basic Division Facts: Dividends to 81 - Factors to 9 (cleanly cracked), Basic Drafting: Review and Testmaker (version 3.0) (cleanly cracked), Basic Electricity (cleanly cracked), Basic Electronics: Atomic Theory (cleanly cracked), Basic Electronics: Electronic Fundamentals (cleanly cracked), Basic Electronics: Electronic Math (cleanly cracked), Basic Electronics: Electronic Prefixes, Symbols, and Components (cleanly cracked), Basic Electronics: Fundamentals of DC Circuitry (cleanly cracked), Basic Math Competency Skill Building: Decimals (cleanly cracked), Basic Math Facts and Games (1981 release) (cleanly cracked), Basic Math Facts and Games (1983 re-release) (cleanly cracked), Basic Math Flash Facts (cleanly cracked), Basic Multiplication Facts (cleanly cracked), Basic Vocabulary Builder - Spanish (cleanly cracked), Battalion Commander (cleanly cracked), Battle Cruiser (cleanly cracked), Battle For Normandy (cleanly cracked), Battle Group (cleanly cracked), Battle of Antietam (version 1.5) (cleanly cracked), Battling Bugs and Concentraction (cleanly cracked), BC's Quest For Tires (cleanly cracked), Behind the Wheel, Blue Level (cleanly cracked), Bellhop (cleanly cracked), Below the Root (cleanly cracked), Berserker Raids (cleanly cracked), Bible Baseball (cleanly cracked), Bible Discovery (cleanly cracked), Big Book Maker: Favorite Fairy Tales and Nursery Rhymes (cleanly cracked), Big Book Maker: Tall Tales and American Folk Heroes (cleanly cracked), Big Red Mania (cleanly cracked), Bike Hike (cleanly cracked), Bingo Bugglebee Presents Famous People (cleanly cracked), Bingo Bugglebee Presents Home Alone (cleanly cracked), Bingo Bugglebee Presents Outdoor Safety (cleanly cracked), Biology Achievement II: Reproduction and Development (cleanly cracked), Biomes (cleanly cracked), Birds (cleanly cracked), Blockers and Finders (cleanly cracked), Blue Powder Grey Smoke (cleanly cracked), Bolo (cleanly cracked), Bomb Alley (cleanly cracked), Borrowed Time (cleanly cracked), Boulder Dash (cleanly cracked), Boulderdash Construction Kit (cleanly cracked), Bouncing Kamungas (cleanly cracked), Box Introduces Addition (cleanly cracked), Bridge Baron II (cleanly cracked), Building Compounds (cleanly cracked), Building Reading Skills (version 85-02) (cleanly cracked), Building With Vowels (cleanly cracked), Bulletin Board Maker: City and Country (cleanly cracked), Bulletin Board Maker: Your Neighborhood (cleanly cracked), Bumble Plot (1982) (cleanly cracked), Bumble Plot (version 1.2) (cleanly cracked), C'est La Vie (cleanly cracked), Calendar Skills v08.31.86 (cleanly cracked), Cannonball Blitz (cleanly cracked), Capitalization (cleanly cracked), Capitalization (version 1.5) (cleanly cracked), Capitalization Practice (cleanly cracked), Capitalization Test (version 01.29.87) (cleanly cracked), Car Builder (cleanly cracked), Car Builder (revision 2) (cleanly cracked), Car Builder (revision 3) (cleanly cracked), Carrier Force (cleanly cracked), Cartels and Cutthroats (cleanly cracked), Case of the Great Train Robbery: Fact and Opinion (cleanly cracked), Case of the Missing Chick: Finding The Main Idea (cleanly cracked), Castle Wolfenstein (cleanly cracked), Cat 'n Mouse (revision 2) (cleanly cracked), Cat 'n Mouse (revision 3) (cleanly cracked), Catch a Falling Star: Dolphin Math Games (cleanly cracked), Categorizing: Detective Games (cleanly cracked), Catlab (version 2.0) (cleanly cracked), Cats and Kittens (cleanly cracked), Cause and Effect (version 12.14.87) (cleanly cracked), Cause and Effect: What Makes It Happen (cleanly cracked), Centauri Alliance (cleanly cracked), Challenge Sentence Combining (cleanly cracked), Championship Baseball (cleanly cracked), Championship Golf (cleanly cracked), Changing Improper Fractions to Mixed Numbers (cleanly cracked), Changing Mixed Numbers to Improper Fractions (cleanly cracked), Chariots, Cougars, and Kings (cleanly cracked), Chemistry Achievement I - Mathematics of Chemistry (cleanly cracked), Chivalry (cleanly cracked), Circus Subtraction (cleanly cracked), City and Country Opposites (cleanly cracked), Clock (v03.20.90) (cleanly cracked), Clock 07.06.83 (cleanly cracked), Clock: Time Teaching (cleanly cracked), Clowning Around (cleanly cracked), Cloze Thinking (cleanly cracked), Cloze-Plus Level C (cleanly cracked), Cloze-Plus Level D (cleanly cracked), Cloze-Plus Level E (cleanly cracked), Clozed Reading Comprehension (cleanly cracked), College Board 81-82 demo (cleanly cracked), College Explorer 2.0 (cleanly cracked), Colonial Conquest (cleanly cracked), Color Me (Softsmith) (cleanly cracked), Comic Strip Maker (cleanly cracked), Commas (Queue) (cleanly cracked), Communicate and Win (cleanly cracked), Comparing Numbers (cleanly cracked), Compilation - Bolo, Pest Patrol, Bug Battle (cleanly cracked), Compilation - Congo, Thief, Draw Poker (cleanly cracked), Composition Strategy (cleanly cracked), Comprehension (Prescription Learning) (cleanly cracked), Compu-Math Arithmetic Skills (cleanly cracked), Compu-Math v1.3.1 (cleanly cracked), Compu-Spell (version 1.3.1) (cleanly cracked), Computer Air Combat v1.1 (cleanly cracked), Computer Ambush (cleanly cracked), Computer Assisted Blackboard demo (cleanly cracked), Computer Assisted Problem Solving for Beginning Algebra (cleanly cracked), Computer Assisted Problem Solving for Intermediate Algebra (cleanly cracked), Computer Assisted Problem Solving for Pre-Algebra (cleanly cracked), Computer Baseball (cleanly cracked), Computer Discovery (cleanly cracked), Computer Drill and Instruction - Decimals C-2 (cleanly cracked), Computer Drill and Instruction - Decimals C-3 (cleanly cracked), Computer Drill and Instruction - Fractions C-2 (cleanly cracked), Computer Drill and Instruction - Fractions C-3 (cleanly cracked), Computer Drill and Instruction - Measurement D-1 (cleanly cracked), Computer Drill and Instruction - Multiplication B (cleanly cracked), Computer Graphing Experiments (cleanly cracked), Computer Quarterback Second Edition (cleanly cracked), Computerized Reading for Aphasics (cleanly cracked), A Treasure Hunt of Facts (cleanly cracked) [4am, Firehawke]
  • apple2_flop_misc:
    • Anti-M (version 1.0), Anti-M (version 1.1), Anti-M (version 1.3) [4am, Firehawke]
    • Advanced Demuffin (version 1.5) [Firehawke]
  • apple2_flop_orig: Apple-oids and Chipout, Arcade Album #1, Arkanoid, The Blade of Blackpoole, BurgerTime, Dig Dug, Escape From Rungistan, Fantavision, The Flockland Island Crisis, Kabul Spy, Lazer Silk, Maze Craze Construction Set, Peeping Tom, The Print Shop Color, Robots of Dawn, Rocky's Boots (version 4.0), Spider Raid, Star Blazer, Star Warrior, Super Bunny, Type Attack, Warp Destroyer, Wizardry III: Legacy of Llylgamyn (version 4, 20-Aug-1983 update), Zaxxon, Zork I: The Great Underground Empire (revision 5) [4am, Firehawke]
  • arb: Grand Master Series 4.0 [anon]
  • ekara_pal: e-kara Spain 10-Songs Volume 1, e-kara Spain 10-Songs Volume 2 [ClawGrip, TeamEurope]
  • fmtowns_cd:
    • Enkaiou, Joker Towns, Joshikou Seifuku Monogatari, Yuka Watanabe & Tomo Kawai - Pleasure [redump.org, r09]
    • J. R. R. Tolkien's The Lord of the Rings, Vol. II - The Two Towers [Tokugawa Corporate Forums, DamienD]
  • fmtowns_flop:
    • Viewpoint Demonstration No. 1 [David Swanson]
    • Dragon Slayer - The Legend of Heroes II, Towns Karaoke V1.1L10 [r09]
  • ggm: Boris 2.5 / Sargon 2.5 [hap, bataais]
  • ibm5170: Krusty's Fun House, Michael Jordan in Flight, Sid Meier's Colonization [ArcadeShadow]
  • icanpian:
    • American Idol Take the Stage (K4655), Barbie Princess Enchanted Sounds (J7526), Dora the Explorer Musical Adventure (J7523), Holiday Wonderland (J7528), Pop Hits (K0653) [Sean Riddle, David Haywood]
    • The Wizard of Oz - We're Off to Play the Piano (K4654) [Sean Riddle, Peter Wilhelmsen]
  • intellect02: Chess (4 levels) [hap, Berger]
  • nes: SimCity (USA, Prototype) [archive.org, AJR]

Software list items promoted to working

  • pcw: LocoScript Installation Program v3.00a (English), LocoScript Installation Program v3.06b (English), LocoScript v3.06 (UK), LocoScript v4.06 (UK), LocoScript v4.10 (UK), Tomahawk [Edström]

New NOT_WORKING software list additions

  • 3do_m2: Oldsmobile (USA) [redump.org, FakeShemp]
  • apple2_flop_misc: Anti-M (version 1.2) [4am, Firehawke]
  • ibm5170: Gilis presentask (Swe) [FakeShemp]
  • pce_tourvision: F1 Triple Battle (TourVision PCE bootleg) [ClawGrip]
  • tvgogo: 4-in-1 (Flashcard Fishing, Break a Brick, Balloon Juggling, Penguin Maze), Tennis, Whac-A-Mole [ClawGrip, TeamEurope]
  • vsmile_cart: Disney/Pixar Up (Spa, Rev. 022), Gimnasio Interactivo V.Smile (Spa) [TeamEurope, Diego Bartolomé, ClawGrip]

Translations added or modified

  • Chinese (Simplified) [YuiFAN]
  • Chinese (Traditional) [YuiFAN]
  • Greek [BraiNKilleRGR]
  • Portuguese (Brazil) [Wellington Uemura]

Source Changes

  • statriv2.cpp: Fixed segmentation fault in debugger memory view for sets without question data. [AJR]
  • amerihok: Added preliminary inputs, coin counters, and basic layout for 7-segment LED scoreboard. [AJR]
  • Added ROM dumps and skeleton device for UltraStor Ultra 12F ISA ESDI controller. [AJR]
  • OS X debugger: Update window titles when restoring configuration for disassembly and memory viewers. [AJR]
  • tumbleb: Drive ADPCM sound through PIC (sound communications not hooked up yet). [AJR]
  • ron2: Corrected game title based on flyer. [AJR]
  • pencil2: Connected VDP interrupt. [AJR]
  • z8: Added register pairs to debug state. [AJR]
  • m37710: Replaced I/O space with callbacks. [AJR]
  • nes: Improved MMC5 extended attributes, use MMC5 ExRAM byte from nametable area to select palette bank. [AJR]
  • ppu2c0x: Fixed order of nametable/attribute reads. [AJR]
  • wy75: Added default EAROM content to avoid hanging at start. [AJR]
  • er1400: Added ability to load default data from region, and changed erase value to all zeroes. [AJR]
  • upd765: Improved drive selection logic: [AJR]
    • Deselect drives upon reset, or select drive 0 for older controllers with multiplexed select lines.
    • Deselect other floppies when using set_floppy.
  • specpls3: Mirror floppy drive select lines (fixes Batman: The Movie). [AJR]
  • rd100: Added LCD controller and working display. [AJR]
  • cmi2x: Split off keyboards as subdevices. [AJR]
  • scc68070: Merged CPU device with on-chip peripheral emulation, and added internal clock divider. [AJR]
    • Also added crude hacks to force status bits in unemulated UART and I²C peripherals.
  • hd63450: Improved accuracy of IRQ handling, and tidied up interface. [AJR]
  • funworld.cpp: Added support for custom CPUs’ opcode decryption. [Andreas Naive]
  • Removed unnecessary read/write handler arguments, improved member names, and updated comments in many devices and drivers. [cam900]
  • ymf278b.cpp: Added DO1 and DO2 outputs, and fixed timebuffer when clock is changed. [cam900]
  • cps3.cpp updates: [cam900]
    • Reduced some gaps in zoomed sprites, and restricted drawing to clipping rectangle.
    • Reduced duplication, improved member names, and cleaned up code.
  • tc0480scp.cpp: Cleaned up and simplified read/write handlers. [cam900]
  • devices/sound/gaelco.cpp: Converted data access to device_rom_interface, and made pitch a function of clock frequency. [cam900]
  • gaelco2.cpp: Corrected some crystal values, and added notes. [cam900]
  • tecmo_spr.cpp: Replaced gfx_element with gfxdecode_device, and reduced unnecessary code. [cam900]
    • Also changed some variables to more appropriate types.
  • kaneko_tmap.cpp updates: [cam900]
    • Added address map for video RAM handling.
    • Moved expro02.cpp bank switching code into the driver.
    • Reduced code duplication.
  • expro02.cpp: Reduced runtime tag map lookups. [cam900]
  • kaneko16.cpp: Converted berwall to mono sound, reduced runtime tag map lookups, and simplified and cleaned up code. [cam900]
  • actfancr.cpp: Simplified graphics decoding and cleaned up code. [cam900]
  • deco16ic.cpp: Move cninja transparency mask function into the driver. [cam900]
  • crospang.cpp: Moved alternate graphics layout into graphics decoding, and made most state class members private. [cam900]
  • oneshot.cpp: Simplified graphics decoding, reduced runtime tag map lookups, and cleaned up code. [cam900]
  • emupal.cpp: Removed MCFG_ macros. [cam900]
  • vrc6.cpp: Implemented master frequency register, fixed duty cycles, and cleaned up code. [cam900]
  • devices/bus/nes/konami.cpp: Fixed vrc6 sound volume. [cam900]
  • Added Namco 163 sound emulation, used by some Famicom cartridges. [cam900]
  • c6280.cpp: Fixed LFO frequency behavior, fixed LFO enable bit, and implemented LFO reset bit. [cam900]
  • devices/bus/nes/mmc5.cpp: Corrected sound behavior and fixed sound volume. [cam900]
  • itech32.cpp: Reduced runtime tag map lookups, and simplified and cleaned up code. [cam900]
  • skimaxx.cpp: Reduced runtime tag map lookups, added save state support, and simplified and cleaned up code. [cam900]
  • k054321.cpp: Added synchronizing handlers for communication between main and sound CPUs (used by prmrsocr in tmnt.cpp). [cam900]
  • devices/machine/watchdog.cpp: Simplified handlers, and reduced watchdog handler trampolines. [cam900]
  • simpl156.cpp: Simplified graphics decoding, reduced code duplication, and corrected sound clocks. [cam900]
  • snk68.cpp: Moved pow and searchar to a derived state class, reduced runtime tag map lookups, and cleaned up code. [cam900]
  • snk68_spr.cpp: Changed flip screen state member to bool. [cam900]
  • psikyosh.cpp updates: [cam900]
    • Restricted tilemap drawing to clipping rectangle, and fixed tilemap size when per-line effects are enabled.
    • Added separate address map for games with mahjong controller input.
    • Reduced runtime tag map lookups, and cleaned up code.
  • m72.cpp: Fixed audio sample rate for M72 PCBs, fixed DAC volume, and added notes. [cam900]
  • decbac06.cpp: Removed hard-coded parameters that come from graphics elements, and restricted drawing to clipping rectangle. [cam900]
  • raiden2.cpp updates: [cam900]
    • Fixed xsedae configuration (runs on modified Zero Team hardware).
    • Moved video functions to video/raiden2.cpp.
    • Reduced runtime tag map lookups, made state class members protected or private where appropriate, and cleaned up code.
  • r2dx_v33.cpp: Reduced runtime tag map lookups, and reduced redundancy with raiden2.cpp. [cam900]
  • vgmplay.cpp: Added volume modifier support, and scaled volume according to the number of sound chips used by file. [cam900]
  • leland.cpp: Reduced runtime tag map lookups, and simplified and cleaned up code. [cam900]
  • audio/leland.cpp: Removed hard-coded tags for ROM region and host CPU. [cam900]
  • psikyo4.cpp: Fixed FM output when used. [cam900]
  • n2a03.cpp: Added device_mixer_interface rather than routing audio to hard-coded speakers. [cam900]
  • tc0100scn.cpp updates: [cam900]
    • Internalized text graphics.
    • Restricted drawing to clipping rectangle.
    • Moved taito_f2.cpp banking code into driver.
    • Allowed masked priority behavior.
    • Reduced redundancy and cleaned up code.
  • tc0480scp.cpp: Internalized text graphics, reduced code duplication, and removed unnecessary pointers and functions. [cam900]
  • emupal.cpp: Added xBGRBBBBGGGGRRRR format. [cam900]
  • deniam.cpp: Fixed screen freezing behaviour, reduced runtime tag map lookups, cleaned up code, and added notes. [cam900]
  • audio/m72.cpp: Remove hard-coded tags, converted sample ROM access to device_rom_interface, and cleaned up code. [cam900]
  • aica.cpp, aicadsp.cpp: Converted PCM/DSP memory access to device_rom_interface, added save state support, and cleaned up code. [cam900]
  • hotblock.cpp: Converted video banking to address_bank_map_device, and removed MCFG_ macros. [cam900]
  • z80pio.cpp: Reduced code duplication. [cam900]
  • ginganin.cpp: Simplified graphics layouts, reduced runtime tag lookups, and cleaned up code. [cam900]
  • snes_snd.cpp: Added input clock, implemented device_clock_changed, cleaned up code, and added notes. [cam900]
  • ms32.cpp: Add notes. [cam900]
  • k053260.cpp: Cleaned up code. [cam900]
  • deco146.cpp: Suppressed side effects for debugger, reduced redundancy, and cleaned up code. [cam900]
  • pgm.cpp: Implemented some inputs, and improved naming. [cam900]
  • pgmprot_igs027a_type1.cpp: Added inputs for CAVE PCB. [cam900]
  • qs1000.cpp: Moved imperfect sound flag from drivers to device. [cam900]
  • Netlist library updates: [Couriersud]
    • Added a MOSFET model, inclusion Meyer capacitance.
    • Added a charge-conserving capacitor model, as an alternative to the constant-capacity model.
    • Started putting constants in a central place.
    • Fixed a rounding issue in the ptime code.
    • Added a global parameter to disable semiconductor capacitance modelling.
    • Added an operational amplifier model that ignores output voltage limits.
    • Changed MB3614 operational amplifier parameters to match the data sheet.
    • Added VARCLOCK, allowing step size to be calculated using a function.
    • Added trunc to pfunction.
    • Added opamp_amplification_curve example, which calculates op-amp gain as a function of frequency.
    • Improved LM3900 voltage clamping model, and aligned pin names with other operational amplifiers.
    • Added a high-precision LM3900 model, and an improved high-performance LM3900 model.
    • Added more SPICE elements to the conversion code.
    • Fixed current source handling when converting SPICE nets.
    • Added validation for netlist devices.
    • Improved scalability of error messages.
  • m62.cpp: Fixed kidniki netlist, based on corrections in kungfum schematics and an apparent omission. [Couriersud]
  • zaccaria.cpp sound improvements: [Couriersud]
    • Routed speech and DAC through netlist filtering, and fixed AY8910 interfacing.
    • Hooked up potentiometers so they can be adjusted.
    • Added frontiers to netlist to improve performance.
  • mario: Fixed an error in schematics that became obvious with the improved LM3900 model. [Couriersud, Tafoid]
  • spg110 updates: [David Haywood]
    • Split more functionality into separate devices.
    • Improved rendering and sprites, and implemented manual video RAM uploads.
    • Added basic audio.
  • wc90b.cpp: Tidied up a little. [David Haywood]
  • pengo.cpp: Added preliminary partial decryption for schick. [David Haywood]
  • Moved SunPlus GC394 systems out of vii.cpp (it’s a newer sytem-on-a-chip with more capabilities). [David Haywood]
  • 32x.xml: Fixed pinochio ROM loading. [David Haywood]
  • mgames.cpp: Cleaned up palette and graphics decoding layout, and converted drawing to use tilemap system. [Dirk Best]
  • ltcasino.cpp updates: [Dirk Best]
    • Hooked up the two 6821 PIAs, hooked up CRT5037, corrected RAM size, and defined clocks in terms of 18 MHz crystal.
    • Cleaned up inputs, added DIP switch descriptions and locations, and documented service mode.
    • Added output ports, and hooked up coin counter and lamps.
    • Added simple internal artwork with clickable buttons and color overlays based on a flyer.
    • Added non-volatile RAM, and updated ROM labels and notes.
  • tms9927.cpp: Allow visible area to be hard-coded at configuration time. [Dirk Best]
  • akkaarrh.cpp: Added coin counters, lamp outputs, and a test view showing the lamps. [Dirk Best]
  • Amstrad PCW driver updates: [Edström]
    • Corrected floppy drive types for each machine.
    • Derived clock from crystal value, and slowed down the CPU to approximate the effect of video hardware accessing RAM.
    • Improved logging and converted to use logmacro.h utilities.
    • Fixed printer and monitor palettes, and made a simpler layout the default.
  • dsk_dsk.cpp, hxchfe_dsk.cpp: Report a non-fatal warning for images with a small number of excess tracks. [Edström]
  • pcw.xml: Corrected metadata and added notes on dumps with excess tracks. [Edström]
  • sms, nes: Obtain pixel intensity for light gun from screen device rather than accessing VDP/PPU bitmap. [Enik Land]
  • sms.cpp: Set initial stack pointer for Game Gear, required by Ecco (fixes MT07255). [Enik Land]
  • m68kmmu: Fixed ATC entry calculation error that was crashing Domain/OS. [Hans Ostermeyer]
  • apollo: Removed deprecated debug reference. [Hans Ostermeyer]
  • z80ctc.cpp: Guard against integer overflow when calculating remaining time with configured input clock frequencies. [Justin Kerk]
  • Fixed support for multiple light guns with X11 XInput. [Kiall Mac Innes]
  • Fixed YM2608/YM2610 ADPCM-A overflow behavior (should wrap rather than saturating). [Lord Nightmare, madbr]
  • ymz774: Replaced volume table with calculation loop. [MetalliC]
  • tms99xx updates: [Michael Zapf]
    • Fixed LDCSTCR handling of register indirect auto-increment mode (*Rx+) and modernized logging.
    • Fixed minimum/maximum clock cycles per instruction.
    • Changed set address method signature to work better with memory maps.
  • ti99 updates: [Michael Zapf]
    • Fixed TI FDC in Geneve losing SIDSEL signal when no drive is selected, and removed redundant variables.
    • Fixed 99/4p regression where wrong CRU addresses are used when accessing peribox/evpc.
  • coco: Fixed loading Orchestra-90, RS-232 Program Pak, and Modem Pak from software list (fixes MT05291). [Nigel Barnes]
  • m68000: Made CPU space an address space and made vectored interrupts use it. [O. Galibert]
    • Also made it possible to disable the interrupt priority encoder behaviour in the CPU core.
  • emumem: Removed obsolete alignement limit. [O. Galibert]
  • emumem_mud: Corrected start/end for big endian spaces. [O. Galibert]
  • pic8259.cpp: Suppress side effects of debugger reads. [O. Galibert]
  • Added skeleton Yamaha DSPV and SWP20 devices. [O. Galibert]
  • ymmu100.cpp: Extracted LCD as a separate device. [O. Galibert]
  • Annotated all uses of set_input_line_vector with CPU type. [O. Galibert]
  • pcat101: Connected key matrix and ports. [Patrick Mackinlay]
  • 3c505: Added low-level emulation. [Patrick Mackinlay, Neko May]
  • m68705: Added more HMOS variants. [Patrick Mackinlay]
  • nscsi_cd: Added support for mode page 0x01, allowing Apple II SCSI Card to access CD-ROMs. [R. Belmont]
  • apple2: Attach a SCSI CD-ROM to the Apple II SCSI Card by default. [R. Belmont]
  • apple2: Documented FocusDrive/ZIPDrive partition information format, and fixed it so it works. [R. Belmont]
  • mac: Demoted all Macs to NOT_WORKING until we get a working VIA6522 emulator. [R. Belmont]
  • k2000: Hooked up RAM/ROM switch – now starts to boot. [R. Belmont]
  • aim65: Modernised code, fixed cassette, added TTY, and added printer display. [Robbbert]
  • funworld.cpp updates: [Roberto Fresca, Grull Osgo]
    • Improved game descriptions, and expanded notes.
    • Improved memory maps, added default non-volatile RAM contents for some games, fixed ROM loading, and re-worked inputs.
    • Improved tilemaps, fixed graphics planes, and improved palettes.
    • Added I²C serial EEPROM and removed PIAs for Saloon/Nevada.
    • Added PLD dumps for pool10e and marked jokercrd graphics ROM IC10 as a bad dump.
    • Split and mirrored attribute/color RAM, fixed AY8910 hook-up, fixed video RAM offset, and fixed AY8910 hook-up for intrgmes.
    • Changed CPU to 65SC02, added periodic interrupts, and patched out some hardware checks for intrgmes.
    • Changed CPU to R65C02, added PIA mirroring, and added a ROM patch to force NOP after BRK for royalcrdf.
  • Further funworld.cpp updates: [Roberto Fresca]
    • Fixed palette banking, graphics ROM loading, memory map and video RAM offsets for royalcrdf.
    • Added default non-volatile RAM contents for rcdino4 and jolycdig.
    • Marked royalcrdc graphics ROM IC26 as a bad dump.
    • Added button lamps for jolycdig and jolycdab.
    • Changed “Austrian” to “German” in all game descriptions, and expanded notes.
    • Replaced royalcrdc bad graphics ROM dump with corresponding dump from parent set, and removed imperfect graphics flag.
  • funworld.cpp: Used a custom device to re-dump faulty graphics ROM for jokercrd, allowing game to be promoted to fully working. [Roberto Fresca, Grull Osgo, Gaby]
  • unsp: Fixed signed multiplication in recompiler (fixes controls in jak_pooh). [Ryan Holtz]
  • sgi_mc: Fixed pixel VDMA interrupts (fixes pixel DMA warnings in IRIX 5.3). [Ryan Holtz]
  • newport: Added support for dithering and 4 bits per pixel RGB frame buffer display, and fixed shaded rendering mode. [Ryan Holtz]
  • Added ability to throttle IDE hard disk DMA transfer speed (fixes MT07242). [Ted Green]
  • midzeus.cpp: Fixed interrupt regression that was causing low frame rates in thegrid. [Ted Green]
  • zx8301.cpp: Improved flash behavior so colors match a real QL. [vilcans]
  • crystal.cpp: Dumped alternate Crystal System BIOS. [ack]
  • galaxian.cpp: Corrected ROM names for moonwara, and corrected the color BPROM. [Andrew Welburn, The Dumping Union]
  • oneshot.cpp: Add PCB layout for Mad Donna, and various notes for One Shot One Kill. [Brian Troha]
  • toaplan1.cpp: Corrected coinage DIP switch settings for Jiao! Jiao! Jiao! (China, 2P set). [Brian Troha]
  • tumbleb.cpp: Dumped PIC microcontroller for funkyjetb. [Caps0ff, ClawGrip, The Dumping Union]
  • seibucpbl.cpp: Updated ROM locations for cupsocsb2, and used measured clocks for Seibu Cup Soccer bootleg sets. [f205v]
  • gba.xml: Added additional cartridge information from No-Intro. [FakeShemp]
  • aha1542b: Added 3.1b BIOS. [Funet Archive]
  • namcos2.cpp: Updated PCB locations for data ROMs. [Guru]
  • m72.cpp: Re-dumped I80C31 external ROM for imgfightb. [hammy]
  • aristmk5.cpp: Updated internal layouts based on a few photos of the button labels. [Heihachi_73]
  • isa_hercules: Added dump of Mazovia Polish alternate character set. [MCbx Old Computer Collection]
  • Added skeleton device for UltraStor Ultra-14F SCSI controller. [Metropoli BBS Archive]
  • Added skeleton device for UltraStor Ultra-24F EISA SCSI controller. [Metropoli BBS Archive]
  • Added skeleton devices for Tekram EISA SCSI controllers. [Metropoli BBS Archive, I-Shou University File Server]
  • galaxold.cpp: Dumped PROM for and confirmed chip types for scramb3. [Porchy, The Dumping Union]
  • europc.cpp: Added BIOS v1.02 to euroxt. [rfka01]
  • genpc.cpp: Added several additional BIOS options. [rfka01]
  • compc.cpp: Added BIOS v2.01 to compc10. [rfka01]
  • Added notes about SunPlus dies and which systems use them. [Sean Riddle]
  • icanpian.xml: Added additional information about cartridges and release codes. [Sean Riddle, ClawGrip]
  • sms.xml: Corrected ROM label for worldgp. [TeamEurope, ICEknight, ClawGrip]
submitted by cuavas to MAME [link] [comments]

Elite Dangerous Roadmap for 2018

Forum Roadmap - contains dev comments & more comprehensive due to higher character limit.

Elite Dangerous: Beyond - Season 3 Roadmap

All 4 updates will be FREE for all Elite Dangerous: Horizons owners - Source Premium Content for Lifetime Pass owners is planned for 2018 - Source

Q1 Release - 3.0 Update [LIVE]

3.0 Patch Notes:
New core improvements, expanding the narrative, and some of the new features. This update is a stepping stone for a larger update that will arrive in Q4 of 2018:
  • Narrative
  • Engineering Improvements (Source: 3.0 Launch Summary - Livestream Timestamp - Livestream Recap)
    • Crafting Upgrades - We removed any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. All penalties in blueprints are fixed and only applied once per rank. You need to maximize benefits from an upgrade before we can start applying higher rank versions to a module.
      • If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer. (Beta 2)
    • Secondary Effects - Secondary hidden statistical variables have been removed. We'll try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways.
    • Pinned Blueprints - You are now able to craft pinned blueprints at any starport that has outfitting. You can pin a blueprint per engineer.
      • When pinning a blueprint, it will now pin all grades rather than just one. (Beta 2)
    • Experimental Effects - These will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module. This means that there is no way you can lose reputation ranks with an Engineer.
    • Material & Data Storage - There's a per material/data storage cap, with different caps for different tiers: Tier 1 - 300, Tier 2 - 250, Tier 3 - 200, Tier 4 - 150, Tier 5 - 100.
    • UI Improvement - There have been added quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory.
    • Collecting Materials - We've added an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.
    • Grandfathering - Existing engineered modules have been grandfathered. This means you can still use them, their statistics and effects won’t be changed. However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.
      • We will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).
  • Materials Trader (Source: Livestream Timestamp - Livestream Recap)
    • Added a new contact called a Materials Trader to give players the ability to hand in materials in exchange for others at set exchange rates based on grade and material type.
    • This will allow players to trade for rarer items or items obtained by gameplay they do not want to take part in (E.G. killing trade ships) as well as converting stockpiles of unwanted materials to ones that the player needs.
    • This is not intended to replace material gathering completely, but be a useful tool to help shorten the gameplay loops around gathering materials, making engineering and unlocking items at the tech broker more accessible.
    • Allow players to trade one material of another in a single trade.
    • Only one trade at a time can be completed.
    • Material traders operate on a true barter system. There are no credits involved.
    • Traders are split into types – Raw, Manufactured and Encoded.
    • Each trader type only trades in their type of materials and can be found in different economy types. Locations material traders can be found are:
      • Raw Materials Trader - Found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
      • Manufactured Materials Trader - Found at industrial economies, only trades in manufactured materials.
      • Encoded Materials Trader - Found at High Tech and Military economies, only trades in encoded materials.
      • Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.
    • Materials Traders will not show up in lawless and anarchy systems.
    • Materials Traders will not show up at stations that are currently controlled by a criminal faction.
    • Materials Traders will be unavailable when a station is damaged, under repair or put on lockdown.
    • Horizons is required to use Material traders.
    • Material traders can be found using the new By Service map view (Image) configuration option. This has a 40ly range and only shows traders that you have discovered.
    • Material traders will also be shown on the system map in the station services list.
    • Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.
  • Crime&Punishment (Source: 3.0 Launch Summary - Livestream Timestamp - Livestream Recap)
    • Bounties and Fines
      • Bounties and fine are applied to the ship you're in.
      • Fines never mature into bounties.
      • Bounties never become dormant.
      • Bounties never expire.
      • Fines can be paid off at security contacts
      • Bounties can be cleared by Interstellar Factors when your Notoriety is 0
      • Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres. (!) These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.
    • Notoriety and Murder
      • Commanders gain a Notoriety rating, a value between zero and ten.
      • Notoriety increases by one whenever a Commander commits a murder crime.
      • Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
      • For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
      • If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
      • In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
      • Notoriety is linked directly to the Commander, regardless of which ship they fly in.
      • Any Notoriety means the interstellar factors cannot clear your fines or bounties.
      • Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
        • Notoriety exemption for murder by ramming now applies everywhere, not just near stations. (Update 3.0.2)
        (!) These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.
    • Hot Ships and Modules
      • A ship with bounties on it is hot.
      • A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
      • Elsewhere - ship transfer costs are increased for the hot ship.
      • Modules taken from a hot ship are hot modules.
      • Hot ships can be cleaned using Interstellar Factors, at a cost.
      • Hot modules can be cleaned in storage for a price based on the module's value.
      • Hot modules cannot be placed in a clean ship.
      • Hot ships and modules can be sold at a mark down. (!) These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.
    • Friendly Fire and Reckless Weapons Discharge
      • The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
      • A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine. (!) These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.
    • Anonymous Access Protocols
      • When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
      • Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
      • Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets. (!) This helps to make sure there are consequences for your crimes.
    • Power Bounties
      • Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
      • Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
      • Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning. (!) Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.
    • Advanced Tactical Response - Image 1, Image 2
      • Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
      • ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
      • ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
      • The security of the system determines the level of crime before they are summoned
      • ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
      • Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system. (!) Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.
    • Crime and Ship Destruction
      • Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted.
      • When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
      • There are lots of Detention Centres in human space.
      • When respawning at a Detention Centre, a Commander must pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
      • When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
        • If there are no appropriate starports, it will respawn at the last port it was last docked at.
      • When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre. (!) This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.
    • Kill Warrant Scanner
      • The Kill Warrant Scanner detects all bounties issued by system factions in every system. The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
      • When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels. (Coming Soon: Source)
      • NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.
      • (!) Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.
    • Superpower Bounties
      • When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
      • Superpower bounties are valid for every jurisdiction aligned to the superpower.
      • Superpower bounties are detected by a basic scan.
      • When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
      • Superpower bounties grant credit rewards and reputation for the superpower.
      • We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.
      • (!) Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.
  • Trade Data Changes (Source: Livestream Timestamp - Livestream Recap)
    • How trade data works in Beyond Chapter One:
      • Commanders will be able to select the trade data column header to enter the trade data overlay. From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.
      • Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.
      • Once a system is selected, as long as you have the trade data, a tab will appear.
      • Using this you can select which market in the system you want to display the trade data for.
      • You can now select whether you want to show export profits (the money you would make when exporting to the system) or input profits (the money you would make from importing goods from the system to your current market).
      • Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.
      • Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.
      • The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is now shown as pips instead of high (now 3 pips), medium (now 2 pips) and low (now 1 pip).
      • When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade
    • Using the galaxy map for trade data:
      • You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
      • With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
      • New options are stored in the Map option under 'Map View Configuration.'
      • There is a new entry in this drop down called 'By Commodity'.
      • This will open up the new commodity search options
      • You will be able to select the commodity type and commodity that you are interested in.
      • If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
      • With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.
      • Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.
      • A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item.
      • Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
        • Best import and export prices
        • Import prices only
        • Export prices only
      • With the By Commodity map mode selected, you can move your cursor over a system and select it.
      • As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.
      • When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
      • Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo. These filters are as are:
        • Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
        • Planetary Market - This allows you to show or hide markets that are on a planets
        • Distance from star – This allows you to filter between market a short, medium or long range from the main system star.
      • We have also added another new button on the system selection overlay: mark market for comparison. This allows you to show the trade data from your selected commodity market to the commodity market at your current location (instead of displaying the galactic average.)
    • Trending trade route data
      • We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.
  • Wing Missions (Source: 3.0 Launch Summary - Livestream Timestamp - Livestream Recap)
    • These are missions designed to be shared by up to four players.
    • In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
    • Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
    • The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
    • Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
    • Mission Depots
      • In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.
      • The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
      • All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
      • Once all cargo has been collect and a set amount of cargo has been delivered to a mission depot the owner of the mission has the option to partially complete it. In this instance all wing members will receive a credit only reward proportional to the amount of cargo delivered. For example if 75% of the cargo is delivered all wing members will receive a credit reward equal to 75% of the mission’s promised reward.
      • If a player has collected cargo, which has not been delivered when a mission is completed, they will receive a fine based on the cargo’s value.
    • Mission Rewards
      • The new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.
  • Megaship Interactions (Source: Livestream Timestamp - Livestream Recap)
    • Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.
    • Initiating Interactions:
      1. Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive. - Video
      2. Doing so will release a scan pulse which highlights all interaction objects attached to the ship.
      3. Interaction objects are added to the ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
      4. Some of interactions will utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.
    • One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.
    • In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships which we feel will add a bit more spice to these locations.
    • We have plans to add other interaction types and locations in later updates, so there will be more to come in this area.
  • Tech Broker (Source: Livestream Timestamp - Livestream Recap)
    • Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite your way.
  • Planetary Tech (Source: Livestream Timestamp - Livestream Recap)
    • We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved. We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets. The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.
  • GalNet Audio (Source: Livestream Timestamp - Livestream Recap)
    • At the simple click of a button, you’ll now be able to listen to GalNet audio whilst flying your ship.
    • All you have to do is select the play button at the bottom of the right-hand system panel in your cockpit to play through the headline news stories.
    • If you’re looking for a specific story, or you want to curate your own playlist of handpicked news, you can do so by opening up GalNet news from the same panel and select the stories individually.
    • GalNet news will fade in and out depending on the situation, and stop altogether in some key situations. In some cases, such as counting down to hyperspace jumps, the news will pause and then resume once the countdown is complete. The story, or playlist, will continue from where you left off. - YouTube
  • COVAS Customisation (Source: Livestream Timestamp - Livestream Recap)
    • Changing your COVAS (Cockpit Voice Assistant) is a new addition to Elite Dangerous and the first of these will be Victor, ready at the launch of Chapter One of Beyond. Commanders will be able to change their COVAS at the Starport Services livery customisation section.
    • It'll be possible to also change the COVAS for your SRV too, you'll need to head over to the SRV customisation bay to change your preference.
    • And... if you miss Verity, you'll be able to change the COVAS back.
    • Frontier is working in partnership with HCS to bring you new COVAS packs in the future.
    • These voices are intended to bring a new flavour to commanders out in the black, however, it's important to note at the current time we do not intend to introduce celebrity voice packs.
  • Ships:
    • The Chieftain (Source: Livestream Timestamp - Livestream Recap)
      • The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.
      • Specifications: Medium pad. Hardpoints: 2 Large - 1 Medium - 3 Small. Not locked behind a rank requirement.
      • Videos: Frontier Expo 2017
    • The Keelback received a 2nd seat, making it a multi-crew ship.
    • The Type 7 received some buffs - Source
    • The Type 9 received an extra size 8 slot.
    • There are plans for improving the Asp Scout in a future update. - Source
  • Misc Changes
    • FSD Synthesis received changes - Source
    • New High Value supercruise targets for pirates to raid - Image
    • Module Storage has been increased from 60 to 120.
    • Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station - Image
    • Journal Documentation (API) for 3.0 - Source

2 x Content Updates

YouTube Timestamp
  • New ships
  • New missions
  • New scenarios
  • Progressing the narrative

Q4 Release

YouTube Timestamp
  • Squadrons - New organizational structure for player groups. We'll be able to create our own squadrons. We'll have tools to manage the membership and hierarchy in them. Squadrons will feature enhanced communication options. - Image
  • Fleet Carriers - Squadrons will be able to purchase their own fleet carriers. These are large, mobile, dockable vessels that will act as a base of operations for squadrons. We'll be able to refuel, rearm and respawn at them.
  • Exploration - More activities and tools focused on how we find stuff in the galaxy. This affects missions, commodities, other resources. New phenomenons, new anomalies for us to find in the galaxy.
  • The Codex - An archive that logs our exploration achievements and acts as a repository for game lore. It will log our discoveries and will also act as an encyclopedia, giving more depth and context to the things we find. And also possibly hinting at other things that we might be able to find out there.
  • Mining - Improvements to the way we detect and extract resources. A miner's toolkit of modules and capabilities, for more options, variety and choice when we're in deep space. Trying to invoke the feeling of Wild West prospecting through jeopardy (crises, unforseen challenges to get the rewards) or through the concept of hitting the motherlode (deep core blasting, an entire special asteroid for big rewards). Trying to make mining a fully fledged career - Image
  • Planetary Tech - Improvements to the scatter rocks system, by adding a bigger variety of sizes and scales to them. Improving ambient effects, planetary phenomena, volumetric effects and vapour.
  • Improved Ice Planets - Concept Art Target
  • Improved Lighting Model - Will benefit the planetary tech as well as the game's look from space.
Most features announced at Frontier Expo 2017 on October 7th - YouTube Video Some features detailed and discussed with the community on the Beyond Series Focus Feedback forum. 3.0 Features showcased on Livestream #1, #2, #3 and detailed on Forum Recap #1, #2 & #3.
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