What is = Key Forward/Backward Secrecy (PFS/KBS)? - windows

I got this topic from my teacher.and i will present about this, but now i dont understand it
( Key Forward/Backward Secrecy (PFS/KBS) )

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How to get modifier key event(alt+ctrl+shift),

If anyone is working on win32 API.Please have a look to below issue.
I have a requirement to call a function when modifier keys are pressed(alt+ctrl+shift) at same time in win32 programming.But I am not getting how to handle this event when modifiers keys are pressed at same time.
If someone have any idea please post it.
To get the status of key there is an API GetKeyState. With help of this you can check whether a key is down or up.
For example:
if (GetKeyState(VK_SHIFT)& 0x8000)
//Key is pressed
you can also check in combination like this:
if (GetKeyState(VK_SHIFT)& 0x8000 && GetKeyState(VK_CONTROL)& 0x8000)
//ctrl+shift key is pressed.
You should handle WM_KEYDOWN and WM_KEYUP messages, and track the state (up or down) for all of these keys: VK_SHIFT, VK_CONTROL, VK_MENU.

Keyboard hack on an OSX Mac to change bad typing habits

I had an idea (not sure whether it's original) that will force me to use the Shift keys correctly.
Is it possible for me to make the left hand shift key disable all other LH keys, and the right hand shift key disable all other RH keys, so that in order to get a !##$% or ASDF, etc, I am forced to use the RH shift key, while in order to get &*() or JKL:, etc, I am forced to use the LH shift key?
I have gotten in the habit of capitalizing EVERYTHING with the LH pinky, and it's starting to hurt. I need a profound and radical retraining!
There is a utility called Karabiner (KeyRemap4Macbook) which looks promising.
https://pqrs.org/osx/karabiner/index.html

Remap Capslock Key in Keymando?

Can you remap the CapsLock key in Keymando?
CapsLock is listed as an available key but when I try a test like:
map "<CapsLock-j>" { alert("CapsLock-j") }
... and hit Reload Config in the Keymando menu, I get an error dialog that says:
Error Parsing Keymando Config File
undefined method `ctrl' for nil:NilClass
Is there perhaps an abbreviation of CapsLock? For example, in the available keys, the Control key is just listed as Control but in the example code it is ctrl. Is there a similar abbreviation for CapsLock?
If possible, I would like to use the CapsLock key as a mode key to implement logic like:
if <CapsLock>
map <j>, <Down>
map <k>, <Up>
# ...etc
end
Sorry, that's a mistake on our part listing Capslock on the website. Currently it can only be remapped to Control, Option, or Command via the Keyboard.prefPane under "Modifer Keys.." and there's no way for us right now to detect if it's been pressed.
We'll keep our eyes open for a solution but as of right now it's not going to do what you're wanting. Sorry.
The website has been fixed to avoid any more confusion, as well.
While you can't remap capslock, you can achieve almost the same functionality by adding some basic state to your keymandorc file. I couldn't figure out how to map something to the option key alone, but apart from that, this should do what you are aiming for:
At the top of your keymandorc put:
#caps = false
Then down wherever you define your bindings put something like the following
map "j" do
if #caps then
send("<Down>")
else
send("j")
end
end
map "<Option-v>" do
#caps = !#caps;
alert("Vim Mode: " + #caps.to_s)
end
You could then also bind escape to exit the mode if #caps is true, and so forth.

Identify key uniquely from WM_KEYDOWN message

I tried to use the virtual key code provided by wParam, however that didn't work very well:
multiple keys mapped to the same key code
some keys were not recognized at all
virtual keys seemed to be adapted to the keyboard layout (which i don't want/need)
Then i saw that the lParam will give me a scancode along with an "extended" flag, which seem to produce a different value for every single key on the keyboard when calculated like this:
value = (lParam & 0x01FF0000) >> 16;
Will this value always be identical for the same key on the keyboard, even across various keyboards/systems?
Scancodes can be different for different keyboards. Best to use virtual key codes. From http://msdn.microsoft.com/en-us/library/ms646267(v=vs.85).aspx:
Assigned to each key on a keyboard is a unique value called a scan
code, a device-dependent identifier for the key on the keyboard. A
keyboard generates two scan codes when the user types a key—one when
the user presses the key and another when the user releases the key.
The keyboard device driver interprets a scan code and translates
(maps) it to a virtual-key code, a device-independent value defined by
the system that identifies the purpose of a key.

KeyPress event in Lua?

is it possible to get users keypress on lua?
fe.
while true do
if keyPress(27)==true then
print("You just pressed ESC")
end
end
Lua is predicated on extreme portability. As such it's based on supplying, essentially, only that which is available in ANSI C in terms of capabilities. (I think the sole exception to that is dynamic linking which is a non-ANSI feature not available on all platforms, but is so useful that they've put it in for many.)
ANSI C doesn't provide keypress functionality so the default Lua library doesn't either.
That being said, the LuaRocks repository might lead you to a library with this capability. For example it could be that ltermbox, found on the LuaRocks page there, has the functionality you need. (You'll probably have to remove the bits you don't want, mind.) There may be other libraries available. Go digging.
Failing that, the whole point of Lua is extensibility. It's an extensible extension language. It's not actually all that hard to hand-roll your own extension that provides the functionality you want.
Not in stock Lua. Probably with an additional library.
There is a binding to getkey() in the NTLua project. You can get some sources from there.
(it just wraps getch())
It seems like you are trying to make a game. For 2D games you might want to consider love2d. It looks a little weird, but it works and it's relatively easy compared to other languages such as C.
First thing's first: if you're using my method of doing this, you need to put the script(s) you use in a LocalScript. Not doing this will cause the key(s) to not show up in the console (F9 to see console).
Alright, now that we know it's in a LocalScript, here's the script:
local player = game.Players.LocalPlayer -- Gets the LocalPlayer
local mouse = player:GetMouse() -- Gets the player's mouse
mouse.KeyDown:connect(function(key) -- Gets mouse, then gets the keyboard
if key:lower() == "e" or key:upper() == "E" then -- Checks for selected key (key:lower = lowercase keys, key:upper = uppercase keys)
print('You pressed e') -- Prints the key pressed
end -- Ends if statement
end) -- Ends function
If you're wanting to signal only one key (lowercase only, or uppercase only) check below.
Lowercase only:
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
mouse.KeyDown:connect(function(key)
if key == "e" then
print('You pressed e')
end
end)
Uppercase only:
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
mouse.KeyDown:connect(function(key)
if key == "E" then
print('You pressed E')
end
end)
Or, if you want to just signal any key in general, you can also do this:
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
mouse.KeyDown:connect(function(key)
print('You pressed '..key)
end)
I hope I helped answer your question.
if keypress=(29)==true then
print("hello")
end

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