MySQL Table structure and data export – Script sequence is not correct

When I export the data and structure of my MySQL database to a file, I notice that the table sequences in the output file are not correct. For example the script of a child table is put before the master table. Incase of MSSQL that is not the case. Any idea how that can be corrected?

MySQL80 MySQL Workbench 8.0

wp-admin edit user url wont show up correct url

was expecting the edit url (shot below) would point me to something like:

website.co/wp-admin/user-edit.php?user_id=7&wp_http_referer=%2Fwp-admin%2Fusers.php <– expected url

Instead of

website.co/my-account/edit-account/&wp_http_referer=%2Fwp-admin%2Fusers.php <– ended up here

Also, I’ve read through some forums it might conflict with woocommerce or other plugins but tried to disabling all those plugins and still gave me the wrong link. Did I missing something? thanks

enter image description here

Database Unallocated Space – Correct way to measure

I am confused over the web regrading few scripts on calculating the database size and free space within same.

Most of the scripts over the web uses sys.databases_files dmv to calculate free space like here and here

However if we see one from sp_spaceused or database properties via GUI amount of free space is different. I get the reason that it is diff as it has filter on type in (0,2,4) which excludes Log file.

But i am not able to understand which one is correct and why Log file is excluded from sp_spaceused or is it that scripts over web are not correct and showing something else?

Content-Security-Policy Headers are there and showing the correct settings, but still getting a refused connection

So I’m putting a plugin together that will allow me to connect multiple client sites with an online service.

I can get the service vendors snippet to load, but once you interact with it, that’s where things get tricky and it refuses to load an (I guess) iframe… …it’s pretty poorly documented.

Refused to load https://www.service-domain.com/ because it does not appear in the frame-ancestors directive of the Content Security Policy.

That’s the console log error I was receiving.

So I jumped back into my plugin and added the following:

function bbti_send_headers() {     header( "Content-Security-Policy: frame-ancestors https://www.service-domain.com/; frame-src https://www.service-domain.com/;" ); } add_action( 'send_headers', 'bbti_send_headers' ); 

Now, when I reload the page I’m still getting the same error Refused to load https://www.service-domain.com/... etc...

However, if I look at the network panel and check the page’s headers this is what I get:

HTTP/1.1 200 OK Content-Encoding: gzip Content-Security-Policy: frame-ancestors https://www.service-domain.com/; frame-src https://www.service-domain.com/; 

So the header is there but still getting the same error from the script.

Anyone know what it is I missed?

Am I correct to assume, that an Echo Knight can’t use Manifest Echo, to create an echo on the inside of a spherical Wall of Force?

Here once more a classical Wall of Force blender question. I understand that spells can’t go through a spherical wall of force because of full cover, but does the same actually apply to class features like the echo knights: Manifest Echo?

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you.

If this is by RAW possible, I see that a DM would probably rule it differently I just want to know if there is an actual rule preventing this, also for the purposes of an Echo Knight potentially escapeing a Wall of Force or simmilar prison effects.

Correct way to set up camera buffer [DirectX]

I would like to play with two different implementation of particle system in my project (ok, actually not mine, but I am working on it). I copied the particle system successfully, however, faced the camera buffer initialization problem, highlight this code:

bool ParticleShader::Render(Direct3DManager* direct, ParticleSystem* particlesystem, Camera* camera) {     bool result;      result = SetShaderParameters(direct->GetDeviceContext(), camera, direct->GetWorldMatrix(), camera->GetViewMatrix(), direct->GetProjectionMatrix(), particlesystem->GetTexture());     if (!result)         return false;      RenderShader(direct->GetDeviceContext(), particlesystem->GetVertexCount(), particlesystem->GetInstaceCount(), particlesystem->GetIndexCount());     return true; } 

If I just call SetShaderParameters with the same args, there is a bug obviously: particle system scene sticks to the camera (originally, it looks like this).

I checked the params in debug mode and found out that the difference is in the World matrix. The DXUT CFirstPersonCamera is used in my project and it changed the World matrix while moving around the scene whereas in the original particle system project it’s constant (identity matrix). I even checked my assumption and hardcoded it, but got another bug.

I understand that there is a difference between DXUT camera and the default project camera at the ideological level. Nevertheless, I am a newbie in Graphic it’s too difficult to realize how to change the code in a proper way.

Thank you in advance

Which is the correct length for a sailing ship, 100 ft. or 80 ft.?

Ghosts of Saltmarsh provides both stat blocks and deck plans for the several kinds of ships listed in the Dungeon Master’s Guide. The stat blocks include, among other things, ship sizes expressed as "X ft. by Y ft." Deck plans, meanwhile, are presented as maps on a standard grid of 5-foot squares.

However, the deck plans don’t all match up with the ship sizes stated in the stat blocks. The sailing ship, in particular, is listed in its stat block as having a size of "100 ft. by 20 ft." But its deck plan clearly shows only 16 squares, or 80 ft., from bow to stern.

It is tempting to try to resolve this discrepancy by supposing that a ship, like a creature, might control a space larger than its actual physical size. (See PHB p. 191.) The typical medium humanoid, after all, isn’t 5 ft. wide; it’s smaller than the space it controls. However, that supposition is undermined by the galley, which is listed as "130 ft. by 20 ft." and yet measures 27 squares, or 135 ft., from bow to stern. It is difficult to imagine how a ship could be larger than the space it controls — and so the whole notion that ship size is about controlled space rather than actual size appears to break down.

What, then, is the actual length of a sailing ship? Is it 100 ft. as its stat block states, or 80 ft. as shown in its deck plan, or something else?

The descriptions of the Swashbuckler rogue’s Rakish Audacity feature in XGTE and SCAG disagree. Which is correct?

In the Sword Coast Adventurer’s Guide (p. 136), the second paragraph of the Swashbuckler rogue’s Rakish Audacity feature description reads:

In addition, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

However, in Xanathar’s Guide to Everything (p. 47), which reprints the Swashbuckler rogue subclass, the description of the Rakish Audacity feature reads:

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

I can’t find any acknowledgement of the text change either; I’d imagine that one or the other would have been subject to errata that makes them have the same wording.

Which wording is correct? I’m assuming SCAG since it was printed later, but would like a source.

Additionally, does the SCAG wording mean that the ability can be used with range attacks? I assume that RAI it should not, but I’m having a hard time interpreting "if no creature other than your target is within 5 feet" as meaning that the target must be within 5 feet.

How can i find wrong word in search box and replace with correct word

I have a search form and Many site users search for the wrong words, I want to replace these wrong words with the right ones so that users can get results faster.

I have been searching for this for several days but unfortunately I did not find any results.

I’m looking for a way if a user types wrong words like this

i love axqple i love vaple i love aple i love applle i love aplle 

Replace the wrong text with Apple.

I have already checked things like the this tutorial and this topic but have not reached a conclusion

I also looked at these cases:

function str replace

find word in variable and replace with another

search string for specific word and replace it

And many more…

Given this explanation, does anyone have a solution, educational content or any tips

Thanks for any help

wp_remove_object_terms correct way to call child of parent taxonomy in woocommerce

In Woocommerce I am currently able to assigned and unassign a product taxonomy from a product by calling the following.

// to assign wp_add_object_terms ( $  product_id,'in-stock', 'product_cat' );  //to unassign wp_remove_object_terms ( $  product_id,'in-stock', 'product_cat' );  

However how would one achieve this with a child of the parent taxonomy.

Do I need to call the parent and then the childs tag_ID ? Maybe something like below. Can someone clarify how I should correctly format ‘pa_stock&tag_ID=27’ please.

wp_remove_object_terms ( $  product_id,'in-stock', 'pa_stock&tag_ID=27' );  

Just to clarify pa_stock represents the parent taxonomy, tag_ID 27 represents the child taxonomy.