PostMessage interferes with user input - autoit

I'm trying to send key stroke to an external application in java using jna.
It sends VK_DOWN key, also that application has a shortcut for ctrl+down which makes something very different. My application sends around ~15 down key with 1 sec in between, and if user happens to click CTRL during it while working on a different window, it breaks the application(treats it as ctrl+down).
I checked the keyboard messages via Spy++, compared mine with AutoIt, they are exactly same messages.
ControlSend("window_title", "", "", "{DOWN}")
This AutoIt code works perfect, even if I click ctrl when window is active or inactive, it does not interfere with down key.
My code on the other hand:
User32.INSTANCE.PostMessage(handle, WM_KEYDOWN, wparam, lparamDown);
User32.INSTANCE.PostMessage(handle, WM_KEYUP, wparam, lparamUp);
has exactly same messages, but it doesn't work.
I tried sending control up before sending down key but to no avail.
Spy++ output:
<14335> 00011456 P WM_KEYDOWN nVirtKey:VK_DOWN cRepeat:1 ScanCode:50 fExtended:1 fAltDown:0 fRepeat:0 fUp:0
<14336> 00011456 P WM_KEYUP nVirtKey:VK_DOWN cRepeat:1 ScanCode:50 fExtended:1 fAltDown:0 fRepeat:1 fUp:1
My ctrl clicks are not even on target application so why does it treat it as such? Should I use a hook?

Related

telegram.error.BadRequest: Message to edit not found

What kind of event should trigger the functionality?
A user presses an InlineKeyboardButton within the bot itself
What kind of chat is the functionality supposed to work in?
The button is on a message that is from a bot to the user. (i.e inside chat with a bot. NOT in a group/channel)
How do you want your bot to react?
I wish to read the text of the message using text = str(update['callback_query']['message']['text'])
I then wish to edit that message using query.edit_message_text(text=text, reply_markup = keyboard)
What is the problem?
In step 1, that 'text' field is completely missing in the 'Update' dictionary.
As a result, the 'edit_message' in step 2 dont work and throw "Message to edit not found telegram"
The above behavior occurs for posts about 48hours from today. Meaning the inlinebutton works normally first, then after ____ period of time passed, the error described above is observed.
What is my hypothesis?
Telegram side deletes that information and dont allow me to call it after ____ period in time.

Google reCAPTCHA response success: false, no error codes

UPDATE: Google has recently updated their error message with an additional error code possibility: "timeout-or-duplicate".
This new error code seems to cover 99% of our previously mentioned mysterious
cases.
We are still left wondering why we get that many validation requests that are either timeouts or duplicates. Determinining this with certainty is likely to be impossible, but now I am just hoping that someone else has experienced something like it.
Disclaimer: I cross posted this to Google Groups, so apologies for spamming the ether for the ones of you who frequent both sites.
I am currently working on a page as part of a ASP.Net MVC application with a form that uses reCAPTCHA validation. The page currently has many daily users.
In my server side validation** of a reCAPTCHA response, for a while now, I have seen the case of the reCAPTCHA response having its success property set to false, but with an accompanying empty error code array.
Most of the requests pass validation, but some keep exhibiting this pattern.
So after doing some research online, I explored the two possible scenarios I could think of:
The validation has timed out and is no longer valid.
The user has already been validated using the response value, so they are rejected the second time.
After collecting data for a while, I have found that all cases of "Success: false, error codes: []" have either had the validation be rather old (ranging from 5 minutes to 10 days(!)), or it has been a case of a re-used response value, or sometimes a combination of the two.
Even after implementing client side prevention of double-clicking my submit-form button, a lot of double submits still seem to get through to the server side Google reCAPTCHA validation logic.
My data tells me that 1.6% (28) of all requests (1760) have failed with at least one of the above scenarios being true ("timeout" or "double submission").
Meanwhile, not a single request of the 1760 has failed where the error code array was not empty.
I just have a hard time imagining a practical use case where a ChallengeTimeStamp gets issued, and then after 10 days validation is attempted, server side.
My question is:
What could be the reason for a non-negligible percentage of all Google reCAPTCHA server side validation attempts to be either very old or a case of double submission?
**By "server side validation" I mean logic that looks like this:
public bool IsVerifiedUser(string captchaResponse, string endUserIp)
{
string apiUrl = ConfigurationManager.AppSettings["Google_Captcha_API"];
string secret = ConfigurationManager.AppSettings["Google_Captcha_SecretKey"];
using (var client = new HttpClient())
{
var parameters = new Dictionary<string, string>
{
{ "secret", secret },
{ "response", captchaResponse },
{ "remoteip", endUserIp },
};
var content = new FormUrlEncodedContent(parameters);
var response = client.PostAsync(apiUrl, content).Result;
var responseContent = response.Content.ReadAsStringAsync().Result;
GoogleCaptchaResponse googleCaptchaResponse = JsonConvert.DeserializeObject<GoogleCaptchaResponse>(responseContent);
if (googleCaptchaResponse.Success)
{
_dal.LogGoogleRecaptchaResponse(endUserIp, captchaResponse);
return true;
}
else
{
//Actual code ommitted
//Try to determine the cause of failure
//Look at googleCaptchaResponse.ErrorCodes array (this has been empty in all of the 28 cases of "success: false")
//Measure time between googleCaptchaResponse.ChallengeTimeStamp (which is UTC) and DateTime.UtcNow
//Check reCAPTCHAresponse against local database of previously used reCAPTCHAresponses to detect cases of double submission
return false;
}
}
}
Thank you in advance to anyone who has a clue and can perhaps shed some light on the subject.
You will get timeout-or-duplicate problem if your captcha is validated twice.
Save logs in a file in append mode and check if you are validating a Captcha twice.
Here is an example
$verifyResponse = file_get_contents('https://www.google.com/recaptcha/api/siteverify?secret='.$secret.'&response='.$_POST['g-recaptcha-response'])
file_put_contents( "logfile", $verifyResponse, FILE_APPEND );
Now read the content of logfile created above and check if captcha is verified twice
This is an interesting question, but it's going to be impossible to answer with any sort of certainly. I can give an educated guess about what's occurring.
As far as the old submissions go, that could simply be users leaving the page open in the browser and coming back later to finally submit. You can handle this scenario in a few different ways:
Set a meta refresh for the page, such that it will update itself after a defined period of time, and hopefully either get a new ReCAPTCHA validation code or at least prompt the user to verify the CAPTCHA again. However, this is less than ideal as it increases requests to your server and will blow out any work the user has done on the form. It's also very brute-force: it will simply refresh after a certain amount of time, regardless of whether the user is currently actively using the page or not.
Use a JavaScript timer to notify the user about the page timing out and then refresh. This is like #1, but with much more finesse. You can pop a warning dialog telling the user that they've left the page sitting too long and it will soon need to be refreshed, giving them time to finish up if they're actively using it. You can also check for user activity via events like onmousemove. If the user's not moving the mouse, it's very likely they aren't on the page.
Handle it server-side, by catching this scenario. I actually prefer this method the most as it's the most fluid, and honestly the easiest to achieve. When you get back success: false with no error codes, simply send the user back to the page, as if they had made a validation error in the form. Provide a message telling them that their CAPTCHA validation expired and they need to verify again. Then, all they have to do is verify and resubmit.
The double-submit issue is a perennial one that plagues all web developers. User behavior studies have shown that the vast majority occur because users have been trained to double-click icons, and as a result, think they need to double-click submit buttons as well. Some of it is impatience if something doesn't happen immediately on click. Regardless, the best thing you can do is implement JavaScript that disables the button on click, preventing a second click.

Client doesn't have a name/class at startup

I'm trying to start an application (Spotify) on a particular tag. Rules aren't applied and now I'm inspecting the client class by printing the class in a notification in the "manage" signal. This results in an empty notification.
client.connect_signal("manage", function (c, startup)
naughty.notify({title=c.class})
end)
When I restart awesome, it does print the client class, so why isn't it working when the client is initially started?
Using xprop, it also prints the class:
WM_CLASS(STRING) = "spotify", "Spotify"
Sounds like a bug in Spotify (and I think I heard about this one before). I would guess that Spotify does not follow ICCCM and only sets its WM_CLASS property after it made its window visible and not before.
I fear that you cannot do much about this except for complaining to Spotify devs to fix their stuff.
You could work around this by starting a timer in the manage signal that checks if a window turns out to be spotify a short time later. Alternatively, you could do something like client.connect_signal("property::class", function(c) if c.class == "Spotify" then print("This is now a spotify window") end end) to react to change to a window's class (of course you'd want to do something more useful to Spotify's windows than printing them).
(Per the ICCCM, a window is not allowed to change its class while it is visible, but who cares about standards...)
I had a similar issue with the claws-mail client. Inspecting it via xprop, it shows
WM_CLASS(STRING) = "claws-mail", "Claws-mail"
but awesome just did’t apply the rules for it. The trick was giving awesome-wm both of these class names in the rules section by providing a set of characters to chose from:
rule = {class = "[Cc]laws%-mail"}
I hope this works for your spotify application, too.
For further reading about patterns in lua I suggest this:
https://www.lua.org/pil/20.2.html

Send future clients to right monitor in awesome?

I'm trying to implement a very customized implementation of awesome.
I have two monitors. I'd like to have my first client always open on the left monitor (a Chrome window in kiosk mode), then all clients after open up on the right monitor.
Are there any custom layouts that accomodate this?
I'd be willing to program it myself, but I'm not sure how to bind a script to some kind of "new client" event.
The new client event is the manage event. It is emitted whenever, well, a new client gets managed by awesome.
To send the first client that ever appears to screen 1 and all following ones to screen 2, you could do something like this:
local first = true
client.connect_signal("manage", function(c)
if first then
c.screen = 1
else
c.screen = 2
end
first = false
end)

How to read any keypress in interactive R (e.g. cursor-up or shift)?

How do you read any arbitrary keypress in R (interactive-mode), such as cursor-up or shift, and return the actual key(s) pressed?
Ideally in a device-independent, OS-independent way (I'm on Mac OS 10.8.x)
I'm talking about reading any actual arbitrary keypress including cursor-keys or modifier-keys, so scan() and readline() won't do it - cursor-keys get intercepted by the interactive console. And not just waiting for a keypress.
It's not clear this is easy or device-independent. I looked at documentation:
interactive(), options('device'), R_INTERACTIVE_DEVICE, R_DEFAULT_DEVICE
I read R-internals, which says "a graphics device... can handle requests/opportunities to take action such as... wait for an event, for example a mouse click or keypress." but it doesn't say much more.
I tried grDevices::getGraphicsEvent() but got:
> getGraphicsEvent('waiting for cursor keys', onKeybd=function(key) { print(key) } )
Error in setGraphicsEventEnv(which, as.environment(list(...))) :
this graphics device does not support event handling
It seems like if you dig deep enough you could use a toolkit-specific and/or OS-specific hack, e.g. with Quartz. This guy suggests Sudoku::playSudoku(), which uses Quartz to handle mouse and key input. I have Quartz. But a Quartz-specific solution won't work on Windows. This all seems quite messy.
Can someone please demystify all this?

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