How to stop players from seeing your game's code - security

I'm making a game in unity that you download on your computer via steam (or something). I want to have a place where you can type in questions, and if someone figures out the correct question to ask something big happens.
Now I really don't know if anyone's gonna play this game, but it would be a shame if the fun would be ruined by someone looking at the code and finding what to say. Is this possible?
I would just hardcode an if statement for what question to ask, but I've never published a game before, so I really don't know how this works. Can people actually see the code or is it just all binary? What if I put what question to ask on an online database somewhere else and then bring it in?
Any help would be appreciated.
Also, Is stack overflow the best place to ask this question since it isn't about debugging code?

Nope, it's impossible for the players to see your C# code, because players download a build of your game, which only contains the compiled version of your code.

Related

How can I make text appear on scrolling like the following website

Can someone help me with the following problem. I want to make text appear and flow to the right at the same time like this website: https://www.wokine.com/en/ . How should my code look like?
There are a series of solutions to that and writing about them all in detail would take forever, I'm just going to share a few of my favourite libraries and a few resources on them.
AOS is in my opinion the nicest library doing what you want to do. It's on Github.
WOW.js is another library that does what you are looking for, but it has some strange licensing.
With a queck search I could also find ScrollMagic, I have no experience with that one.
Hope it helps get you started!

Python - Where can I ask for help or guidance without losing reputation

As per topic, are there any newbie friendly mentoring groups perhaps, where I can ask a specific code related question and get an answer specific to my code even if it is a duplicate? I would welcome any suggestions please.(I'm sorry, I have a Dyslexia and Asperger's Syndrome, I easily get confused when reading, therefore need some explicit explanation).
The Code Review community is good for specific questions about your code. The site is here in case you don't know how to find it. Since the community is about reviewing specific code you will probably get your question answered even if someone has posted code that does the same thing before.

visual studio code resource collector

I'm working on a website with Visual Studio Code.
Is there a way to save only the files being used by a project into a separate folder?
Basically what I'm looking for is a tool which would scan all the local resources linked by all html files (meaning linked images, videos, files), and then it would save them all in a separate folder.
The reason why I'm asking this is because at the moment I'm testing things out, meaning I'm using image A, then image B, C and so on so forth. These images live in subfolders, so now I ended up with some images which I'm actually using in the html pages and some which I'm not. The thing is, is not simple to check which images I'm using.
You'll find the same principle in 3d applications, such as 3ds Max for instance, where, once you're done with the project, you can use a Resource Collector tool to strip out all the unused assets and save only the ones used by the project.
I've looked for an extension or a solution to this without any luck, so I guess an extension does not exist yet, but I think it would be a nice tool.
I don't understand why someone downvoted my post.
Either what I'm asking is already possible, although like I said I searched and I didn't find anything, or who downvoted consider my request stupid.
Whatever the reason, I believe it would be more mature to give a proper answer, even if whoever downvoted did it for either one of the two possible reason above.
In fact:
The solution already exists: like I said, I didn't find it, so if someone knows the solution why not simply posting it here?
The solution doesn't not exist but someone thinks it's a stupid idea. Well, it is not and it would be polite and civilized to discuss it.
In the current era it became so easy to express opinions without actually doing anything, by simply pressing a button to say nothing valuable, as a "I like".
I never stop feeling amazed where the social media behavior it's taking us.

How does someone even begin to code something like this? What are the ideas/thoughts behind this?

I recently came across this website on http://nkwiatek.com/ and it totally blew my mind. How does someone begin to program something like that smokey/fluid effect? Another thing that I can't even begin to conceptualize is a visualizer for a music program.
I only have two years of programming experience on my back but I believe I can see (well, at least I think I can) the vague ideas behind code that goes into various programs and what those programs require. However, programs that create abstract visual renderings (for lack of better words), such as the site I linked to or visualizers, completely baffle me when I try to think of how something like that is done.
For an answer, I'm looking for a pretty high level definition of the program, but low enough that it includes coding concepts and ideas that I can further research.
Because this question isn't exactly as 'concrete' as some of the other questions on this site, an appropriate answer might include:
Thought process of the coder (what you imagine is happening in abstract visual code/high level definition of the code)
API's
Psuedocode
Source code
Links to content that explains topics similar to this
However, these are just guidelines to the type of answer I'm looking for. Just keep in mind, I am not interested in that site alone, but more of the coding ideas and concepts behind the abstract visual programs. I hope I made sense of what I am confused/interested in. I will gladly clarify if anyone has questions on what I am asking. Thank you in advance for your replies!
Edit: To further define the ideas that I am interested in, here is an article on an interesting visual rendering: http://www.iquilezles.org/www/articles/warp/warp.htm
For the nkwiatek.com example, I would start like that:
Create some JavaScript function that makes characters follow the mouse. It could be for example a simple shape like that at first:
OOO
OOOOO
OOOOO
OOO
Once this is working, make it leave a trail and keep a reference to each characters that's been added to the screen (will be needed later)
Now make each generated character semi-random and use the previously mentioned reference to constantly update the characters on screen. The further away a character is from the mouse, the smaller it should look. i.e. characters near the mouse could be "big" like AMHIJKL, etc. characters further away could be smaller like -~=, etc. and ., etc. for the most further away.
This should already make a nice animation. After that, I think there's some function that makes everything move in a kind of wave. It seems to be based on the velocity of the mouse. Maybe there's some research paper on how to generate such an effect.
That is one amazing background.
How to start? Go to the web page and hit Ctrl+U. It's Javascript, so the source is right there. From that... study. The guy's code looks pretty clear, but of course what he's DOING is complicated so it will take some time. Time well spent, I'd think.
Higher-level things like what the guy was thinking... you'll know that after studying the code.

Understanding a Large, Undocumented Set of Source Code? [closed]

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I have always been astonished by Wine. Sometimes I want to hack on it, fix little things and generally understand how it works. So, I download the Wine source code and right after that I feel overwhelmed. The codebase is huge and - unlike the Linux Kernel - there are almost no guides about the code.
What are the best-practices for understanding such a huge codebase?
With a complex code base the biggest mistake you can make is trying to be a computer. Get the computer to run the code, and use a debugger to help find out what is going on.
Figure out how to compile, install and run your own version of Wine from the existing source code.
Learn how debug (e.g. use gdb) on a running instance of your version of Wine.
Run Wine under the debugger and make cause it to demonstrate the undesired behaviour.
The fun part: find where the code execution path goes and start learning how it all goes together.
Yes, reading lots and lots of code will help, but the compiler/debugger/computer can run code a lot faster than you.
A professor once told us to compare such a situation with climbing a mountain. You might be listening to someone who did this and tells you what it's like to look out into the country. And you believe without hesitation that that's a spectacular sight.
However, you have to start climbing yourself for real understanding what the view from the top is like.
And it's not that important to climb all the way to the top. It might be perfectly suficient just to reach a fair height above ground level.
But don't ever be afraid of start climbing. The view is always worth any efforts.
This has always been a nice analogy for me. I know this question was more about specific tips on how to efficiently deal with code bases once you started climbing. But nevertheless it instantly reminded me of our physics classes way back then.
(This is an answer I posted to a question a while back. I modified it a bit to fit this question.)
Experience has shown me that there are 3 major goals you have when learning a legacy system:
Learn what the code is supposed to do.
Learn how it does them.
(crucially) Learn why it does them the way it does.
All three of those parts are very important, and there's a few tricks to help you get started.
First, resist the temptation to just ctrl-click (or whatever your IDE uses) your way around the code to understand everything. You probably won't be able to keep everything in perspective in your mind this way, especially when each line forces you to look at multiple other classes in order to understand what it is, so you need to be able to hold several levels of the stack in your head.
Read documentation where possible; it usually helps you quickly gain a mental framework upon which to build everything that follows.
Run test cases where possible.
Don't be afraid to ask someone who knows if you have a question. Granted, you shouldn't waste others' time with inane queries, but if there's something that you simply don't understand (this is especially true with more conceptual questions like, "Wouldn't it make much more sense to implement this as a ___" or something), it's probably worth finding out the answer before you mess something up and don't know why.
When you do finally get down to reading the code, start at a logical "main" place and go from there. Don't just read the code top to bottom, or in alphabetical order, or anything (this is probably obvious).
The best way to get acquainted with a large codebase is to dive in. Many projects have a list of easy tasks that need to be done, and they're usually reserved to help ease people in. You should find and work on some of these; you'll learn a lot about the general code outline and structure, contribute to the project, and get an easy payoff that will help encourage you to take on larger tasks.
Like most projects, WINE has good resources available to its developers; IRC, wiki, mailing list, and guides/overviews. With most daunting codebases, it's not so scary after the first few fixes. WINE is truly large, and much like the kernel, I doubt there's any expert in all systems; don't feel like you need to be either. Start working on something that matters to you and take it from there.
I've started a few patches to WINE myself, and it's a good community and good structure. There's lots of very helpful debug messages, and it's a really cool project to work on, so that helps you hit it longer too.
We all appreciate your valor and willingness to help with WINE (it needs it). Thanks, and good luck.
Dig in. Think of a question you'd like to have answered, and try to find the answer. When you get tired of reading code, go read the dev mailing list, the developer's guide, or the wiki.
Unfortunately, there's no royal road to understanding a large code base. If you enjoy that sort of thing (I do) you're in for some fun. If not, guide books won't really help, so you aren't really that much worse off.
Look for one peculiar feature you are interested to improve. Search for its implementation. Once you found it, pull on that straw and all the rest will follow.
The best way is through comments.
I'm being ironic, as you understand tiny bits of the beast add comments so you can follow your trail.
The other developers will also enjoy it if you add the missing guides in the code.
Try to implement some tiny little change in the code, something that will be visible to you. That might be figuring out a workable way to output debugging statements (and figuring out where the output appears), it might be changing the default size of windows or desktop color, or something. Once you can make something happen in the codebase, you've scratched the surface of understanding and can begin to move on toward more complicated things. At that point, select a goal of something slightly more useful that you'd like the code to do, and implement that. Or check out the project's bug tracker and look for something small to start with.
Document as you go, and write unit tests as you go, and refactor as you go. When you figure out what a routine does, comment it!!
As others have suggested, dig in! Read all the available documentation you can absorb. Then see if you can find other people who are interested or knowledgeable and learn with/from them. It helps to have people to bounce ideas off of and ask questions.
For C source code, once you get a feel for what areas of the code you'd like to work on, generate ctags and cscope databases for that code. These tools make it a lot easier to jump around and understand the code. Many text editors (one example is gvim) have support for ctags and cscope so you can jump around easily.
(warning: shameless marketing ahead)
For Java developers using Eclipse, there's nWire. It is an Eclipse plugin for navigating and visualizing large codebases.
A good way to understand a large system is to break it down into it's constituent parts and focus on a specific paths through the application.
Your debugger is your friend here, set a breakpoint in the thread you want to investigate then step through it line by line looking at which each part does... hope that helps...

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