442 skills found · Page 5 of 15
emre-kocyigit / Phishing Website Detection Content BasedThis is an End-to-End Machine Learning Project which focuses on phishing websites to classify phishing and legitimate ones. Particularly, I focused on content-based features like html tag based features. You can find feature extraction, data collection, preparation process here. Also, building ML models, evaluating them are available here.
qixuanHou / Mapping My BreakPlease Read Me First. This is a set of java file of my final version of electronic artifacts. This is a game to map my experience in Disney World, in Orlando during this spring break. However, because of my limited skills in computer science, I really have no idea how to simplify the process to run the game. Sorry for the inconvenience. In order to run the game, you may need to install JAVA. I hope the following links will help you. http://www.oracle.com/technetwork/java/javase/downloads/index-jsp-138363.html#javasejdk http://www.cc.gatech.edu/~simpkins/teaching/gatech/cs1331/guides/install-java.html My main file is called Disney. You can call Disney in console to start the game. However, I failed to putting all the things inside Disney file. Therefore, you may also need to call AdventureLand, MainStreet, and FrontierLand to start other three games. I hope this will help you. Sorry again for the inconvenience. 1. the structure of my project My project only focused on my trip in Magic Kingdom, one part of Disney world in Orlando. It is a game which guides players to choose from six sub-games, which match six sections of the park, Main Street U.S.A, Tomorrowland, Adventureland, Frontierland, Fantasyland and Liberty Square. I chose one of the rides I took in each section which, from my perspective, shows what I found interesting in Disney world. I changed what I experienced in the park into a small computer game. I want to share my experience with others while they play my games. In the following part of self reflection, I explain the background, rules and other things about each game. For convenience of matching them, I use different color to mark different parts. I hope it will help readers a little bit when they are lost in my disordered reflections. 1. the hall of presidents - Liberty Square 2. Festivall parade - Fantasyland (I explain this one in the part of technology skill limitations) 3. Big Thunder Mountain Railroad - Frontierland 4.talking with Woody- Adventureland 5. Stitch Store - Tomorrowland 6. lunch time - Main Street USA 3. my reflection of the trip in Disney World from dream to reality When I exited Disney resort, I found a sign along the street welcomed people back to real world. Actually, when I was in Orlando, I couldn't believe as an adult, people can mess up fantasy world in the theme parks and the real world. Nevertheless, I felt I was still in fantasy world, when I dreamed twice that I fought for the key to open the door of future. As is known to all, while sleeping, people always dream about what people thinks in the daytime. Therefore, my dream shows that my mind still stayed in the world with Mickey and Donald. I believe that it is experiencing fantasy world which is the source of the greatest happiness people get from theme park. On the one hand, everybody has pressure in real life especially for adults. They can get out of pressure for a day trip in theme park. They can experience different lives here with cartoon characters. On the other hand, sometimes, it is a really hard task to fulfill some dreams, such as being a princess. However, in Disney world, you can dress up the same as Snow White, waiting for your prince; you can go to space by rocket; you can also travel all over the world in one day and enjoy the food of each country. These are all the magic of theme parks. Therefore, in my game, I learnt the way which Disney design their rides to focus on the background story of the game instead of the game itself. For example, there is a ride called Big Thunder Mountain Railroad, which streaks through a haunted gold-mining town aboard a rollicking runaway mine train. The views around the ride were like a gold mining town. There were tools for gold-mining around the railroad and the railroad looked like very old. In order to show riders that it was a haunted gold-mining town, the train always took a sudden turn or speed up quickly to scare people. I decided to name one of my game, which was inspired by this ride, the same name, Big Thunder Mountain Railroad. Instead of sitting inside the mine train to travel around the haunted town, mine was for users to use keyboard to control the train to travel around the gridding railroad. I place traps inside several parts of gridding to "scare" players, who cannot know where traps are until they get into them. If I know how to use animation, I will show scary pictures when players drive their train to the traps. Unlike the ride in Disney, my players can no longer travel once they encounter a trap because their train may have some problems to keep moving. Also, the main goal in the game is to find the gold. However, as we know, finding gold is really hard. Therefore, players must go to find Aladdin's Wonderful lamp where also places inside the gridding while players cannot see its exact place until they happen to drive inside the part where lamp is. Aladdin's Wonderful lamp will show players the map of the gold and when people get to the gold mine, they win. However, there is another limitation of the game. Haunted town is so dangerous during the night. Therefore, players only have 12 hours to finish the task. Train can drive one square in 20 min. Therefore, train can only move 36 times or they will also be caught by traps. In this game, I want to show audiences I have a background story like rides in Disney World. Players need to find the gold in a haunted gold-mining town. Also, in order to show the relationship with Disney, I use Aladdin's Wonderful Lamp as the guide for the players, which is a well known characters in Disney cartoon. I created another game, called talking with Woody to show the magic power of Disney characters. There are a lot of chances to meet Disney characters in Disney world. On the one hand, travelers, especially small kids, are really excited to meet the characters they watched on TV. I think some kids may believe they take pictures with real Mickey Mouse. On the hand, staffs in Disney who wear the costumes are really tired. It was hot in Orlando last week, but all costumes were very heavy. I was moved by the staffs inside Mickey. They also need to mimic the actions of characters and also need to show kindness and warmness to children. It seems like a really hard job. Therefore, I decide to show this part of Disney in my project as well. I decided to use Woody, a toy all the toys look up to. He is smart, kind and brave like a cowboy should be. He is more than a top, he is friend to everyone enjoying the movie Toy. In order to create an interactive game, I planned to ask players to guide Woody. Players need to call Woody before their instructions. For instance, if players say (actually players are typing) "Woody, please sit down", Woody will sit down (actually, there will be another line on the screen showing the same as players import). However, if players are rude and just say "sit down" without calling Woody, Woody won't act (actually there is just nothing showing up on the screen). great facilities to provide convenience to everyone The facilities to satisfy needs for special groups of people, like small kids or disabled people, are well developed. In the past in China, it seemed impossible for parents to take infants and small kids to travel. The road is not flat or wide enough for strollers or wheelchairs. However, in Disney world, everything seemed like well prepared for everyone to use. There are strollers rentals, and electric conveyance vehicles rentals, which are available to rent throughout Disney world. There are baby care center for mothers to feed, change and nurse little ones. There are locker rentals for storing personal items. There are also hearing disability services which have sign language interpretation to help disabled people to enjoy fantasy world. There are still a lot other convenient services in Disney world. I think the purpose of these services show the pursue of equality among everyone in the world. On the one hand, I am really touched by the availability of these services here. It seems Disney try its best to service everyone who have desire to experience fantasy land. On the other hand, in this way, Disney can attract more travelers in order to make more money in some ways. Also, in Disney, it seems like a tradition that there are stores at the exit of the famous rides. Somebody may think it is just a strategy to make people shopping a lot. However, I think it also provides some convenience that travelers can buy souvenirs where is memorable. For example, when I finished my trip in Escape Stitch, I entered a store with a lot of kinds of Stitch, like Stitch pillow, Stitch key chain and so on. I really want to buy something in order to remind me the wonderful feelings. Therefore, I showed my opinion inside my game as well. I wrote one part is for shopping. The items are different kinds of Stitch. My codes can act as a robot to help customers to shop in the store. There are a lot of restaurants in Disney. Maps of Disney are full of restaurants' name. The greatest things about the food are in Epcot, I experienced different counties in one day. I felt like I was in fast travel in different parts of the world and tasted their special food and snacks while I was on the way. I remembered I was still eating Japanese food when I was in "Mexico". It was a great experience. However, there were always a long waiting lines for the all restaurants. People needed to reserve a table a day before their trip and even they had the reservation, they still needed to wait for a long time. I think Disney may need some good ways to fix the problems of waiting for a long time. I have no idea of changing the situation of restaurants, but I think if there are robots to customers to order in fast food restaurant, it may help a lot. Thus, I have another code to customers to order in Plaza Restaurant. If this kind of robots can work in the real life, people can order by themselves and there will be more staffs available to prepare food. theme park uses interesting ways to teach knowledge of boring topics Theme part is also a great source of learning knowledge, especially for kids. They use Disney characters, interesting shows, or even games to teach useful things. The ways change the boring knowledge to interesting things, which always attract children's attention. The most amazing one was an interactive game in Epcot's Innoventions, called "where's the fire?", which teaches adults and children basic fire safety in a fun and entertaining way. About every five minutes, the players waiting in line are divided into two groups and move into the home's entry. Here, a host will explain the object of the game and lay out the rules. The scenario is this: you are on a mission to discover a number of fire hazards commonly found around the house. To do this, you move from room to room, looking for potential risks. To help in the task, each player is given a special "safely light" to help uncover lurking dangers. The rooms are large projection screens. When a hazard is discovered, all persons in the room must shine their safety light on the same spot. when they do, the hazard is rendered harmless and points are assigned. After playing in the game to find the hazardous things in the house, I learned a lot of safety tips. It is much easier to remember the tips I learned during the game than those I learned on textbook or internet. I believe kids will enjoy the games and learn from them as well. I also tried to show this reflection in my project. Thus, I planned to make a game, called the hall of presidents, which test people's knowledge of presidents in USA. However, I failed to achieve the goal of making it an entertaining game instead of a quiz. My game was still like a quiz. However, because it is the only code which can work well inside my big game. I decide to still hold the game for my projects in order to what my original ideas are. 4. technology skill limitations I feel terribly sorry for my limited skills in CS. It is my first time to learn JAVA this semester. I just begin to learn the core concepts of JAVA this month. When I choose to use java code for this project, I know I will face plentiful limitations and problems. Here I want to express my gratitude to Dr. Johnson, who encouraged me not to give up my ideas. To be honest, I have no idea of how to change a java code into a real game with animations. I know the background story of the game is more important for English course and pictures are the best way to show the background, but I have no idea to show all these things by JAVA coding. Therefore, I choose to use videos for my presentation. In this way, I can show my animation inside the videos while the code clue of my game is still composed by JAVA coding. Also, video gives me a lot of freedom when choose my contents for presentation. I can explain a lot details of my project clearly through videos. For example, I found the festival parade in the magic kingdom was great and I wanted to share the experience in my project by showing the pictures or videos. However, because of the technology limitations, I can only show the videos in my presentations. Also, I mistakenly deleted my videos which I shot on my trip Orlando, I can only share others' parade show...... Also, I want to apologize for the incompleteness of my game. I only dedicated to writing codes for Magic Kingdom, a part of my trip during spring break. Writing codes is a really time consuming task for me. In general, I need to spend more than eight hours to finish one project for my CS assignment this semester. While for this project, the final artifacts are composed of several parts of codes and in the end I need to write the father code in order to take care of my code family for spring break. Due to my limitation in writing codes, I can only finish one part of Disney world. However, I think my code shows all my reflections and perspectives during my trip, even though it looks like it only shows one part of my trip. The terrible mistake I made is that I found out the most of my codes I wrote had significant errors on Tuesday. I went to CS TA office for help, while the errors were still impossible to fix in order to achieve the goal I planned to get. Consequently, my game have to be separated into several parts. Instead of a big game having others as sub-games inside the big one, my final artifacts are composed by several small games. I need to start them one by one. It may cause some inconvenience for players to map their trip in Disney world.
hashicorp / Terraform Provider BitbucketThis Terraform provider is archived per our provider archiving process: https://terraform.io/docs/internals/archiving.html
vb100 / Pneumonia X Rays Of Human Lungs AI ProjectThis projects includes both back-end (Keras, Flask with dependencies) and front-end/deployement (HTML, CSS, JS) parts. The project perform X-rays of human lungs classifiaction using Convolutional Neural Networks with automated image pre-processing and internal procedures. Saved files of inspected models are saved on specific folders in project directory.
Fei-Sheng-Wu / XlsxToHtmlConverterA fast, versatile, and powerful XLSX to HTML converter. Support an extensive scope of cell stylings and additional elements. Empower the efficient transformation of spreadsheets into well-structured web documents. Provide the ability to easily customize every aspect of the conversion process with progress callbacks. Only depend on the Open XML SDK.
binh-vu / Streamlit BridgeStreamlit components that allow client side (javascript) to send data to the server side (python) and render HTML content without being processed by Markdown.
jpadfield / Simple SiteAutomated process for creating a set of html web pages for github projects
fletcher / MultiMarkdown 7Lightweight markup processor to produce HTML, LaTeX, and more. (Currently in pre-release.)
LeastOne / WebBrowserWaiterA headless wrapper of the .NET WebBrowser useful for automated browser testing, web crawling or screen scrapping and includes both HTML and JavaScript processing capabilities.
soatok / CupcakePHP library for simply secure HTML forms (generation and processing). Secure-by-default.
monkey531 / OpencssOpenCSS is a lightweight and versatile CSS utility library designed to streamline your web development process. With OpenCSS, you can easily manage and apply styles to your HTML elements, helping you create modern and responsive web interfaces.
monkey531 / Image Optimize Cliimage-optimize-cli is a powerful library designed to dynamically optimize images based on the user's internet speed and quality settings. It provides components for React, Vue, and Angular frameworks, as well as a utility for static HTML. The library leverages advanced image processing to deliver optimized images efficiently and effectively.
Jaihinduja / Sports Event Management SystemThe project brings the entire manual process of sports event management online which is built using html and css as a front end. The main purpose of this project is to simplify the process of handling each sports event by providing a web interface for admin and teacher.
mercerheather476 / Turbo Garbanzo [](https://search.maven.org/search?q=g:net.openid%20appauth) [](http://javadoc.io/doc/net.openid/appauth) [](https://github.com/openid/AppAuth-Android/actions/workflows/build.yml) [](https://codecov.io/github/openid/AppAuth-Android?branch=master) AppAuth for Android is a client SDK for communicating with [OAuth 2.0](https://tools.ietf.org/html/rfc6749) and [OpenID Connect](http://openid.net/specs/openid-connect-core-1_0.html) providers. It strives to directly map the requests and responses of those specifications, while following the idiomatic style of the implementation language. In addition to mapping the raw protocol flows, convenience methods are available to assist with common tasks like performing an action with fresh tokens. The library follows the best practices set out in [RFC 8252 - OAuth 2.0 for Native Apps](https://tools.ietf.org/html/rfc8252), including using [Custom Tabs](https://developer.chrome.com/multidevice/android/customtabs) for authorization requests. For this reason, `WebView` is explicitly *not* supported due to usability and security reasons. The library also supports the [PKCE](https://tools.ietf.org/html/rfc7636) extension to OAuth which was created to secure authorization codes in public clients when custom URI scheme redirects are used. The library is friendly to other extensions (standard or otherwise) with the ability to handle additional parameters in all protocol requests and responses. A talk providing an overview of using the library for enterprise single sign-on (produced by Google) can be found here: [Enterprise SSO with Chrome Custom Tabs](https://www.youtube.com/watch?v=DdQTXrk6YTk). ## Download AppAuth for Android is available on [MavenCentral](https://search.maven.org/search?q=g:net.openid%20appauth) ```groovy implementation 'net.openid:appauth:<version>' ``` ## Requirements AppAuth supports Android API 16 (Jellybean) and above. Browsers which provide a custom tabs implementation are preferred by the library, but not required. Both Custom URI Schemes (all supported versions of Android) and App Links (Android M / API 23+) can be used with the library. In general, AppAuth can work with any Authorization Server (AS) that supports native apps as documented in [RFC 8252](https://tools.ietf.org/html/rfc8252), either through custom URI scheme redirects, or App Links. AS's that assume all clients are web-based or require clients to maintain confidentiality of the client secrets may not work well. ## Demo app A demo app is contained within this repository. For instructions on how to build and configure this app, see the [demo app readme](https://github.com/openid/AppAuth-Android/blob/master/app/README.md). ## Conceptual overview AppAuth encapsulates the authorization state of the user in the [net.openid.appauth.AuthState](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthState.java) class, and communicates with an authorization server through the use of the [net.openid.appauth.AuthorizationService](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java) class. AuthState is designed to be easily persistable as a JSON string, using the storage mechanism of your choice (e.g. [SharedPreferences](https://developer.android.com/training/basics/data-storage/shared-preferences.html), [sqlite](https://developer.android.com/training/basics/data-storage/databases.html), or even just [in a file](https://developer.android.com/training/basics/data-storage/files.html)). AppAuth provides data classes which are intended to model the OAuth2 specification as closely as possible; this provides the greatest flexibility in interacting with a wide variety of OAuth2 and OpenID Connect implementations. Authorizing the user occurs via the user's web browser, and the request is described using instances of [AuthorizationRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationRequest.java). The request is dispatched using [performAuthorizationRequest()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java#L159) on an AuthorizationService instance, and the response (an [AuthorizationResponse](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationResponse.java) instance) will be dispatched to the activity of your choice, expressed via an Intent. Token requests, such as obtaining a new access token using a refresh token, follow a similar pattern: [TokenRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/TokenRequest.java) instances are dispatched using [performTokenRequest()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java#L252) on an AuthorizationService instance, and a [TokenResponse](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/TokenResponse.java) instance is returned via a callback. Responses can be provided to the [update()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthState.java#L367) methods on AuthState in order to track and persist changes to the authorization state. Once in an authorized state, the [performActionWithFreshTokens()](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthState.java#L449) method on AuthState can be used to automatically refresh access tokens as necessary before performing actions that require valid tokens. ## Implementing the authorization code flow It is recommended that native apps use the [authorization code](https://tools.ietf.org/html/rfc6749#section-1.3.1) flow with a public client to gain authorization to access user data. This has the primary advantage for native clients that the authorization flow, which must occur in a browser, only needs to be performed once. This flow is effectively composed of four stages: 1. Discovering or specifying the endpoints to interact with the provider. 2. Authorizing the user, via a browser, in order to obtain an authorization code. 3. Exchanging the authorization code with the authorization server, to obtain a refresh token and/or ID token. 4. Using access tokens derived from the refresh token to interact with a resource server for further access to user data. At each step of the process, an AuthState instance can (optionally) be updated with the result to help with tracking the state of the flow. ### Authorization service configuration First, AppAuth must be instructed how to interact with the authorization service. This can be done either by directly creating an [AuthorizationServiceConfiguration](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationServiceConfiguration.java#L102) instance, or by retrieving an OpenID Connect discovery document. Directly specifying an AuthorizationServiceConfiguration involves providing the URIs of the authorization endpoint and token endpoint, and optionally a dynamic client registration endpoint (see "Dynamic client registration" for more info): ```java AuthorizationServiceConfiguration serviceConfig = new AuthorizationServiceConfiguration( Uri.parse("https://idp.example.com/auth"), // authorization endpoint Uri.parse("https://idp.example.com/token")); // token endpoint ``` Where available, using an OpenID Connect discovery document is preferable: ```java AuthorizationServiceConfiguration.fetchFromIssuer( Uri.parse("https://idp.example.com"), new AuthorizationServiceConfiguration.RetrieveConfigurationCallback() { public void onFetchConfigurationCompleted( @Nullable AuthorizationServiceConfiguration serviceConfiguration, @Nullable AuthorizationException ex) { if (ex != null) { Log.e(TAG, "failed to fetch configuration"); return; } // use serviceConfiguration as needed } }); ``` This will attempt to download a discovery document from the standard location under this base URI, `https://idp.example.com/.well-known/openid-configuration`. If the discovery document for your IDP is in some other non-standard location, you can instead provide the full URI as follows: ```java AuthorizationServiceConfiguration.fetchFromUrl( Uri.parse("https://idp.example.com/exampletenant/openid-config"), new AuthorizationServiceConfiguration.RetrieveConfigurationCallback() { ... } }); ``` If desired, this configuration can be used to seed an AuthState instance, to persist the configuration easily: ```java AuthState authState = new AuthState(serviceConfig); ``` ### Obtaining an authorization code An authorization code can now be acquired by constructing an AuthorizationRequest, using its Builder. In AppAuth, the builders for each data class accept the mandatory parameters via the builder constructor: ```java AuthorizationRequest.Builder authRequestBuilder = new AuthorizationRequest.Builder( serviceConfig, // the authorization service configuration MY_CLIENT_ID, // the client ID, typically pre-registered and static ResponseTypeValues.CODE, // the response_type value: we want a code MY_REDIRECT_URI); // the redirect URI to which the auth response is sent ``` Other optional parameters, such as the OAuth2 [scope string](https://tools.ietf.org/html/rfc6749#section-3.3) or OpenID Connect [login hint](http://openid.net/specs/openid-connect-core-1_0.html#rfc.section.3.1.2.1) are specified through set methods on the builder: ```java AuthorizationRequest authRequest = authRequestBuilder .setScope("openid email profile https://idp.example.com/custom-scope") .setLoginHint("jdoe@user.example.com") .build(); ``` This request can then be dispatched using one of two approaches. a `startActivityForResult` call using an Intent returned from the `AuthorizationService`, or by calling `performAuthorizationRequest` and providing pending intent for completion and cancelation handling activities. The `startActivityForResult` approach is simpler to use but may require more processing of the result: ```java private void doAuthorization() { AuthorizationService authService = new AuthorizationService(this); Intent authIntent = authService.getAuthorizationRequestIntent(authRequest); startActivityForResult(authIntent, RC_AUTH); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == RC_AUTH) { AuthorizationResponse resp = AuthorizationResponse.fromIntent(data); AuthorizationException ex = AuthorizationException.fromIntent(data); // ... process the response or exception ... } else { // ... } } ``` If instead you wish to directly transition to another activity on completion or cancelation, you can use `performAuthorizationRequest`: ```java AuthorizationService authService = new AuthorizationService(this); authService.performAuthorizationRequest( authRequest, PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCompleteActivity.class), 0), PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCanceledActivity.class), 0)); ``` The intents may be customized to carry any additional data or flags required for the correct handling of the authorization response. #### Capturing the authorization redirect Once the authorization flow is completed in the browser, the authorization service will redirect to a URI specified as part of the authorization request, providing the response via query parameters. In order for your app to capture this response, it must register with the Android OS as a handler for this redirect URI. We recommend using a custom scheme based redirect URI (i.e. those of form `my.scheme:/path`), as this is the most widely supported across all versions of Android. To avoid conflicts with other apps, it is recommended to configure a distinct scheme using "reverse domain name notation". This can either match your service web domain (in reverse) e.g. `com.example.service` or your package name `com.example.app` or be something completely new as long as it's distinct enough. Using the package name of your app is quite common but it's not always possible if it contains illegal characters for URI schemes (like underscores) or if you already have another handler for that scheme - so just use something else. When a custom scheme is used, AppAuth can be easily configured to capture all redirects using this custom scheme through a manifest placeholder: ```groovy android.defaultConfig.manifestPlaceholders = [ 'appAuthRedirectScheme': 'com.example.app' ] ``` Alternatively, the redirect URI can be directly configured by adding an intent-filter for AppAuth's RedirectUriReceiverActivity to your AndroidManifest.xml: ```xml <activity android:name="net.openid.appauth.RedirectUriReceiverActivity" tools:node="replace"> <intent-filter> <action android:name="android.intent.action.VIEW"/> <category android:name="android.intent.category.DEFAULT"/> <category android:name="android.intent.category.BROWSABLE"/> <data android:scheme="com.example.app"/> </intent-filter> </activity> ``` If an HTTPS redirect URI is required instead of a custom scheme, the same approach (modifying your AndroidManifest.xml) is used: ```xml <activity android:name="net.openid.appauth.RedirectUriReceiverActivity" tools:node="replace"> <intent-filter> <action android:name="android.intent.action.VIEW"/> <category android:name="android.intent.category.DEFAULT"/> <category android:name="android.intent.category.BROWSABLE"/> <data android:scheme="https" android:host="app.example.com" android:path="/oauth2redirect"/> </intent-filter> </activity> ``` HTTPS redirects can be secured by configuring the redirect URI as an [app link](https://developer.android.com/training/app-links/index.html) in Android M and above. We recommend that a fallback page be configured at the same address to forward authorization responses to your app via a custom scheme, for older Android devices. #### Handling the authorization response Upon completion of the authorization flow, the completion Intent provided to performAuthorizationRequest will be triggered. The authorization response is provided to this activity via Intent extra data, which can be extracted using the `fromIntent()` methods on AuthorizationResponse and AuthorizationException respectively: ```java public void onCreate(Bundle b) { AuthorizationResponse resp = AuthorizationResponse.fromIntent(getIntent()); AuthorizationException ex = AuthorizationException.fromIntent(getIntent()); if (resp != null) { // authorization completed } else { // authorization failed, check ex for more details } // ... } ``` The response can be provided to the AuthState instance for easy persistence and further processing: ``` authState.update(resp, ex); ``` If the full redirect URI is required in order to extract additional information that AppAuth does not provide, this is also provided to your activity: ```java public void onCreate(Bundle b) { // ... Uri redirectUri = getIntent().getData(); // ... } ``` ### Exchanging the authorization code Given a successful authorization response carrying an authorization code, a token request can be made to exchange the code for a refresh token: ```java authService.performTokenRequest( resp.createTokenExchangeRequest(), new AuthorizationService.TokenResponseCallback() { @Override public void onTokenRequestCompleted( TokenResponse resp, AuthorizationException ex) { if (resp != null) { // exchange succeeded } else { // authorization failed, check ex for more details } } }); ``` The token response can also be used to update an AuthState instance: ```java authState.update(resp, ex); ``` ### Using access tokens Finally, the retrieved access token can be used to interact with a resource server. This can be done directly, by extracting the access token from a token response. However, in most cases, it is simpler to use the `performActionWithFreshTokens` utility method provided by AuthState: ```java authState.performActionWithFreshTokens(service, new AuthStateAction() { @Override public void execute( String accessToken, String idToken, AuthorizationException ex) { if (ex != null) { // negotiation for fresh tokens failed, check ex for more details return; } // use the access token to do something ... } }); ``` This also updates the AuthState object with current access, id, and refresh tokens. If you are storing your AuthState in persistent storage, you should write the updated copy in the callback to this method. ### Ending current session Given you have a logged in session and you want to end it. In that case you need to get: - `AuthorizationServiceConfiguration` - valid Open Id Token that you should get after authentication - End of session URI that should be provided within you OpenId service config First you have to build EndSessionRequest ```java EndSessionRequest endSessionRequest = new EndSessionRequest.Builder(authorizationServiceConfiguration) .setIdTokenHint(idToken) .setPostLogoutRedirectUri(endSessionRedirectUri) .build(); ``` This request can then be dispatched using one of two approaches. a `startActivityForResult` call using an Intent returned from the `AuthorizationService`, or by calling `performEndSessionRequest` and providing pending intent for completion and cancelation handling activities. The startActivityForResult approach is simpler to use but may require more processing of the result: ```java private void endSession() { AuthorizationService authService = new AuthorizationService(this); Intent endSessionItent = authService.getEndSessionRequestIntent(endSessionRequest); startActivityForResult(endSessionItent, RC_END_SESSION); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == RC_END_SESSION) { EndSessionResonse resp = EndSessionResonse.fromIntent(data); AuthorizationException ex = AuthorizationException.fromIntent(data); // ... process the response or exception ... } else { // ... } } ``` If instead you wish to directly transition to another activity on completion or cancelation, you can use `performEndSessionRequest`: ```java AuthorizationService authService = new AuthorizationService(this); authService.performEndSessionRequest( endSessionRequest, PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCompleteActivity.class), 0), PendingIntent.getActivity(this, 0, new Intent(this, MyAuthCanceledActivity.class), 0)); ``` End session flow will also work involving browser mechanism that is described in authorization mechanism session. Handling response mechanism with transition to another activity should be as follows: ```java public void onCreate(Bundle b) { EndSessionResponse resp = EndSessionResponse.fromIntent(getIntent()); AuthorizationException ex = AuthorizationException.fromIntent(getIntent()); if (resp != null) { // authorization completed } else { // authorization failed, check ex for more details } // ... } ``` ### AuthState persistence Instances of `AuthState` keep track of the authorization and token requests and responses. This is the only object that you need to persist to retain the authorization state of the session. Typically, one would do this by storing the authorization state in SharedPreferences or some other persistent store private to the app: ```java @NonNull public AuthState readAuthState() { SharedPreferences authPrefs = getSharedPreferences("auth", MODE_PRIVATE); String stateJson = authPrefs.getString("stateJson", null); if (stateJson != null) { return AuthState.jsonDeserialize(stateJson); } else { return new AuthState(); } } public void writeAuthState(@NonNull AuthState state) { SharedPreferences authPrefs = getSharedPreferences("auth", MODE_PRIVATE); authPrefs.edit() .putString("stateJson", state.jsonSerializeString()) .apply(); } ``` The demo app has an [AuthStateManager](https://github.com/openid/AppAuth-Android/blob/master/app/java/net/openid/appauthdemo/AuthStateManager.java) type which demonstrates this in more detail. ## Advanced configuration AppAuth provides some advanced configuration options via [AppAuthConfiguration](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AppAuthConfiguration.java) instances, which can be provided to [AuthorizationService](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java) during construction. ### Controlling which browser is used for authorization Some applications require explicit control over which browsers can be used for authorization - for example, to require that Chrome be used for second factor authentication to work, or require that some custom browser is used for authentication in an enterprise environment. Control over which browsers can be used can be achieved by defining a [BrowserMatcher](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserMatcher.java), and supplying this to the builder of AppAuthConfiguration. A BrowserMatcher is suppled with a [BrowserDescriptor](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserDescriptor.java) instance, and must decide whether this browser is permitted for the authorization flow. By default, [AnyBrowserMatcher](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/AnyBrowserMatcher.java) is used. For your convenience, utility classes to help define a browser matcher are provided, such as: - [Browsers](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/Browsers.java): contains a set of constants for the official package names and signatures of Chrome, Firefox and Samsung SBrowser. - [VersionedBrowserMatcher](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/VersionedBrowserMatcher.java): will match a browser if it has a matching package name and signature, and a version number within a defined [VersionRange](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/VersionRange.java). This class also provides some static instances for matching Chrome, Firefox and Samsung SBrowser. - [BrowserAllowList](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserAllowList.java): takes a list of BrowserMatcher instances, and will match a browser if any of these child BrowserMatcher instances signals a match. - [BrowserDenyList](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/browser/BrowserDenyList.java): the inverse of BrowserAllowList - takes a list of browser matcher instances, and will match a browser if it _does not_ match any of these child BrowserMatcher instances. For instance, in order to restrict the authorization flow to using Chrome or SBrowser as a custom tab: ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setBrowserMatcher(new BrowserAllowList( VersionedBrowserMatcher.CHROME_CUSTOM_TAB, VersionedBrowserMatcher.SAMSUNG_CUSTOM_TAB)) .build(); AuthorizationService authService = new AuthorizationService(context, appAuthConfig); ``` Or, to prevent the use of a buggy version of the custom tabs in Samsung SBrowser: ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setBrowserMatcher(new BrowserDenyList( new VersionedBrowserMatcher( Browsers.SBrowser.PACKAGE_NAME, Browsers.SBrowser.SIGNATURE_SET, true, // when this browser is used via a custom tab VersionRange.atMost("5.3") ))) .build(); AuthorizationService authService = new AuthorizationService(context, appAuthConfig); ``` ### Customizing the connection builder for HTTP requests It can be desirable to customize how HTTP connections are made when performing token requests, for instance to use [certificate pinning](https://www.owasp.org/index.php/Certificate_and_Public_Key_Pinning) or to add additional trusted certificate authorities for an enterprise environment. This can be achieved in AppAuth by providing a custom [ConnectionBuilder](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/connectivity/ConnectionBuilder.java) instance. For example, to custom the SSL socket factory used, one could do the following: ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setConnectionBuilder(new ConnectionBuilder() { public HttpURLConnection openConnect(Uri uri) throws IOException { URL url = new URL(uri.toString()); HttpURLConnection connection = (HttpURLConnection) url.openConnection(); if (connection instanceof HttpsUrlConnection) { HttpsURLConnection connection = (HttpsURLConnection) connection; connection.setSSLSocketFactory(MySocketFactory.getInstance()); } } }) .build(); ``` ### Issues with [ID Token](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/IdToken.java#L118) validation ID Token validation was introduced in `0.8.0` but not all authorization servers or configurations support it correctly. - For testing environments [setSkipIssuerHttpsCheck](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AppAuthConfiguration.java#L129) can be used to bypass the fact the issuer needs to be HTTPS. ```java AppAuthConfiguration appAuthConfig = new AppAuthConfiguration.Builder() .setSkipIssuerHttpsCheck(true) .build() ``` - For services that don't support nonce[s] resulting in **IdTokenException** `Nonce mismatch` just set nonce to `null` on the `AuthorizationRequest`. Please consider **raising an issue** with your Identity Provider and removing this once it is fixed. ```java AuthorizationRequest authRequest = authRequestBuilder .setNonce(null) .build(); ``` ## Dynamic client registration AppAuth supports the [OAuth2 dynamic client registration protocol](https://tools.ietf.org/html/rfc7591). In order to dynamically register a client, create a [RegistrationRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/RegistrationRequest.java) and dispatch it using [performRegistrationRequest](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationService.java#L278) on your AuthorizationService instance. The registration endpoint can either be defined directly as part of your [AuthorizationServiceConfiguration](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/AuthorizationServiceConfiguration.java), or discovered from an OpenID Connect discovery document. ```java RegistrationRequest registrationRequest = new RegistrationRequest.Builder( serviceConfig, Arrays.asList(redirectUri)) .build(); ``` Requests are dispatched with the help of `AuthorizationService`. As this request is asynchronous the response is passed to a callback: ```java service.performRegistrationRequest( registrationRequest, new AuthorizationService.RegistrationResponseCallback() { @Override public void onRegistrationRequestCompleted( @Nullable RegistrationResponse resp, @Nullable AuthorizationException ex) { if (resp != null) { // registration succeeded, store the registration response AuthState state = new AuthState(resp); //proceed to authorization... } else { // registration failed, check ex for more details } } }); ``` ## Utilizing client secrets (DANGEROUS) We _strongly recommend_ you avoid using static client secrets in your native applications whenever possible. Client secrets derived via a dynamic client registration are safe to use, but static client secrets can be easily extracted from your apps and allow others to impersonate your app and steal user data. If client secrets must be used by the OAuth2 provider you are integrating with, we strongly recommend performing the code exchange step on your backend, where the client secret can be kept hidden. Having said this, in some cases using client secrets is unavoidable. In these cases, a [ClientAuthentication](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/ClientAuthentication.java) instance can be provided to AppAuth when performing a token request. This allows additional parameters (both HTTP headers and request body parameters) to be added to token requests. Two standard implementations of ClientAuthentication are provided: - [ClientSecretBasic](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/ClientSecretBasic.java): includes a client ID and client secret as an HTTP Basic Authorization header. - [ClientSecretPost](https://github.com/openid/AppAuth-Android/blob/master/library/java/net/openid/appauth/ClientSecretPost.java): includes a client ID and client secret as additional request parameters. So, in order to send a token request using HTTP basic authorization, one would write: ```java ClientAuthentication clientAuth = new ClientSecretBasic(MY_CLIENT_SECRET); TokenRequest req = ...; authService.performTokenRequest(req, clientAuth, callback); ``` This can also be done when using `performActionWithFreshTokens` on AuthState: ```java ClientAuthentication clientAuth = new ClientSecretPost(MY_CLIENT_SECRET); authState.performActionWithFreshTokens( authService, clientAuth, action); ``` ## Modifying or contributing to AppAuth This project requires the Android SDK for API level 25 (Nougat) to build, though the produced binaries only require API level 16 (Jellybean) to be used. We recommend that you fork and/or clone this repository to make modifications; downloading the source has been known to cause some developers problems. For contributors, see the additional instructions in [CONTRIBUTING.md](https://github.com/openid/AppAuth-Android/blob/master/CONTRIBUTING.md). ### Building from the Command line AppAuth for Android uses Gradle as its build system. In order to build the library and app binaries, run `./gradlew assemble`. The library AAR files are output to `library/build/outputs/aar`, while the demo app is output to `app/build/outputs/apk`. In order to run the tests and code analysis, run `./gradlew check`. ### Building from Android Studio In AndroidStudio, File -> New -> Import project. Select the root folder (the one with the `build.gradle` file).
Mdshobu / Liberty House Club Whitepaper# Liberty House Club **A Parallel Binance Chain to Enable Smart Contracts** _NOTE: This document is under development. Please check regularly for updates!_ ## Table of Contents - [Motivation](#motivation) - [Design Principles](#design-principles) - [Consensus and Validator Quorum](#consensus-and-validator-quorum) * [Proof of Staked Authority](#proof-of-staked-authority) * [Validator Quorum](#validator-quorum) * [Security and Finality](#security-and-finality) * [Reward](#reward) - [Token Economy](#token-economy) * [Native Token](#native-token) * [Other Tokens](#other-tokens) - [Cross-Chain Transfer and Communication](#cross-chain-transfer-and-communication) * [Cross-Chain Transfer](#cross-chain-transfer) * [BC to BSC Architecture](#bc-to-bsc-architecture) * [BSC to BC Architecture](#bsc-to-bc-architecture) * [Timeout and Error Handling](#timeout-and-error-handling) * [Cross-Chain User Experience](#cross-chain-user-experience) * [Cross-Chain Contract Event](#cross-chain-contract-event) - [Staking and Governance](#staking-and-governance) * [Staking on BC](#staking-on-bc) * [Rewarding](#rewarding) * [Slashing](#slashing) - [Relayers](#relayers) * [BSC Relayers](#bsc-relayers) * [Oracle Relayers](#oracle-relayers) - [Outlook](#outlook) # Motivation After its mainnet community [launch](https://www.binance.com/en/blog/327334696200323072/Binance-DEX-Launches-on-Binance-Chain-Invites-Further-Community-Development) in April 2019, [Binance Chain](https://www.binance.org) has exhibited its high speed and large throughput design. Binance Chain’s primary focus, its native [decentralized application](https://en.wikipedia.org/wiki/Decentralized_application) (“dApp”) [Binance DEX](https://www.binance.org/trade), has demonstrated its low-latency matching with large capacity headroom by handling millions of trading volume in a short time. Flexibility and usability are often in an inverse relationship with performance. The concentration on providing a convenient digital asset issuing and trading venue also brings limitations. Binance Chain's most requested feature is the programmable extendibility, or simply the [Smart Contract](https://en.wikipedia.org/wiki/Smart_contract) and Virtual Machine functions. Digital asset issuers and owners struggle to add new decentralized features for their assets or introduce any sort of community governance and activities. Despite this high demand for adding the Smart Contract feature onto Binance Chain, it is a hard decision to make. The execution of a Smart Contract may slow down the exchange function and add non-deterministic factors to trading. If that compromise could be tolerated, it might be a straightforward idea to introduce a new Virtual Machine specification based on [Tendermint](https://tendermint.com/core/), based on the current underlying consensus protocol and major [RPC](https://docs.binance.org/api-reference/node-rpc.html) implementation of Binance Chain. But all these will increase the learning requirements for all existing dApp communities, and will not be very welcomed. We propose a parallel blockchain of the current Binance Chain to retain the high performance of the native DEX blockchain and to support a friendly Smart Contract function at the same time. # Design Principles After the creation of the parallel blockchain into the Binance Chain ecosystem, two blockchains will run side by side to provide different services. The new parallel chain will be called “**Binance Smart Chain**” (short as “**BSC**” for the below sections), while the existing mainnet remains named “**Binance Chain**” (short as “**BC**” for the below sections). Here are the design principles of **BSC**: 1. **Standalone Blockchain**: technically, BSC is a standalone blockchain, instead of a layer-2 solution. Most BSC fundamental technical and business functions should be self-contained so that it can run well even if the BC stopped for a short period. 2. **Ethereum Compatibility**: The first practical and widely-used Smart Contract platform is Ethereum. To take advantage of the relatively mature applications and community, BSC chooses to be compatible with the existing Ethereum mainnet. This means most of the **dApps**, ecosystem components, and toolings will work with BSC and require zero or minimum changes; BSC node will require similar (or a bit higher) hardware specification and skills to run and operate. The implementation should leave room for BSC to catch up with further Ethereum upgrades. 3. **Staking Involved Consensus and Governance**: Staking-based consensus is more environmentally friendly and leaves more flexible option to the community governance. Expectedly, this consensus should enable better network performance over [proof-of-work](https://en.wikipedia.org/wiki/Proof_of_work) blockchain system, i.e., faster blocking time and higher transaction capacity. 4. **Native Cross-Chain Communication**: both BC and BSC will be implemented with native support for cross-chain communication among the two blockchains. The communication protocol should be bi-directional, decentralized, and trustless. It will concentrate on moving digital assets between BC and BSC, i.e., [BEP2](https://github.com/binance-chain/BEPs/blob/master/BEP2.md) tokens, and eventually, other BEP tokens introduced later. The protocol should care for the minimum of other items stored in the state of the blockchains, with only a few exceptions. # Consensus and Validator Quorum Based on the above design principles, the consensus protocol of BSC is to fulfill the following goals: 1. Blocking time should be shorter than Ethereum network, e.g. 5 seconds or even shorter. 2. It requires limited time to confirm the finality of transactions, e.g. around 1-min level or shorter. 3. There is no inflation of native token: BNB, the block reward is collected from transaction fees, and it will be paid in BNB. 4. It is compatible with Ethereum system as much as possible. 5. It allows modern [proof-of-stake](https://en.wikipedia.org/wiki/Proof_of_stake) blockchain network governance. ## Proof of Staked Authority Although Proof-of-Work (PoW) has been recognized as a practical mechanism to implement a decentralized network, it is not friendly to the environment and also requires a large size of participants to maintain the security. Ethereum and some other blockchain networks, such as [MATIC Bor](https://github.com/maticnetwork/bor), [TOMOChain](https://tomochain.com/), [GoChain](https://gochain.io/), [xDAI](https://xdai.io/), do use [Proof-of-Authority(PoA)](https://en.wikipedia.org/wiki/Proof_of_authority) or its variants in different scenarios, including both testnet and mainnet. PoA provides some defense to 51% attack, with improved efficiency and tolerance to certain levels of Byzantine players (malicious or hacked). It serves as an easy choice to pick as the fundamentals. Meanwhile, the PoA protocol is most criticized for being not as decentralized as PoW, as the validators, i.e. the nodes that take turns to produce blocks, have all the authorities and are prone to corruption and security attacks. Other blockchains, such as EOS and Lisk both, introduce different types of [Delegated Proof of Stake (DPoS)](https://en.bitcoinwiki.org/wiki/DPoS) to allow the token holders to vote and elect the validator set. It increases the decentralization and favors community governance. BSC here proposes to combine DPoS and PoA for consensus, so that: 1. Blocks are produced by a limited set of validators 2. Validators take turns to produce blocks in a PoA manner, similar to [Ethereum’s Clique](https://eips.ethereum.org/EIPS/eip-225) consensus design 3. Validator set are elected in and out based on a staking based governance ## Validator Quorum In the genesis stage, a few trusted nodes will run as the initial Validator Set. After the blocking starts, anyone can compete to join as candidates to elect as a validator. The staking status decides the top 21 most staked nodes to be the next validator set, and such an election will repeat every 24 hours. **BNB** is the token used to stake for BSC. In order to remain as compatible as Ethereum and upgradeable to future consensus protocols to be developed, BSC chooses to rely on the **BC** for staking management (Please refer to the below “[Staking and Governance](#staking-and-governance)” section). There is a **dedicated staking module for BSC on BC**. It will accept BSC staking from BNB holders and calculate the highest staked node set. Upon every UTC midnight, BC will issue a verifiable `ValidatorSetUpdate` cross-chain message to notify BSC to update its validator set. While producing further blocks, the existing BSC validators check whether there is a `ValidatorSetUpdate` message relayed onto BSC periodically. If there is, they will update the validator set after an **epoch period**, i.e. a predefined number of blocking time. For example, if BSC produces a block every 5 seconds, and the epoch period is 240 blocks, then the current validator set will check and update the validator set for the next epoch in 1200 seconds (20 minutes). ## Security and Finality Given there are more than ½\*N+1 validators are honest, PoA based networks usually work securely and properly. However, there are still cases where certain amount Byzantine validators may still manage to attack the network, e.g. through the “[Clone Attack](https://arxiv.org/pdf/1902.10244.pdf)”. To secure as much as BC, BSC users are encouraged to wait until receiving blocks sealed by more than ⅔\*N+1 different validators. In that way, the BSC can be trusted at a similar security level to BC and can tolerate less than ⅓\*N Byzantine validators. With 21 validators, if the block time is 5 seconds, the ⅔\*N+1 different validator seals will need a time period of (⅔\*21+1)*5 = 75 seconds. Any critical applications for BSC may have to wait for ⅔\*N+1 to ensure a relatively secure finality. However, besides such arrangement, BSC does introduce **Slashing** logic to penalize Byzantine validators for **double signing** or **inavailability**, which will be covered in the “Staking and Governance” section later. This Slashing logic will expose the malicious validators in a very short time and make the “Clone Attack” very hard or extremely non-beneficial to execute. With this enhancement, ½\*N+1 or even fewer blocks are enough as confirmation for most transactions. ## Reward All the BSC validators in the current validator set will be rewarded with transaction **fees in BNB**. As BNB is not an inflationary token, there will be no mining rewards as what Bitcoin and Ethereum network generate, and the gas fee is the major reward for validators. As BNB is also utility tokens with other use cases, delegators and validators will still enjoy other benefits of holding BNB. The reward for validators is the fees collected from transactions in each block. Validators can decide how much to give back to the delegators who stake their BNB to them, in order to attract more staking. Every validator will take turns to produce the blocks in the same probability (if they stick to 100% liveness), thus, in the long run, all the stable validators may get a similar size of the reward. Meanwhile, the stakes on each validator may be different, so this brings a counter-intuitive situation that more users trust and delegate to one validator, they potentially get less reward. So rational delegators will tend to delegate to the one with fewer stakes as long as the validator is still trustful (insecure validator may bring slashable risk). In the end, the stakes on all the validators will have less variation. This will actually prevent the stake concentration and “winner wins forever” problem seen on some other networks. Some parts of the gas fee will also be rewarded to relayers for Cross-Chain communication. Please refer to the “[Relayers](#relayers)” section below. # Token Economy BC and BSC share the same token universe for BNB and BEP2 tokens. This defines: 1. The same token can circulate on both networks, and flow between them bi-directionally via a cross-chain communication mechanism. 2. The total circulation of the same token should be managed across the two networks, i.e. the total effective supply of a token should be the sum of the token’s total effective supply on both BSC and BC. 3. The tokens can be initially created on BSC in a similar format as ERC20 token standard, or on BC as a BEP2, then created on the other. There are native ways on both networks to link the two and secure the total supply of the token. ## Native Token BNB will run on BSC in the same way as ETH runs on Ethereum so that it remains as “native token” for both BSC and BC. This means, in addition to BNB is used to pay most of the fees on Binance Chain and Binance DEX, BNB will be also used to: 1. pay “fees“ to deploy smart contracts on BSC 2. stake on selected BSC validators, and get corresponding rewards 3. perform cross-chain operations, such as transfer token assets across BC and BSC ### Seed Fund Certain amounts of BNB will be burnt on BC and minted on BSC during its genesis stage. This amount is called “Seed Fund” to circulate on BSC after the first block, which will be dispatched to the initial BC-to-BSC Relayer(described in later sections) and initial validator set introduced at genesis. These BNBs are used to pay transaction fees in the early stage to transfer more BNB from BC onto BSC via the cross-chain mechanism. The BNB cross-chain transfer is discussed in a later section, but for BC to BSC transfer, it is generally to lock BNB on BC from the source address of the transfer to a system-controlled address and unlock the corresponding amount from special contract to the target address of the transfer on BSC, or reversely, when transferring from BSC to BC, it is to lock BNB from the source address on BSC into a special contract and release locked amount on BC from the system address to the target address. The logic is related to native code on BC and a series of smart contracts on BSC. ## Other Tokens BC supports BEP2 tokens and upcoming [BEP8 tokens](https://github.com/binance-chain/BEPs/pull/69), which are native assets transferrable and tradable (if listed) via fast transactions and sub-second finality. Meanwhile, as BSC is Ethereum compatible, it is natural to support ERC20 tokens on BSC, which here is called “**BEP2E**” (with the real name to be introduced by the future BEPs,it potentially covers BEP8 as well). BEP2E may be “Enhanced” by adding a few more methods to expose more information, such as token denomination, decimal precision definition and the owner address who can decide the Token Binding across the chains. BSC and BC work together to ensure that one token can circulate in both formats with confirmed total supply and be used in different use cases. ### Token Binding BEP2 tokens will be extended to host a new attribute to associate the token with a BSC BEP2E token contract, called “**Binder**”, and this process of association is called “**Token Binding**”. Token Binding can happen at any time after BEP2 and BEP2E are ready. The token owners of either BEP2 or BEP2E don’t need to bother about the Binding, until before they really want to use the tokens on different scenarios. Issuers can either create BEP2 first or BEP2E first, and they can be bound at a later time. Of course, it is encouraged for all the issuers of BEP2 and BEP2E to set the Binding up early after the issuance. A typical procedure to bind the BEP2 and BEP2E will be like the below: 1. Ensure both the BEP2 token and the BEP2E token both exist on each blockchain, with the same total supply. BEP2E should have 3 more methods than typical ERC20 token standard: * symbol(): get token symbol * decimals(): get the number of the token decimal digits * owner(): get **BEP2E contract owner’s address.** This value should be initialized in the BEP2E contract constructor so that the further binding action can verify whether the action is from the BEP2E owner. 2. Decide the initial circulation on both blockchains. Suppose the total supply is *S*, and the expected initial circulating supply on BC is *K*, then the owner should lock S-K tokens to a system controlled address on BC. 3. Equivalently, *K* tokens is locked in the special contract on BSC, which handles major binding functions and is named as **TokenHub**. The issuer of the BEP2E token should lock the *K* amount of that token into TokenHub, resulting in *S-K* tokens to circulate on BSC. Thus the total circulation across 2 blockchains remains as *S*. 4. The issuer of BEP2 token sends the bind transaction on BC. Once the transaction is executed successfully after proper verification: * It transfers *S-K* tokens to a system-controlled address on BC. * A cross-chain bind request package will be created, waiting for Relayers to relay. 5. BSC Relayers will relay the cross-chain bind request package into **TokenHub** on BSC, and the corresponding request and information will be stored into the contract. 6. The contract owner and only the owner can run a special method of TokenHub contract, `ApproveBind`, to verify the binding request to mark it as a success. It will confirm: * the token has not been bound; * the binding is for the proper symbol, with proper total supply and decimal information; * the proper lock are done on both networks; 10. Once the `ApproveBind` method has succeeded, TokenHub will mark the two tokens are bounded and share the same circulation on BSC, and the status will be propagated back to BC. After this final confirmation, the BEP2E contract address and decimals will be written onto the BEP2 token as a new attribute on BC, and the tokens can be transferred across the two blockchains bidirectionally. If the ApproveBind fails, the failure event will also be propagated back to BC to release the locked tokens, and the above steps can be re-tried later. # Cross-Chain Transfer and Communication Cross-chain communication is the key foundation to allow the community to take advantage of the dual chain structure: * users are free to create any tokenization, financial products, and digital assets on BSC or BC as they wish * the items on BSC can be manually and programmingly traded and circulated in a stable, high throughput, lighting fast and friendly environment of BC * users can operate these in one UI and tooling ecosystem. ## Cross-Chain Transfer The cross-chain transfer is the key communication between the two blockchains. Essentially the logic is: 1. the `transfer-out` blockchain will lock the amount from source owner addresses into a system controlled address/contracts; 2. the `transfer-in` blockchain will unlock the amount from the system controlled address/contracts and send it to target addresses. The cross-chain transfer package message should allow the BSC Relayers and BC **Oracle Relayers** to verify: 1. Enough amount of token assets are removed from the source address and locked into a system controlled addresses/contracts on the source blockchain. And this can be confirmed on the target blockchain. 2. Proper amounts of token assets are released from a system controlled addresses/contracts and allocated into target addresses on the target blockchain. If this fails, it can be confirmed on source blockchain, so that the locked token can be released back (may deduct fees). 3. The sum of the total circulation of the token assets across the 2 blockchains are not changed after this transfer action completes, no matter if the transfer succeeds or not.  The architecture of cross-chain communication is as in the above diagram. To accommodate the 2 heteroid systems, communication handling is different in each direction. ## BC to BSC Architecture BC is a Tendermint-based, instant finality blockchain. Validators with at least ⅔\*N+1 of the total voting power will co-sign each block on the chain. So that it is practical to verify the block transactions and even the state value via **Block Header** and **Merkle Proof** verification. This has been researched and implemented as “**Light-Client Protocol**”, which are intensively discussed in [the Ethereum](https://github.com/ethereum/wiki/wiki/Light-client-protocol) community, studied and implemented for [Cosmos inter-chain communication](https://github.com/cosmos/ics/blob/a4173c91560567bdb7cc9abee8e61256fc3725e9/spec/ics-007-tendermint-client/README.md). BC-to-BSC communication will be verified in an “**on-chain light client**” implemented via BSC **Smart Contracts** (some of them may be **“pre-compiled”**). After some transactions and state change happen on BC, if a transaction is defined to trigger cross-chain communication,the Cross-chain “**package**” message will be created and **BSC Relayers** will pass and submit them onto BSC as data into the "build-in system contracts". The build-in system contracts will verify the package and execute the transactions if it passes the verification. The verification will be guaranteed with the below design: 1. BC blocking status will be synced to the light client contracts on BSC from time to time, via block header and pre-commits, for the below information: * block and app hash of BC that are signed by validators * current validatorset, and validator set update 2. the key-value from the blockchain state will be verified based on the Merkle Proof and information from above #1. After confirming the key-value is accurate and trustful, the build-in system contracts will execute the actions corresponding to the cross-chain packages. Some examples of such packages that can be created for BC-to-BSC are: 1. Bind: bind the BEP2 tokens and BEP2E 2. Transfer: transfer tokens after binding, this means the circulation will decrease (be locked) from BC and appear in the target address balance on BSC 3. Error Handling: to handle any timeout/failure event for BSC-to-BC communication 4. Validatorset update of BSC To ensure no duplication, proper message sequence and timely timeout, there is a “Channel” concept introduced on BC to manage any types of the communication. For relayers, please also refer to the below “Relayers” section. ## BSC to BC Architecture BSC uses Proof of Staked Authority consensus protocol, which has a chance to fork and requires confirmation of more blocks. One block only has the signature of one validator, so that it is not easy to rely on one block to verify data from BSC. To take full advantage of validator quorum of BC, an idea similar to many [Bridge ](https://github.com/poanetwork/poa-bridge)or Oracle blockchains is adopted: 1. The cross-chain communication requests from BSC will be submitted and executed onto BSC as transactions. The execution of the transanction wil emit `Events`, and such events can be observed and packaged in certain “**Oracle**” onto BC. Instead of Block Headers, Hash and Merkle Proof, this type of “Oracle” package directly contains the cross-chain information for actions, such as sender, receiver and amount for transfer. 2. To ensure the security of the Oracle, the validators of BC will form anothe quorum of “**Oracle Relayers**”. Each validator of the BC should run a **dedicated process** as the Oracle Relayer. These Oracle Relayers will submit and vote for the cross-chain communication package, like Oracle, onto BC, using the same validator keys. Any package signed by more than ⅔\*N+1 Oracle Relayers’ voting power is as secure as any block signed by ⅔\*N+1 of the same quorum of validators’ voting power. By using the same validator quorum, it saves the light client code on BC and continuous block updates onto BC. Such Oracles also have Oracle IDs and types, to ensure sequencing and proper error handling. ## Timeout and Error Handling There are scenarios that the cross-chain communication fails. For example, the relayed package cannot be executed on BSC due to some coding bug in the contracts. **Timeout and error handling logics are** used in such scenarios. For the recognizable user and system errors or any expected exceptions, the two networks should heal themselves. For example, when BC to BSC transfer fails, BSC will issue a failure event and Oracle Relayers will execute a refund on BC; when BSC to BC transfer fails, BC will issue a refund package for Relayer to relay in order to unlock the fund. However, unexpected error or exception may still happen on any step of the cross-chain communication. In such a case, the Relayers and Oracle Relayers will discover that the corresponding cross-chain channel is stuck in a particular sequence. After a Timeout period, the Relayers and Oracle Relayers can request a “SkipSequence” transaction, the stuck sequence will be marked as “Unexecutable”. A corresponding alerts will be raised, and the community has to discuss how to handle this scenario, e.g. payback via the sponsor of the validators, or event clear the fund during next network upgrade. ## Cross-Chain User Experience Ideally, users expect to use two parallel chains in the same way as they use one single chain. It requires more aggregated transaction types to be added onto the cross-chain communication to enable this, which will add great complexity, tight coupling, and maintenance burden. Here BC and BSC only implement the basic operations to enable the value flow in the initial launch and leave most of the user experience work to client side UI, such as wallets. E.g. a great wallet may allow users to sell a token directly from BSC onto BC’s DEX order book, in a secure way. ## Cross-Chain Contract Event Cross-Chain Contract Event (CCCE) is designed to allow a smart contract to trigger cross-chain transactions, directly through the contract code. This becomes possible based on: 1. Standard system contracts can be provided to serve operations callable by general smart contracts; 2. Standard events can be emitted by the standard contracts; 3. Oracle Relayers can capture the standard events, and trigger the corresponding cross-chain operations; 4. Dedicated, code-managed address (account) can be created on BC and accessed by the contracts on the BSC, here it is named as **“Contract Address on BC” (CAoB)**. Several standard operations are implemented: 1. BSC to BC transfer: this is implemented in the same way as normal BSC to BC transfer, by only triggered via standard contract. The fund can be transferred to any addresses on BC, including the corresponding CAoB of the transfer originating contract. 2. Transfer on BC: this is implemented as a special cross-chain transfer, while the real transfer is from **CAoB** to any other address (even another CAoB). 3. BC to BSC transfer: this is implemented as two-pass cross-chain communication. The first is triggered by the BSC contract and propagated onto BC, and then in the second pass, BC will start a normal BC to BSC cross-chain transfer, from **CAoB** to contract address on BSC. A special note should be paid on that the BSC contract only increases balance upon any transfer coming in on the second pass, and the error handling in the second pass is the same as the normal BC to BSC transfer. 4. IOC (Immediate-Or-Cancel) Trade Out: the primary goal of transferring assets to BC is to trade. This event will instruct to trade a certain amount of an asset in CAoB into another asset as much as possible and transfer out all the results, i.e. the left the source and the traded target tokens of the trade, back to BSC. BC will handle such relayed events by sending an “Immediate-Or-Cancel”, i.e. IOC order onto the trading pairs, once the next matching finishes, the result will be relayed back to BSC, which can be in either one or two assets. 5. Auction Trade Out: Such event will instruct BC to send an auction order to trade a certain amount of an asset in **CAoB** into another asset as much as possible and transfer out all the results back to BSC at the end of the auction. Auction function is upcoming on BC. There are some details for the Trade Out: 1. both can have a limit price (absolute or relative) for the trade; 2. the end result will be written as cross-chain packages to relay back to BSC; 3. cross-chain communication fees may be charged from the asset transferred back to BSC; 4. BSC contract maintains a mirror of the balance and outstanding orders on CAoB. No matter what error happens during the Trade Out, the final status will be propagated back to the originating contract and clear its internal state. With the above features, it simply adds the cross-chain transfer and exchange functions with high liquidity onto all the smart contracts on BSC. It will greatly add the application scenarios on Smart Contract and dApps, and make 1 chain +1 chain > 2 chains. # Staking and Governance Proof of Staked Authority brings in decentralization and community involvement. Its core logic can be summarized as the below. You may see similar ideas from other networks, especially Cosmos and EOS. 1. Token holders, including the validators, can put their tokens “**bonded**” into the stake. Token holders can **delegate** their tokens onto any validator or validator candidate, to expect it can become an actual validator, and later they can choose a different validator or candidate to **re-delegate** their tokens<sup>1</sup>. 2. All validator candidates will be ranked by the number of bonded tokens on them, and the top ones will become the real validators. 3. Validators can share (part of) their blocking reward with their delegators. 4. Validators can suffer from “**Slashing**”, a punishment for their bad behaviors, such as double sign and/or instability. 5. There is an “**unbonding period**” for validators and delegators so that the system makes sure the tokens remain bonded when bad behaviors are caught, the responsible will get slashed during this period. ## Staking on BC Ideally, such staking and reward logic should be built into the blockchain, and automatically executed as the blocking happens. Cosmos Hub, who shares the same Tendermint consensus and libraries with Binance Chain, works in this way. BC has been preparing to enable staking logic since the design days. On the other side, as BSC wants to remain compatible with Ethereum as much as possible, it is a great challenge and efforts to implement such logic on it. This is especially true when Ethereum itself may move into a different Proof of Stake consensus protocol in a short (or longer) time. In order to keep the compatibility and reuse the good foundation of BC, the staking logic of BSC is implemented on BC: 1. The staking token is BNB, as it is a native token on both blockchains anyway 2. The staking, i.e. token bond and delegation actions and records for BSC, happens on BC. 3. The BSC validator set is determined by its staking and delegation logic, via a staking module built on BC for BSC, and propagated every day UTC 00:00 from BC to BSC via Cross-Chain communication. 4. The reward distribution happens on BC around every day UTC 00:00. ## Rewarding Both the validator update and reward distribution happen every day around UTC 00:00. This is to save the cost of frequent staking updates and block reward distribution. This cost can be significant, as the blocking reward is collected on BSC and distributed on BC to BSC validators and delegators. (Please note BC blocking fees will remain rewarding to BC validators only.) A deliberate delay is introduced here to make sure the distribution is fair: 1. The blocking reward will not be sent to validator right away, instead, they will be distributed and accumulated on a contract; 2. Upon receiving the validator set update into BSC, it will trigger a few cross-chain transfers to transfer the reward to custody addresses on the corresponding validators. The custody addresses are owned by the system so that the reward cannot be spent until the promised distribution to delegators happens. 3. In order to make the synchronization simpler and allocate time to accommodate slashing, the reward for N day will be only distributed in N+2 days. After the delegators get the reward, the left will be transferred to validators’ own reward addresses. ## Slashing Slashing is part of the on-chain governance, to ensure the malicious or negative behaviors are punished. BSC slash can be submitted by anyone. The transaction submission requires **slash evidence** and cost fees but also brings a larger reward when it is successful. So far there are two slashable cases. ### Double Sign It is quite a serious error and very likely deliberate offense when a validator signs more than one block with the same height and parent block. The reference protocol implementation should already have logic to prevent this, so only the malicious code can trigger this. When Double Sign happens, the validator should be removed from the Validator **Set** right away. Anyone can submit a slash request on BC with the evidence of Double Sign of BSC, which should contain the 2 block headers with the same height and parent block, sealed by the offending validator. Upon receiving the evidence, if the BC verifies it to be valid: 1. The validator will be removed from validator set by an instance BSC validator set update Cross-Chain update; 2. A predefined amount of BNB would be slashed from the **self-delegated** BNB of the validator; Both validator and its delegators will not receive the staking rewards. 3. Part of the slashed BNB will allocate to the submitter’s address, which is a reward and larger than the cost of submitting slash request transaction 4. The rest of the slashed BNB will allocate to the other validators’ custody addresses, and distributed to all delegators in the same way as blocking reward. ### Inavailability The liveness of BSC relies on everyone in the Proof of Staked Authority validator set can produce blocks timely when it is their turn. Validators can miss their turn due to any reason, especially problems in their hardware, software, configuration or network. This instability of the operation will hurt the performance and introduce more indeterministic into the system. There can be an internal smart contract responsible for recording the missed blocking metrics of each validator. Once the metrics are above the predefined threshold, the blocking reward for validator will not be relayed to BC for distribution but shared with other better validators. In such a way, the poorly-operating validator should be gradually voted out of the validator set as their delegators will receive less or none reward. If the metrics remain above another higher level of threshold, the validator will be dropped from the rotation, and this will be propagated back to BC, then a predefined amount of BNB would be slashed from the **self-delegated** BNB of the validator. Both validators and delegators will not receive their staking rewards. ### Governance Parameters There are many system parameters to control the behavior of the BSC, e.g. slash amount, cross-chain transfer fees. All these parameters will be determined by BSC Validator Set together through a proposal-vote process based on their staking. Such the process will be carried on BC, and the new parameter values will be picked up by corresponding system contracts via a cross-chain communication. # Relayers Relayers are responsible to submit Cross-Chain Communication Packages between the two blockchains. Due to the heterogeneous parallel chain structure, two different types of Relayers are created. ## BSC Relayers Relayers for BC to BSC communication referred to as “**BSC Relayers**”, or just simply “Relayers”. Relayer is a standalone process that can be run by anyone, and anywhere, except that Relayers must register themselves onto BSC and deposit a certain refundable amount of BNB. Only relaying requests from the registered Relayers will be accepted by BSC. The package they relay will be verified by the on-chain light client on BSC. The successful relay needs to pass enough verification and costs gas fees on BSC, and thus there should be incentive reward to encourage the community to run Relayers. ### Incentives There are two major communication types: 1. Users triggered Operations, such as `token bind` or `cross chain transfer`. Users must pay additional fee to as relayer reward. The reward will be shared with the relayers who sync the referenced blockchain headers. Besides, the reward won't be paid the relayers' accounts directly. A reward distribution mechanism will be brought in to avoid monopolization. 2. System Synchronization, such as delivering `refund package`(caused by failures of most oracle relayers), special blockchain header synchronization(header contains BC validatorset update), BSC staking package. System reward contract will pay reward to relayers' accounts directly. If some Relayers have faster networks and better hardware, they can monopolize all the package relaying and leave no reward to others. Thus fewer participants will join for relaying, which encourages centralization and harms the efficiency and security of the network. Ideally, due to the decentralization and dynamic re-election of BSC validators, one Relayer can hardly be always the first to relay every message. But in order to avoid the monopolization further, the rewarding economy is also specially designed to minimize such chance: 1. The reward for Relayers will be only distributed in batches, and one batch will cover a number of successful relayed packages. 2. The reward a Relayer can get from a batch distribution is not linearly in proportion to their number of successful relayed packages. Instead, except the first a few relays, the more a Relayer relays during a batch period, the less reward it will collect. ## Oracle Relayers Relayers for BSC to BC communication are using the “Oracle” model, and so-called “**Oracle Relayers**”. Each of the validators must, and only the ones of the validator set, run Oracle Relayers. Each Oracle Relayer watches the blockchain state change. Once it catches Cross-Chain Communication Packages, it will submit to vote for the requests. After Oracle Relayers from ⅔ of the voting power of BC validators vote for the changes, the cross-chain actions will be performed. Oracle Replayers should wait for enough blocks to confirm the finality on BSC before submitting and voting for the cross-chain communication packages onto BC. The cross-chain fees will be distributed to BC validators together with the normal BC blocking rewards. Such oracle type relaying depends on all the validators to support. As all the votes for the cross-chain communication packages are recorded on the blockchain, it is not hard to have a metric system to assess the performance of the Oracle Relayers. The poorest performer may have their rewards clawed back via another Slashing logic introduced in the future. # Outlook It is hard to conclude for Binance Chain, as it has never stopped evolving. The dual-chain strategy is to open the gate for users to take advantage of the fast transferring and trading on one side, and flexible and extendable programming on the other side, but it will be one stop along the development of Binance Chain. Here below are the topics to look into so as to facilitate the community better for more usability and extensibility: 1. Add different digital asset model for different business use cases 2. Enable more data feed, especially DEX market data, to be communicated from Binance DEX to BSC 3. Provide interface and compatibility to integrate with Ethereum, including its further upgrade, and other blockchain 4. Improve client side experience to manage wallets and use blockchain more conveniently ------ [1]: BNB business practitioners may provide other benefits for BNB delegators, as they do now for long term BNB holders.
wojtekmaj / Vite Plugin Simple HtmlVite plugin for HTML processing and minification
GravityPDF / QuerypathA fork of QueryPath: a PHP library for HTML(5)/XML querying (CSS 4 or XPath) and processing (like jQuery) with PHP 7.1 to 8.5 support
SOYJUN / Application With Raw IP SocketsOverview For this assignment you will be developing an application that uses raw IP sockets to ‘walk’ around an ordered list of nodes (given as a command line argument at the ‘source’ node, which is the node at which the tour was initiated), in a manner similar to the IP SSRR (Strict Source and Record Route) option. At each node, the application pings the preceding node in the tour. However, unlike the ping code in Stevens, you will be sending the ping ICMP echo request messages through a SOCK_RAW-type PF_PACKET socket and implementing ARP functionality to find the Ethernet address of the target node. Finally, when the ‘walk’ is completed, the group of nodes visited on the tour will exchange multicast messages. Your code will consist of two process modules, a ‘Tour’ application module (which will implement all the functionality outlined above, except for ARP activity) and an ARP module. The following should prove to be useful reference material for the assignment: Sections 21.2, 21.3, 21.6 and 21.10, Chapter 21, on Multicasting. Sections 27.1 to 27.3, Chapter 27, on the IP SSRR option. Sections 28.1 to 28.5, Chapter 28, on raw sockets, the IP_HDRINCL socket option, and ping. Sections 15.5, Chapter 15, on Unix domain SOCK_STREAM sockets. Figure 29.14, p. 807, and the corresponding explanation on p. 806, on filling in an IP header when the IP_HDRINCL socket option is in effect. The Lecture Slides on ARP & RARP (especially Section 4.4, ARP Packet Format, and the Figure 4.3 it includes). The link http://www.pdbuchan.com/rawsock/rawsock.html contains useful code samples that use IP raw sockets and PF_PACKET sockets. Note, in partcular, the code “icmp4_ll.c” in Table 2 for building an echo request sent through a PF_PACKET SOCK_RAW socket. The VMware environment You will be using the same vm1 , . . . . . , vm10 nodes you used for Assignment 3. However, unlike Assignment 3, you should use only interfaces eth0 and their associated IP addresses and ignore the other Ethernet interfaces that nodes have (interfaces eth0 make vm1 , . . . . . , vm10 look as if they belong to the same Ethernet LAN segment IP network 130.245.156.0/24). Note that, apart from the primary IP addresses associated with interfaces eth0, some nodes might also have one or more alias IP addresses associated with their interface eth0. Tour application module specifications The application will create a total of four sockets: two IP raw sockets, a PF_PACKET socket and a UDP socket for multicasting. We shall call the two IP raw sockets the ‘rt ’ (‘route traversal’) and ‘pg ’ (‘ping’) sockets, respectively. The rt socket should have the IP_HDRINCL option set. You will only be receiving ICMP echo reply messages through the pg socket (and not sending echo requests), so it does not matter whether it has the IP_HDRINCL option set or not. The pg socket should have protocol value (i.e., protocol demultiplexing key in the IP header) IPPROTO_ICMP. The rt socket should have a protocol value that identifies the application - i.e., some value other than the IPPROTO_XXXX values in /usr/include/netinet/in.h. However, remember that you will all be running your code using the same root account on the vm1 , . . . . . , vm10 nodes. So if two of you happen to choose the same protocol value and happen to be running on the same vm node at the same time, your applications will receive each other’s IP packets. For that reason, try to choose a protocol value for your rt socket that is likely to be unique to yourself. The PF_PACKET socket should be of type SOCK_RAW (not SOCK_DGRAM). This socket should have a protocol value of ETH_P_IP = 0x0800 (IPv4). The UDP socket for multicasting will be discussed below. Note that, depending on how you choose to bind that socket, you might actually need to have two UDP sockets for multicast communication – see bottom of p. 576, Section 21.10. Your application will, of course, have to be running on every vm node that is included in the tour. When evoking the application on the source node, the user supplies a sequence of vm node names (not IP addresses) to be visited in order. This command line sequence starts with the next node to be visited from the source node (i.e., it does not start with the source node itself). The sequence can include any number of repeated visits to the same node. For example, suppose that the source node is vm3 and the executable is called badr_tour : [root@vm3/root]# badr_tour vm2 vm10 vm4 vm7 vm5 vm2 vm6 vm2 vm9 vm4 vm7 vm2 vm6 vm5 vm1 vm10 vm8 (but note that the tour does not necessarily have to visit every vm node; and the same node should not appear consequentively in the tour list – i.e., the next node on the tour cannot be the current node itself). The application turns the sequence into a list of IP addresses for source routing. It also adds the IP address of the source node itself to the beginning of the list. The list thus produced will be carried as the payload of an IP packet, not as a SSRR option in the packet header. It is our application which will ensure that every node in the sequence is visited in order, not the IP SSRR capability. The source node should also add to the list an IP multicast address and a port number of its choice. It should also join the multicast group at that address and port number on its UDP socket. The TTL for outgoing multicasts should be set to 1. The application then fills in the header of an IP packet, designating itself as the IP source, and the next node to be visited as the IP destination. The packet is sent out on the rt socket. Note that on Linux, all the fields of the packet header must be in network byte order (Stevens, Section 28.3, p. 737, the fourth bullet point). When filling in the packet header, you should explicitly fill in the identification field (recall that, with the IP_HDRINCL socket option, if the identification field is given value 0, then the kernel will set its value). Try to make sure that the value you choose is likely to be unique to yourself (for reasons similar to those explained with respect to the IPPROTO_XXXX in 1. above). When a node receives an IP packet on its rt socket, it should first check that the identification field carries the right value (this implies that you will hard code your choice of identification field value determined in item 2 above in your code). If the identification field value does not check out, the packet is ignored. For a valid packet : Print out a message along the lines of: <time> received source routing packet from <hostname> <time> is the current time in human-readable format (see lines 19 & 20 in Figure 1.9, p. 14, and the corresponding explanation on p. 14f.), and <hostname> is the host name corresponding to the source IP address in the header of the received packet. If this is the first time the node is visited, the application should use the multicast address and port number in the packet received to join the multicast group on its UDP socket. The TTL for outgoing multicasts should be set to 1. The application updates the list in the payload, so that the next node in the tour can easily identify what the next hop from itself will be when it receives the packet. How you do this I leave up to you. You could, for example, include as part of the payload a pointer field into the list of nodes to be visited. This pointer would then be updated to the next entry in the list as the packet progresses hop by hop (see Figure 27.1 and the associated explanation on pp. 711-712). Other solutions are, of course, possible. The application then fills in a new IP header, designating itself as the IP source, and the next node to be visited as the IP destination. The identification field should be set to the same value as in the received packet. The packet is sent out on the rt socket. The node should also initiate pinging to the preceding node in the tour (the IP address of which it should pick up from the header of the received packet). However, unlike the Stevens ping code, it will be using the SOCK_RAW-type PF_PACKET socket of item 1 above to send the ICMP echo request messages. Before it can send echo request messages, the application has to call on the ARP module you will implement to get the Ethernet address of this preceding / ‘target’ node; this call is made using the API function areq which you will also implement (see sections ARP module specifications & API specifications below). Note that ARP has to be evoked every time the application wants to send out an echo request message, and not just the first time. An echo request message has to be encapsulated in a properly-formulated IP packet, which is in turn encapsulated in a properly-formulated Ethernet frame transmitted out through the PF_PACKET socket ; otherwise, ICMP at the source node will not receive it. You will have to modify Stevens’ ping code accordingly, specifically, the send_v4 function. In particular, the Ethernet frame must have a value of ETH_P_IP = 0x0800 (IPv4 – see <linux/if_ether.h>) in the frame type / ‘length’ field ; and the encapsulated IP packet must have a value of IPPROTO_ICMP = 0x01 (ICMPv4 – see <netinet_in.h>) in its protocol field. You should also simplify the ping code in its entirety by stripping all the ‘indirection’ IPv4 / IPv6 dual-operability paraphernalia and making the code work just for IPv4. Also note that the functions host_serv and freeaddrinfo, together with the associated structure addrinfo (see Sections 11.6, 11.8 & 11.11), in Figures 27.3, 27.6 & 28.5 ( pp. 713, 716 & 744f., respectively) can be replaced by the function gethostbyname and associated structure hostent (see Section 11.3) where needed. Also, there is no ‘-v’ verbose option, so this too should be stripped from Stevens’ code. When a node is ready to start pinging, it first prints out a ‘PING’ message similar to lines 32-33 of Figure 28.5, p. 744. It then builds up ICMP echo request messages and sends them to the source node every 1 second through the PF_PACKET socket. It also reads incoming echo response messages off the pg socket, in response to which it prints out the same kind of output as the code of Figure 28.8, p. 748. If this node and its preceding node have been previously visited in that order during the tour, then pinging would have already been initiated from the one to the other in response to the first visit, and nothing further should nor need be done during second and subsequent visits. In light of the above, note that once a node initiates pinging, it needs to read from both its rt and pg sockets, necessitating the use of the select function. As will be clear from what follows below, the application will anyway be needing also to simultaneously monitor its UDP socket for incoming multicast datagrams. When the last node on the tour is reached, and if this is the first time it is visited, it joins the multicast group and starts pinging the preceding node (if it is not already doing so). After a few echo replies are received (five, say), it sends out the multicast message below on its UDP socket (i.e., the node should wait about five seconds before sending the multicast message) : <<<<< This is node vmi . Tour has ended . Group members please identify yourselves. >>>>> where vmi is the name (not IP address) of the node. The node should also print this message out on stdout preceded, on the same line, by the phrase: Node vmi . Sending: <then print out the message sent>. Each node vmj receiving this message should print out the message received preceded, on the same line, by the phrase: Node vmj . Received <then print out the message received>. Each such node in step a above should then immediately stop its pinging activity. The node should then send out the following multicast message: <<<<< Node vmj . I am a member of the group. >>>>> and print out this message preceded, on the same line, by the phrase: Node vmj . Sending: <then print out the message sent>. Each node receiving these second multicast messages (i.e., the messages that nodes – including itself – sent out in step c above) should print each such message out preceded, on the same line, by the phrase: Node vmk . Received: <then print out the message received>. Reading from the socket in step d above should be implemented with a 5-second timeout. When the timeout expires, the node should print out another message to the effect that it is terminating the Tour application, and gracefully exit its Tour process. Note that under Multicast specifications, the last node in the tour, which sends out the End of Tour message, should itself receive a copy of that message and, when it does, it should behave exactly as do the other nodes in steps a. – e. above. ARP module specifications Your executable is evoked with no command line arguments. Like the Tour module, it will be running on every vm node. It uses the get_hw_addrs function of Assignment 3 to explore its node’s interfaces and build a set of <IP address , HW address> matching pairs for all eth0 interface IP addresses (including alias IP addresses, if any). Write out to stdout in some appropriately clear format the address pairs found. The module creates two sockets: a PF_PACKET socket and a Unix domain socket. The PF_PACKET should be of type SOCK_RAW (not type SOCK_DGRAM) with a protocol value of your choice (but not one of the standard values defined in <linux/if_ether.h>) which is, hopefully, unique to yourself. This value effectively becomes the protocol value for your implementation of ARP. Because this protocol value will be carried in the frame type / ‘length’ field of the Ethernet frame header (see Figure 4.3 of the ARP & RARP handout), the value chosen should be not less than 1536 (0x600) so that it is not misinterpreted as the length of an Ethernet 802.3 frame. The Unix domain socket should be of type SOCK_STREAM (not SOCK_DGRAM). It is a listening socket bound to a ‘well-known’ sun_path file. This socket will be used to communicate with the function areq that is implemented in the Tour module (see the section API specifications below). In this context, areq will act as the client and the ARP module as the server. The ARP module then sits in an infinite loop, monitoring these two sockets. As ARP request messages arrive on the PF_PACKET socket, the module processes them, and responds with ARP reply messages as appropriate. The protocol builds a ‘cache’ of matching <IP address , HW address> pairs from the replies (and requests – see below) it receives. For simplicity, and unlike the real ARP, we shall not implement timing out mechanisms for these cache entries. A cache entry has five parts: (i) IP address ; (ii) HW address ; (iii) sll_ifindex (the interface to be used for reaching the matching pair <(i) , (ii)>) ; (iv) sll_hatype ; and (v) a Unix-domain connection-socket descriptor for a connected client (see the section API specifications below for the latter three). When an ARP reply is being entered in the cache, the ARP module uses the socket descriptor in (v) to send a reply to the client, closes the connection socket, and deletes the socket descriptor from the cache entry. Note that, like the real ARP, when an ARP request is received by a node, and if the request pertains to that receiving node, the sender’s (see Figure 4.3 of the ARP & RARP handout) <IP address, HW address> matching pair should be entered into the cache if it is not already there (together, of course, with (iii) sll_ifindex & (iv) sll_hatype), or updated if need be if such an entry already exists in the cache. If the ARP request received does not pertain to the node receiving it, but there is already an entry in that receiving node's cache for the sender’s <IP address, HW address> matching pair, that entry should be checked and updated if need be. If there is no such entry, no action is taken (in particular, and unlike the case above, no new entry should be made in the receiving node's cache of the sender’s <IP address, HW address> matching pair if such an entry does not already exist). ARP request and reply messages have the same format as Figure 4.3 of the ARP & RARP handout, but with an extra 2-byte identification field added at the beginning which you fill with a value chosen so that it has a high probability of being unique to yourself. This value is to be echoed in the reply message, and helps to act as a further filter in case some other student happens to have fortuitously chosen the same value as yourself for the protocol parameter of the ARP PF_PACKET. Values in the fields of our ARP messages must be in network byte order. You might find the system header file <linux/if_arp.h> useful for manipulating ARP request and reply messages, but remember that our version of these messages have an extra two-byte field as mentioned above. Your code should print out on stdout, in some appropriately clear format, the contents of the Ethernet frame header and ARP request message you send. As described in Section 4.4 of the ARP & RARP handout, the node that responds to the request should, in its reply message, swap the two sender addresses with the two target addresses, as well as, of course, echo back the extra identification field sent with the request. The protocol at this responding node should print out, in an appropriately clear format, both the request frame (header and ARP message) it receives and the reply frame it sends. Similarly, the node that sent the request should print out the reply frame it receives. Finally, recall that the node issuing the request sends out a broadcast Ethernet frame, but the responding node replies with a unicast frame. API specifications The API is for communication between the Tour process and the ARP process. It consists of a single function, areq, implemented in the Tour module. areq is called by send_v4 function of the application every time the latter want to send out an ICMP echo request message: int areq (struct sockaddr *IPaddr, socklen_t sockaddrlen, struct hwaddr *HWaddr); IPaddr contains the primary or alias IPaddress of a ‘target’ node on the LAN for which the corresponding hardware address is being requested. hwaddr is a new structure (and not a pre-existing type) modeled on the sockaddr_ll of PF_PACKET; you will have to declare it in your code. It is used to return the requested hardware address to the caller of areq : structure hwaddr { int sll_ifindex; /* Interface number */ unsigned short sll_hatype; /* Hardware type */ unsigned char sll_halen; /* Length of address */ unsigned char sll_addr[8]; /* Physical layer address */ }; areq creates a Unix domain socket of type SOCK_STREAM and connects to the ‘well-known’ sun_path file of the ARP listening socket. It sends the IP address from parameter IPaddr and the information in the three fields of parameter HWaddr to ARP. It then blocks on a read awaiting a reply from ARP. This read should be backed up by a timeout since it is possible that no reply is received for the request. If a timeout occurs, areq should close the socket and return to its caller indicating failure (through its int return value). Your application code should print out on stdout, in some appropriately clear format, a notification every time areq is called, giving the IP address for which a HW address is being sought. It should similarly print out the result when the call to areq returns (HW address returned, or failure). When the ARP module receives a request for a HW address from areq through its Unix domain listening socket, it first checks if the required HW address is already in the cache. If so, it can respond immediately to the areq and close the Unix domain connection socket. Else : it makes an ‘incomplete’ entry in the cache, consisting of parts (i), (iii), (iv) and (v) ; puts out an ARP request message on the network on its PF_PACKET socket; and starts monitoring the areq connection socket for readability – if the areq client closes the connection socket (this would occur in response to a timeout in areq), ARP deletes the corresponding incomplete entry from the cache (and ignores any subsequent ARP reply from the network if such is received). On the other hand, if ARP receives a reply from the network, it updates the incomplete cache entry, responds to areq, and closes the connection socket.
erdomke / BracketPipeBracketPipe is a .NET library for building parsing and processing piplines for web languages like HTML, CSS, Javscript, SVG, and MathML
aws-samples / Aws Serverless Tracking PixelThis solution deploys a lambda function and an API Gateway HTTP API to process tracking information from the HTTP request, returning a 1x1 transparent pixel so it can be invoked from an IMG HTML tag. The processing AWS Lambda Function sends the parsed information to an Amazon Kinesis Data Firehose Stream that should already exist. This solution is created as a baseline to be modified so it adapts to the specific use-case, according to the incoming information that should be processed.