telethon : Increase telegram posts view by telethon - telethon

I need a simple, fast and light way to do this (The best way to increase telegram posts view by telethon), I did it myself, but the result is not desirable !!!!
I'm looking for a good algorithm. If you have ever written this program, please help me
The main problem occurs when the number of posts increases and the robot can not record the visit at the proper speed

Related

Proof of work login instead of captcha

I've just seen this genius script on github:
https://github.com/jsavoie/proof-of-work-login
My question is: Why is POW login not a world standard right now in 2018? It's absolute Genius!
Why are old fashioned captchas and recaptchas still so widespread?
The current going rate for reCaptcha solves is upwards of $3 per 1000. Meanwhile, the going rate for a t2.large spot instance is 2.78 cents per hour, dual cores with burst capability. So, for a proof of work to have the same attack cost as reCaptcha, the POW would have to take well over a minute, maybe two, on a single core of 3GHz. You're looking at possibly as much as 5min on an iphone 6. Most users would prefer to click signs.
Real-world data shows that the difficulty levels associated with Proof-of-Work would mean that significant numbers of legitimate users would be unable to continue their current levels of activity.
It seems to be a classic example of security over usability.
Source
The Main Purpose of Recaptcha is to prevent automated Bots,
Preventing Spam is an obvious outcome of Recaptcha as Bots are usually used for Spamming, Though proof-of-work can prevent spamming (By making process slow) It doesn't actually stop bots, It might be used as a seperate mechanism but It by no way is a replacement to Recaptcha as Recaptcha is to detect Humans

Can this online highscore scheme be abused?

Background
One problem with games using online highscore lists is that they often can be abused. The game sends the current score to the server and a cunning user can analyze the protocol/scheme and send bogus scores. That is why some highscore lists are topped with 999999 scores.
A common solution to this problem is to encrypt the score in some way, and on top of that put other mechanisms to recognize false scores. But even if you do this, it's the client that sends the score and the client is living in the user's computer and can be reverse-engineered.
My idea
I am designing/thinking about a game (that I will complete, yeah right :) ) where you configure your player/robot with instructions on how to perform a task (and when these instructions are to be carried out). When a "Go" button is pressed the game runs the instructions. Finally a result and, if successful, a score, is obtained.
So, how about this: Instead of submitting the score, the actual instructions are sent to the server, where they are run, using the same implementation. Then the server calculates the score and places the user on the highscore list.
The question
Are there ways this idea can be abused to get a false score?
I understand that this probably is not a new idea. But if it works, it wouldn't be impossible to extend it to other games too, where it is possible to record all user actions.
People will always find a way to cheat, but this seems like a reasonable counter measure. You'll have to consider your intended traffic levels as your scheme will require more resources than if it was just recording the high score sent by the client.
But, as an aside - this game sounds an awful lot like my job (giving instructions to a machine so it performs some task). No high-score board though (although, that would be awesome).
as long as the robot program's behavior doesn't depend on the speed of the computer it'll be fine and if the programs are quite small at most a few kilobytes this would work fine; the only way i can see to cheat it is if one cloned the work space and ran a program to find the optimal program for the robot and then put it in and submitted it or if some one posted the solutions, and people used that but both of those issues can be solved with randomization.
(a note about the issue of speed dependent games, it's fine for the game to uniformly slow down if the computer can't run it at full speed but if the physics time step depends on the frame rate, you can get problems like the jump height varying with the frame rate)

Acceptable load time

I am working on a point of sale (POS vending machine) project which has many images on the screen where the customer is expected to browse almost all of them. Here are my questions:
Can you please suggest me test cases for testing load time for images?
What is the acceptable load time for these images on screen?
Do we have any standards for testing these kind of acceptable load time?
"What is an acceptable loading time?" is a very broad question, one that has been studied as a research question for human computer interaction issues. In general the answer depends on:
How predictable the loading time is? (does it vary according to time of day, e.g. from 9am to 2am. unpredictable is usually the single most annoying thing about waiting)
How good is the feedback to the user? (does it look like it's broken or have a nice progress bar during the waiting? knowing it's nearly there can help ease the pain, even if the loading times are always consistent)
Who are the users and what other systems have they used previously? If it was all writing in a book before then waiting 2 minutes for images is going to be positively slow. If you're replacing something that took 3 minutes then it's pretty fast.
Ancillary input issues, e.g. does it buffer presses whilst loading and also move items around on the display so people press before it's finished and accidentally press the wrong thing? Does it annoyingly eat input soon after you've started to input it so you have to type/scan it again?
In terms of testing I'm assuming you're not planning on observing users and asking "how hard would you like to hurt this proxy for frustration?" What you can realistically test is how it copes under realistic loads and how accurate the predictions are.

Objective C - detect sound

How can I detect sound on the iPhone?
I currently have it somewhat working using the method described in this article http://mobileorchard.com/tutorial-detecting-when-a-user-blows-into-the-mic/
However, as mentioned in that article, in noisy rooms for example, the method won't work.
So in a way, I'm looking for methods that I can use to separate background noise from actual noise intended?
There probably won't be an existing code on the internet, but if someone can point me to the right direction, it would be very appreciated.
Thank you,
Tee
It's definitely not a great solution, but you could determine a baseline amplitude (ambient sound) and trigger your events when you determine that the amplitude is a certain amount greater for a set amount of time.

I am looking for a radio advertising scheduling algorithm / example / experience

Tried doing a bit of research on the following with no luck. Thought I'd ask here in case someone has come across it before.
I help a volunteer-run radio station with their technology needs. One of the main things that have come up is they would like to schedule their advertising programmatically.
There are a lot of neat and complex rule engines out there for advertising, but all we need is something pretty simple (along with any experience that's worth thinking about).
I would like to write something in SQL if possible to deal with these entities. Ideally if someone has written something like this for other advertising mediums (web, etc.,) it would be really helpful.
Entities:
Ads (consisting of a category, # of plays per day, start date, end date or permanent play)
Ad Category (Restaurant, Health, Food store, etc.)
To over-simplify the problem, this will be a elegant sql statement. Getting there... :)
I would like to be able to generate a playlist per day using the above two entities where:
No two ads in the same category are played within x number of ads of each other.
(nice to have) high promotion ads can be pushed
At this time, there are no "ad slots" to fill. There is no "time of day" considerations.
We queue up the ads for the day and go through them between songs/shows, etc. We know how many per hour we have to fill, etc.
Any thoughts/ideas/links/examples? I'm going to keep on looking and hopefully come across something instead of learning it the long way.
Very interesting question, SMO. Right now it looks like a constraint programming problem because you aren't looking for an optimal solution, just one that satisfies all the constraints you have specified. In response to those who wanted to close the question, I'd say they need to check out constraint programming a bit. It's far closer to stackoverflow that any operations research sites.
Look into constraint programming and scheduling - I'll bet you'll find an analogous problem toot sweet !
Keep us posted on your progress, please.
Ignoring the T-SQL request for the moment since that's unlikely to be the best language to write this in ...
One of my favorites approaches to tough 'layout' problems like this is Simulated Annealing. It's a good approach because you don't need to think HOW to solve the actual problem: all you define is a measure of how good the current layout is (a score if you will) and then you allow random changes that either increase or decrease that score. Over many iterations you gradually reduce the probability of moving to a worse score. This 'simulated annealing' approach reduces the probability of getting stuck in a local minimum.
So in your case the scoring function for a given layout might be based on the distance to the next advert in the same category and the distance to another advert of the same series. If you later have time of day considerations you can easily add them to the score function.
Initially you allocate the adverts sequentially, evenly or randomly within their time window (doesn't really matter which). Now you pick two slots and consider what happens to the score when you switch the contents of those two slots. If either advert moves out of its allowed range you can reject the change immediately. If both are still in range, does it move you to a better overall score? Initially you take changes randomly even if they make it worse but over time you reduce the probability of that happening so that by the end you are moving monotonically towards a better score.
Easy to implement, easy to add new 'rules' that affect score, can easily adjust run-time to accept a 'good enough' answer, ...
Another approach would be to use a genetic algorithm, see this similar question: Best Fit Scheduling Algorithm this is likely harder to program but will probably converge more quickly on a good answer.