Binary options / simulator for Android - APK Download

Binary Options Simulated Trading MetaTrader 4 Forex Indicator

Binary Options Simulated Trading MetaTrader 4 Forex Indicator submitted by ForexMTindicators to u/ForexMTindicators [link] [comments]

Binary options simulator - an application which allows train of trading skills

Binary options simulator - an application which allows train of trading skills submitted by QSoftware to Daytrading [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers 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

submitted by cuavas to emulation [link] [comments]

I think I've figured out how Rask and Rusk are going to work in Kerbal Space Program 2

[WALL OF TEXT INBOUND]
Bit of a primer here. Kerbal Space program calculates your ship's trajectory in a vacuum using what is known as patched conics. Each planet or moon has a "sphere of influence" (or SOI) within which it is the only thing in the universe affecting your ship, gravitationally speaking. The game uses Newton's law of gravitation, Gm1m2r-2, to plot out a line your ship will follow when unpowered.
When you coast from one SOI to another the game records your velocity, direction, and location as you are leaving the old SOI and patches it into the new one- where the new body is now able to exert a pull on the ship rather than the old one. This is in order to save on computation, and to avoid annoying things like station-keeping lest player's precious space station around Laythe come crashing down into the ocean due to orbital pertubations from Tylo pulling on it. Not to mention that the stock system must exist on rails lest moons start flying everywhere were you to really do the math for everything pulling on everything else.
What's new in KSP 2? Well, since the patched conics approximation works better when bodies are similar to distant points from each other it's probably going to remain for the Kerbol system as well as in other systems. As to relative stellar motion I can't say- that may also be on rails. What we do know however, is that there's going to be a binary planetoid pair called Rask and Rusk, so close to each other their interacting tidal forces have melted portions of their surface. Since patched conics relies on only one body pulling on your craft at a time, how will the problem of orbital motion around these bodies be addressed?
I believe the answer will be through something called the restricted 3-body problem. This system of analysis involves two massive bodies orbiting a center of mass or barycenter, and a third body whose mass is so small relative to the first two that the force it exerts on them can be completely neglected. These two bodies can of course be on rails. As a result, computation needs for solving the trajectory of the small mass (the ship) is greatly reduced and I predict that this is how flying within Rask and Rusk's SOI will work.
So what are the implications for gameplay? Well for starters, orbits are almost guaranteed to look nothing like a standard KSP 1 trajectory (whose basic shape is some combination of circles, ellipses, parabolas, and hyperbolas either alone or patched together). Instead, expect orbits to form chaotic and open continuous spirals ending at some prediction limit like those found in Children of a Dead Earth. This trajectory will likely be presented to the player from an inertial reference frame which is centered on the barycenter of Rask and Rusk, and rotates along with the two planetoids. Normally in KSP the reference frame does not rotate with respect to a target body, but in the case of this binary system it likely will have to because the risk of accidental lithobraking is greatly increased. When a blue line intersects one of the two planetoids the player should immediately know that a collision will eventually result. So now you may be asking yourelf, how the hell is a long term orbit possible if I'm going to zigzag around and in between these lobes? Eventually I'll get ejected or crash.
That's where Lagrange Points come in. Exclusively the domain of approximations more accurate than patched conics, Lagrange points are areas in a two body system where a small object can reside in theory indefinitely if no other forces exert on it. These points rotate with the two bodies and any craft placed in them would appear stationary relative to the two bodies. Thus, by introducing the restricted three-body problem it is possible for these areas to exist. In practice there is drift in these areas, but it is likely that there will be some automatic option to station keep while using one unit of monopropellant a year or something.
Edit: added bonus, here's a video I found which has this exact type of simulation. Although they have different masses, the pink and purple points in this simulation are analogous to Rask and Rusk while the yellow point represents a spacecraft.
TL;DR restricted three-body for inside Rask and Rusk's SOI and patched conics everywhere else.
submitted by second_to_fun to KerbalSpaceProgram [link] [comments]

YandereDev Email Response (pm for screenshot proof)

1.How do you feel about the overall health,community,and progress that you have made in Yandere Simulator over the past 6 years?
This is an extremely broad question that covers a large number of different topics. I'd prefer to answer more direct questions about more narrow subjects.
2.What were some major roadblocks in development that either stopped/slowed down your progress? How did you deal with these issues? Looking back,was there anything you would've changed in regards to your coping?
The major roadblocks are character assassination and nonstop daily harassment. I have no coping methods for dealing with either of these things.
Public humiliation is a very profitable entertainment industry. Even if you have no skills or talents whatsoever, you can quickly get millions of views by making a video where you ridicule someone. It's even easier to get views if you ridicule a YouTuber with lots of subscribers, because the YouTube algorithm will push your video to each of that person's followers.
I've been targeted by drama YouTubers who make trashy tabloid-style videos where they demonize and villify me, because they know that these videos will get them tons of attention and money. Nothing they say about me is true, and I can debunk every claim they've made. https://yanderesimulator.com/debunk/ Despite this, I still receive harassment dozens of times every hour of the day.
I dedicate over 10 hours of my day to Yandere Sim, 7 days a week, and I only take 1 day off per month, but people still call me lazy. People send me hateful messages every day on Discord, Reddit, Twitch, Twitter, and e-mail. Many people have been tricked into thinking that I'm an exaggerated caricature of who I actually am, and they take every opportunity to treat me like shit. No matter what I accomplish, there will always be a large number of people who will only focus on my mistakes and dedicate their time to smearing my reputation. I've been unhappy and depressed for the past 70 months, and every day only gets worse. The game that I created has destroyed my life, and I'm getting almost nothing out of it.
Being harassed on a daily basis has made me depressed, killed my enthusiasm for the project, and robbed me of all motivation. I have been harassed in various ways on a daily basis for the past several years. It is guaranteed that I will continue to be harassed every day for the rest of my life, and that the severity of the harassment will only continue to intensify. There is no reason to have any hope for the future. I don't even have a future anymore. The harassment isn't going to stop until I'm dead. Under these circumstances, I can no longer find a reason to keep living.
3. Towards the beginning of development, you said that you wanted to be the sole indie developer of Yandere Simulator. How have your opinions about this changed over time in relation to you reaching out to programmers/companies for help?
I don't remember saying that.
I'd be happy to work with a company.
I receive assistance from other programmers daily. This has been the norm for multiple years.
4. What are the top 3 regrets you have from developing Yandere Simulator. What are some things you think you do well?
A) The project's overly-ambitious scope
B) Prioritizing rapidly shoving things into the game as quickly as possible so that I could maintain a steady upload schedule for YouTube
C) Interacting with fans
5.Do you think that the backlash you have received is justified in any way,why or why not? From your perspective, what is the difference between harassment and constructive criticism?
100% unjustified.
Harassment = Insults, spam.
Constructive criticism = Helpful advice.
6.Do you ever watch any videos that people have against you to see what kinds of criticisms people have to help improve the game?
What do you think of these types of videos?
I do not watch trashy videos created by trashy people for a trashy audience.
7. On your current pace,what is a rough estimate of Yandere Simulators release date if you had to guess?
12 to 24 months, depending on severity of harassment.
1. What is your opinion of including more openly gay characters/adding the option to make Yandere Chan male stalking a male senpai? Will any trans/non-binary characters be added? Will such features ever come?
I never think about this stuff.
2. Have you ever considered the possibility of receiving legal allegations for selling merch that is solely based off the unity asset models? Are you planning of changing the merch once the artstyle is changed?
This is a preposterous suggestion. The characters depicted in the merchandise have nothing to do with the Unity Asset Store models. "Schoolgirl with black ponytail and black stockings" is not a Unity Asset, and is not something that I can be sued for.
3. Many players are uncomfortable with the whole panty mechanic and think that changing the “panty buffs” to other accessories would increase the appeal to other people. Will such things ever come?
Those people need to stop being babies.
4. What is the overall direction the game is going in? In the past you have stated that Yanderedev is a mix of Persona and Hitman. Some people would even say that a mix like this doesn’t work because they are contradictory. If you kill students,Then it’s like hitman,but then you sacrifice the dialogue and depth that the persona series has. What measures are you taking to balance these two game types to provide the best experience for the players?
I made a whole video about it. https://www.youtube.com/watch?v=tNaM97tgHUM
1.Why is Osana listed as the fifth rivals Difficulty for the demo when you stated that you wanted to make a V slice to show the people in the Kickstarter what the game would be like? How hard are you planning of making the final rival?
It would be far easier to show you rather than tell you. Just wait until she is actually released.
2. What was the inspiration and thought process behind Raiburu and her being Osana’s invincible body guard? Wouldn’t having an invincible bodyguard limit the “Hitman” aspect of the game by making it so that you can only kill the rival at certain moments instead of awarding the players knowledge of the game by allowing them to kill her quickly and efficiently ?
You do not understand Raibaru as a gameplay mechanic. She just needs to be a simple speed-bump that prevents the player from charging straight at Osana at full speed. She exists to make the player solve a simple puzzle before they can kill Osana. Exactly like in Hitman, you shouldn't be allowed to charge straight at your target and kill them without consequence. That is Raibaru's purpose. You can get rid of Raibaru in less than 5 minutes.
3. In respect to Megami, what is your explanation of her apathetic nature towards other people? Is she more of someone who is secretly not as “dictatorly” in real life then in school or is there more behind her?
You do not understand Megami. Just wait and see.
4. What’s Megami's food preference?
Nutritious food.
Would you ever consider quitting Yandere simulator' even after all the funding you have received? What job would you undertake if you were to stop programming?
It is not an option.
submitted by TableNews to Osana [link] [comments]

MAME 0.221

MAME 0.221

Our fourth release of the year, MAME 0.221, is now ready. There are lots of interesting changes this time. We’ll start with some of the additions. There’s another load of TV games from JAKKS Pacific, Senario, Tech2Go and others. We’ve added another Panorama Screen Game & Watch title: this one features the lovable comic strip canine Snoopy. On the arcade side, we’ve got Great Bishi Bashi Champ and Anime Champ (both from Konami), Goori Goori (Unico), the prototype Galun.Pa! (Capcom CPS), a censored German version of Gun.Smoke, a Japanese location test version of DoDonPachi Dai-Ou-Jou, and more bootlegs of Cadillacs and Dinosaurs, Final Fight, Galaxian, Pang! 3 and Warriors of Fate.
In computer emulation, we’re proud to present another working UNIX workstation: the MIPS R3000 version of Sony’s NEWS family. NEWS was never widespread outside Japan, so it’s very exciting to see this running. F.Ulivi has added support for the Swedish/Finnish and German versions of the HP 86B, and added two service ROMs to the software list. ICEknight contributed a cassette software list for the Timex NTSC variants of the Sinclair home computers. There are some nice emulation improvements for the Luxor ABC family of computers, with the ABC 802 now considered working.
Other additions include discrete audio emulation for Midway’s Gun Fight, voice output for Filetto, support for configurable Toshiba Pasopia PAC2 slot devices, more vgmplay features, and lots more Capcom CPS mappers implemented according to equations from dumped PALs. This release also cleans up and simplifies ROM loading. For the most part things should work as well as or better than they did before, but MAME will no longer find loose CHD files in top-level media directories. This is intentional – it’s unwieldy with the number of supported systems.
As usual, you can get the source and 64-bit Windows binary packages from the download page. This will be the last month where we use this format for the release notes – with the increase in monthly development activity, it’s becoming impractical to keep up.

MAME Testers 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

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers 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

submitted by cuavas to MAME [link] [comments]

Reverse Engineering Private iOS Frameworks in IDA Pro: A guide and troubleshooting reference that Hex-Rays didn't provide.

Note: * All discussion of resources that can be obtained from InternalUI builds should be regarded as hypothetical and purely educational. Obtaining these builds without the express permission of Apple is illegal, and doing so is discouraged. All information provided here is purely educational. * This guide was written for IDA 7.5. It should work on 7.3 and above. If you're using a cracked version, Scroll down to the "Pre 7.3" section. The rest doesn't apply to you at all.

Crucial Performance Tips

General tips regarding IDA usage for iOS RE: * If you are not patient, do not use IDA on the dyld_shared_cache. You will lose your mind. * Modern versions of IDA come with a dark mode included. Google "IDASkins" if you are on an older version and enable a dark mode. Your eyes will thank you if you work at night.
A majority of the information in this article details the process of reverse engineering using the dyld_shared_cache, as doing such is poorly documented in official documents.

Terms used

Analyzing the dyld_shared_cache in IDA Pro 7.3 or later.

IDA 7.3 and later includes a powerful, improved shared cache toolkit. It eliminates the need for simulator binaries, and makes analysis possible when you cant get access to simulator binaries (InternalUI builds, no macOS, no x64 decompiler, etc.)
The documentation is not great, and as such, I've made an attempt at documenting my own experience with the software.
Everything described here was performed on a licensed copy of IDA Pro 7.5. Older, especially unlicensed versions, may not be able to handle all of these features.

Analyzing a specific framework from the dyld_shared_cache.

Do not "Load module and dependencies" option on "high level" frameworks. In iOS 13, with SpringBoardHome this results in loading 720 modules. This takes upwards of 2 to 3 days on an 8-core 4GHz 32GB-of-ram PC. In newer versions, due to consolidation, that number is down to ~400. You'll still be unable to use your PC for a few days at best. I have loaded an entire shared cache a total of 3 times. I could write a separate article on the unfixable issues that happen. It's not worth your time, I promise. Utilize the tools described below.
IDA 7.3 introduced powerful new tools for dealing with the cache. You can now load a single module and selectively load only segments you need from other locations in the shared cache. It can be a pain, but the alternative is much, much worse.

Load the framework you're interested in

  1. Select the "Load single module" option. Ensure you do not select "with dependencies".
  2. Wait for the module you selected to load. It shouldn't take long.
For this example we'll be using FrontBoard.framework.
Loading is the easy part. Now we get to go through the process of correcting IDA's failures, as certain functions tend to fall apart in the dyld_shared_cache subsystem.

Troubleshooting missing data (red addresses, garbage variable names, etc)

The first thing you'll notice is that the assembly or pseudocode generated is absolute gibberish. If regular assembly is gibberish to you, this is advanced gibberish.
Swap to the IDA view for this. You may not be able to read assembly, but the pseudocode view doesn't properly handle the new features.

Red addresses

Swap to the "IDA View", as it doesn't work properly in the pseudocode view, and right-click a red address. We are going to assume that the one you clicked was a reference to libobjc.dylib, although it could be any library or framework in the cache.
You'll see an option to load "libobjc.A:__OBJC_RO" or something similar, or an option to load the entirety of "libobjc.A". If you don't need to reverse the contents of "libobjc.A" (you don't), you should simply load only the segment IDA suggests. This allows you to avoid absolutely destroying your RAM and CPU when working in the cache, while also allowing you to make sense of the code within it.

The address is still red :p

IDA likely failed to recognize any information in the segment. This can be caused by a damaged database, if IDA crashed while processing data.
Click the address and you'll be taken to the memory location, and if that assumption is correct and you can see vertical strings of letters:
Your address is probably still red. If so, you've damaged your database. I'd advise deleting the database and starting from scratch. This is the fastest option.

offxxxxxxxxx (random hex address prefixed by "off") in your assembly

What causes this?
These represent "refs". You're most likely looking at a class ref that failed to load.
Fix
  1. In the IDA View, double-click the off_x variable to be taken to the classrefs segment
  2. Right-click the red memory address and load the suggested module segment.
A name will appear. Good. Go back to your function.
  1. Edit -> Other -> Objective C -> Reload Objective C Info
If it changes from off_x to selRef, classRef, or something similar, you can move on.
If it does not change, see below
What causes this?
IDA improperly guessed the type of a struct it loaded due to a missing segment.
Fix
  1. Double click the pink text if you haven't yet to be taken to the class definition in __objc_data
  2. Click the _OBJC_CLASS... item to select that line
  3. Open Edit -> Struct Var
  4. Select objc_class and hit OK
  5. A red memory address will appear. Load that segment.
  6. Make your way back to your function that you're disassembling.
  7. Edit -> Other -> Objective C -> Reload Objective C Info
  8. Cry, because it's finally fixed.
Repeat this for any variables you feel are worth spending the time correcting.

Other issues

I'm likely forgetting some. I loaded a shared cache fresh and walked myself through fixing issues for the sake of this guide. I'll continue to add solutions as I encounter them.
Interesting Note: Sometimes, you'll see an address and click to load it in. "What on earth is 'GeoServices' doing in this function?" You might think. Upon loading, you'll see it was something like j__objc_retainAutoreleasedReturnValue_0. This is a byproduct of the shared_cache's optimizations, and as a result, you'll end up with several duplicate functions like this. A script to fix these needs to be written, eventually.
Typically loaded frameworks: libobjc Foundation CoreFoundation GeoServices ("trampoline")
I'm very interested in the concept of creating a "template database" that has data segments for these and others pre-loaded. If someone tries that, do update here with how that's done best.

Working with pseudocode from the dyld_shared_cache

Something you'll likely become familiar with is the statement (self + 10), where 10 is any 2 digit number. In objc source, you would see this as an ivar. If you've loaded in the relevant class information, you can help IDA display these ivars properly in the pseudocode view like so:
  • Right-click the a1 or self variable on line one
  • Click Y or "Set ivar type"
  • Change the class of self/a1 to the class shown next to it.
  • Change a1 to self if need be
Ivars should now be properly generated and shown in pseudocode.

InternalUI .development cache

While someone more experienced could speak to the exact purpose of this build of the cache, given that a dump was leaked to the general public I see no need not to discuss this.
The .development cache (which cannot be loaded in cracked IDA versions) appears to be a build of the shared cache that properly holds symbols for the libobjc, libsystem, and other libraries, instead of raw addresses.
If you're using Hopper or IDA 7.5, give the .development cache a shot.
Do note, I've had some issues with certain functions in it. I'm excited to see more information or research on the functionality of this object.

Other fun easter eggs in dumps

I'll leave these for you to find, but as a hint, look in folders that normally have no binaries and you might find a nice treat.
(not to mention the kexts, who needs kernelcaches anyways)

Pre-7.3 dyld_shared_cache analysis

I do not intend to pick a fight with illegitimate IDA users. The software is insanely expensive, I cannot fault anyone in that regard. If you are using an illegitimate copy, don't tell me, I don't want to know. Best of luck.
It's from a year of experience with it that I'm telling you: * Illegitimate versions of IDA cannot properly handle arm64e code very well. * Illegitimate versions of IDA cannot properly handle .development versions of shared caches available in InternalUI dumps whatsoever. It's completely incapable, and fails to process modules it loads. * Users of illegitimate versions of IDA should primarily stick to Simulator runtime binaries as detailed below. * Consider Hopper. It is capable of a few of IDA >7.3's features (arm64e, .development caches) and carries a much smaller price tag * Get comfortable with assembly if you intend to use Hopper. The pseudocode it generates is among the "least desirable" in the industry, and the assembly is easier to read. * Additionally, consider Ghidra. I'm not familiar with it, but others are, and can help you work with it. * Ghidra pseudocode I have heard is on par with IDA 7.0's pseudocode.
I've decided to leave the below sections in this guide for educational purposes, but using a cracked IDA here is more than likely a waste of your time compared to the myriad of options available. Additionally, I obviously cannot condone the usage of such.

If you are dead-set on using the arm64 shared cache:

Before you start analyzing the entire thing, I've already done that! I've publicly shared the fully processed cache here: https://developer.openpack.io/dyld_shared_cache_arm64.i64. Do not let my sacrifice of 4 days be in vain. Use this, don't waste your time.
It includes SpringBoardHome and 740 other frameworks SpringBoardHome depends on. It's a 13 GB file. Have fun.
This is not worth it, you have been warned. Please consider using simulator binaries instead.
Trying to search for a function name will crash IDA entirely. Close the Functions view and open the "Program Segmentation" window. Browse frameworks like this, and carefully scroll through to find the function you want.
Although you can work around the Function name search crash by using a full filter instead of the quick filter, this will cause decompilation to take several minutes while the filter is active. Additionally applying and removing the filter will take several minutes (but typically doesn't crash).

Simulator Binaries: the recommended solution on older IDA versions

The iOS simulator runtime is for you. x64 binaries that don't have the "Red Address" issue are available.
Find them here: /Library/DevelopeCoreSimulatoProfiles/Runtimes/iOS\ 12.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks
You may need to change the name of the folder for the simulator versions you have downloaded and installed.

dsc_fix.py Plugin

This plugin no longer functions, as the IDA SDK no longer provides the needed interfaces. Additionally, it needs to be updated for python3. Probably works on old IDA versions, do let me know.
submitted by _kritanta to jailbreakdevelopers [link] [comments]

Use Synology NAS as UPS Server to safely power down your other servers/computers

Use Synology NAS as UPS Server to safely power down your other servers/computers
Hi everyone,
I know there's information on using our Synology NAS' as UPS servers to power down other Synology devices, but it took me some time to piece together how to use Synology to safely power down my Mac Mini server in the event of a power outage so I figured I'd put it into a writeup here to maybe help some others.
WHY: Most UPS' only have one USB port to control a single device in the event power outage and the battery running low. If you're like me, I have my Synology NAS and other devices (i.e. Mac server) that I want all powered down safely.
My setup: These steps are not specific to my hardware/OS/UPS, but figured I'd provide for context.
  • APC 600VA UPS
  • Synology DS918+
  • Mac mini (running Ubuntu server 20.04, not Mac OS X) - this is not specific to Linux, it will work for Mac, Windows servers/computers
  • Your router needs to be also attached to the UPS otherwise your NAS and computers/servers won't be able to communicate.
Synology Setup
  1. Connect NAS to UPS via USB cable.
  2. Open up DSM and go to Control Panel > Hardware & Power > UPS (tab)
  3. Enable UPS Support and check "Enable network UPS server"
https://preview.redd.it/c8y7vvhkey151.png?width=502&format=png&auto=webp&s=178794ea22242bc2be6e09fcf6ad2408347d059c
  1. Click "Permitted DiskStation Devices" and input the IP addresses of your servers/computers you would like to power down. In my case, I input the IP of my Mac Mini.
https://preview.redd.it/by3p0hkley151.png?width=537&format=png&auto=webp&s=e9a012e324aae351ad460f9a7e795dc5faefa8a0
  1. Apply settings. If you click, "Device Information" you should see your UPS info. (May require a restart of the NAS, I can't remember)
https://preview.redd.it/u4h7e75ciy151.png?width=513&format=png&auto=webp&s=590b2484b1c337c688e931b6779bfcada6e7dfe4
ServeComputer Setup
Linux
Synology is running a NUT Server (http://networkupstools.org) and in this part we have to install the Nut-client to monitor the NAS. I am walking through setup of the Nut-client on Linux, but the same basic steps apply for Mac/Windows. The NUT website has download/install instructions specific to Windows/Mac.
1.Install NUT
sudo apt-get install nut 
2.Modify /etc/nut/nut.conf file to specify your computeserver as a client instead of server. Edit this specific line:
MODE=netclient 
3.Add Synology address and credentials to /etc/nut/upsmon.conf
MONITOR [email protected] 1 monuser secret slave 
*Note: these credentials can be changed or you can add a user by SSHing into the NAS and modifying /ussyno/etc/ups/upsd.users.
  1. Lastly, start the nut-client service.
    service nut-client restart
Now if I unplug my UPS (to simulate power outage), my Mac will update with the status of the UPS and also will safely shutdown when Synology triggers. I left my Synology settings to trigger shutdown when the UPS battery runs low, but you can check "Time before DiskStation enters Safe Mode" in step 3 above and put a specific time to shutdown.
https://preview.redd.it/11dlwfbshy151.png?width=586&format=png&auto=webp&s=5b9ac0a3c2f9981c3551e4add86f6398dd008fed
Windows (Thanks to u/xnaas for providing Windows instructions)
  1. Download and install the latest binary https://github.com/networkupstools/nut-package-archive/tree/mastewindows
During install, uncheck the box for Install libUSB driver
  1. Go to the etc folder of your NUT installation folder
    Default: C:\Program Files (x86)\NUT\etc
  2. Rename or copy nut.conf.sample to nut.conf
  3. Rename or copy upsmon.conf.sample to upsmon.conf
  4. Edit MODE inside nut.conf
    MODE=netclient
  5. Edit upsmon.conf
Find the SHUTDOWNCMD section
Default: SHUTDOWNCMD "/sbin/shutdown -h +0" 
Change the default to something like SHUTDOWNCMD
SHUTDOWNCMD "C:\\WINDOWS\\system32\\shutdown.exe -s -t 0" 
Customize the time (-t 0) to your liking. Optionally add -f to force the shutdown. If you want to hibernate, replace -s with -h.
Find the MONITOR section and add the following
MONITOR [email protected] 1 monuser secret slave 
Make sure to update the IP to your Synology IP
  1. Copy libgcc_s_dw2-1.dll from the bin subfolder to the sbin subfolder
  2. Download OpenSSL library https://indy.fulgan.com/SSL/
  3. Copy libeay32.dll and ssleay32.dll to the sbin subfolder
  4. Launch services.msc from Run (WIN+R)
  5. Find the service called Network UPS Tools and Start it
Mac
To be added later. In the meantime, this wiki should be a good guide: https://github.com/networkupstools/nut/wiki/NUT-on-Mac-OS-X
Hope this helps someone!
submitted by rgilkes to synology [link] [comments]

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