Finding original command result from MD5 hash

Basically I hashed the result of the “date” command with md5sum:

$ date | md5sum

The output is indeed in the likes of:

e4c94362cd4fd71ec6aca78c7411bdc3 -

My question was: is it possible to recover the result of the date command knowing the date pattern (except for maybe the minutes and seconds)?

I tried using john’s mask option as well as a custom wordlist, without result.

Do you guys have any idea how we could pull that off?

Why it’s never switching cameras and not moving back to the original position the transform?

using System; using System.Collections; using System.Collections.Generic; using UnityEngine;  public class OpenningScene : MonoBehaviour {     [Header("Animators")]     public Animator[] animators;      [Space(5)]     [Header("Movement Settings")]     public Transform target;     public float movingSpeed = 1f;     public bool slowDown = false;      [Space(5)]     [Header("Rotation Settings")]     public float rotationSpeed;     public DepthOfField dephOfField;     public float waitingAnimation;     public float startConversation;      [Space(5)]     [Header("Cameras")]     public Camera[] cameras;      private Vector3 targetCenter;     private bool startWaitingAnim = true;     private bool endRot = false;     private int medea_m_arrebola_index;     private List<int> soldiers_indexs;     private Vector3 originalPosition;      // Use this for initialization     void Start()     {         originalPosition = transform.position;          targetCenter = target.GetComponent<Renderer>();         soldiers_indexs = new List<int>();          for (int i = 0; i < animators.Length; i++)         {             animators[i].SetFloat("Walking Speed", movingSpeed);              if(animators[i].name == "medea_m_arrebola")             {                 medea_m_arrebola_index = i;             }             else             {                 soldiers_indexs.Add(i);             }         }     }      // Update is called once per frame     void Update()     {         if (dephOfField.dephOfFieldFinished == true)         {             PlayConversations.PlaySingleConversation(0);             dephOfField.dephOfFieldFinished = false;         }          float distanceFromTarget = Vector3.Distance(animators[medea_m_arrebola_index].transform.position, target.position);          if (slowDown)         {             if (distanceFromTarget < 10)             {                 float speed = (distanceFromTarget / 10);                 for (int i = 0; i < animators.Length; i++)                 {                     animators[i].SetFloat("Walking Speed", speed);                 }             }         }          if (distanceFromTarget < 5f)         {             for (int i = 0; i < animators.Length; i++)             {                 animators[i].SetBool("Idle", true);                  if (startWaitingAnim == true)                 {                     StartCoroutine(WaitForAnimation());                     startWaitingAnim = false;                 }             }              if (waitinganimation == true)             {                 animators[medea_m_arrebola_index].SetBool("Magic Pack", true);                 waitinganimation = false;                  PlayConversations.PlaySingleConversation(1);             }              if(distanceFromTarget > 10 && BeginningCutsceneTrigger.entered == true)             {                 transform.position = originalPosition;                 cameras[0].enabled = false;                 cameras[1].enabled = true;             }              for (int i = 0; i < soldiers_indexs.Count; i++)             {                 animators[soldiers_indexs[i]].SetBool("Rifle Aiming Idle", true);                 if (!endRot)                 {                     Quaternion goalRotation = Quaternion.Euler(0f, 0f, 0f);                     float angleToGoal = Quaternion.Angle(                             goalRotation,                             animators[soldiers_indexs[i]].transform.localRotation);                     float angleThisFrame = Mathf.Min(angleToGoal, rotationSpeed * Time.deltaTime);                      int index = soldiers_indexs[i];                     animators[index].transform.Rotate(index % 2 == 0 ? Vector3.up : Vector3.down, angleThisFrame);                      // We end if we rotated the remaining amount.                     endRot = (angleThisFrame == angleToGoal);                 }             }         }     }      bool waitinganimation = false;     IEnumerator WaitForAnimation()     {         yield return new WaitForSeconds(waitingAnimation);          waitinganimation = true;     } } 

Maybe the reason is that the player is not in the view range of the other characters ? If I set it to be bigger then 3 it will switch the cameras but not move the transform to it’s original position.

And I want that when the distance is bigger then 10 and the other flag is true then change the transform position and switch the cameras but it’s not working.

This is how I trigger the flag and it’s working I checked with a break point :

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class BeginningCutsceneTrigger : MonoBehaviour {     public static bool entered = false;      private void OnTriggerEnter(Collider other)     {         entered = true;     } } 

Can a character who was True Polymorphed into a Dragon Change Shape back into their original form? [duplicate]

This question already has an answer here:

  • Can you use a Dragon's Change Shape Ability to Turn Back Into Yourself? 2 answers

A level 20 character can be changed permanently by True Polymorph into an Ancient Brass Dragon (CR 20). Ancient Brass Dragons have the Change Shape action that says,

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

I’m unclear if challenge rating could refer to total character level of a specific character, but if it does, could this dragon change into it’s original body?

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how to plot this curve against the original function?

Clear["Global`*"]  pts = {{1, 0}, {2, -1 + 2/E}, {3, -1 + 3/E^2}, {4, -1 + 4/E^3}};  p[x_] = a (x^3) + b (x^2) + c (x) + d;  print["p[x]=", p[x]];  eq1 = p[1] == 0;  eq2 = p[2] == -1 + 2/E;  eq3 = p[3] == -1 + 3/E^2;  eq4 = p[4] == -1 + 4/E^3;  eqns = {eq1, eq2, eq3, eq4};  vars = {a, b, c, d};  solset = Solve[eqns, vars];  Print[TableForm[eqns]];  Print["Solve and get"];  Print[solset];  p[x];  ReplaceAll[p[x],solset[[1]]]; (*Note this is solset subscript [[1]] but I didnt know how to write it onto here*)  p3[x_]=ReplaceAll[p[x],solset[[1]]];(*Note this is solset subscript [[1]] but I didnt know how to write it onto here, it is also p subscript 3*)  Needs["Graphics`Colors`"];  dots = ListPlot[pts, PlotStyle -> {Red,  PointSize[0.02]},    DisplayFunction -> Identity] gr = Plot[[p3][x], {x, 1.0, 10.0}, PlotStyle -> Blue, DisplayFunction -> Identity]; (Note it is also p subscript 3)  graph1 = Show[gr, dots, PlotRange -> {{0, 10}, {-10, 3}},    Ticks -> {Range[0, 3, 1], Range[0, 3, 1]},    DisplayFunction -> $  DisplayFunction] 

I am getting an error and the need function as well as there being an issue with posting my curve against the original functions curve. For now, I do see the curve plotted using the show function above but when I try to add the function before the beziur curve, it messes up.

ImageMagick Crop image keeping original position

Having enter image description here

I would like to cut the lion but keep the original image size and lion in place.

right now i’m only able to cut the lion and keep the original image size, but not it’s position:

convert /tmp/stratton.png -crop 550x800+320+30 -background none  -extent 1200x1920 /tmp/output.png 

enter image description here

How can i keep the lion in it’s original position?

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Turing: Are the “m-configurations” in his original paper the same as the “means” in his definition of his “computable”?

Are Turing’s “m-configurations” the same as the “means” in his original definition of “computable”?

In the first line of Turing’s paper “On Computable Numbers…”, he defines a “computable” number as follows:

A real number “for which the decimal representation can be calculated by finite means.”

My question is; are “means” to which he refers actually just the number of m-configurations which he proceeds to define shortly after the first line of his paper?

It seems that the “means” he is mentioning are the actual m-configurations, and I’m trying to understand the difference between these, and how the “steps”, “m-configurations”, and “calculations” relate.

As I understanding, it works like this;

A real number R is computable <=> There exists a “machine” with a finite number of “m-configurations” which can be used to print the decimal representation of R, even if the actual quantity of numbers which are printed on the “tape” to represent the decimal value is not finite.

— Therefore, the “means” are the number of m-configurations, and if R is computable, the machine can still perform an infinite number of actions to calculate the decimal representation of R, so long as there are only a finite number of m-configurations which produce the (infinite number) of actions.