Can Forest Gnomes secretly converse (like Thieves Cant) with other Forest Gnomes/Firbolg/Speak with Animal Users via Speak with Small Beasts?

My party has two Forest Gnomes and a Firbolg and they want to use their racial features to secretly communicate.

Forest Gnomes have

Speak with Small Beasts: Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Firbolg’s have:

Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks made to influence them.

Speak with Animals reads:

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

  1. Through their shared knowledge of Speak with Small Beasts can Forest Gnomes communicate simple ideas to each other?
  2. Can Forest Gnomes understand a Firbolg speaking to them as it would a small animal even though it could not respond in turn.
  3. Would a Speak With Animals user be able to eavesdrop on either?

Why can’t I plot this surface?

I can’t plot (x^z)-(y^z)=x*y. I’ve tried it with Geogebra and with

Plot3D[x^z – y^z == x*y, {x, -1, 1}, {y, -1, 1}]

in Mathematica, but in both images only appears the axes.

Is there any other Mathematica tool to do it?

I’m started to think that the function is “non-plottable” in some mathematically meaning. Is that possible? Well, it is plottable for any constant z I’ve tried (I mean setting a value of z and making it a curve), but its shape changes a lot even between very close values… Do “non-plottable” functions exist?

Any idea will help, thank you!

What’s the difference between a creature “can’t move” and a creature’s “speed becomes 0 and it can’t benefit from any bonus to its speed.”?

While reading through the conditions described in Appendix A of the 5e PHB, I realised, that some of them say a creature “can’t move” (e.g. Stunned, Unconscious), while others state that its “speed becomes 0” (e.g. Grappled, Restrained).

Can anyone explain to me the mechanical distinction between these two phrases?

EDIT: The answer provided by Zimul8r answered the literal question I asked: if a creature’s speed is reduced to 0 it could still benefit from effects that give it additional movement, while that’s not the case if it can’t move. Yet the conditions that state a creature’s speed becomes 0 also state it can’t get any bonus to its speed.

So there is still the question: Why do some conditions state “can’t move”, but other say “speed becomes 0, and it can’t benefit from any bonus to its speed.” Is there a difference between these two statements?

c++ SDL2 : can’t load textures to the game

iam making a game with SDL and c++ iam trying to render simple image to the screen but i can’t i don’t know why iam not getting any ERROR but i see only black screen here is my code


#ifndef GAME_H #define GAME_H  #include <SDL2/SDL.h>  #include <iostream>   using namespace std;     class game {  public:      game();     ~game();      void init(char *title,int xpos, int ypos ,int xsize ,int ysize ,bool fullscreen);     void loop();     void input();     void update();     void render();     SDL_Renderer* renderer;     SDL_Window* window;    private:       const int target_Fps = 60;     const float TFEF = 1000/60; // time for each frame     int delta;     long int start_time;     bool isrunning = true;     int fps_counter = 0;     unsigned int counter = 1;    };  #endif 


#include "game.h"  #include "player.h"  player* pla;  game::game() {     cout << "something"<<endl;     if (SDL_Init(SDL_INIT_EVERYTHING) == 0)     {         cout << "another thing" << endl;          init("game",10,15,500,500,false);     }  loop(); }  game::~game() {  }  void game::init(char *title,int xpos, int ypos ,int xsize ,int ysize ,bool fullscreen) {      window = SDL_CreateWindow(title, xpos,  ypos , xsize , ysize , fullscreen);     renderer = SDL_CreateRenderer(window,-1,0);     //SDL_SetRenderDrawColor(renderer, 0, 0,0, 255);     SDL_RenderClear(renderer);     SDL_RenderPresent(renderer);      cout << "another another something" << endl;       pla = new player(renderer,32,32);     pla->init();        //SDL_Texture* tex = IMG_LoadTexture(renderer,"res/pss.png");    }  void game::loop() {      while(isrunning) {     start_time = SDL_GetTicks();      input();      update();      render();      delta = SDL_GetTicks() - start_time;     if (delta < TFEF)         SDL_Delay(TFEF - delta);      fps_counter++;      if (start_time >= 1000 * counter)     {         //cout <<"the FPS is : "<< fps_counter << endl;         counter++;         fps_counter = 0;      }       }  }  void game::input() {     SDL_Event e;     SDL_PollEvent(&e);     if (e.type == SDL_QUIT)         SDL_Quit();  }  void game::update(){}  void game::render() {      SDL_RenderClear(renderer);      pla->render(renderer);      SDL_RenderPresent(renderer); }   gameobject::~gameobject(){};  


#ifndef PLAYER_H #define PLAYER_H  #include "gameobject.h"    class gameobject;  class player : public gameobject {   public:      void init() override;     void tick() override;     void render(SDL_Renderer* renderer) override;     SDL_Renderer* renderer;     player(SDL_Renderer* renderer,int pwidth,int pheight); private:      ~player() override;     SDL_Texture* playertex;     };      #endif // PLAYER_H 


#include "player.h"  player::player(SDL_Renderer* renderer,int pwidth, int pheight) {   this->pos.w = pwidth;  this->pos.h = pheight;  this->pos.x = 0;  this->pos.y = 0;    this->renderer = renderer;     }  void player::init() {      this->playertex= IMG_LoadTexture(renderer,"res/pss.png");     cout<<"int in player \n"<<endl;      crop.x = 0;     crop.y = 0;     crop.w = 32;     crop.h = 32;      cout<<"pos x :"<<this->pos.x<<endl;     cout<<"pos y : "<<this->pos.y<<endl;     cout<<"pos w : "<<this->pos.w<<endl;     cout<<"pos h : "<<this->pos.h<<endl;     cout<<"crop x :"<<this->crop.x<<endl;     cout<<"crop y :"<<this->crop.y<<endl;     cout<<"crop w :"<<this->crop.w<<endl;     cout<<"crop h : "<<this->crop.h<<endl;   }  void player::tick() {  }  void player::render(SDL_Renderer *renderer) {  /*     cout<<"pos x :"<<this->pos.x<<endl;     cout<<"pos y : "<<this->pos.y<<endl;     cout<<"pos w : "<<this->pos.w<<endl;     cout<<"pos h : "<<this->pos.h<<endl;     cout<<"crop x :"<<this->crop.x<<endl;     cout<<"crop y :"<<this->crop.y<<endl;     cout<<"crop w :"<<this->crop.w<<endl;     cout<<"crop h : "<<this->crop.h<<endl; */  SDL_RenderCopy(renderer,playertex,&crop,&pos); }   player::~player(){};  

here is my files

enter image description here

I have heard that we can convert any text to hash code , but hash code can’t be converted back to text without brute force

Suppose we consider a text mal hash code of m is $ $ . m= 6f8f57715090da2632453988d9a1501b .

a= 0cc175b9c0f1b6a831c399e269772661 .

l= 2db95e8e1a9267b7a1188556b2013b33 .

ma= b74df323e3939b563635a2cba7a7afba .

mal= 749dfe7c0cd3b291ec96d0bb8924cb46 $ $ .

So each hashcode has 32 elements letters go from a,b,c,d,e,f Numbers go from 0,1,2,…..9 So what I observed was some when we add a letter some numbers are kept like it is just changing it’s order. So is there some logic in it ?So is there some easier method?

Coding the Javascript part of a TinyMCE plugin: the IDE can’t resolve the tinymce variable

I’ve copied a very basic plugin for WordPress which adds a button to TinyMCE.

The code is correct and works. But while I’m coding (in PHPStorm), the IDE can’t resolve the javascript objects. How can I configure PHPStorm (or a generic IDE) to see the code of TinyMCE included in WordPress?

enter image description here

Why can’t I select alternative Working Languages in Term Store Management Tool?

I tried to create a multi-lingual term sets for a SharePoint Online Team Site following this guide. When trying to change the working language all options are grayed out and I can’t select them. Same goes for the other locales option. Under Site Settings > Language Settings the default language is English and all Alternative Languages are enabled. What do I have to do, to add another working language?

Any help would be greatly appreciated, Thanks

enter image description here

Why can’t we use the Master Theorem on recurrences with floor or ceiling operations? [duplicate]

This question already has an answer here:

  • Master Theorem and rounding up to the nearest integer 1 answer
  • Rigorous proof for validity of assumption $ n=b^k$ when using the Master theorem 1 answer

From my understanding, using such operators on large numbers doesn’t have an impact on running time, since the integer rounding becomes negligible after a certain point. For example, the recurrence $ $ T(n)= \begin{cases} T(\lfloor{n/2}\rfloor)+(\log(n))^{2}, & \text{if $ n>1$ } \ 1 & \text{if $ n=1.$ } \end{cases} $ $ is unsolvable using the Master Theorem, whereas $ $ T(n)= \begin{cases} T({n/2})+(\log(n))^{2}, & \text{if $ n>1$ } \ 1 & \text{if $ n=1.$ } \end{cases} $ $ is solvable using the Master Theorem. Why is this?

EDIT: Why doesn’t this floored example work? Isn’t it monotonically increasing?

Is there any mechnical reason a VtM vampire can’t just eat animals?

In vampire the masquerade is there any inherent reason to eat humans that isn’t taste?

I am aware that elders may need vampire blood, and that there may be a taste issue for blood, but players can’t taste food in game. Is there any mechanical reason to eat animals?

I can imagine some reasons- social stigma, it causing a deterioration, hunters coming after people who buy blood- but I dunno if any of these are actually mentioned in the lore. So, is there any downside to drinking animal blood (which you can buy cheaply) vs human blood (which requires fighting people).

I don’t object inherent to new reasons from requiem, though I am playing vampire the masquerade 5e. Old reasons from old lore are fine.