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Comment: Re:Yes, it invoked the multitasking screen but... (Score 1) 135

by MrP- (#44903303) Attached to: iOS 7 Lock Screen Bug Leaves Certain Apps Vulnerable For Access

Actually the only security problem seems to be the Camera app. Since the camera app is allowed from the lock screen if you open it via the multitask screen while using this trick it opens the full camera app.

Normally the camera app when password protected can take new photos and can't access old ones but when you do it this way you have full access to the camera roll. You can delete photos, share them (txt, email, twitter, facebook, etc).

So that's a security issue.

Comment: Re:Yes, it invoked the multitasking screen but... (Score 3, Interesting) 135

by MrP- (#44903209) Attached to: iOS 7 Lock Screen Bug Leaves Certain Apps Vulnerable For Access

Yeah I got the same. I can see the apps and can close them but most are just dark blank screens and not the actual app and none can open. The only thing that opens is the alarm app and if you click the home screen one it just goes back to the lock screen.

As far as I can tell as long as your lock screen is password protected it won't show any part of the app other than the initial view (e.g. a blank safari, or a splash screen of the app). So for example if you were viewing an email it doesn't seem the email will be visible in the multitask screen.

Now if you're not password protected (either off or you don't require a passcode immediately) and do the same trick the multitask screen shows everything and you can switch apps but that's fine since you can already unlock without a password.

So it doesn't seem to be that big of an issue.

Comment: And Jedi Outcast... (Score 1) 105

by MrP- (#43357557) Attached to: Activision, Raven Release 2 <em>Star Wars</em> Games Under GPL
Less results and I lots of reused code it seems

\code\cgame\cg_players.cpp(2066):   && !G_ClassHasBadBones( cent->gent->client->NPC_class ) )//these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...

\code\cgame\cg_view.cpp(2173):  //FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!

\code\client\cl_mp3.org(363):   // what?!?!?!   Fucking time travel needed or something?, forget it

\code\client\snd_mem.cpp(366):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\code\game\AI_Jedi.cpp(3733):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3746):          {//fuck it, just force it
\code\game\AI_Jedi.cpp(3756):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3769):          {//fuck it, just force it

\code\game\AI_Rancor.cpp(392):   {//fuck, do an actual line trace, I guess...
\code\game\AI_Rancor.cpp(569):   {//fuck, do an actual line trace, I guess...

\code\game\bg_pmove.cpp(3274):   {//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!

\code\game\g_active.cpp(1162):      {//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player

\code\game\g_client.cpp(1536):    //SIGH... fucks him up BAD
\code\game\g_client.cpp(1554):    //SIGH... spine wiggles fuck all this shit

\code\game\g_vehicles.c(2231):   {//just get the fuck out

\code\game\NPC_move.cpp(97):     //FUCK IT, always check for do not enter...

\code\game\NPC_reactions.cpp(1145):    //ask them what the fuck they're doing

\code\game\q_math.cpp(545):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\code\ghoul2\G2_bones.cpp(314):   // why I should need do this Fuck alone knows. But I do.

\code\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\code\mp3code\towave.c(203):    // fuck this...

\code\renderer\tr_WorldEffects.cpp(436): #define COUTSIDE_STRUCT_VERSION 1 // you MUST increase this any time you change any binary (fields) inside this class, or cahced files will fuck up

\code\ui\ui_saber.cpp(40): {//FIXME: these get fucked by vid_restarts

\code\ui\ui_shared.cpp(7712):  // vm fuckage
\code\ui\ui_shared.cpp(11200):      // vm fuckage

\code\win32\win_glimp.cpp(740):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to

\codemp\client\cl_input.cpp(1183):    //this will fuck things up for them, need to clamp

\codemp\client\snd_mem.cpp(365):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\codemp\game\g_mover.c(176):  {//just blow the fuck out of them

\codemp\game\g_vehicles.c(2362):   {//just get the fuck out

\codemp\game\NPC_reactions.c(1106):    //ask them what the fuck they're doing

\codemp\game\q_math.c(625):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\codemp\ghoul2\G2_bones.cpp(326):   // why I should need do this Fuck alone knows. But I do.

\codemp\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\codemp\ui\ui_saber.c(39): {//FIXME: these get fucked by vid_restarts

\codemp\ui\ui_shared.c(2818):  // vm fuckage
\codemp\ui\ui_shared.c(4130):      // vm fuckage

\codemp\win32\win_glimp.cpp(737):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to
Search complete, found 'fuck' 38 time(s). (31 files.)

Comment: List of 'fuck' in Jedi Academy (Score 5, Funny) 105

by MrP- (#43357479) Attached to: Activision, Raven Release 2 <em>Star Wars</em> Games Under GPL
Enjoy!

\code\cgame\cg_players.cpp(1979):   && !G_ClassHasBadBones( cent->gent->client->NPC_class ) )//these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...

\code\cgame\cg_view.cpp(2173):  //FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!

\code\client\cl_bink_copier.cpp(25):  // But we're in a thread, and va isn't thread-safe. Fuck.

\code\client\cl_mp3.org(363):   // what?!?!?!   Fucking time travel needed or something?, forget it

\code\client\snd_mem.cpp(366):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\code\game\AI_Jedi.cpp(3675):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3688):          {//fuck it, just force it
\code\game\AI_Jedi.cpp(3698):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3711):          {//fuck it, just force it

\code\game\AI_Rancor.cpp(392):   {//fuck, do an actual line trace, I guess...
\code\game\AI_Rancor.cpp(569):   {//fuck, do an actual line trace, I guess...

\code\game\bg_pmove.cpp(3187):   {//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!

\code\game\g_active.cpp(1153):      {//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player

\code\game\g_client.cpp(1502):    //SIGH... fucks him up BAD
\code\game\g_client.cpp(1520):    //SIGH... spine wiggles fuck all this shit

\code\game\g_vehicles.c(2231):   {//just get the fuck out

\code\game\NPC_move.cpp(97):     //FUCK IT, always check for do not enter...

\code\game\NPC_reactions.cpp(1145):    //ask them what the fuck they're doing

\code\game\q_math.cpp(545):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\code\game\wp_saber.cpp(13714):  // Need to extern these. We can't #include qcommon.h because some fuckwit

\code\ghoul2\G2_bones.cpp(314):   // why I should need do this Fuck alone knows. But I do.

\code\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\code\mp3code\towave.c(203):    // fuck this...

\code\renderer\tr_WorldEffects.cpp(436): #define COUTSIDE_STRUCT_VERSION 1 // you MUST increase this any time you change any binary (fields) inside this class, or cahced files will fuck up

\code\server\sv_savegame.cpp(1571):  // I'm going to jump in front of a fucking bus if I ever have to do something so hacky in the future.
\code\server\sv_savegame.cpp(1750):  // popup, but we need it to be up for at least a second, so sit here in a fucking

\code\ui\ui_saber.cpp(40): {//FIXME: these get fucked by vid_restarts

\code\win32\win_glimp.cpp(740):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to

\code\win32\win_qgl_dx8.cpp(4487):   // But I can't figure out who the fuck has a lock on the texture, or

\codemp\client\cl_input.cpp(1890):    //this will fuck things up for them, need to clamp

\codemp\client\snd_mem.cpp(365):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\codemp\game\g_main.c(912):  // Fix for yet another friggin global in the goddamn fucking DLLs.

\codemp\game\g_mover.c(175):  {//just blow the fuck out of them

\codemp\game\g_vehicles.c(2082):   {//just get the fuck out

\codemp\game\NPC_reactions.c(1108):    //ask them what the fuck they're doing

\codemp\game\q_math.c(625):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\codemp\ghoul2\g2_bones.cpp(326):   // why I should need do this Fuck alone knows. But I do.

\codemp\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\codemp\qcommon\qcommon.h(156): // What the fuck? I haven't seen a message bigger than 9k. Let's increase when we NEED to, eh?

\codemp\qcommon\strip.cpp(822): // fix problems caused by fucking morons entering clever "rich" chars in to new text files *after* the auto-stripper

\codemp\renderer\tr_shader.cpp(97): extern char *shaderText; // ONLY ONE FUCKING COPY OF THIS FUCKING SHIT!

\codemp\ui\ui_saber.c(41): {//FIXME: these get fucked by vid_restarts

\codemp\win32\win_glimp.cpp(737):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to

\codemp\win32\win_qgl_dx8.cpp(4246):   // But I can't figure out who the fuck has a lock on the texture, or

\codemp\win32\xbox_texture_man.h(194):   // figure out what the fuck is wrong later: VVFIXME

\codemp\xbox\XBLive_PL.cpp(631):  // Fuck it. Making this work is impossible, given the number of inane name

\tools\ModView\mainfrm.cpp(388):   // command to do it legally, so fuck it...
\tools\ModView\mainfrm.cpp(440):   // command to do it legally, so fuck it...
\tools\ModView\mainfrm.cpp(1457):        // TCHAR versions of these won't fucking compile (thanks yet again, MS)

\tools\ModView\model.cpp(4186): // sometimes MFC & C++ are a real fucking pain as regards what can talk to what, so...

\tools\ModView\model.h(114): // vector < MyGLMatrix_t > MatricesPerFrame; // why the fuck doesn't this work?  Dammit.
\tools\ModView\model.h(118):  vector <MyGLMatrix_t>  vMatricesPerFrame; // why the fuck doesn't this work?  Dammit.

\tools\ModView\modview.cpp(121):   extern void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName);
\tools\ModView\modview.cpp(122):      FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt("Untitled");

\tools\ModView\modviewdoc.cpp(88): void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName)
\tools\ModView\modviewdoc.cpp(92):   // make absolutely fucking sure this bastard does as it's told...
\tools\ModView\modviewdoc.cpp(130):   // and since the CWinApp class can't even ask what it's own fucking document pointer is without doing a hundred
\tools\ModView\modviewdoc.cpp(131):   // lines of shit deep within MFC then I'm going to fuck the whole lot off by storing a pointer which I can then
\tools\ModView\modviewdoc.cpp(134):   // All this fucking bollocks was because MS insist on doing their own switch-comparing so I can't pass in 'real'
\tools\ModView\modviewdoc.cpp(135):   // switches, I have to use this '#' crap. Stupid fucking incompetent MS dickheads. Like how hard would it be to

\tools\ModView\oldskins.cpp(596): // {"February", 28}, // fuck the leap years

\tools\ModView\r_glm.cpp(680):       return MyFlags;   // fuck it, couldn't find a parent, just return my flags
\tools\ModView\r_glm.cpp(1806):  // that aren't being used. - NOTE this will fuck up any models that have surfaces turned off where the lower surfaces aren't.

\tools\ModView\r_surface.cpp(509): // Fuck this maths shit, it doesn't work

\tools\ModView\textures.cpp(882):     if (error && error != GL_STACK_OVERFLOW /* fucking stupid ATI cards report this for no reason sometimes */ )
Search complete, found 'fuck' 66 time(s). (49 files.)

Comment: Re:Theft Protection (Score 1) 225

by MrP- (#41361317) Attached to: Ask Slashdot: Best Protection Plan For Your Phone?

Worth Ave Group seems to be the only one that covers theft.

I used them for my iPad however I just sold my iPad and they don't let you transfer warranties (the warranty covers the user not the item). Unsure if they refund any money if you cancel a policy since I haven't called yet and they don't let you cancel online.

So for my new iPhone 5 I got SquareTrade again since you can transfer warranties if you sell the product and you can cancel early and get refunded the difference (I got $67 back from canceling my 4S policy).

So if theft is a big issue for you then Worth Ave Group is OK I guess but for my needs I'm sticking with SquareTrade.

"Love is an ideal thing, marriage a real thing; a confusion of the real with the ideal never goes unpunished." -- Goethe

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