What are the vulnerabilities of the autofill feature in iOS 11 and later?

iOS 11, 12, and later offer an autofill function from the iOS keyboard for specific apps enabled for the function. I have read Apple’s documentation and it appears that the passwords are stored in the app and then recalled to the keyboard UI where they can be selected to autofill the appropriate field in the displayed app form. I am not sure if this is true for browser login pages, too. Generally, autofill functions have contained vulnerabilities in the past. But, what are the vulnerabilities of Apple’s iOS autofill approach?

How to store passwords and be able to reuse them later

Lets assume the following scenario

I am writing an application where you can log in and then provide login details to another system ie your email account, FTP account etc
The application then reuses those login details later when it tries to log into those services to perform a certain task. Those tasks are performed in the background via a cron script and the user does not want to have to log in every time to provide the login details to those services.
This means I need to store the…

How to store passwords and be able to reuse them later

Directx11 batching verticies to draw later

I have several draw functions in my renderer to draw primitives e.g.:

Drawing a Quad:

void Renderer::DrawQuad2D(float left, float bottom, float right, float top, const Rgba& color /*= Rgba::WHITE*/, const Vector4& texCoords /*= Vector4::ZW_AXIS*/) noexcept {     Vector3 v_lb = Vector3(left, bottom, 0.0f);     Vector3 v_rt = Vector3(right, top, 0.0f);     Vector3 v_lt = Vector3(left, top, 0.0f);     Vector3 v_rb = Vector3(right, bottom, 0.0f);     Vector2 uv_lt = Vector2(texCoords.x, texCoords.y);     Vector2 uv_lb = Vector2(texCoords.x, texCoords.w);     Vector2 uv_rt = Vector2(texCoords.z, texCoords.y);     Vector2 uv_rb = Vector2(texCoords.z, texCoords.w);     std::vector<Vertex3D> vbo = {         Vertex3D(v_lb, color, uv_lb)         ,Vertex3D(v_lt, color, uv_lt)         ,Vertex3D(v_rt, color, uv_rt)         ,Vertex3D(v_rb, color, uv_rb)     };     std::vector<unsigned int> ibo = {         0, 1, 2         , 0, 2, 3     };     DrawIndexed(PrimitiveType::Triangles, vbo, ibo);  } 

Sending the verts and indexes to the GPU

void Renderer::DrawIndexed(const PrimitiveType& topology, const std::vector<Vertex3D>& vbo, const std::vector<unsigned int>& ibo) noexcept {     UpdateVbo(vbo);     UpdateIbo(ibo);     DrawIndexed(topology, _temp_vbo.get(), _temp_ibo.get(), ibo.size()); } 

Setup and call DrawIndex on immediate context.

void Renderer::DrawIndexed(const PrimitiveType& topology, VertexBuffer* vbo, IndexBuffer* ibo, std::size_t index_count, std::size_t startVertex /*= 0*/, std::size_t baseVertexLocation /*= 0*/) noexcept {     GUARANTEE_OR_DIE(_current_material, "Attempting to call Draw function without a material set!\n");     D3D11_PRIMITIVE_TOPOLOGY d3d_prim = PrimitiveTypeToD3dTopology(topology);     _rhi_context->GetDxContext()->IASetPrimitiveTopology(d3d_prim);     unsigned int stride = sizeof(VertexBuffer::arraybuffer_t);     unsigned int offsets = 0;     ID3D11Buffer* dx_vbo_buffer = vbo->GetDxBuffer();     ID3D11Buffer* dx_ibo_buffer = ibo->GetDxBuffer();     _rhi_context->GetDxContext()->IASetVertexBuffers(0, 1, &dx_vbo_buffer, &stride, &offsets);     _rhi_context->GetDxContext()->IASetIndexBuffer(dx_ibo_buffer, DXGI_FORMAT_R32_UINT, offsets);     _rhi_context->DrawIndexed(index_count, startVertex, baseVertexLocation); } 

The most noticeable problem is each function issues a draw call. Doing this enough per frame (about 100) causes massive lag. How would I implement a batching such that each of these functions, instead of emitting a draw call immediately, collects all the verts/indexes and doesn’t draw until the end of the frame?

I killed a PC’s animal companion at the end of last session, but later realized it should have survived; what are my options?

Notes: I am the DM, my players are a group of 7, levels of 11 or 12.

So, our last weeks session ended with a black dragon releasing an acid breath attack on the only visible enemies in a courtyard. This was a servant, my wife’s ranger PC, and her falcon animal companion. The servant and the falcon failed their Dex saves and took 58 points of acid damage, outright insta-killing both of them.

Going back to look at it as I prep for the upcoming session, I realize the falcon stats were incorrect. It should have 4 times the ranger’s level in hit points. As she is level 11, this would mean the falcon should have 44 hit points. Not only that, but the falcon should have had the ranger’s proficiency added to the Dex save, which would have made them pass the DC 18 Dex save, reducing the damage to 29 instead of 58.

As this was the last thing to happen at the end of last session, I wasn’t sure if I should retcon the hawk to still being alive and conscious, or leave it a pile of goopy acid and note that I will fix it with the next animal companion? What are my options in a situation like this and what are the pros and cons of making those choices?

How do email clients “send later” without storing a password?

Email clients like Spark for macOS have a feature where a user can send an email later, at any given time, even when the computer is turned off. An SMTP server needs a password based authentication, though.

Does that mean that if I use Spark to send an email later, my password gets sent over to Spark servers in plaintext, so that they can authorize on the SMTP server later? Or is there a different method?

What does the Gentle Repose spell do that allows Raise Dead-type spells to work later?

I got into an odd debate and now Im wondering exactly how gentle repose is supposed to work in game.

So it started when I asked if gentle repose would increase the length of time it was possible to create a soul gem for the purpose of the soul-powered magic feat.

They ruled that no, gentle repose does nothing as it makes no mention of keeping the soul around and that in the magic rules about bringing back the dead state that when a living creature dies, its soul departs. So I went looking into raise dead and breath of life to see how they differed. I was surprised that both were conjuration(healing). I was expecting that breath of life would make some mention to the soul still being around which was why it had a limited time frame in which it could work. No such luck.

So it got me wondering what gentle repose does thats different from make whole (assuming that the dead do count as objects), repair undead, and restore corpse, except of course that gentle repose specifically states it prolongs the timeframe in which raise dead type spells work.

But why and how? I originally assumed it kept the body fresh and the spirit near, but the condition of the body doesnt seem to matter much as long as its present and mostly intact.

I had asked a question about if gentle repose worked to prolong breath of life being usable. The only answer didnt really solve it.

Buying A Magic Item Downtime Activity – Opportunity to purchase later

I’m DM’ing using the downtime activity rules in Xanathar’s Guide to Everything and I was wondering if there are any rules (or suggested approaches) to allowing my players to purchase one of their discovered magic items at a later date.

For instance, one of the players rolled for a Saddle of the Cavalier but none of the party has a horse. Do the rules allow the player to track down the merchant at a later date to buy the item? Or is this more of a DM’s discretionary decision?

Enhanced Keto eight hours later: typically,

Enhanced Keto eight hours later: typically, within 8 hours the degrees of carbon monoxide will be closer to everyday. it's miles a chemical present in cigarette smoke that replaces oxygen debris within the blood, decreasing the quantity of oxygen your tissues get hold of. while carbon monoxide is eliminated, oxygen ranges start to normalize, helping extra correctly to nourish the tissues and blood vessels that have been receiving…

Enhanced Keto eight hours later: typically,

New to Programming – Creating a random item generation system to be used in a later roguelike

As per subject line – New to programming with the goal being to create my own roguelike. I am mostly interested right now in creating my item generation system. I want the code to create a random item that can then be used, stored in an inventory etc. Want to know if the below is a smart way to begin with. Any suggestions to make the below better would be much appreciated.

The item description within function is just there as placeholder so I can see if the code was working. Will this object be permanent ? IE everytime i call create_item it will create a permanent object – Sorry for terminology and if incorrect legit second week of playing with Python 🙂

import random  i_quality = ["Good", "Bad"] i_quality = random.choice(i_quality) i_base = ["Sword", "Gun"] i_base = random.choice(i_base) i_element = ["Fire", "Water"] i_element = random.choice(i_element)  class Item(object):     def __init__ (self, quality, base, element):         self.quality = quality         self.base = base         self.element = element  def create_Item():     new_item = Item(i_quality, i_base, i_element)     i_description = (new_item.quality + " " + new_item.base + " of " + new_item.element)     print (i_description)  create_Item()