5 best offline games like Free Fire under 500 MB in 2021

top offline games under 500mb

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Top 5 GFX offline/Online Android & iOS Game Under 500MB April 2018

Top 5 GFX offline/Online Android & iOS Game Under 500MB April 2018 submitted by ExploreGameplay to u/ExploreGameplay [link] [comments]

Fallout 76 - January 10 Patch Notes

Hey fo76,

As we mentioned, we're putting the PC patch live a little early similar to the format of the December 11 update. The patch will be available for consoles next week, but patch notes will remain the same. Please find the full list of patch notes below.

Patch Version:
Download sizes for this update will be approximately 4GB for consoles and around 500MB for PC.
General
Balance
Social
Systems

Bug Fixes
Stability and Performance
General
Art and Graphics
C.A.M.P., Workshops, and Crafting
Challenges
Enemies
Items
Quests and Events
Perks
PVP
Social
Sound
User Interface
Edits: Formatting/typos.
submitted by BethesdaGameStudios_ to fo76 [link] [comments]

Switch Features/Accessories/Games Wishlist for this E3 season

Here’s my massive Nintendo Switch Dream-list for E3 before/during/after announcements for 2018-early 2019.
(Note, some of these are feasible and may very likely happen, while MANY others are pie-in-the-sky very unlikely, but I would love to have them.
You may not want some of these features—but then again, you don’t have to use them. Options to turn many of these off/hide them in settings would be an ideal compromise).
Which of these do you also hope for (even if they’re very unlikely)? Which don’t you ever want?
Again, *many of these are extremely unlikely to ever happen, * but I can dream...
Switch OS, features, apps:
Online Service Perks (including those mentioned above) $20 a year / $5 for 3 months
First-Party Accessories
Switch Games
First Party
In the meantime, an HD Remaster (not remake) of “Windwaker, Twilight Princess, and Skyward Sword HD Trilogy” for Switch with reworked motion controls and Amiibo support.
Pokemon
*All Past Pokemon Games, with Pokemon Bank support on Switch
Pokemon Bank
Third Party Games
Previous third-party games on other consoles on Switch
Square Enix * Square Enix restores commitment to Nintendo by bringing entire Final Fantasy library to Switch, with staggered releases * First release classic Final Fantasy from the original to FFVI, * PS1 era FFVII to IX, * PS2 remasters FFX/X-2 HD and FFXII Zodiac Age HD, * Final Fantasy XIII Trilogy, * Final Fantasy XV Royal Edition with exclusive Switch DLC and all past DLC included. * Final Fantasy VII Remake coming to Switch same day as Xbox One, after timed-exclusive launch on PS4. * Announcement of simultaneous Kingdom Hearts 3 release with a Kingdom Hearts HD Remix collection with KH 1.5 + 2.5 + 2.8 HD Remixes available as a collection this SummeFall * Release of classic Chrono Trigger Games on Switch
Rockstar * Grand Theft Auto V is coming to Switch alongside the Online Service in September. * GTA3/ Vice City/ San Andreas HD Collection this summer * GTA IV this fall * Announcement of GTA 6 to be released next year with simultaneous launch on Switch * And... Red Dead Redemption
Capcom * More Mega Man * Resident Evil 7 is coming to Switch this fall * Classic RE games coming this summer, including RE Classic Collection (RE0, RE1, RE2, RE3), Code Veronica X HD, RE4 HD, RE5, RE6
And many other top third-party games previously released on PlayStation and Xbox Platforms, but the above are my favorites.
Edit: formatting. As you can tell, I have a ton of wishes and hopes for the Switch and the vast majority of them will never happen. I’d just love to have the option to play all of my favorite franchises on one hybrid system, with features that exist in other platforms with their own Nintendo-esque flair.
Edit 2: I realize this list is long and my wishes are “insane” and that this post is “pointless” to some. I had this sitting in my phone’s notes for a bit and recently added even more to it and figured, “hey, if I share this on NintendoSwitch 100s of people will hate it, leave pointless and/or negative comments and downvote it into oblivion, but maybe one or two people will think “I hope so, too”.
Why? Because I’m bored and can’t decide whether to finish Korok seed collecting or power moon collecting, or to start one of the myriad games I’ve purchased but barely played.
Don’t like this post? —fine, I expected as much. Downvote it. If you think one or more of the ideas would be awesome even if far-fetched, maybe upvote it. Doesn’t bother me much either way. I think my karma drops every time I make post anywhere on reddit anyway.
submitted by lincolnquick to NintendoSwitch [link] [comments]

FO76 1.0.4.13 patch notes

FALLOUT 76 PATCH NOTES – JANUARY 10, 2019
Our latest patch for Fallout 76 provides fixes for many issues that were affecting perks, weapons, crafting and more. Check out the full list below to see everything addressed in this update.
PATCH VERSION Download sizes for this update will be approximately 4GB for consoles and around 500MB for PC.
PC: 1.0.4.13## PS4: Available next week## Xbox: Available next week## Reminder that PC will be receiving the update first with console to follow next week. Patch notes will remain the same pending any changes there may be.
GENERAL Power Armor: The Power Armor light has been made brighter. Performance: Several improvements have been made to in-game performance. Stability: The Fallout 76 game client and servers have received additional stability improvements.
BALANCE Charging Barrels mod: Increased the Gatling Laser’s damage bonus from the Charging Barrels mod. Glowing Ones : Glowing Ones will no longer grant erroneous large amounts of XP. DevNote: Glowing Ones were granting Large Boss XP rewards, making them highly exploitable when combined with Nuke Zones. Crafting: Lowered chance of Power Generators of spawning fusion cores. Crafting: Set minimum component cost of workshop buildings requiring steel, wood or plastic to 2. Bobby Pins: Reduced the weight value of Bobby Pins from 0.1 to 0.001.
SOCIAL Teams: Players now receive a notification that “Players cannot form teams from within Vault 76” if an Invite is sent to a friend still in Vault 76.
SYSTEMS PvP: Opening Player-owned, locked containers will now be considered a PVP action as expected.
BUG FIXES
STABILITY AND PERFORMANCE [Xbox One] Performance: Blowing up the mainframe core stations will no longer cause a performance drop. [PC] Infinite Load: Fixed an infinite load screen that could occur when attempting to join a server on PC. Crash: Fixed a crash that can occur when opening the Pip-Boy. Performance: Improved client performance when a Nuke viewing a nuke explode. Performance: Fixed an issue where reading a note would cause the background to freeze. Performance: Increased performance in areas with a lot of scorched statues.
GENERAL Systems: Fixed an issue where items could be duplicated. [PC] Controls: Resetting controls to default no longer causes most Activate prompts to become unusable. [PC] Controls: Fixed an issue when controls in the Settings menu aren't updated when connecting/disconnecting a gamepad controller. Systems: Fixed an issue that allowed armor mods to reduce carry weight past intended values. Systems: Rads will no longer completely be removed when by dying repeatedly. Systems: Address an issue where players could load into geometry after fast travel. Systems: Fixed an issue where bashing an enemy with the Railway Rifle or Crossbow would add the projectile to the enemy's inventory.
ART AND GRAPHICS Animations: Lever-Action rile now only reloads the correct number of ammo. Effects: Consumed Berry Mentats now correctly show purple glowing auras around players and creatures.
C.A.M.P.S, WORKSHOPS, AND CRAFTING Crafting: Level 25 armor and above now requires anti-ballistic fiber to craft. Repairing: Component quantities required to repair mid to high level armor and weapons have been reduced up to 20%. DevNote: - Repair costs scale with level, and there's room to reduce costs at higher levels. Crafting: Anti-ballistic Fiber becomes required for armor at level 25 instead of previously at level 20 Crafting: Updated Bulk Acid crafting recipe to require 15 Acid. Crafting: Fixed an issue that prevented players with the correctly equipped perk cards from being able to craft Antibiotics and Disease Cure (Savage Divide). Crafting: “Hardened Mass” will no longer be scrapped when “Scrap All Junk” is selected. Repairing: Overall repair costs have been lowered for both weapons and armor. Crafting: Anti-ballistic Fiber also is now required for repairing armor at level 25 and above instead of previously at level 20. Workshops: Fixed issues where enemies at some Workshop locations would spawn underground, making the Workshops unclaimable. Locations include: Charleston Landfill, Lakeside Cabins, and Sunshine Meadows. Workshops: Fixed an issue where objects in Workshops would sometimes float in the air when the Workshop menu was closed. Workshops: Destroying the hay feeder along with the fertilizer collector will no longer prevent them from being repaired. C.A.M.P./Workshops: Placing Power Armor workbenches on foundation will no longer cause them to place on the flooceiling above. C.A.M.P./Workshops: Fixed an issue that would cause a “not supported” error when attempting to place a tall or short post under a roof. Blueprints: Fixed an issue with the cost of wires not being factored in when storing blueprints. Crafting: Fixed an issue where certain objects aren't able to be scrapped through the stored tab. Workshops: Fixed an issue where certain stored items obtained from claiming a Public Workshop can't be placed again. Crafting: Fixed a visual issue with scrapping items in Crafting Menus. Crafting: Fixed an issue where mods cost less steel than what's displayed in Crafting Menus. Crafting: Fixed a display issue where incorrect number of Junk items can appear in Crafting Menus.
CHALLENGES Daily Challenges: Fixed several daily challenges that were not being offered on some days. Dev Note: These include “Pick Wild Flowers”, “Harvest Mutfruit Plants”, and “Harvest Wild Plants and Fungi”. Daily Challenge: Fixed an issue that prevented some wild flowers from incrementing in the “Pick Wild Flowers” Daily Challenge. Weekly Challenge: Fixed an issue that caused the weekly challenge "Complete Quests and Events in a Group while at Night" to work during the day and only recognize events. It will now look for quests and events that are completed at night. Weekly Challenge: Edited the description of a Weekly Challenge to correctly reflect the direction. Sub-Challenge: Fixed an issue that prevented certain photomode challenges from completing as expected. Sub-Challenge: Fixed an issue that prevented certain Bobblehead challenges from completing as expected. Sub-Challenge: Fixed an issue that caused a challenge to be marked as complete incorrectly. Lifetime Challenges: Fixed an issue where some lifetime challenges would revert progress after logging out.
ENEMIES Robots: Fixed an issue that would cause robots to respawn too frequently in Whitesprings. Scorched: Fixed an issue where Wasteland Whisperer could affect Scorched. Dev Note: Wasteland Whisperer can no longer be used to pacify Scorched. Scorched: Shooting a Scorched in the leg will no longer break their weapon causing them to not attack the player. Scorched: Fixed an issue where Scorched may be using invisible weapons or not appearing to fire their weapon correctly. Scorched: Fixed an issue that caused floating debris and disassembled guns to appear in Scorched hands when killed.
ITEMS Weapons: Fixed an issue that would sometimes cause plasma weapons, flamers and flamer mods, and weapons with explosive bullet mods to not do damage to other players and creatures. Armor: Fixed an issue that would cause players exiting power armor to sometimes appear stretched and unable to reenter power armor. Armor: Addressed several issues that would prevent players from exiting power armor and at times cause the Pip-Boy to become unavailable. Weapons: Fixed an issue that prevented the Gauss Rifle from being identified as a rifle. Now rifle-related perks can be applied to the Gauss Rifle. Ammo Vending Machines: Fixed an issue where some Ammo Vending Machines were only selling repair components. Weapons: Legendary Hunting Rifles will now drop as loot. Weapons: Fixed an issue where the Walking Cane provided as many resources when scrapped as it costs to craft. Armor: Fixed an issue where some Pocketed Chest Pieces were resetting players back to their base carry weight upon logging back into the game. Armor: Fixed an issue where players can leave behind an unusable chassis after exiting Power Armor. Magazine: Consuming Scouts’ Life 6 magazine now correctly depletes food and water stats at a slower rate. Weapons: M79 Grenade Launcher is now considered an explosive weapon in perks instead of being incorrectly considered a shotgun. Fusion Cores: Fixed an issue where Fusion Core generators were producing cores at a slower rate than intended. They are now back to 8 cores/hr. Magazine: Fixed the Backwoodsman 2 magazine to appropriately boost Tomahawk damage. Mirelurk Eggs: Harvesting Mirelurk Eggs will not result in two separate eggs. Weapons: Fixed an issue where several combat rifle automatic receiver mods were prevented from receiving automatic rifle perk bonuses. Weapons: Fixed an issue where multiple weapons were able to be equipped at the same time. Weapons: The Vampire weapon mod effect now works only when hitting living targets as intended. Armor: Fixed an issue where Power Armor parts would display on top of previously equipped parts. Weapons: Fixed an issue where bashing an enemy with certain weapons would add the projectile to the enemy's inventory. Armor: Fusion Cores will no longer replenish to full charge upon joining another world.
QUESTS AND EVENTS “Get the Supply Drop”: “Get the Supply Drop” Event now will remove holotape once used with supply crate belonging to the player that requested the Supply Drop. Quest: Daily Missile Silo quest rewards are now correctly obtainable only once per day. “Line in the Sand”: Fixed an issue with the quest, Line in the Sand where the Sonic Generator already being repaired prevented the player from completing the quest. The event will now progress to the next stage if the Sonic Generator is already repaired when the Event begins. “Recruitment Blues”: Fixed an issue with the objective, “find Junk Mail” that prevented players who switched worlds from completing the quest. “Second Helpings”: The following location map markers are now available after finishing “Second Helpings”: Slocum's Joe, Gauley Mine, Morgantown Trainyard, and Morgantown Airport.
PERKS All Night Long: All Night Long now decreases hunger and thirst growth at night. Overdrive: Fixed an issue where Overdrive was not increasing critical chance % properly. Quack Surgeon: Quack Surgeon no longer allows for reviving hostile players. Strange in Numbers: Strange in Numbers effects now scale properly with multiple teammates (with and without mutations). Refractor: Fixed an error where each rank of Refactor is doubling energy resistance instead of adding +20 as indicated on the Perk card description. Fireproof: Fireproof now reduces explosion and flame attack damage by 15% per rank. Happy Camper: Happy Camper now functions correctly whether the player is inside or outside of their C.A.M.P. when the perk conditions are refreshed. Butcher’s Bounty: Fixed an issue that allowed for the Butcher’s Bounty perk to trigger again on an already-searched creature. Homebody: The Homebody perk now works as intended when at a claimed Public Workshop. Party Boy/Girl: Party Boy/Girl now effects active alcohol effects on the player.
PVP Teams: Teamed players can no longer unfairly block an attacking player when that player attempts to overtake a workshop. Your teammate will enter PVP with the attacking player. Turrets: Turrets at Workshops will now attack players the Workshop owner is engaged in PvP with.
SOCIAL Systems: Blocking a player now also mutes their proximity chat. Trade: Fixed an issue where players could view another player’s inventory before they can respond to a trade invite. Trade: We no longer let trades occur before the requested player has consented to trade. Trade: Fixed an issue where the Stash transfer menu would appear empty after previously trading with another player. Trade: Stimpaks with a price value set to zero will no longer prompt “use” in the Trade Menu instead of “accept”. Trade: Fixed an exploit where the cap limit of 5000 in player-to-player trades could be removed.
SOUND Chat: Fixed an issue where voice chat would not always function properly upon exiting the Atomic Shop. Atomic Shop: Fixed an issue where some Atomic Shop content was missing sound effects. Atomic Shop: “Waving Santa” sound effect will now only play when in “on” state.
USER INTERFACE General: Players no longer will receive a pop-up for the Atomic Shop when Respawning for the first time. [PC] Resolution: Perk Pack opening screen now extends to the edge on 21:9 monitors. Atomic Shop: Players in the Atomic Shop when the Atomic Shop is taken offline will now be notified and taken back to the Main Menu. [PC] FOV: Fixed an issue with scoped weapons zooming incorrectly when the default Field of View setting has been changed. PvP: Fixed an issue where the PVP prompt would appear repeatedly while the same players engaged in combat with each other.
submitted by ssl-3 to fo76 [link] [comments]

Switch Features/Accessories/Games Wishlist for this E3 Season

Intro: this post is very long, highly speculative, and has been characterized as insane and silly. It was also removed from NintendoSwitch for currently unknown reasons.
Here’s my massive Nintendo Switch Dream-list for E3 before/during/after announcements for 2018-early 2019.
(Note, some of these are feasible and may very likely happen, while MANY others are pie-in-the-sky very unlikely, but I would love to have them.
You may not want some of these features—but then again, you don’t have to use them. Options to turn many of these off/hide them in settings would be an ideal compromise).
Which of these do you also hope for (even if they’re very unlikely)? Which don’t you ever want?
Again, *many of these are extremely unlikely to ever happen, * but I can dream...
Switch OS, features, apps:
Online Service Perks (including those mentioned above) $20 a year / $5 for 3 months
First-Party Accessories
Switch Games * New Yoshi game: June * Fire Emblem: July * Super Mario Maker 2: July * Pikmin 4: August * New Smash Bros: September * Animal Crossing: October * New Pokémon (2 versions): November
Announce development of new Legend of Zelda using same engine as Breath of the Wild (with a reduced development time!) coming 2019 or 2020.
In the meantime, an HD Remaster (not remake) of “Windwaker, Twilight Princess, and Skyward Sword HD Trilogy” for Switch with reworked motion controls and Amiibo support.
All Past Pokemon Games, with Pokemon Bank support on Switch * Red/Blue/Yellow/Gold/SilveCrystal: May * Ruby/Sapphire/Emerald/FireRed/LeafGreen: June * Diamond/Pearl/Platinum/HeartGold/SoulSilver with PokeWalker app: July * Black/White/Black 2/White 2 with DreamRadar app: August * X/Y/Omega Ruby/Alpha Sapphire: September * Sun/Moon/Ultra Sun/Ultra Moon: October * New Pokémon: November
New Pokémon Bank uses same subscription as on 3DS ($5 a year, shared).
Previous third-party games on other consoles on Switch * Spyro Reignited Trilogy: September, same day as PS4/Xbox One
Square Enix * Square Enix restores commitment to Nintendo by bringing entire Final Fantasy library to Switch, with staggered releases * First release classic Final Fantasy from the original to FFVI, * PS1 era FFVII to IX, * PS2 remasters FFX/X-2 HD and FFXII Zodiac Age HD, * Final Fantasy XIII Trilogy, * Final Fantasy XV Royal Edition with exclusive Switch DLC and all past DLC included. * Final Fantasy VII Remake coming to Switch same day as Xbox One, after timed-exclusive launch on PS4. * Announcement of simultaneous Kingdom Hearts 3 release with a Kingdom Hearts HD Remix collection with KH 1.5 + 2.5 + 2.8 HD Remixes available as a collection this SummeFall * Release of classic Chrono Trigger Games on Switch
Rockstar * Grand Theft Auto V is coming to Switch alongside the Online Service in September. * GTA3/ Vice City/ San Andreas HD Collection this summer * GTA IV this fall * Announcement of GTA 6 to be released next year with simultaneous launch on Switch * And... Red Dead Redemption
Capcom * More Mega Man * Resident Evil 7 is coming to Switch this fall * Classic RE games coming this summer, including RE Classic Collection (RE0, RE1, RE2, RE3), Code Veronica X HD, RE4 HD, RE5, RE6
And many other top third-party games previously released on PlayStation and Xbox Platforms, but the above are my favorites.
Edit: formatting. As you can tell, I have a ton of wishes and hopes for the Switch and the vast majority of them will never happen. I’d just love to have the option to play all of my favorite franchises on one hybrid system, with features that exist in other platforms with their own Nintendo-esque flair.
Edit 2: I realize this list is long and my wishes are “insane” and that this post is “pointless” to some. I had this sitting in my phone’s notes for a bit and recently added even more to it and figured, “hey, if I share this on NintendoSwitch 100s of people will hate it, leave pointless and/or negative comments and downvote it into oblivion, but maybe one or two people will think “I hope so, too”.
Why? Because I’m bored and can’t decide whether to finish Korok seed collecting or power moon collecting, or to start one of the myriad games I’ve purchased but barely played.
submitted by lincolnquick to Switch [link] [comments]

DEVCON2 report: Day 2 - More session notes & photos

Previous days
Day info
In the evening there was a party up on the rooftop of Bar Rouge http://www.bar-rouge-shanghai.com/
It had a beautiful view over the Shanghai bund. Many people there, but plenty of space to fit everyone. There was some lovely very striking Chinese artwork on the walls http://imgur.com/tWmNTpE http://imgur.com/vB4spwH http://imgur.com/U8gSgu2 http://imgur.com/b2eXPzZ
During the day, Ethereum Tshirts were made available for sale. But less than 30 minutes later most sizes were completely sold out! http://imgur.com/iJR0FHd http://imgur.com/W6mgkDb
`
Sessions
Lots of formal verification sessions in the morning. The afternoon was more dev tools. I was excited about Truffle
Smart contract security
Showed the 1 line mistake that caused The DAO re-entry attack. Pro tip: tag your untrusted accounts in the contract. e.g. Name the variable something like _untrusted_account https://github.com/Consensys/smart-contract-best-practices https://github.com/ethereum/wiki/wiki/Safety
Prepare for failure. Be aware that unknown exploits can be found. Put in escape hatches / kill switches Roll out carefully and test "The strongest swords are forged by continuously putting them in the fire" External calls to other contracts: Try to avoid calling untrusted contracts (one written by someone else). It only takes 1 mistake in an external contract to expose you. Either from a bug, or from your external contract then calling another malicious contract. Use send(), avoid call.value()() Handle errors in raw calls. Raw calls do not propogate exceptions. e.g. if(!address.send()) An attacker could construct a call to max out the call stack, so that when your contract tries to make any calls they fail. Favour PULL over PUSH for payments
Visualising Security
https://github.com/Raineorshine/solgraph How can you spot smart contract vulnerabilities Static analysis can help analyse the code without executing it (like checking for null, then using a variable anyway). Builds up an AST (Abstract Syntax Tree) which can be explored. Created solgraph to do this Dynamic analysis is done by running unit tests (e.g. you can use the Ruby test runner from yesterday's presentation)
Ethereum Security Overview
Can try to manage risk by reducing the likelihood or impact. Security concerns include things like wallets, gaming the system, denial of service
End users wallets isolation: Can reduce your impact by using a hot wallet with a small amount in it. Cold wallets to hold more of it securely There are some hardware based wallets can help secure your wallets Then frozen wallets to keep them offline. Ethereum valut by @Arachnid. Multi sig wallets can help reduce the likelihood
Contracts: When calling another contract, if they use randomness WHERE do they source it from? Can it be gamed? Can anyone access it before you? Sybil attacks (attacker using multiple identities) to game against you Can anyone rage quit and lock up the contract by not interacting with it any more
DAPPS: Use HTTPS, BUT DO NOT USE CDNs Someone could inject malicious JS that will modify your DAAP and redirect payments to another address. Have an upgrade path (for both code and data). Check invariants, use escape hatches / emergency breaks Many potential contract vulnerabilities (see previous talks) Favour PULL over PUSH for payments
Formal verification for Solidity
Writing code correctly is hard. It is easy to test for desired behaviour (the happy path). Hard to check absence of undesired behaviour. Formal verification can help find undesired behaviour. The specifications are usually compiled down to why3 or f* Showed a Why3 GUI that shows your code and highlights lines that are not passing (e.g. because a line doesn't satisfy the conditions that it can't integer overflow.
Microsoft released a research paper allowing the conversion of Solidity & EVM code to f*.
Parity's innovations
Written in Rust (type safe. Memory safe). Is modular, you can tweak it or use preset config files. High transaction throughput. Low latency. Low footprint (suitable for IoT devices). Unsafe APIs are disabled be default. Advanced eafutures like state trie pruning (redued disk space) snapshotting, warp sync, private chains including PoA
Imandra Contracts: Formal Verification for Ethereum Completely tuned out for this. It was very much like a sales pitch, just talking itself up.
Ether.camp annual summary
Released Ethereum Studio. Is available on Azure as an easily deployable Virtual Machine https://azure.microsoft.com/en-in/documentation/templates/ethereum-studio-docker-standalone-ubuntu/ Will help you write unit tests. Spin it up, execute, tear down. A partnership with Santander. Ethereum Cash. You can tie an Ethereum account to a bank account. More info at http://www.coindesk.com/santander-vies-become-first-bank-issue-digital-cash-blockchain/ Created a virtual accelerator hack.ether.camp
Metamask - Bridging ethereum to browsers
Ease of adoption is their core goal User flow. You download, generate a vault (with a deterministic keyphrase). Enter phone number, credit card details, and you can get Ether directly into your metamask account. Done 33 releaes. 12k users. Extension currently runs on chrome. Is ready to be pushed to opera, firefox & Edge RPC requests to a trusted node. Intercepts the RPC calls within the DAPP to redirect to Metamask Feature Requests: Multiple account types (e.g. uPort, remote key stores), make the browser a light client
Building the Light Client Ecosystem
Quick sync (up to 0k headers/sec) 30 secs - 5mins for a full sync (dependant on CPU) Low resource requirements (DB <100mb, RAM < 500mb) RPC interface compatibile with full nodes. Mist already works with it Because light clients rely on full nodes and put higher workload on them, there are some thoughts about having a basic throttled "free" service, and a paid priority system that will give more resources. There are difficult future concerns around scalability. In a future sharded world, may need multiple full nodes to cover all the shards. Future work: do complex operations on server side. Define a "SuperCM" that can answer any question about the chain. Generalised off chain computing for accessing data.
Import Geth: Ethereum from Go and beyond
Geth is one of the 3 origin clients. Evolved throughout the Ethereum prototyping. Needed to include everhtying to develop on top. Followed the Geth -> Mist -> Dapps architecture. Using Geth as a library isn't a good option at the moment. has started to collect technical debt, from prototypes being rapidly iterated on. Geth 1.5 is a concentrated effort to make Geth a library. Client side account management, Remote node APIs, native bindings to contracts, in-process ethereum client Chain exploration, state querying and event subscription over IPC, HTTP or WebSocket. Native contracts. Can generate a Ethereum ABI GO binding that GO code can use? Can create a solidity wrapper for go? In process nodes lets you hose a node within your app. Saves you telling someone to "please go and install an ethereum node". What about supporting this on iOS & Android? Geth 1.3 already ran on mobile platforms. Released an embeddable library in Dec 2015, but is really a proof of concept. Mobile in-process nodes. Easier to call API locally now.
Developing Scalable Decentralized Applications for Swarm & Ethereum
Web 2.0 has issues around scaling & centralised control. When moving to Web 3.0 we need a general purpose distributed backend (swarm/bzz). Said there MAY be interoperability with IPFS. They hope that it will share a lot of the underlying principals with IPFS. I HOPE this happens! Well leverage network effects from IPFS. Logic being pushed to clients (logic in JS in browser, in native mobile
Swarm high level API. URL begins with the collection root hash (like IPFS) bzz:///imgs/example.jpg Can do root hash registration to a friendly name (like IPFS's IPNS) bzz://some.friendly.name/imgs/example.jpg Put static and dynamic data within swarm. Put global state changes onto the blockchain. Local client side only state changes can be stored locally (and optionally backed up to blockchain/swarm) Execute logic locally, but verify it on chain.
Example Dapp Distributed photo album. Webapp resources & data hosted in swarm. Current root hash of collections published to blockchain. Optimised image, thumbnails, etc. are generated client side before uploading (just like facebook, etc. do) Possibility to instead do delegated computation, put the files in swarm, get someone else to process it.
Dapple Dev Workflow
https://github.com/nexusdev/dapple https://github.com/nexusdev/dappsys Dapple looks like a critical thing to integrate into your development suite! If you are into devops, I definitely recommend watching this vid later to see how you could integrate testing flows. http://Dapphub.io EVM Dev Multitool for helping with Dapp developments. Has EVM extensions Has a shared data model "Dappfile". Is a package/dapp descriptor format. Shared global runtime environment blurs line between code packages & deployed code objects. Can chain fork, to help you when testing contracts. Can find dependencies. Custom linker Test harness to use a contract to test other contracts Use the chain forking in your tests. Take live chain, fork, insert your test contract, fork before you call each test method. Deploy: Wallet side scripting. Hijacks call and create, and redirects to side chains. So you can do some dry runs.
Solidity for Dummies
Solidity is a higher level language. Looks like Javascript, but with types. Shame they didn't just use TypeScript ;-) Maybe Solidity 2.0 can migrate to using TypeScript. Solidity is compiled to EVM. Once it is in the EVM it is isloated. Public functions are callable by anybody. That is your contract public surface area / exposed APIs. Contract standards are beginning to emerge e.g. ERC20 interface for tokens. Having a standard for token meant that the community can do cool things, like etherscan.io that lets you look up tokens in the block chain, or EtherEx that is a decentralised token exchange. Lots of IDEs & tools you can use with solidity. Ethereum Studio, Visual Studio, Vim. Solgraph, truffle, dapple, embark.
Getting started guide https://www.reddit.com/ethereum/comments/4ws9um/rethereum_rules_and_getting_started_guide/
New and future features of Solidity
Initial goals of solidity: statically typed. Easily readable. High level. Uses little gas. What has happened in the last year? Build custom types. Internal library functions. Source mapping via AST, for solidity code to EVM, assists with debugging. Future: Formal verification. Authenticated sources & binaries via swarm. Templates. Functions as 1st class citizen. New notation for parallel / async programs
How to create advanced Dapps using embark
Compatible with any build pipeline Supports contracts TDD using Javascript Manages deployed contracts, deploys only when needed (and dependent contracts) Manages different chanes (e.g. testnet, pribate net, livenet) Support for both Solidity and Serpent Contract instances, like inheritence. Embark 2 goals. Facilitate communication between contracts. A cool dashboard, shows which contracts have been deployed, available services (geth whisper, IPFS) EmbarkJS futures: promises and named parameters. Automatic type conversion. Communication abstraction, allows you to plug in supported providers like whisper, etc. Storage abstraction provider (swarm, etc.)
Truffle Development Ecosystem and Future of Ethereum Development Tools
http://truffleframework.com/ https://github.com/ConsenSys/truffle
Truffle is the most widely used Ethereum development framework. 17k+ downloads In v1 Compiliation, deployment, bootstrapping, abstractions, unit testing, quick development. In v2 Network management, Migrations, Modularity, Documentation. Going towards Truffle v3 Ethereumjs-testrpc allows instant mining, account creation, HD wallet support, deterministic. Allows you to fork from any available chain, for a new development chain (sounds like chain forking in Dapple). Take the live chain, fork it, then try developing against contracts in the live net on your dev fork. Solidity unit testing Npm integratoin "npm install my-package". Import sol contracts. Webpack integration. Ether-pudding allows you wo watch for events. Futures: Solidity 0.4 support, better network management, more integrations, more boilerplate, more tutorials.
ENS: Ethereum (Domain) Name System
Why do we need "yet another name service". To allow you to name wallets, files, etc on top of Swarm & IPFS. Existing name servies are ironically centralised within a single place or contract.
What makes a good name service? Separation of concerns, distributed authority, forward compatibility, efficient on-chain resolution. Components: Registrars, ENS Registry, Resolvers. ENS Registry maps the name (hack.eth, nick.hack.eth) to the resolver Resolver is a simple contract that lets you set the address for a name, look up names, etc. Registrars, let people be in charge of a TLD (.eth) and then allow people to register under them (automatically through a smart contract). Initially an auction based registration. Only names under .eth are available.
Making Smart Contracts Smarter: Oyente
https://github.com/ethereum/oyente Smart contracts == one-shot programs. Self executed, cannot patch. Solidity is similar but not the same as Javascript. Original contract code is not always available (but the new solidity feature of putting onto swarm may fix this). Too many smart contracts to manually decompile EVM and check them all. Oyente is a new analyzer for smart contracts. Use cymbolic executions. Detects all popular bugs TOD (transaction ordering dependence), Timestamp dependence, re-entrancy, mishandling exceptions. TOD: Observed state != execution state. The state may change between when you submit a transaction and it is executed. Someone can watch transactions being submitted looking for a critical execution, could quickly snipe and enter your own transaction into the transaction pool as well with a higher fee to try and get yours executed before the other person. Timestamps: Can be manipulated by miners. Oyente Symbolic execution. Can build a tree of every branch and possible execution and run over it. Can detect bugs, test generation, and go over all possible paths.
Beyond the Bubble
Overcoming education and adoption challenges for the Blockchain industry. He is a technical evangelist for blockchain. Last month went and spoke to US gov to advise FBI, CIA, etc. Wants to help grow the blockchain beyond just us very early adopters. Fintech is rapidly developing blockchain solutions. IoT, energy & medical are looking towards adoption. Longer term, governments & non profits.
Why do normal people care? Internet still functions off 1970s tech: Our data is sent in plaintext, leaked by companies, our identities are stolen by hackers, our behaviour is mined and monetized by advertisers. People are beginning to understand the need to have same privacy and security guarantees online as they do offline. Things should be encrypted by default. "Own your own data"
Infura. Ethereum & IPFS infrastructure
https://infura.io/ How do devs ensure that users have access to Ethereum & IPFS. How to make it easier for users to jump in. Didn't show anything. Just talked (only had 10 mins). There was a services called Ferryman that can talk to the IPFS/Ethereum network. Apparently being used by Metamask, uport, regis, truffle.
Testing Ethereum Consensus
There are HEAPS of ethereum clients (Geth, Parity, etc). How can we ensure that they all come to the same consensus? By using a suite of tests. State tests, Blockchain tests, http://ethdocs.org/en/latest/contracts-and-transactions/ethereum-tests/
CarbonVote: A Gauge for Human Consensus
http://Carbonvote.com "Machines serves human. Carbon over silicion. Consensus from community". (use people to make a decision, not computers). Machine consensus is just a tool for human consensus.
Sikorka – Ethereum meets the Outdoors
A system that facilities deploying smart contracts in real world locations. Enables smart contracts to interface with environment. Provide "proof of presence" that a user is indeed in correct location. Potential uses: loyalty programs offering discounts to people visiting specific locations. Proving attendance in a location for official purposes e.g. administrative, corporate, AR games. Proof or Presence: using mobile phones and software - geolocation data (can be spoofed) use a challenge question (e.g. what is the last word on a monument's plaque). Scannable QR codes, RFID tags, beacons. Sikorka works by deploying contracts that follow a specific interface. Interaction with contract only happens after PoP.
Remix and Other Ethereum Development Tools
https://github.com/ethereum/remix smart contract debugging Is a NPM module. Looks very early stage. Says it can be integrated into other tools like Dapple, truffle, ethereum studio, Visual Studio, etc.).
Mango: Git Completely Decentralized
https://Github.com/axic/mango Git on Ethereum, IPFS & Swarm Harder to take down a central repo (e.g. Github) Proof of existence for source coode. Ethereum is a decentralised system. Its source code should be available in a decentralised manner. Using IPFS or Swarm, the files are chunked up and stored. So if you have a large file that only changes a few bytes, it can de-dupe and only store the chunks with differences. Git is a merkle tree. IPFS/Swarm directly store as a merkle tree/dag (There are some good talks by Juan Bennet from IPFS talking about how you can do this)
Naïve implementation, store everything in a contract on a blockchain, would cost 50M ether
Useful implementation, store objects in IPFS or Swarm to store the data off chain. Then map the IPFS identifies to git identifiers. Save those identifiers on the blockchain so you know what to look up.
Hook it up so that a git push updates the commit hash to contract, then pushes to IPFS. Reduces gas cost to 140,000 down from 5m Every git repo has its own contract. Future work could let you expose your git repo via ENS (Ethereum Name Service) e.g. solidity.ethereum.mango.eth Future of Mango: store release notes within git. Store issues within git. Store pull requests. Create user friendly web frontends
submitted by DavidBurela to ethereum [link] [comments]

Fireteams Under One Roof

Hey All,
I haven't heard too much about this topic so thought I'd share. Sorry for the long post, if meeting up with mates for some gaming in the one place isn't your thing, stop reading now.
I always used to love 'LAN sessions' on Halo, having mates over and connecting up multiple consoles for epic hours of fun in Blood Gulch etc. In my opinion having everyone together in the same place adds an extra dimension to what Xbox Live achieves, with the added benefit of breaking up the gaming with a pizza and socialising. This tradition seems to be fading into obscurity to some degree, and I miss having these types of events.
Now I acknowledge that Destiny does not support consoles being linked together in the same way, but I have found a very easy way of having a fireteam assemble under the one roof for a full day/night of raiding/Nightfalls or whatever it is you need to do before reset.
Apart from the previously stated social benefits/fun factor of having everyone in the one spot, the other massive benefit I see is this. How many times have you teed up mates for a raid on a given night, only to resort to LFG to get it off the ground or being stuck midway through a raid with 5 because one of them ended up with another commitment/their significant other lost their shit and demanded household chores get done immediately/insert other distraction?
The beauty of arranging a day of Destiny under one roof is that you'll have a great time and everyone turns up for 6-8 hours of uninterrupted gaming. That's both the VOG and Crota raids done with some nightfall/weekly heroic thrown in and anything else you need to get done. And I can only speak for myself but if I tell the wife that in a few weeks I'm going to someone's house for a gaming sesh, after she's finished ridiculing me for being a geek, she is cool with it and knows to plan around it.
The biggest reason you don't hear of this happening much anymore seems to be the belief that a single house can't support multiple (ie up to six) xbox consoles owing to the fact that a single ADSL/Cable/Mobile Broadband connection won't do the job (that, or some people just prefer XBL to game from their own home - if that's your thing, cool, these events are just good every now and then to mix things up and be social). Now I don't profess to be an IT/networking guru, so I am happy to have someone point out how a single connection can achieve this. But for a networking layman, the workaround I have been using is as follows.
Most people seem to have smartphones nowadays with this capability, or at least access to a portable mobile broadband gateway. This means you can viably have 5 people over and get them all connected to their own independent internet feed, without bottlenecking a single home broadband connection, and without messy cables/routemodem issues.
A few caveats are;
So anyway, that's all I wanted to share, apologies if this is common knowledge but when my home ADSL pooed itself I feared I would be in gaming limbo for a while whilst I soted a new ISP. I googled gaming through smartphones and the only few posts I found were doom and gloom about unviable it is and how much data it chews. I definitely have not found this to be the case at all.
Feel free to add any suggestions or let me know how you go about holding these sorts of days.
Enjoy.
submitted by Birty78 to DestinyTheGame [link] [comments]

top offline games under 500mb video

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