SDV602 19/8/19

This lesson we covered how to set up a UI in unity. We covered how to add images to the UI, how to anchor UI elements, how to automatically resize images and how to alter the changes in buttons.

I believe my project will benefit from this as my interface are not currently reactive, after descaling one of my screens all of the content move and went out of alignment I need to use anchor points to be able to have it properly resize. One of the thing we were shown during this class was how to simultaneously view both the design and the preview of the game, this is extremely helpful as it allows me to see how the program will look and how the screen designs scale, while still being able to edit the design.

Panels are a useful tool that were covered in class today. With panels we can have a bunch of different UI object be grouped together and decide how to properly lay them out. This will be useful when I reformat my interfaces as the I have many different aspect that need to be reformatted.

SEC602-Network Vulnerabilities Part 1

For this lab we used two types of networking tools, network scanners and packet sniffing tools. Network scanners let us scan a network to gain basic information about a network. The information gain from these scanners includes the IP addresses of the computers in the network, the operating systems, how many hops between each computer, what ports each computer has open, what apps are currently functioning on each computer and the names of each computer. Packet Sniffing allowed us to see the communications between the different computers in the network as park of seeing these communications we can see what sort of communication they are, when the communication originated, where it is headed and if the communication was successful. We can also find out additional information about the entire communication such as how many packets were in the communication, how long each packet took, how long the entire communication took what types of packets each was and the length of each packet.

Packet sniffing is an important tool in trouble shooting networks. We can use packet sniffing to be able to view the communication between different machines in the next work, meaning that if we a having an issue we can check where in the network a communication is occurring. If we know that computer X is trying to send a DNS request to computer Y and not receiving a response they might be an issues with computer Y. It is important that we preform a test like this before deploying a network for a client as the error might to show up in normal testing but will show up when the network is used by a client. Since we can see the time it takes for each packet to be transferred we can also try an find latency and where bottle neck might occurs in the next-work. Packet sniffing could also allow us to find unwanted communication in the network, for example if someone gain unauthorized access to the network or preforms a packet injection attack against the network a packet sniffer would allow us to monitor and record the network traffic at that time.

By viewing the UDP stream on the DNS packets between 192.168.27.12 and 192.168.27.1 we can see that the request has failed to complete this means that there is an issues reaching that computer.

Critical thinking.

Both of the types of tools used in this lab seem important for business security. Although I think the lab should have gone into more detail on things like what part of the information gathered might be useful to know about, I believe that the use of these tools will be useful for a business scenario. As the say in the lab network scanning is one of the first steps to getting access to a network, it also means that you could uses network scanning to find the sort of things a hacker would take advantages on, such as open ports, and insecure forms of windows and fix them before a hacker has the ability to take advantage of them. I believe that packet sniffing is a good way for a business to check track of network activities encase of a breach as well as to find improper use of their network work.

13/8/19 PFW601

This lesson I showed Sharon my manual.

Sharon feed back: There needs to be less space between the titles of the work. The subtitle on the manual cover page could be shorter. There is to much focus on the parts of the manual which explain the game and not enough on the steps which are meant to be the main focus of the manual. I need to put more pictures to make the steps easier to follow. I need to make my list more consistent by removing full-stops. I could also use bold headings and shading to make the command table stand out more. My image captions need to include the word ‘figures’ within their captions.

This is a lot of feedback and some of it contradicts some of the other feedback I have gotten. I have implemented the easy parts of this feedback such as shortening the title, removing full stops, altering captions and table formatting. For the conflict I have chosen to reduce the spaces between titles as I am already struggling to fit thing into the space I have available.

To make my manual focus more on the steps I will need to follow the other recommendation of adding more pictures this means I have to remove a large of the already writing manual.

8/8/19 PFW601

This week I noticed that my line spacing reset back to the default again. I realized that the line spacing was incorrect after I had finished laying out the manual.

In the future I need to be more careful about this, as it caused me to delete part of the manual, as it was no longer within the page limit.

Once my manual was reformatted, I showed it to a few people just to see what their first impressions were. They all said my manual looked good.

6/8/19 PFW601

This week we peer reviewed each other’s manuals and I got useful feedback from the people who reviewed my work.

Person One Aline: This person pointed out that my writing had many spelling and grammar mistakes in it. I will need to fix these before I publish my work. One of the items of feedback I got was to do with my text placement. I had placed the part of my work which explains traits after the part of my work which shows the user how to create a character. In order to create a character, the player must understand traits. I have moved the trait section to the appropriate place. Following future feedback, I decided to add more space after my images.

Person Two Gigs: This person said my manual looked good and was ‘in-depth’. This is a good sign that my manual is on the right track. If I were to try and extrapolate some criticism from this, it would be that I have too much information and might need to reduce the amount of text used in my manual.

Person Three Asriel: This person suggested that I change and add more titles, to allow people to easily refer back to important areas of the manual. I have altered the third title type to allow for more titles to be added to the hierarchy. In the future I will not use the same colour that I have used for my current manual, as it was hard to find a shade of this colour that allows the reader to see the difference in the title hierarchy.

SDV602 Class 6

Based on the 12/8/19 SDV602 class.

View: The visual part of the game, for my project we are have the Unity feature called screen plus the form functions that is build into unity. These elements have hooks which relates to the controller. This includes the 5 screen I plan on having, Main, Character creation, Game Play, Character Sheet and Spell Sheet. I also need to manage the different types of controls on these screens.

Controller: The controller is for my game will handle aspects of my game such as inputs. I will need to have different events for all of the buttons and text boxes which are managed with my program. I should also have this part of my program manage the result of my code.

Model: The model should manage the different aspects of my games such as dictionaries and other data management solutions. I should also have my model represent and manage the things I need for each scene. I should have attributes such as character sheet and spell screen including the aspects such as character stats, remaining stats and other such attributes. This is important as I need the program to manage the state between different screens.

For my game I am planing on having each of my screens be managed by Unity scenes, where each scene represents its own screen. I have choose this as it allow to easily sort my screens and manage the different part of each screen, this might get cumbersome if the player has to open their inventory so I might need to think about using a different method for this such as hiding the inventory screen and showing it when needed. Hiding the inventory might coarse problems so I should look into this more.

SEC602-Updating Firewall

NitPick I believe it would be better if they used the full terms for the steps in this guide for example they tell us to click the update button but the button is actually called update definitions, I personally didn’t find a problem understanding this by due to my background I pick up on small thing which might effect an inexperienced user. I don’t see a reason for them not to just add the few words which would be need to to do this.

The lab also reloaded because I pressed back space and I lost all of my progress.

Windows defender is a reliable antivirus which is designed to be used directly with windows 10. In this activity we used Windows Defender to preform two scans, a quick scan and a custom scan. The quick scan quickly compares all the files on a computer with it’s database of viruses. Before we preformed the custom scan we updated the virus database so any future scan will find new viruses an treats. We also set a folder to be excluded from scans meaning that the firewall will ignore that area. After we had reconfigured that firewall we used a custom scan to check the system32 folder.

An online virus scanner is a portable version of a normal virus scanner, it can quickly run though a scan of a system for any possible treats. Such a program would be useful for if a computer needs to be check quickly and doesn’t have access to a virus scanner. You could use an online virus scan to have a second scan as Windows Defender isn’t infallible. The online virus scan only finds virus it doesn’t remove them this could be useful for checking a system before you were to connect to it or you are worried that the firewall will mess with important parts of the system.

I will talk about the the windows defender smart screen. The smart screen allows a uses to check the validity of a site against of a databases of Microsoft trusted sites. This is similar to how windows defender works with viruses. I believe that this is important as it allows us to be sure that a website is trustworthy this would be useful to check whether a site is trust-able and the user can enter personal data or download files from the website.

Critical thinking:

Windows defender is the default for a lot of windows 10 computer. Being able to use basic functions on it such a being able to update it virus database and select exclusion files. I foresee many business relying on windows defender as there primary or only souses of virus defense. Windows Defender being miss-configured can lead to it not functioning properly or to it coursing issues. Which could lead to problems if it is the companies only virus defender.

An online scanner can be used to prevent the spread of virus though USB, for example a computer isn’t functioning properly and the IT manager inserts a USB to install trouble shooting programs before they know what the problem is, now that USB could be infected with a virus, with an online scanner the computer can be check before hand.

I do not like the uses of internet explore except many businesses still use it even though microsoft doesn’t want them too.

I think this lab would be more efficient if they was a way to be able to ‘find’ a virus during the scans and not just get a no results found. This would allow us to know how to deal with virus once they are found.

SDV602 Class 4

Based on the 5/8/19 SDV601 class.

Though this lesson we when though the different types of diagramming tools we can use to plan out our project with.

A lot of the tools and techniques that we went over are similar to those that we used in SYD601.

Some of the tool we covered are use-case description, use-case diagrams and storyboards. There is debate how these techniques relate to each, as even tho they are similar, they are different. These tools are the basics was of working out classes, because of how we consider views to be classes we use story boards to plan out how interfaces work.

The one thing that we covered that is not from SYD601 was boundary diagrams, these diagrams are not necessarily but are useful as they allow us to see how thing relates, what are views, controllers and operators. This might be a useful technique as I haven’t used a system sch as unity before so having a diagrams to help me manage which type of class each is.

For the second half of the class we discussed the different aspects of a text-based adventure game. This was useful as it allowed me to think about how which element I want to incorporate into my project and how I want to incorporate them. For examples I was to interoperate items into my game so I need to think about the ability to pickup and drop items. It also got me thinking about how to manage the basic game play cycle. For example the basic game cycle is Event > Answer > Result. This will make it easier to plan out how to program the games as I can use this cycle to plan out the architecture of my game.

SDV601 Class 3

Based on the 1/8/19 SDV602 class.

We started the class by covering the relationship between Model and controller views.

Each of the different areas allow us to break down the project into separate produces into separate domains.

For example the game model will fit in side the model area or command processes will fit into the command processes. All the latter is not a good example as it could be a feature of Model as it is both. This method would be useful as it would allow us to find which areas of the programs we will go where.

With this separation we can have cleaner easier to manage code. separating code is important an this is an effective way of managing code.

After the lecture half of the lesson we then explored an example of a text based program. This allowed us to see how Unity connects to Visual Studio because we were modifying the code we got to experience how break points interact with unity. I will likely need to use break points will working on my project.

We also go to see how to effect objects in unity with code. As part of this we can see how by adding non-fix coded to our game the variables will appear in the properties of an object so they can easily be changed.

1/8/19 PFW601

This lesson, I worked on how to word my draft report.

Throughout my manual I overused bullet points. This led to my work looking cluttered. To reduce the clutter of my work, I had to remove many of the bullet points, as well as rewording my list to make my points more succinct. I believe that this makes my manual easier to follow. I need to keep in mind that in the future I should look for places where I repeat words unnecessarily, as I can then rework these sentences.

I need to re-think about the words I am using within my text. I have used many words which are common in games of this type. I have had people struggle to understand some of the words that I use. I don’t believe the target audience for my game will have trouble following the wording, but I still need to look at the language used. ‘Stats’ and ‘Traits’ are some of the terms that I need to look into. ‘Stats’ is a comm0n term for the numbers which represent a character’s ability to perform basic actions, but might not be the most accurate term for the game I am writing about. The word ‘trait’ is representative of what it does in the game, but because I have heard people mispronounce it, it may not be as widely used as I thought.