Are the security basics of a non-wifi router different from securing your desktop?

I have studied much about securing a desktop from enabling firewall to browsing internet safely among other things. I also know that many steps can be taken to improve the security of wifi routers. But if I am using a non-wifi router or a usb dongle with wifi turned off, are there any steps I can take to secure that router? Or is a non-wifi router secure?

I have read about web cams that are vulnerable and can be hacked so what about routers? Can you give me an introduction? How can I find out if my router has any vulnerabilities?

I am getting a message that this question appears subjective so I will tell you that basically what I am asking is: how does router security work?

What are the basics of the Nobilis 2e system’s mechanics, in a nutshell?

Some months ago, I was shown the Nobilis 2e book. I tried to gain a basic acquaintance with the principles of its system, but was soon swamped: it seemed like any explanations encountered in the book always went for big chunks covering every small detail, as opposed to a fractal approach where the long-winded description is preceded by a bird’s eye view that only provides the key points first.

What are those basics, from a bird’s eye view? How does the diceless point-spending resolution of actions work in general? What are the basic attributes (or however else the traits are called in this system)? Are there wholly separate mechanics for resolving miracle-magic and ‘merely’ superhuman competence?

Note: I’m acquainted with flexible/improvisational/freeform approaches to magic from other settings and systems (Mage the Ascension Spheres, Thaumatology Realm Magic etc.), so that part isn’t a concept I have trouble grasping; this is predominately a mechanics question.

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Basics of Pixel art editors? [on hold]

For a long time now I thought of developing a pixel art editor for learning purposes (Like a simple one with transformation, drawing and colour picking) and just now I started to wonder what does it take to make one? I mean what kind of kanguage would be great for that (C#, C++, maybe even GameMaker 2 would work)? What Kind of libraries does it require? What are the ground basics of such applications? What kind of mathematics would be useful to learn? Thanks

[GET] Basics Of Stop Motion Object Animation Using Davinci Resolve And Bandlab

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[GET] Basics Of Stop Motion Animation Using Canva And OpenShot

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Which websites should i use to start learning the basics of AI and machine language in python? Java beginner here

i am a student that has only picked up the basics of java and object oriented programming. My school is attending a workshop on machine learning and AI based in python. I would like to know where and which websites should i start off with to get a better idea of the topics before the workshop.

There are many sites that cover AI but they do not seem to be that easy to understand due to the top down approach.

i am currently using this site https://machinelearningmastery.com/machine-learning-in-python-step-by-step/ to start with ML. Any recommendations that might be useful for beginners to start?

SharePoint 2013 Workflow Basics – Editing in the WYSIWYG editor

I am struggling to make the changes I need to a SharePoint 2013 approval workflow. I’m trying to edit in the text-based designer of SharePoint 2013, but I need a tutorial or resource to understand the structure of workflows and what the conditions, actions, and steps mean. Most of the help I see is either too basic (aimed at using a workflows out of the box) or for developers (with actual coding).

Do you know of any resources or books that explain these concepts?

Iterative solution to train problem to practice class and object basics

Ive done a little bit of programming in the past, mostly just dabbling. After a long time of not touching an IDE, I am getting back into it. I just threw this quick project together to make sure I remember how to use classes and objects before I start playing with bigger projects.

I would love a quick critique to make sure there arent any glaring poor practices that could develop into bad habbits in the future.

I know the standard way to solve this problem is just time = distance/(velA+velB), but what would the point of using objects be if i didnt have the objects do something and change their status in someway?

what do you think, looks good?

/*  The goal for this practice program is to solve the common math word problem below using classes and objects. I feel that using iterations rather than the basic math formula to solve, although clearly less efficient, would be more true to thinking in terms of objects.  Train A, traveling X miles per hour (mph), leaves Westford heading toward Eastford, 260 miles away. At the same time Train B, traveling Y mph, leaves Eastford heading toward Westford. When do the two trains meet? How far from each city do they meet?  */  #include "pch.h" #include <iostream> using namespace std;  class Train { public:     Train(int, int);     int getLocation();     void update(); private:     int location, velocity; };  Train::Train(int loc, int vel) //to initialize the train object and set its location and velocity {     location = loc;     velocity = vel; }  int Train::getLocation() // returns the location of the train object {     return location; }  void Train::update() // updates the train object for one iteration {     location += velocity; }  int main() {     int velA, velB, distance; //to take the values from the user input     int time;   // to keep track of the number of iterations                 // time is declared here so it can be used outside of the for loop       //input     cout << "Enter velocity of the train from Westford:\n";     cin >> velA;     cout << "\n\nEnter velocity of the train from Eastford:\n";     cin >> velB;     cout << "\n\nEnter the distance between Westford and Eastford:\n";     cin >> distance;      //initialize each train     Train trainA(0, velA);     Train trainB(distance, 0 - velB);   //location of trainB is distance because the distance between an x coordinate at 0 and another x coordinate is equal to the second x coordinate                                         //the velocity of trainB is the negative of velB because it is traveling in the opposite direction of trainA      //run the sim     for (time = 0; trainA.getLocation() < trainB.getLocation(); time++)     {         trainA.update();         trainB.update();     }      //output     cout << "\n\nThe Trains pass eachother after " << time << " hours."         << "\nAt that time, the Westford train is " << trainA.getLocation() << " miles from Westford\n"         << "and the Eastford train is " << distance - trainB.getLocation() << " miles from Eastford.\n\n";      return 0; }