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Tuesday, September 22, 2020

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Monday, September 21, 2020

Mortem Et Gloriam Rules Unboxing And Flipthrough



I've been looking a long time for a set of Ancient Rules and Mortem et Gloriam is the current contender for the lofty prize of being the go to set for the YG games. We do tend to stick with rule sets once we settle on one (Johnny Reb II being the prime example), I like to collect figures, not rule sets 😂



Above is a Utube vid of the rules opening, I've not gone too deeply into mechanisms etc, that can wait till we get gaming again but it's a good run through what's in the box for your brass and a guide to the basics. No written run through with this, I think the video is by far the best medium for this.


It was also a nice excuse to dig out my 28mm Ancient stuff, a lot of it is 15 years old or more and has only seen the light of day with failed attempts at Hail Caesar (spoiler it's the same as all the other Warlord Rules) and writing our own rules (time beat me). 


I've even started putting together some Italian Allied Legion figures so the rules have definitely un plugged the Ancients blockage.


Hopefully we will be looking at actual games rather than set up for photography armies soon.

Thursday, September 17, 2020

Saturday, September 12, 2020

Nox (PC)

Nox title screen
Developer:Westwood Pacific|Release Date:2000|Systems:Windows, OS X

This week on Super Adventures, I'm writing about Nox. Not the Android Emulator, I'm talking about the classic Diablo 'em up video game by Westwood. Not the Westwood that made Command and Conquer and Blade Runner, I'm talking about the other one, Westwood Pacific. They're the ones who made the 'Christopher Lloyd in Toontown' adventure game Toonstruck, back when they were known as 'Burst Studios'.

Nox has already made an appearance on Super Adventures, as guest reviewer Ocean guest reviewed it for me. But that was way back in April 2011, when the site was just three months old, so I figured it was about time that I had a look at the game myself. Plus I'm going to justify the existence of this second article right away by giving you some trivia that you won't find in Ocean's post: the word 'nox' is Latin for night or darkness. Here's another fact: the game was released five months before Diablo II, which is maybe a bit closer than you want, but much preferable to releasing five months after it.

Okay I'm going to give the game a couple of hours and see how it plays. Oh, I should mention that I'm running the GOG.com version, and I've installed the 'Nox GUI' SDL patch to increase the chances of it working properly for me on Windows 10.

Read on »

Hiring: 3D Art Lead



Title: 3D Art Lead
Focus: Pipeline development, 3D modeling
Type: Full-time, permanent
Last day to apply: 8th of September 2019
Location: Sweden, applicants residing in European countries welcome


A door swings open, a dim light beckons you to come step further, pick up the dusty items, give them a long look before venturing forward, the architecture leading you ever deeper. Frictional's games are filled with intrigue and emotion, the art subtly guiding  the players. To keep up the illusion of a living world, the execution has to be consistent across the board.

This is where you come in.


What will you work on?

We are looking for an experienced 3D Art Lead to join Secret Project #2. This is a senior position, meaning you will have responsibility over foundational elements of the project. You will work closely with other team leads, such as the creative lead and art lead.

Right now Secret Project #2 is in pre-production, which means that you would find yourself working on establishing pipelines and practices for a good workflow.  On the creative side you will be working within the established style of the game – creating art, researching and documenting. The 3D art you would work on include architecture and complicated props, as well as putting everything together into functional and beautiful environments..

Once the project shifts into production, your role will involve more lead work. You will find yourself communicating with other employees and outsourcers, making sure tasks get assigned and done, and giving feedback. Alongside you will still be able to participate in creating art.

As a small team, everyone in the company has a wide variety of responsibilities as well as rights, but we consider that our strength – no day in development will look the same!


What are we looking for?

You have to be a European (EU/EEA) resident to apply. We cannot consider other applicants.

The person we're looking for is creative, self-motivated, and comfortable in a lead position. We need you to fulfill the essential requirements, but are flexible with how you have acquired your experience.

We welcome applicants regardless of background, situation, sexual orientation, religion, and similar, so don't let anything like that hold you back from applying!

Here are the essential requirements:
  • Knowledge in 3D asset creation pipelines in digital games
  • Being up to date with the latest trends in 3D art tools and techniques
  • Not being afraid to give feedback to coworkers and outsourcers
  • Substance Designer skills in creating procedural textures
  • Ability to adjust artwork based on an established art style
  • Major role in at least one released title (not as a student/intern/trainee)

And here are some more technical skills:
  • Experience with face weighted normals
  • Experience with trim sheets and tiling textures
  • Experience in Medium Poly Modeling
  • Knowledge in Modo, or willingness to learn it as a main 3D modeling tool
  • Some technical art knowledge (you will not have to create anything from scratch, but you should be able to communicate your needs to the programmers, or have suggestions such as saving performance on assets)

If you want to impress us:
  • Experience with character art and/or organic art
  • Knowledge in blendshapes
  • Knowledge in motion capture
  • Experience with scripting tools in Modo
  • Experience with Marvelous Designer
  • Experience in  setting up lighting and doing basic level set dressing
  • Love for hard sci-fi
  • Penchant for bold design

What do we offer?

We at Frictional make games, because making games is what we love. But we know that's not all there is – there's also playing games, doing sports, or spending time with loved ones. We believe that a healthy balance between work and life creates positive ripples throughout, which is why we discourage crunch.

We also offer:
  • Variety in tasks
  • Opportunities to influence your workflow and workload
  • Flexible working hours
  • Participation in internal Show & Tell sessions for both projects, meaning giving feedback to and receiving feedback from all members of the projects
  • An inclusive and respectful work environment

We welcome remote applicants from European (EU/EEA, UK) countries. However, you are welcome to join us in our office in Malmö if you live in the area, or would be willing to relocate after the trial period.


Apply!

If all of the above piqued your interest, we would love to hear from you! Send us your application 8th of September 2019 the latest - but the sooner, the better! Please attach your:
  • Cover letter
  • Why should we hire YOU?
  • CV
  • Portfolio (link and/or PDF)
  • Answers to preliminary questions (see below)

Send your application to apply@frictionalgames.com!

Please note that we require all the attachments to consider you.


Preliminary questions

Please provide a document answering the following questions:
  1. When is the earliest you could start working?
  2. Tell us about the daily work you did on your last finished game project.
  3. Name two games you think have high quality 3D art. Explain why.
  4. Imagine you are in charge of the 3D art pipeline for a new sci-fi game. Name the top 3 things you think need to be included.

If you are not living in Sweden, please also answer the following:
  • Do you have the ability to invoice?
  • What kind of hardware do you have?
  • What kind of internet connection do you have?


Wonder how we hire? Read our blog on How we hire at Frictional Games.
What kind of application are we looking for? Read our blog on Writing the best application for a Frictional Games job.


Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Tuesday, September 8, 2020

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Thursday, September 3, 2020

Tech Book Face Off: Facts And Fallacies Of Software Engineering Vs. Programming Pearls 2

Since I've been hitting the tech books pretty hard for a while now, for this Tech Book Face Off I wanted to take a bit of a breather and do a couple of relatively easy reads. These books have been on my to-read list for some time, so I decided to finally check them out. The first one, Facts and Fallacies of Software Engineering by Robert L. Glass is a book in a similar vein as The Pragmatic Programmer in that it relates various tidbits of advice on the craft of software engineering. As for Programming Pearls 2 by Jon Bentley, this book surprised me. I thought it would be somewhat similar to Facts and Fallacies, just more directly related to instructive programming examples than to the software engineering field at large, but it turned out to be quite a bit different, as we'll see in this review.

Facts and Fallacies of Software Engineering front coverVS.Programming Pearls front cover

Facts and Fallacies of Software Engineering

Robert L. Glass is an odd duck. His writing is at the same time strongly opinionated and calmly easygoing. He adamantly argues for each of his observations as 55 facts, with 10 fallacies thrown in at the end, but his discussion of each one is quite conversational. He admits that not everyone will agree with his facts, even though he provides evidence and sources for them. (Well, he does for a majority of them, at least.) I found this book a quick, enjoyable read, and it was worthwhile even if I didn't always agree with his propositions because they always made me think. I'd much rather read a book that I sometimes disagreed with if it challenges me, than a book that's poorly written and says everything I want to hear.

I'm not going to relate every fact and fallacy from the book here, since that would make this review nearly as long as the book, but they do cover the gamut of software engineering. I'll describe them in broad strokes and discuss a few that I found especially interesting.

The first chapter deals with software management related things. The facts are broken up into smaller sections of people (the software engineers), tools and techniques, estimation, reuse, and complexity. A full 22 facts are covered in this chapter, including one about how tools and techniques are over-hyped that I found particularly thought-provoking. Even back when this book was written in 2002, tools were being promoted as a panacea for software development problems while they were simultaneously showing diminishing returns, and Glass was having none of it:
Time was, way back when, that new software engineering ideas were really breakthroughs. High-order programming languages. Automated tools like debuggers. General-purpose operating systems. That was then (the 1950s). This is now. The era of breakthrough techniques, the things that Fred Brooks (1987) referred to as silver bullets, is long since over. Oh, we may have fourth-generation languages ("programming without programmers") and CASE tools ("the automation of programming) and object orientation ("the best way to build software") and Extreme Programming ("the future of the field") and whatever the breakthrough du jour is. But, in spite of the blather surrounding their announcement and advocacy, those things are simply not that dramatically helpful in our ability to build software.
What's most interesting is that 17 years later, the hype machine hasn't stopped, and it shows no signs of slowing down. I wouldn't say that's surprising, given that software engineering is such a massive sector, and people continue to try to make money off of it however they can, but it shows how relevant this book still is. Advances in software engineering ideas do still happen, but they are still incremental. It isn't that incremental is bad, but it is all that we should expect now. Productivity free lunches aren't likely to come about anymore until the next breakthrough technology happens, and that may not be software but something else entirely.

Chapter 2 is about the software life cycle with sections on requirements, design, coding, error removal, testing, reviews and inspections, and maintenance. Maintenance in particular is a fascinating subject in software because it ends up taking the majority of the time and cost of any given project, mostly without our realizing it. It's also quite difficult and no one wants to do it because the documentation sucks. There's a reason for that:
To solve those problems, software people have invented the notion of maintenance documentation—documentation that describes how a program works and why it works that way. Often such documentation starts with the original software design document and builds on that. But here we run into another software phenomenon. Although everyone accepts the need for maintenance documentation, its creation is usually the first piece of baggage thrown overboard when a software project gets in cost or schedule trouble. As a result, the number of software systems with adequate maintenance documentation is nearly nil.
Here we can see both Glass' conversational writing style and the reasonable way of thinking that he shows in most of his facts and fallacies. It's hard to argue with this one, especially because I think most of us have been in similar situations.

The next chapter is about software quality, including sections on quality, reliability, and efficiency. Like the other chapters, these facts are mostly obvious to anyone who has been working in the field for more than a few years, but it's always good to refresh your memory on these ideas. The last chapter of facts is just a single fact on research: many researchers advocate rather than investigate. I can't say whether or not this is true from my own experience or reading, but I'm not too concerned about it.

Starting with chapter 5, the next three chapters deal with the 10 fallacies. Chapter 5 loops back around to management with similar sections to the first chapter. The fallacies include things like, "you can manage quality into a software product," and "software needs more methodologies" that are hard to argue with. You can't, and it doesn't. The next chapter mirrors chapter 2 with some fallacies on the software life cycle. I thought he was unfair in his discussion of the fallacy, "given enough eyeballs, all bugs are shallow" by saying:
This is probably just wordplay. But it is patently obvious that some bugs are more shallow than others and that that depth does not change, no matter how many people are seeking them. The only reason for mentioning this particular reason here is that too many people treat all bugs as if their consequences were all alike, and we have already seen earlier in this book that the severity of a bug is extremely important to what we should be doing about it. Pretending that turning scads of debuggers loose will somehow reduce the impact of our bugs is misleading at best.
This seems like a deliberate misinterpretation of the idea of the quote. It's not saying that more eyeballs will make bugs less critical. It's saying that any given bug is easier to find if more people are looking for it because the more people that look for the bug, the more likely that a person with the right expertise will see it and be able to fix it quickly. Or it will be more likely that someone looking for the bug will randomly happen to look in the right place and spot its signature quickly. However, I think there are still issues with depending on this approach for open source software development, but for other reasons. Most open source projects don't have the luxury of having hundreds or thousands of programmers working on it. Frankly, most projects are lucky to have more than one programmer working on it, so the responsibility of finding and fixing bugs still falls on the programmer writing the code. Even if the project has high visibility, pull requests need to be of high quality, or more bugs will be introduced over time than will be fixed and the whole project will degrade.

I also took issue with the fallacy in the last chapter: "you teach people how to program by showing them how to write programs." Don't get me wrong, I do think this statement is false, but for different reasons than Glass gave. He thinks it's more important to teach budding programmers how to read code and that academia isn't doing that:
I know of no academic institution, or even any textbook, that takes a reading-before-writing approach. In fact, the standard curricula for the various computing fields—computer science, software engineering, information systems—all include courses in writing programs and none in reading them. 
I disagree on three counts. First, let's get the easy one out of the way. Programming is about more than writing or reading code. Teaching programming involves teaching critical thinking skills, problem solving, systems thinking, user psychology, and so much more! Second, and more directly related to his reasoning, the exact same approach is used in mathematics. Schools teach students how to write math solutions well before teaching them how to read math solutions. Most people will never get to the point of reading and understanding mathematical proofs, but everyone starts with solving basic arithmetic problems. That's how we start in programming, too—by writing basic programs.

Third, I would argue that universities and textbooks are, in fact, teaching students to read programs at the same time as writing them. The examples in the books are all there to read, and the student must read and understand them in order to write their own functioning programs. The first example programs may be short and simple, but I would hardly expect someone brand-new to programming to read hundreds of lines of code without first being taught the syntax. Learning to read is unique in that the student is being taught a skill that is required in order to learn most other skills, so of course we learn to read before we learn to write, but not much earlier. We start learning both in kindergarten, right? Besides, most people don't know how to read effectively anyway, even though they technically learn to read first, so I don't see why a pure reading-before-writing approach to programming would necessarily be better than what is currently being done.

As you can see, some topics in this book are quite controversial, and that's why I really enjoyed it. No one who reads this book will agree with everything, and that's okay. It's meant to raise a debate, and Glass does a great job of presenting a strong case that you can take a stance against if you disagree. It got me thinking over ideas that I've held on to for a long time, and we all need that from time to time. It's also a fairly short book, so there should be no excuse to not read through it. I highly recommend it.

Programming Pearls 2

In the introduction I said this book surprised me, and what I meant by that was that it was not at all the book that I expected. From the title alone, I was expecting a book similar to Facts and Fallacies of Software Engineering in that it would relate a number of experiences and advice from Jon Bentley's career about how to do software development more effectively. I suppose that's what this book is, in a way, but it's more of a combination of an informal algorithms book and a practice set of programming problems.

It's not nearly as thorough or rigorous as Introduction to Algorithms (CLRS) or Algorithms by Sedgewick, but it gives a passable review of most of the fundamental algorithms for sorting, searching, and storing data. The first chapter starts off with an interesting little algorithm that I had never seen before on sorting a list of numbers with a restricted range using an array of bits. In this case it was telephone numbers, and it was accompanied by a story about how he was helping a new colleague with a problem, but the algorithm itself could be useful in plenty of situations. 

The next chapter continued the thread from the first chapter with a few more problems that could be neatly solved with novel algorithms, like finding all possible anagrams or swapping unequal halves of an array. The third chapter covered ways to make programs much more efficient by correctly structuring the data that was being manipulated. The classic example is using an array instead of a set of numbered variables, but Bentley gave other examples as well, like creating a simple template language for form letters. 

Chapter 4 was all about program correctness, using the binary search algorithm as a conduit for discussing the pitfalls of complexity and how to formally verify a program (or at least a function, since formal verification just doesn't scale). The last chapter in this first part of the book quickly covers testing, debugging, and performance timing. That completed the preliminaries, which is what the first part of the book was about, and throughout these chapters Bentley had short, direct advice about how good programming was about balance:
Good programmers are a little bit lazy: they sit back and wait for an insight rather than rushing forward with their first idea. That must, of course, be balanced with the initiative to code at the proper time. The real skill, though, is knowing the proper time. That judgment comes only with the experience of solving problems and reflecting on their solutions.
I think some later writers in the field took this idea of the lazy programmer to the extreme, but I like this nicely moderated perspective more. He had a similarly measured view about performance optimizations:
Some programmers pay too much attention to efficiency; by worrying too soon about little "optimizations" they create ruthlessly clever programs that are insidiously difficult to maintain. Others pay too little attention; they end up with beautifully structured programs that are utterly inefficient and therefore useless. Good programmers keep efficiency in context.
There are no universal answers in programming, so there shouldn't be any universal advice, either. These comments make the point that you can't turn off your brain when programming. You have to constantly consider everything that would have an effect on the problem at hand in order to come to a more optimal solution.

The second part of the book is all about performance. Chapter 6 kicked things off with a look at the n-body problem in physics for simulating the forces that bodies exert on one another. Making the simulation fast was not only about developing a good algorithm, but also using the right data structure, tuning the code for the machine it was running on, and optimizing performance critical loops in assembly. A recurring theme in the book was that there's no silver bullet, and this case study exemplified that with its multifaceted optimization process.

The rest of the chapters in this section expanded on the ideas brought up in chapter 6. Chapter 7 talks about how to estimate with back of the envelope calculations. Chapter 8 discusses various algorithm design techniques including the all important divide-and-conquer approach. Chapter 9 delves into when and how you should do code tuning to get the biggest benefit. Chapter 10 looks at how performance can be improved by reducing space, both of the program code and the data that it operates on. Every chapter had succinct little examples and highly condensed code to show the essence of optimized programs, along with interludes of advice like this:
[E]very now and then, thinking hard about compact programs can be profitable. Sometimes the thought gives new insight that makes the program simpler. Reducing space often has desirable side-effects on run time: smaller programs are faster to load and fit more easily into a cache, and less data to manipulate usually means less time to manipulate it. The time required to transmit data across a network is usually directly proportional to the size of the data. Even with cheap memories, space can be critical. Tiny machines (such as those found in toys and household appliances) still have tiny memories.
It's good to remember that not all programming is done on massively powerful processors, even today with a supercomputer on every desk and in every pocket. We have just as many small processors with limited memory and a tight power budget doing plenty of complex calculation tasks.

That brings us to the last section of the book on five interesting programming problems. The first one is on sorting with quicksort. The second one is about how to draw a random sample from a larger collection. The last three are on searching, heaps, and strings. The last problem dealing with strings was a great way to end because it was actually about how to teach the program how to generate english words and sentences using example material. It was a chapter on machine learning written before it was cool.

On the whole, this book was a fairly enjoyable, quick read. Bentley is clear and to the point, even to the point of being abrupt. As an algorithms book, it's not up to the level of the more formal algorithms books, and it wouldn't be very useful as a first book on that material. It is a good summary of the basic sorting and searching algorithms with some interesting unique algorithms thrown in to spice things up, making it a decent review for the more experienced programmer. If you're looking for an easy second or third book on algorithms to peruse, it's worth picking up.


So it turned out that these two books are not directly comparable, but hey, it happens. They were both enjoyable reads. I would say Facts and Fallacies of Software Engineering was somewhat more enjoyable than Programming Pearls 2 with Glass' way of challenging your assumptions and long-held beliefs, but both books are worth a look in their own right. Programming Pearls 2 does a good job of reviewing the field of algorithms with a few novel ideas thrown in the mix. It all depends on what your interested in at the moment: high-level software engineering issues or algorithmic programming problems.

Sunday, August 30, 2020

Thank You To Volunteers And Board Members That Worked BlackHat Booth 2019

The OWASP Foundation would like to thank the OWASP Las Vegas Chapter Volunteers for taking the time out of their busy schedule to give back and volunteer to work the booth at BlackHat 2019.  It was great meeting our Las Vegas OWASP members and working with Jorge, Carmi, Dave, and Nancy.  
Also, take a moment to thank Global Board Members Martin Knobloch, Owen Pendlebury, and Gary Robinson for also working the booth and speaking with individuals and groups to answer questions on projects and suggestions on the use of our tools to address their work problems.
OWASP can not exist without support from our members.  Related posts

November 2019 Connector

OWASP
Connector
November 2019

COMMUNICATIONS


Letter from the Vice-Chairman

Dear OWASP Community, 

Preparation for next year's conferences is underway. I had the pleasure of meeting people from our community at a recent ISACA Ireland event where I had an OWASP stand. I also had lots of swag to give away, loads left which I plan to share out amongst the community. 

I was on a call recently with both WIA leadership and a number of individuals looking to broaden our diversity reach, forming DIA (diversity in AppSec). This was a positive call and I look forward to reviewing their proposal under the committee 2.0 operating model.

I'd like to thank our volunteers, chapter and project leaders for making OWASP what it is today. We wouldn't have a foundation without you. We always want to make things better, to this end, it would be great if you could fill out the following feedback form.

Thank you, 
Owen Pendlebury, Vice-Chairman

FROM THE EXECUTIVE DIRECTOR


As we wind down 2019, we are planning lots of new opportunities to get involved with OWASP next year. The current working draft of the 2020 Operating Plan can be found on our staging site for our new website which is planned to launch next month.
 
Some of the highlights for 2020:
  • Quarterly Town Hall meetings.
  • Two Project Summits - the first in February 2020
  • Pilot single-day AppSec Days worldwide to offer local training and community.
We are also set to further increase the transparency of the daily workings of OWASP through our Staff Projects page. The pages linked there will always be a work in progress; some of which today are still only templates but still a great resource to know what's going on at OWASP.

All of this which adds to our Global and Regional Events, ongoing local chapter support, and other member activities. Our plans are ambitious and we look forward to your continued support this and every month as we look to better secure the web.



OWASP Foundation Global AppSec Event Dates for 2020

Global AppSec Dublin, June 15 - 19, 2020
(Formerly known as AppSec EU)
Sponsorship is now available
Call for Papers & Call for Training December 2019
 
Global AppSec San Francisco, October 19 - 23, 2020
(Formerly known as AppSec US)
CFP &  CFT February 2020

** Visit our website for future announcements.**
NEW OWASP Project Summit - Winter 2020
February 2020 in Cancun, Mexico

 
The OWASP Foundation will host a three-day working session for FIVE selected projects in Cancun, Mexico, February 2020. Arrival day will be Wednesday the 19th and departures will be the 23rd. Projects must apply and then get selected to participate. The application process will require project meeting goals, work plans, key contributors, and expected attendance. The OWASP Foundation Officers Group will make the final selection. For more information click here

You can also email Emily Berman Global Events Director or Harold Blankenship Director of Technology and Projects.
Announcing a New Opportunity to become part of a Global AppSec Program Team
 
Conference Program Teams are constituted for each Global AppSec event and consists of members of OWASP members and staff. The selection of team members is based on subject-matter expertise and a balanced representation of the OWASP community. For planning purposes, team members shall reside on the continent of the Global AppSec for which they serve. Teams are constituted no later than six months prior to the Global AppSec event.

To apply to become a member of the Conference Program Team click here.


 
We are so excited to announce that both the London OWASP and WIA community have been asked to speak at BlackHat Europe 2019 on Wednesday 4 December at the EXCEL London.   Andra Lezza is leading the panel of women to "Share insights gained at different stages of their careers to help other women in the field."  Thank you, Andra, for leading the initiative and also to Sonya Moisset, Bibi Sanjarani, Katy Anton and Lauren Chiesa for volunteering to be part of the panel.  Also from the OWASP Community and a London Chapter Leader Sam Stepanyan and Paul Harragan.  Sam and Pau will be presenting a more in-depth demo on the OWASP Nettacker.  Good luck to all the speakers have a great conference.

I would like to encourage all of the OWASP community that will be attending BlackHat Europe to please make every effort to attend and support our fellow OWASP members Wednesday, 4 December 2019. (Click to view the schedule details.)

OWASP Members don't forget you are eligible for € 200.00 discount, email marketing@owasp.org for code to use when registering.


BlackHat Europe has extended an invitation to our London WIA community  to  lead a panel to "Share insights gained at different stages of their careers that could help other women in the field."  Thank you to Andra Lezza for leading this initiative and Sonya Moisset, Bibi Sanjarani, Katy Anton and Lauren Chiesa for volunteering to be part of the panel and to contribute.  Good luck I am sure your session will be a huge success.

BlackHat Europe 2019 London at EXCEL London
2019 December 2-5 
The OWASP Booth 1015
Business Hall December 4 & 5 
December 4, 10:30 AM - 7:00 PM
December 5: 10:00 AM - 4:00 PM

EVENTS 

You may also be interested in one of our other affiliated events:


REGIONAL EVENTS
Event DateLocation
German OWASP Day 2019 December 10, 2019 Karlsruhe, Germany
AppSec California 2020 January 21 - 24, 2020 Santa Monica, CA
OWASP New Zealand Day 2020 February 20 - 21, 2020 Auckland, New Zealand
OWASP Seasides March 3 - 5, 2020 Panjim Goa, India
SnowFROC 2020 March 5, 2020 Denver, CO
AppSec Morocco & Africa 2020 June 4 - 5, 2020 Rabat, Morocco

GLOBAL PARTNERSHIP EVENTS
Event Date Location
BlackHat Europe 2019 December 2 - 5, 2019 London

PROJECTS


As the foundation moves toward the migration of the OWASP web presence from the old wiki site to our new Github-hosted home, some of you may still have questions regarding what to move and how to move it. Essentially, if you have a chapter page or project page and you have not migrated it to the new website, that would be first. Steps on what to do and what is needed can be found at https://www2.owasp.org/migration There are also some minor instructions on the default project or chapter page itself. And if you are wondering where that page is located, you can go to https://github.com/OWASP and type your chapter name in the repository search bar. If your project or chapter is not there, contact me. Lastly, there are a number of excellent examples already done by other leaders (also linked on the migration page).

And, as a precaution, you should click over into the 'Settings' of your repository and then click the 'Collaborators & teams' link on the left menu and check to make sure that the usernames added to Collaborators match what you expect.  Having someone you do not know edit your web page without your knowledge is no longer the expected behavior.

Some resources, mostly for projects, have been uploaded to the OWASP Site Theme Repository and can be linked to via the /assets/image/common/<file> URL.

After your chapter or project page is done, there is a www-community repository which would include any files from the wiki that are not currently in a project or chapter or board/staff policy area.  For instance, there are pages there for GSoC and XSS and CSRF.  A list of the top pages that need to be migrated can be found attached to one of the TODO cards on our website migration Trello board which you are invited to join if you want to help migrate loose pages and/or perform some automation work.

Our current plan can be found on the Website Relaunch project page.

PROJECT ANNOUNCEMENT

As part of OWASP's participation in Google's Season of Docs, the ZAP project has had Nirojan Selvanathan (@sshniro)  working on API documentation.  The first iteration of the documentation is now live.  It includes Java, Python, and shell
example snippets all presented in a responsive and accessible design which we will continue to build on in the future.

Big thanks to Nirojan for his efforts on this wonderful initiative!
Congratulations and thanks to Google Open Source for helping to bring the open-source and technical writer communities together!

COMMUNITY

 
Welcome to our New OWASP Chapters

Colombo, Sri Lanka
Des Moines, IA
Harrisburg, PA
Louisville, KY
Monterrey, Brazil
Moscow, Russia


 
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