Actually, try this simple string as an input to pickle:
pickle.loads("cos\nsystem\n(S'ls ~'\ntR.")

2011/7/14 Tristam MacDonald <swiftco...@gmail.com>:
> On 2011/7/14 greenmoss <ktygoo...@yoderhome.com> wrote:
>>
>> Let me preface my response by saying that I'm inexperienced, so I
>> could well be taking a suboptimal approach. That being the case, the
>> most logical way to handle game and graphics data for an in-game
>> object would IMHO be to attach it to a single python object. This in
>> turn leads to manual getstate/setstate overrides, extra code, etc.
>>
>> Is there some other way that people handle this type of situation?
>
> That is certainly not an unreasonable way to structure a game, but as you
> have become aware, it has various drawbacks when it comes to serialisation.
> I prefer to maintain a very strict Model-View-Controller separation in my
> code, to allow serialisation to be restricted to only data,  which is fully
> separated from behaviour.
> On Thu, Jul 14, 2011 at 12:41 PM, Peter Enerccio <enerc...@gmail.com> wrote:
>>
>> Also, do not use pickle, its insecure.
>
> That statement is at best misleading - there is no such thing as a 'secure'
> way to write data to the filesystem. Even were one to apply encryption, the
> program would need to have the decryption key in order to read it again, and
> that key could be trivially read from the source file or even from the
> running program in memory.
> The only reason that the python documentation issues the following warning:
> "The pickle module is not intended to be secure against erroneous or
> maliciously constructed data. Never unpickle data received from an untrusted
> or unauthenticated source", is that it is possible to hand-craft a file that
> will crash the unpickle process. In other words, only unpickle data that you
> had previously pickled yourself.
> --
> Tristam MacDonald
> System Administrator, Suffolk University Math & CS Department
> http://swiftcoder.wordpress.com/
>
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