How to clear Resources.Load cache?

I am loading my assets and tile information through YAML files.

While working on the game, I needed to quickly change some values and test them in-game, and I realized I could just re-load the YAML information without having to restart.

However, before my files are processed by my YAML parser, they are loaded by using Resources.LoadAll, like this:

    foreach (var buildingTileType in Resources.LoadAll(Settings.BUILDING_TILES_PATH, typeof(TextAsset)))     {         var buildingTile = Deserializer.Deserialize<BuildingTile.Initializer>(((TextAsset) buildingTileType).text);         BuildingTileInstances.Add(buildingTile.Name, buildingTile.CreateInstance());     } 

When I want to reload my defs, I clear the BuildingTileInstances dictionary and call the def-loading method again. However, I noticed the values were remaining the same until I restarted the game.

I’ve read that Resources.Load actually caches your files for optimization, and in this case, I’d like to somehow clear that cache to allow for live reloading.

I’ve tried using Resources.UnloadUnusedAssets() and Caching.ClearCache(), but none of them worked. Is there any way to achieve this?

How can I find and clear belazyelephant virus from my website?

I want to publish some ads on Google but they say that I have got a virus on my website and the links are these: https://belazyelephant.com/?p=hezdsyjyhe5gi3bpgmztini&sub1=Dru&sub2=debt.v1, https://belazyelephant.com/?p=hezdsyjyhe5gi3bpgmztini&sub1=Frost&sub2=debt. https://belazyelephant.com/w_24.js I think they injected it over a plugin called Popup Builder because last year, my website got infected again because of this dumb plugin. How can I find and remove this virus? I searched the virus URL in my DB but I couldn’t find it, I also removed the plugin but no luck…

Clear variables on window close

I’m using

DynamicModule[{ var1, var2 },  CreateDialog[ (*some code here*) ]] 

In order to be able to deal with memory isolation for multiple copies of a program running at once. Is there an option to use in CreateDialog to run a command upon the closing of that Dialog? When that window gets closed I would like to clear all the variables to free up the memory.

Clear plan for self-study?

I’m still student in university, and I need 2 years to graduate, but the thing is I still don’t know anything about computer science other than problem solving, C++/Python OOP and DataStructure; I know these are heavy important subjects but I’m still lost, my university is also lost for me and I have the power to learn more and more alone but all I need is a clear plan to do that..

I think this question had been asked hundreds of times.. But still there’s no good enough answers.. So let me rephrase the question and ask this :

How to know what kind of majors do I want to learn and work with in the future as graduated computer science student? AND Where to find a tree-plan of skills that I need to learn to reach my goal on that major? AND When I find that tree of skills, Where to learn those skills other than my University?

So I need to know what major I do really need, and how to learn it in a very good way..

Please give me any helpful websites, articles, tests to know what major I want (idk if that’s even exist) and anything you see it could help me 😀

Thanks in advance

How can I resolve a repeatable skill check when there’s no time constraint or clear drawback from repeating it? [duplicate]

Willem Renzema’s answer to "Can you Investigate the same room twice?" and abalonemacaroni’s answer to "I failed to open a lock. Now what?" seem to lean towards the idea that if an ability check can be repeated indefinitely given enough time, a drawback should occur on each failed attempt to offset that.

But how can I resolve a repeatable skill check when there’s no time constraint or clear drawback from repeating it?

For example, making a History check in a library, lockpicking a safe that you’ve already stolen and brought back to your hostel, or making an Investigation check on an emptied dungeon, etc.

Basically, it feels like they are going to succeed in both cases, and the roll looks useless.

Making height of 3D Plot more clear from top view

I’m plotting a 3d function and looking at it from above. here is the function definition:

lagz[n_, m_, z_, zbar_] :=   1/Sqrt[Pi*a^2*n!*m!]* E^(z*zbar/(2.*a^4)) * (a)^(m + n)*    D[ E^(-(z*zbar)/a^4), {z, n}, {zbar, m}] /. {a -> 1} lagnlz[n_, l_, z_, zbar_] :=   Sqrt[n!/(Pi*a^2*(n + l)!)]* (z/a)^l LaguerreL[n, l, z*zbar/a^2]*    E^(-z*zbar/(2.*a^2)) /. {a -> 1} lag[n_, l_, r_, \[Theta]_] :=   lagnlz[n, l, z, zbar] /. {z -> r*E^(I*\[Theta]),     zbar -> r*E^(-I*\[Theta])} lagcc[n_, l_, r_, \[Theta]_] :=   lagnlz[n, l, z, zbar] /. {z -> r*E^(-I*\[Theta]),     zbar -> r*E^(I*\[Theta])} 

And here is the code I’m using to plot:

RevolutionPlot3D[  lag[1, 1, r, \[Theta]]*lagcc[1, 1, r, \[Theta]], {r, 0,    3}, {\[Theta], 0, 2 Pi}, ViewPoint -> Above] 

From the “Above” view, it is not at all clear (at least to me) that the height of the inner ring is larger than the height of the outer ring. Is there some setting or coloring I can use that will make the height difference much more apparent from this “Above” view?

Why are DNS prefetch requests sent in clear text with DNS over HTTPS enabled?

I am trying to understand how DNS-over-HTTPS (DoH) works in both Chrome and Firefox browsers.

To do so, I have enabled DoH on each browser and set the DNS provider to Cloudflare DNS servers (1.1.1.1 and 1.0.0.1), at both browser and operating system level (Windows 10 in my case).

However, the traffic captured by Wireshark shows that there are still multiple DNS request that are made in clear text:

clear text DNS requests

While some of those requests are probably issued by other desktop applications that do not implement DoH, there is one request pattern which seems strange to me:

DNS Prefetch request

Everytime I search some text (say foo for example) in the URL search bar and press Enter, a DNS request is made to the Cloudflare resolver with the domain name foo.lan. Unsurprisingly, the server answers with a No such name DNS response.

After doing some research, this behaviour actually appears to be linked with DNS prefetching.

To make sure of that, I disabled the DNS prefetch flags in both Firefox (network.dns.disablePrefetch) and Chrome (Use a prediction service to load pages more quickly option toggled off), but the prefetch requests are still being sent as before.

This raises three questions to me:

  • Why DNS prefetch requests still occur when the feature is disabled ?
  • Why are those requests made with the .lan suffix ?
  • Why DNS prefetch requests are sent in clear text even though DoH is enabled ?

Please note that I have also tried to change the default search engine from Google to Bing, but the results are unchanged.

Any help would be very appreciated.

How balanced and clear is my Arcane Luthier subclass for the Artificer

I’ve long been disappointed by how brief and largly meaningless D&D 5e’s handling of musical instruments is. Bards can use them as spellcasting focuses, but other than that, there’s not much to them. Hardly anyone has a reason to play a musical instrument for any length of time, nor does it really matter much if you’re any good at it.

To address that, I decided to make my own subclass that focuses on crafting and playing musical instruments. It’s a subclass of the Artificer, using class rules from Eberron: Rising from the Last War (which is not the same as any of the earlier drafts of the Artificer in various Unearthed Arcana documents).

Here’s the subclass, my questions about it are below:

Arcane Luthier

An Arcane Luthier is a master of the magical crafting of musical instruments. While less innately talented than a Bard at musical performance, an Arcane Luthier’s skills at musical composition and the ability to create their own personalized instruments often makes them among the best instrumental performers around. Their abilities to manipulate emotion with music can make them very popular with those who hear them play.

Musical Instrument Proficiency and Crafting

When you adopt this specialization at 3rd level, you gain proficiency in two musical instruments of your choice.

  • If you spend an entire long rest touching a musical instrument you are not proficient with, you can exchange one of your existing musical instrument proficiencies for proficiency with the touched instrument. You are always proficient with musical instruments you have crafted yourself, even if you are not proficient with their instrument type.
  • Musical instruments you are proficient with count as tools for your other Artificer class features (so you may use them as spellcasting focuses, create them with The Right Tool for the Job, and use double your proficiency modifier on ability checks made with them after you gain the Tool Expertise feature at 6th level).
  • If you create a musical instrument with The Right Tool for the Job and keep it with you continuously for one week, you may use appropriate materials worth half the instrument’s normal cost during a long rest to make it permanently become a normal item which will no longer vanish if you use The Right Tool for the Job to create another tool or instrument.

Arcane Luthier spells

After you adopt this specialization at 3rd level, all spells on the Bard spell list count as Artificer spells for you.

  • You must use a musical instrument you are proficient with as a spellcasting focus to cast any spell not normally on the Artificer spell list.
  • At 3rd level, you learn Minor Illusion cantrip. You may not exchange this spell for another cantrip, but it does not count against the number of Artificer cantrips you know.
  • You always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells don’t count against the number of artificer spells you prepare.

\begin{array}{c c} \textbf{Artificer Level} & \textbf{Spell} \ \hline 3\text{rd} & \textit{Charm Person, Silent Image} \ 5\text{th} & \textit{Calm Emotions, Enthrall} \ 9\text{th} & \textit{Fear, Hypnotic Pattern} \ 13\text{th} & \textit{Compulsion, Hallucinatory Terrain} \ 17\text{th} & \textit{Dominate Person, Seeming} \ \end{array}

Instrumental Virtuoso

At 3rd level, you know how to blend spellcasting into your instrumental music.

  • While you are playing an instrument you have crafted (either with The Right Tool for the Job or more mundane means), you may change the casting time of an Enchantment or Illusion spell with a casting time of 1 action to instead have a casting time of 1 bonus action. You must follow the normal rules for casting spells with a bonus action (briefly: you may not also cast a leveled spell with your main action, cantrips are OK).
  • When you cast an Enchantment spell in this way, you can prevent one or more affected creatures from knowing they were magically charmed and from becoming hostile when the spell ends. For each creature you wish to do this for, you must spend one action during the spell’s duration performing music they can hear and succeed on a Charisma (musical instrument) check with a DC equal to 10 plus half the creature’s CR or level. The creature will still know their emotions or behavior have been manipulated, but will assume it is just a natural effect of your music, rather than a magical effect.
  • You may play music with an instrument you have crafted in place of the vocal or somatic components of any spell you cast. If a spell has costly material components that you have in your possession, you do not need to use a free hand to manipulate them (though they will still be consumed if the spell says so).

Beguiling Melodies

Starting at 5th level, you can compose musical themes that enhance the abilities of your spellcasting to manipulate the senses and emotions of those who hear you.

  • Whenever a creature makes a saving throw or an investigation check against a spell you cast from the schools of Enchantment or Illusion, it does so with disadvantage if you are playing a musical instrument you are proficient with and the target can hear your music.
  • You are a skilled accompanist, able to compose and play fanfares and harmonies that bring out the best in the performances of others. When you are playing music with an instrument you are proficient with, you may use the Help action targeting any number of creatures of your choice, but only to give the targets advantage on ability checks to perform before an audience who can also hear your music. The performances you accompany do not need to be musical, you can also accompany dramatic or oratorical performances with your music.

Magically Charged Instrument

At 9th level, you can add additional magic to musical instruments you create.

  • This feature works like the Spell Storing Item feature of the core Artificer class, but it may only be used to store a spell from the Bard spell list in a musical instrument that you have crafted. If you store a first or second level spell, it follows the normal rules for Spell Storing Item. You may instead store a 3rd level Bard spell in the instrument, but if you do, the instrument will be destroyed when the spell ends the first time it is used.
  • This feature operates separately from the regular Spell Storing Item feature, so when you have both after 11th level, you may store spells in two different items, one instrument from this feature, and another item (which may also be an instrument, since they can be spell focuses for you) from the normal Spell Storing Item feature. Use the normal Spell Storing Item rules for the second item, even if it is another musical instrument.
  • Starting at 15th level, you may use this feature store a 4th level Bard spell, with the instrument being destroyed after one use. If you store a 3rd level spell, the instrument will only be destroyed after its second use, rather than its first.

Battlefield Instrumentation

At 15th level, your instrumental performances awe your enemies, even in the thick of battle.

  • Creatures that are not immune to being charmed have disadvantage on attack rolls against you if you are playing music with an instrument you have crafted and they can hear your music.
  • While you are playing music with an instrument you have crafted, you may cast the Sanctuary spell on yourself, without needing to have it prepared or using a spell slot. The spell has no effect on creatures that cannot hear your music, and ends immediately if you stop playing. You may cast the spell this way a number of times equal to your Intelligence modifier, and regain all uses after you complete a long rest.
  • While you are playing music with an instrument you have crafted, you may cast Mass Suggestion, without needing to have it prepared or using a spell slot. After you cast it in this way, you may not do so again until you finish a long rest.

I’ve also created a thematically related Infusion, that any Artificer should be able to choose:

Enhanced Instrument

Item: A musical instrument (requires attunement)

While playing this instrument, a creature gains +1 on ability checks related to their performance. Spells cast with this instrument as a spellcasting focus gain +1 to their spell save DC. These bonuses increase to +2 when you reach 10th level in this class.

My questions:

  1. Are there any ambiguities in the rule presentation, or ways I could better or more consistently phrase things? Because some of my previous reviewers were not as much mechanics geeks as I am, I have deliberately included some text restating some existing rules (like how bonus action spellcasting limits your main action, and which Artificer features interact with their tool proficiencies). But other than that, I’d like to be a bit less wordy if I can get away with it without introducing ambiguity.
  2. Is this subclass balanced? I’d appreciate comparisons against other Artificer subclasses, as I’ve only had a tiny amount of experience playing with an Artificer in the same game as me. I’d also like to compare Arcane Luthier Artificers to Bards, since there’s a bit of overlap between them, given that my subclass gets access to the Bard spell list. One of my reviewers was particularly concerned since Artificers can choose to prepare any spell on their spell list, while Bards can only learn a few of their spells, swapping them out only as they level. Is that versatility really problematic, given that an Artificer is a half-caster?
  3. Does the subclass overlap too heavily with the Bard thematically? I’d hope that there would still be a clear distinction between the high-CHA Bard front-man (e.g. Freddy Mercury) versus the high-INT Arcane Luthier guitar virtuoso (e.g. Brian May, with his PhD in Astrophysics). But would it be problematic to have both in the same party?
  4. Does the subclass diverge too far from conventional D&D norms? It’s inspired in part by modern stereotypes about rock musicians, and I’m not sure if there is an equivalent from the middle ages. I suppose that D&D does not always need to adhere too closely to history, but I don’t want to push things too far. And maybe the Artificer is a norm-shifting class already, with a bit of steam-punk theming, and this isn’t any worse.

Does the Hex spell require a Clear Path when moved to a second target?

The Hex spell reads

You place a curse on a creature that you can see within range. … If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

Hex still requires range and sight requirements to be satisfied when re-applying because of the first line of its description but I am uncertain whether the Targeting limitations apply when the spell is not being cast?

The precise situation I am thinking of is moving Hex to a target that is visible through a transparent window. I suspect the answer is no but would appreciate a deeper understanding. A related component of this question is whether moving Hex is considered to be moving the effect or having multiple targets.

Relevant:
Does reapplying Hex have any spell components?
Changing Hex to Unseen Targets out of Range