Two Click actions on mobile screen

I was working on a mobile project and I faced a problem. How do I show if there are two different actions on a single object in mobile?

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In this screen all options have sub-options that appear on a new page that slides in after clicking on Option 1 from Level 1. How do I take the user back to Option 1 page from the Sub Option page? Which action should trigger this?

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Does Double Move allow you to cast spells or activate abilities that require swift or standard actions without changing weapon set up?

Can a character that, for example, holds a weapon in each hand, use its move action to sheathe one of them, cast a spell (a divine spell with the Quicken Spell metamagic feat which is a swift action) or activate an ability (Lay on Hands on himself which is another swift action) that’s shorter than a standard move with his now free hand, then turn his standard action into another move action and unsheathe the same weapon as before?

If that character also has a Bonus Attack higher than +1, would that mean that he would be able to move as well, during both of his move actions, at his normal speed each?

If that character also has Quick Draw, does that mean that he would be able to sheathe one of his weapons using his move action, cast a spell or activate an ability that requires a standard action instead, and unsheathe his weapon as a free action?

Should the mouse action which closes a dropdown menu trigger the actions under itself?

Assuming we have a dropdown menu which closes on a mouse click (instead of automatically when the mouse leaves the area).

Should this mouse click perform its standard actions, if the mouse happens to be above an element which can be clicked upon?

I’ve seen both versions being implemented in very similar applications.

If the rest of the user interface is complex, and can have context-sensitive items triggerable by mouse, it makes sense that the user has to click again to perform it. For example, in a web browser, it would be annoying if a links was followed because the user clicks only to close a dropdown menu. In a paint program, it’s annoying when a new pixel is painted on the canvas because some menu was closed.

However, if there is an emergency stop button (or similar functionality) on the interface, it can be annoying if the user has to click twice if a menu was open somewhere.

How can players take actions together that are impossible otherwise?

E.g. three players want to hurl a gigantic boulder at a monster during combat. Neither one can achieve this alone and must muster their combined strength to lift and hurl the massive stone.

The help action won’t work, since on p-175 of the Player’s Handbook on working together states:

A character can only provide help if the task is one that he or she could attempt alone.

So what should the players do? Can the one player starts lifting the boulder and others join in as a reaction (given that their in reach), or should two players still take the help action and the third player perform the lift. But it should be a group check rather then a single check with advantage, emphasizing that this is a team effort and not an assist.

Add new page button missing from site actions dropdown

Until today, the content creator for my company’s intranet would use the add new page button in the gear button drop down to create new pages.

Today that button disappeared and none of us had changed any settings on the site. Also, it became impossible to add new pages to the page library.

After turning the site publishing feature off then back on, I can now create new pages for the pages library, but am unable to change the page layout. Also, the add new page button is still missing.

This is a completely new issue for me and I am wondering if anyone has any advice?

Set of navigation actions in Material Design

I am an android developer. There is a screen of Completed level in my application. There are several options that user can choose:

  • go to the next level or next chapter (if it was final level)
  • repeat this level for another character
  • view replay of this level

What can I use to describe this interface? 3 buttons under each other? Bottom sheet? List of options (as on screenshot).

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Investiture of Flame’s Action’s Duration

I have always interpreted Investiture of Flame as having a flamethrower effect, similar to Aganazzar’s Scorcher, but one of my players pointed out a different interpretation.

Here is the relevant segment of the spell:

You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

My player pointed out that the spell as a whole is Concentration, up to 10 minutes, while no duration has been specified for the line of fire. That has led them to believe the lines of fire stick around.

I believe this is just poor wording by the writers, who were assuming the reader would interpret it as an instantaneous effect, rather than a hazard-creating spell because such spells almost always have the clause “deal n damage when a creature begins its turn there or enters it for the first time on its turn.” Nevertheless, I wanted to double-check to make sure I wasn’t severely underpowering this 6th-level spell.

Is there a term that refers to the bundle of actions, action creators, reducers, selectors, and sagas in redux?

I’ve been working on a kind of framework to reduce redux boilerplate, that deals with the pending/loading/success/failure pattern etc.

Basically, what the concept is – I give a base name to a function (eg. ‘FETCH_STUDENT’), and that function will create all of the actions, action creators, sagas, reducers, selectors etc.

Here’s the code as it currently is, if you’re interested:

export function createGenericRedux(baseName, options) {      /**      * Actions bundle      */     const actions = {         BASE_NAME: baseName,          REQUEST: `$  {baseName}_REQUEST`,          SUCCESS: `$  {baseName}_SUCCESS`,          FAILURE: `$  {baseName}_FAILURE`,          RESET: `$  {baseName}_RESET`,          CANCEL: `$  {baseName}_CANCEL`,         CANCELLED:  `$  {baseName}_CANCELLED`,     }      /**      * Action creator      * default: first argument is payload      */     const actionFn = options.actionFn || function(payload) {        return {         type: actions.REQUEST,          payload,         }      };       const cancelFn = options.cancelFn || function() {         return {             type: actions.CANCEL         }     }       /**      * Saga - Runs when the sagaWatcher tells it to.       * choose sagaFn first, then saga, then default saga (dispatch success immediately).       */     const saga = (options.sagaFn && options.sagaFn(actions)) || options.saga || function* (action) {         yield put({             type: actions.SUCCESS,              payload: action.payload         });      } ;       /**      * Saga Watcher-       * default: takeEvery(actions.REQUEST)      */     const sagaWatcher = options.sagaWatcher ||  function * () {         console.log("watcher");         yield takeEvery(actions.REQUEST, saga); //TODO: add cancellation functionality here.      } ;       /**      * Inital State -       * default: {}      */     const initialState = options.initialState || {};       /**      * reducer -      * default: payload is assigned to state (clobbers)      */     const reducer = options.reducer || function (state = initialState, action) {          if (action.type === actions.SUCCESS) {             return action.payload;          }         if (action.type === actions.RESET) {             return initialState;          }         return state;      }      const reducerName = options.reducerName || baseName;       /**      * Data selector -      * default: select entire state      */     const dataSelector = options.dataSelector || function(state) {         return state[reducerName];      }      const loadingReducerName = options.loadingReducerName || 'loading';      const loadingSelector = options.loadingSelector || function (state) {         return state[loadingReducerName][actions.BASE_NAME];      }      const errorReducerName = options.errorReducerName || 'error';     const errorSelector = options.errorSelector || function(state) {         return state[errorReducerName][actions.BASE_NAME]     }      return {         actions,          actionFn,          cancelFn,          saga,          sagaWatcher,          reducer,         reducerName,           dataSelector,          loadingSelector,          errorSelector,      } } 

The question is – is there already a term to describe this entire package?

I have otherwise been calling it a ‘redux’. But that might just be confusing – and I’m wondering what a more appropriate term is.

Faithful group actions on tuples from algebraic structures

So I am looking for examples of the following phenomenon.

Suppose that $ V$ is a variety with a computable equational theory which is not locally finite. Suppose that $ G$ is an infinite finitely presented group generated by elements $ s_{1},\dots,s_{k}$ . Suppose furthermore that $ G$ has a polynomial time computable normal form. In other words, there is a function $ f:\{w_{1},\dots,w_{k},w^{-1}_{1},\dots,w_{k}^{-1}\}^{*}\rightarrow\mathbb{N}$ computable in polynomial time such that if $ d_{i},e_{i}\in\{-1,1\},a_{i},b_{i}\in\{1,\dots,k\}$ for each $ i$ , then $ f(w_{a_{1}}^{d_{1}}\dots w_{a_{u}}^{d_{u}})=f(w_{b_{1}}^{e_{1}}\dots w_{b_{v}}^{e_{v}})$ if and only if $ s_{a_{1}}^{d_{1}}\dots s_{a_{u}}^{d_{u}}=s_{b_{1}}^{e_{1}}\dots s_{b_{v}}^{e_{v}}$ . Suppose that there is some $ n$ along with two matrices of terms $ $ (t_{i,j}(x_{1},…,x_{n}))_{1\leq i\leq n,1\leq j\leq k},(t^{*}_{i,j}(x_{1},…,x_{n}))_{1\leq i\leq n,1\leq j\leq k}.$ $ These terms come from the variety $ V$ . Then whenever $ X\in V,$ define actions of $ \{w_{1},\dots,w_{k},w^{-1}_{1},\dots,w_{k}^{-1}\}^{*}$ on $ X^{n}$ $ $ (x_{1},\dots,x_{n})\cdot w_{j}=(t_{1,j}(x_{1},\dots,x_{n}),\dots,t_{n,j}(x_{1},\dots,x_{n}))$ $ and $ $ (x_{1},\dots,x_{n})\cdot w_{j}^{-1}=(t_{1,j}^{*}(x_{1},\dots,x_{n}),\dots,t_{n,j}^{*}(x_{1},\dots,x_{n})).$ $

Then the variety $ V$ satisfies the identities $ $ (x_{1},\dots,x_{n})\cdot w_{a_{1}}^{d_{1}}\dots w_{a_{u}}^{d_{u}}=(x_{1},\dots,x_{n})\cdot w_{b_{1}}^{e_{1}}\dots w_{b_{v}}^{e_{v}}$ $ if and only if $ s_{a_{1}}^{d_{1}}\dots s_{a_{u}}^{d_{u}}=s_{b_{1}}^{e_{1}}\dots s_{b_{v}}^{e_{v}}$ , and the equational theory of the variety $ V$ is axiomatized by the identities of the form $ $ (x_{1},\dots,x_{n})\cdot w_{a_{1}}^{d_{1}}\dots w_{a_{u}}^{d_{u}}=(x_{1},\dots,x_{n})\cdot w_{b_{1}}^{e_{1}}\dots w_{b_{v}}^{e_{v}}$ $ where $ d_{i},e_{i}\in\{-1,1\},a_{i},b_{i}\in\{1,\dots,k\}$ for each $ i.$

In this case, the group $ G$ acts on $ X^{n}$ for each $ X\in V$ by letting $ $ (x_{1},…,x_{n})\cdot s_{a_{1}}^{d_{1}}\dots s_{a_{u}}^{d_{u}}=(x_{1},…,x_{n})\cdot w_{a_{1}}^{d_{1}}\dots w_{a_{u}}^{d_{u}}$ $ where $ d_{i},e_{i}\in\{-1,1\},a_{i},b_{i}\in\{1,\dots,k\}$ for each $ i.$


Example 1: The symmetry group $ S_{k}$ . Suppose that $ \tau_{i}=(i,i+1)$ . Then we set $ $ (x_{1},\dots,x_{k})\tau_{i}=(x_{1},\dots,x_{i-1},x_{i+1},x_{i},x_{i+2},\dots,x_{k}).$ $

Example 2: The braid group $ B_{k}$ acting on racks and quandles. Suppose that $ (X,*)$ is a rack or a quandle (Let us use left-distributivity $ x*(y*z)=(x*y)*(x*z)$ ). Then define $ $ (x_{1},\dots,x_{n})\cdot\sigma_{i}=(x_{1},\dots,x_{i-1},x_{i}*x_{i+1},x_{i},x_{i+2},\dots,x_{n}).$ $

Example 3: $ \mathrm{Aut}(F_{k})$ acting on tuples from groups.

Example 4: Finite direct products of groups.

In the case where the group $ G$ is finite or though the conditions I have listed out are otherwise not technically satisfied (for example by the infinite strand braid group $ B_{\infty}$ on $ X^{\mathbb{N}}$ for each rack $ X$ ), feel free to give an answer anyways if you feel the answer is still interesting yet does not stray from the spirit of the question too much.