Magento 2:Imported resource (image) could not be downloaded from external resource due to timeout or access permissions

I try to import product using csv file in localhost of wamp server but show error in Imported resource (image) could not be downloaded from external resource due to timeout or access permissions I add product images in pub/media/import

E: Could not get lock /var/lib/dpkg/lock – open…blah blah blah…continued

In terminal, entered $ sudo apt install gnuradio, got error as in title.

Waited for potential “other processes” to end….tried again, same error.

Tried $ sudo killall apt apt-get…got apt: no process found, apt-get: no process found…tried to install again, same error.

Tried sudo rm /var/lib/apt/lists/lock, rm /var/cache/apt/archives/lock, rm /var/lib/dpkg/lock*, then sudo dpkg — configure -a (all the above as in previous answer to the titular error)…got dpkg; error: dpkg status database is locked by another process.

So, now what???

Do the rebuilding/retraining rules from PHB II allow “bootstrap” qualification, creating legal characters that could not be made without these rules?

The rebuilding/retraining rules (PHB II, p. 192) allow a player character to retroactively change character choices, including feats and class levels. The rules include some restrictions that look like they’re trying to discourage you from trading away your prerequisites after using them to qualify for something. For instance, from the section on class levels (p. 197):

If reallocating your character’s class levels disqualifies him from a prestige class in which he already has one or more levels, he loses the benefit of any class features or other special abilities granted by that class.

Other options (feats, substitution levels, class feature choices, etc.) include similar restrictions – you must demonstrate not only that you qualify for the thing you’re retraining into, but also that you still qualify for the other parts of your build (or else you lose access to their abilities, as above).

However, some character options can supply their own prerequisites. For instance, the Nar Demonbinder prestige class (Unapproachable East, p. 25) requires the ability to cast 4th level spells, but also provides the ability to cast 4th level spells.

Would the following sequence of steps be legal?

  • Qualify for Nar Demonbinder by obtaining some way of casting 4th level spells (say, 7 levels of Wizard)
  • Take your first level of Nar Demonbinder (thus being able to cast 4th level spells as a Wizard, but also different 4th level spells as a Nar Demonbinder)
  • Rebuild away your Wizard levels into something else, losing the 4th level spellcasting that you originally used to qualify for Nar Demonbinder
  • Keep your Nar Demonbinder abilities, because you still meet its prerequisites (by casting 4th level Nar Demonbinder spells)

Should the attributes of a class be part of the public interface even when they could break its methods?

As a minimal example, consider the following (in Python):

class Foo:     def __init__(self, bar):         # Assume bar is a valid at this point         self.bar = bar      def divide_by_bar(self, num):         return num / self.bar 

If the attribute bar is public, my understanding is that it is valid for the client to do something like:

>>> foo = Foo(1) >>> foo.bar = 0 >>> foo.divide_by_bar(2) Traceback (most recent call last):    ... ZeroDivisionError: division by zero 

We encountered a more complex version of this in our team and I suggested to make the attribute private, or read-only (or to consider the handling the exception). However, I got the reply that, since it is only used in one place in our code base, it is fine to leave it like that. I agreed to that, but I have noticed numerous examples of this practice in our code base and I am uncertain when should one be more strict with these cases. Should I ignore it until it is used in multiple places?

Could someone help me in writing a list of outcomes on a d20 to show what happenes to a player when attempting something?

I am a new DM, just started getting into the world of D&D. I am confused with the outcomes of a d20. Example, A player roles a d20 to check out a stone carving in the wall, she roles a 4. What would happen with this result? Does she trip over? Does she lose his shoe? Does a Goblin jump out of a bush behind her? I dont know how to dictate d20 outcomes without a list. Could someone please help me with a list of outcomes? Any help will be greatly appreciated.

Could I have some advice and be shown how to optimize some parts of my InventorySystem’s codebase?

I’m here looking for a review over my current code-base.

Please:

  • Ignore using namespace std; this is for educational purposes mostly so the usage of using namespace std; does not matter for this codebase as it’s a project thrown together for educational purposes.

  • Look at some parts of my code which I will point out below and if possible, look at the rest giving me feedback and telling me how to possibly improve/showing me.

In my InventorySystem, I have code which reads into a text-file that’s structured like so:

{ 123, A piece of cheese., 10.19, 4, }  { 321, A country flag, 10.00, 1, } 

Specifically, it has Packet.h’s structure which you can see below.

This code

string line, line2, line3, line4;         int num1;         double num2;         int num3;         while (getline(inFile, line)) {             getline(inFile, line);             line = line.substr(0, line.size() - 1);             num1 = stoi(line);             getline(inFile, line2);             line2 = line2.substr(0, line2.size() - 1);             getline(inFile, line3);             line3 = line3.substr(0, line3.size() - 1);             num2 = stod(line3);             getline(inFile, line4);             line4 = line4.substr(0, line4.size() - 1);             num3 = stoi(line4);             Packet importPacket(num1, line2, num2, num3);             inventorySystem.insert(importPacket);             getline(inFile, line);             getline(inFile, line);         }         inFile.close(); 

in the beginning of int main() in Inventory.cpp is supposed to read into it section by section. But looking at the code, as you can see it seems very clunky. Do you have any suggestions for improving it? Note that it tosses out the “,” seen at the end of every attribute so that it can read the id, description, price, partCount of Packet.h.

There’s also this part

else if (choice == 'a') {                 cout << "Archiving all the information." << endl;                 Sleep(1000);                 cout << "Archiving all the information.." << endl;                 Sleep(1000);                 cout << "Archiving all the information..." << endl;                 vector <Packet*> getPackets = inventorySystem.extract();                  bOutFile.open("C:\...Put_Your_Path_Here.dat", ios::out | ios::binary);                 for (int i = 0; i < getPackets.size(); ++i) {                     bOutFile.write((char*)&getPackets[i], sizeof(getPackets[i]));                 }                 bOutFile.close();             } 

for archiving to binary .dat purposes where I use the extract function on the binary search tree to grab all of its contents and put them into a vector for archiving into .dat purposes. I’m not sure if this is a good way of doing so. Could it be improved? I want to extract still so that I don’t have to write more code if possible. This code also uses pretty much the preorder traversal in order to extract contents of BST. It’s pretty repetitive. This code can be found in int main() at the if…choice “a.” Here’s how it executes from BST.cpp:

vector <Packet*> BST::extract() const {     vector <Packet*> result;      if (root != nullptr) {         extract(root, result);     }      return result; }  void BST::extract(const Node *p, vector <Packet*> &result) const {     if (p != nullptr) {         result.push_back(p->data);         extract(p->llink, result);         extract(p->rlink, result);     } } 

It’s recursive. That’s all. But if you can look at other parts of the codebase that’d be really great too!

This part for reference purposes:


Inventory.cpp:

#include <iostream> #include <string> #include <fstream> #include "windows.h"   #include "BST.h" #include "Packet.h"  using namespace std;  /*     PURPOSE: Process inventory information for a parts warehouse.     1. Read from txt. file used for storing information between sessions.         *Txtfile can be empty.     2. Pop up 5 choices in main menu: enter a new part to system, find and print data for a part when given the part ID number,     and find and modify data for a part when given the part ID number, copy all information to a binary archive file, and quit. */  int main() {     BST inventorySystem;     ifstream inFile("C:\...Put_Your_Path_Here.txt");     ofstream outFile;     fstream bOutFile;      if (!inFile) {         cerr << "ERROR: Unable to open the text file." << endl;     }     else {         string line, line2, line3, line4;         int num1;         double num2;         int num3;         while (getline(inFile, line)) {             getline(inFile, line);             line = line.substr(0, line.size() - 1);             num1 = stoi(line);             getline(inFile, line2);             line2 = line2.substr(0, line2.size() - 1);             getline(inFile, line3);             line3 = line3.substr(0, line3.size() - 1);             num2 = stod(line3);             getline(inFile, line4);             line4 = line4.substr(0, line4.size() - 1);             num3 = stoi(line4);             Packet importPacket(num1, line2, num2, num3);             inventorySystem.insert(importPacket);             getline(inFile, line);             getline(inFile, line);         }         inFile.close();           char choice = 'z';          while (choice != 'q') {             cout << "-----------------------------------------------------" << endl;             cout << "Program successfully loaded..." << endl;             cout << "Welcome to the main menu..." << endl;             cout << "-----------------------------------------------------" << endl;             cout << "N: Enter new part into the system >>" << endl;             cout << "F: Find a particular part >>" << endl;             cout << "A: Archive the information >>" << endl;             cout << "Q: Quit >>" << endl;             cout << "Input your choice: ";             cin >> choice;             choice = tolower(choice);              if (choice == 'n') {                 cout << "Enter the new part's I.D.: ";                 int partId = -1;                 cin >> partId;                 cin.ignore();; // Flushes the input stream and removes the new line(s) at the end of the stream for the upcoming getline.                 cout << "Enter a short description for this new part: ";                 string description = "";                 getline(cin, description);                 cout << "Enter the price of this new part: $  ";                 double price = 0.00;                 cin >> price;                 cout << "Enter how many parts the warehouse currently has: ";                  int partCount = 0;                 cin >> partCount;                  if (partId >= 0 && price >= 0 && partCount >= 0) {                     Packet packet(partId, description, price, partCount);                     inventorySystem.insert(packet);                     cout << "Attempted to enter the part into the SYSTEM." << endl;                 }                 else {                     cout << "One or more inputs are invalid. You will be prompted back to the menu. Please enter a valid input!" << endl;                     cout << "Usage: PartID should be greater than or equal to 0, price should be similar, and vice versa!" << endl;                 }             }             else if (choice == 'f') {                 cout << "Enter the part I.D. that you want to search the database for: ";                 int partId = -1;                 cin >> partId;                 Packet* getPacket = inventorySystem.search(partId);                  if (getPacket != nullptr) {                     cout << "{" << endl;                     cout << "I.D.: " << getPacket->getPartId() << endl;                     cout << "Description: " << getPacket->getDescription() << endl;                     cout << "Price: " << getPacket->getPrice() << endl;                     cout << "Part Count: " << getPacket->getPartCount() << endl;                     cout << "}" << endl;                 }                 else {                     cout << "ERROR: System could not find the following I.D. as part of the inventory system." << endl;                 }             }             else if (choice == 'a') {                 cout << "Archiving all the information." << endl;                 Sleep(1000);                 cout << "Archiving all the information.." << endl;                 Sleep(1000);                 cout << "Archiving all the information..." << endl;                 vector <Packet*> getPackets = inventorySystem.extract();                  bOutFile.open("C:\...Put_Your_Path_Here.dat", ios::out | ios::binary);                 for (int i = 0; i < getPackets.size(); ++i) {                     bOutFile.write((char*)&getPackets[i], sizeof(getPackets[i]));                 }                 bOutFile.close();             }         }          vector <Packet*> getPackets = inventorySystem.extract();          outFile.open("C:\...Put_Your_Path_Here.txt");         for (int i = 0; i < getPackets.size(); ++i) {             outFile << "{" << endl;             outFile << getPackets[i]->getPartId() << "," << endl;             outFile << getPackets[i]->getDescription() << "," << endl;             outFile << getPackets[i]->getPartCount() << "," << endl;             outFile << getPackets[i]->getPrice() << "," << endl;             outFile << "}" << endl << endl;         }         outFile.close();     }     system("pause"); } 

BST.h:

#pragma once  #include "Packet.h" #include <vector>  using namespace std;  class BST {     struct Node {         Node() : rlink(nullptr), llink(nullptr) {};         ~Node() {};          Packet *data;         Node *rlink, *llink;     }; public:     BST();     void insert(Packet &p);     void insert(Node *&p, Node *newNode);     Packet* search(int id);     vector <Packet*> extract() const;     void preorderTraversal() const;     void destroyTree();     ~BST(); private:     Node * root;     void destroyTree(Node *&p);     Packet* search(const Node *p, int id);     void extract(const Node *p, vector <Packet*> &result) const;     void preorderTraversal(const Node *p) const; }; 

BST.cpp:

#include "BST.h" #include <iostream>  BST::BST() : root(nullptr) {}  void BST::insert(Packet &p) {     if (search(p.getPartId()) == nullptr) {         Node *newNode = new Node;         newNode->data = new Packet(p);         insert(root, newNode);     }     else {         cout << "Insertion failed because such packet has already been found to exist." << endl;     } }  void BST::insert(Node *&p, Node *newNode) {     if (p == nullptr) {         p = newNode;     }     else if (p->data->getPartId() > newNode->data->getPartId()) {         insert(p->llink, newNode);     }     else {         insert(p->rlink, newNode);     } }  Packet* BST::search(int id) {     return search(root, id); }  Packet* BST::search(const Node *p, int id) {     if (p == nullptr) {         return nullptr;     }     else if (p->data->getPartId() == id) {         return p->data;     }     else if (p->data->getPartId() < id) {         return search(p->rlink, id);     }      return search(root->llink, id); }  vector <Packet*> BST::extract() const {     vector <Packet*> result;      if (root != nullptr) {         extract(root, result);     }      return result; }  void BST::extract(const Node *p, vector <Packet*> &result) const {     if (p != nullptr) {         result.push_back(p->data);         extract(p->llink, result);         extract(p->rlink, result);     } }  void BST::preorderTraversal() const {     if (root == nullptr) {         cerr << "There is no tree.";     }     else {         preorderTraversal(root);     } }  void BST::preorderTraversal(const Node *p) const {     if (p != nullptr) {         cout << p->data->getPartId() << " ";         preorderTraversal(p->llink);         preorderTraversal(p->rlink);     } }  void BST::destroyTree(Node *&p) {     if (p != nullptr) {         destroyTree(p->llink);         destroyTree(p->rlink);         delete p;         p = nullptr;     } }  void BST::destroyTree() {     destroyTree(root); }  BST::~BST() {     destroyTree(root); } 

Packet.h:

#pragma once #include <string>  using namespace std;  class Packet {     public:         Packet(int partId, string description, double price, int partCount) :              partId(partId), description(description), price(price), partCount(partCount) {}         int getPartId() const {return partId;}         string getDescription() const {return description;}         double getPrice() const {return price;}         int getPartCount() const {return partCount;}      private:         int partId;         string description;         double price;         int partCount; }; 

This application failed to start because it could not find or load the Qt platform plugin “wayland-egl”

Suddenly robo3t doesn’t start,

Error Message

usama@usama:~$   robo3t-snap This application failed to start because it could not find or load the Qt platform plugin "wayland-egl" in "".  Available platform plugins are: eglfs, linuxfb, minimal, minimalegl, offscreen, xcb.  Reinstalling the application may fix this problem. Aborted (core dumped) 

Help me with this issue.

How to fix “Could not find com.android.tools.build:gradle:4.6.”

Please help. I was creating a custom gradle on unity 2018.4.3f1. But my gradle file is showing this error:

CommandInvokationFailure: Gradle build failed. F:\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\OpenJDK\Windows\bin\java.exe -classpath “F:\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.6.jar” org.gradle.launcher.GradleMain “-Dorg.gradle.jvmargs=-Xmx4096m” “assembleRelease”

stderr[

FAILURE: Build failed with an exception.

  • What went wrong: A problem occurred configuring root project ‘gradleOut’.

    Could not resolve all artifacts for configuration ‘:classpath’.

    Could not find com.android.tools.build:gradle:4.6.0. Searched in the following locations:

     https://dl.google.com/dl/android/maven2/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.pom  https://dl.google.com/dl/android/maven2/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.jar  https://jcenter.bintray.com/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.pom  https://jcenter.bintray.com/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.jar  https://repo.maven.apache.org/maven2/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.pom  https://repo.maven.apache.org/maven2/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.jar  https://maven.fabric.io/public/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.pom  https://maven.fabric.io/public/com/android/tools/build/gradle/4.6.0/gradle-4.6.0.jar 

    Required by: project :

Tried every possible solution i can find on google and stackoverflow. but none of that worked.

App level gradle:

buildscript {     repositories {         google()         jcenter()         mavenCentral()         maven { url 'https://maven.fabric.io/public' }     }      dependencies {         classpath 'com.android.tools.build:gradle:4.6.0'         classpath 'io.fabric.tools:gradle:1.+'     } }  allprojects {     repositories {         google()         jcenter()         mavenCentral()          flatDir {             dirs 'libs'         }     } }  apply plugin: 'com.android.application' apply plugin: 'com.google.gms.google-services'  dependencies {     implementation fileTree(dir: 'libs', include: ['*.jar'])     implementation 'androidx.arch.core.core-runtime-2.0.0'     implementation 'androidx.asynclayoutinflater.asynclayoutinflater-1.0.0'     implementation 'androidx.browser.browser-1.0.0'     implementation 'androidx.coordinatorlayout.coordinatorlayout-1.0.0'     implementation 'androidx.core.core-1.0.0'     implementation 'androidx.cursoradapter.cursoradapter-1.0.0'     implementation 'androidx.customview.customview-1.0.0'     implementation 'androidx.documentfile.documentfile-1.0.0'     implementation 'androidx.drawerlayout.drawerlayout-1.0.0'     implementation 'androidx.fragment.fragment-1.0.0'     implementation 'androidx.interpolator.interpolator-1.0.0'     implementation 'androidx.legacy.legacy-support-core-ui-1.0.0'     implementation 'androidx.legacy.legacy-support-core-utils-1.0.0'     implementation 'androidx.lifecycle.lifecycle-livedata-2.0.0'     implementation 'androidx.lifecycle.lifecycle-livedata-core-2.0.0'     implementation 'androidx.lifecycle.lifecycle-runtime-2.0.0'     implementation 'androidx.lifecycle.lifecycle-viewmodel-2.0.0'     implementation 'androidx.loader.loader-1.0.0'     implementation 'androidx.localbroadcastmanager.localbroadcastmanager-1.0.0'     implementation 'androidx.print.print-1.0.0'     implementation 'androidx.slidingpanelayout.slidingpanelayout-1.0.0'     implementation 'androidx.swiperefreshlayout.swiperefreshlayout-1.0.0'     implementation 'androidx.versionedparcelable.versionedparcelable-1.0.0'     implementation 'androidx.viewpager.viewpager-1.0.0'     implementation 'com.google.android.gms:play-services-measurement-impl:17.0.0'     implementation 'com.google.android.gms:play-services-ads:18.0.0'     implementation 'com.google.android.gms.play-services-ads-18.0.0'     implementation 'com.google.android.gms.play-services-ads-base-18.0.0'     implementation 'com.google.android.gms.play-services-ads-identifier-17.0.0'     implementation 'com.google.android.gms.play-services-ads-lite-18.0.0'     implementation 'com.google.android.gms.play-services-basement-17.0.0'     implementation 'com.google.android.gms.play-services-gass-18.0.0'     implementation 'com.google.android.gms.play-services-measurement-base-17.0.0'     implementation 'com.google.android.gms.play-services-measurement-sdk-api-17.0.0'     implementation project(':answers')     implementation project(':beta')     implementation project(':crashlytics')     implementation project(':crashlytics-wrapper')     implementation project(':fabric')     implementation project(':fabric-init')     implementation project(':GoogleMobileAdsPlugin') }  android {     compileSdkVersion 28     buildToolsVersion '28.0.3'      compileOptions {         sourceCompatibility JavaVersion.VERSION_1_8         targetCompatibility JavaVersion.VERSION_1_8     }      defaultConfig {         minSdkVersion 16         targetSdkVersion 28         applicationId 'com.TheScorpii.PazPipes'         ndk {             abiFilters          }         versionCode 5         versionName '1.3'     }      lintOptions {         abortOnError false     }      aaptOptions {         noCompress = ['.unity3d', '.ress', '.resource', '.obb', 'crashlytics-build.properties']     }      signingConfigs {         release {             storeFile file('F:/PaziPipesKeystore.keystore')             storePassword 'pazipipesofsabbirealssas7727'             keyAlias 'pazi pipes'             keyPassword 'pazipipesofsabbirealssas7727'         }     }      buildTypes {         debug {             minifyEnabled false             useProguard false             proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt'             jniDebuggable true         }         release {             minifyEnabled false             useProguard false             proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt'             signingConfig signingConfigs.release         }     }      packagingOptions {         doNotStrip '*/armeabi-v7a/*.so'         doNotStrip '*/x86/*.so'     }      splits {         abi {             enable true             reset()             include 'armeabi-v7a', 'x86'             universalApk false         }     }      bundle {         language {             enableSplit = false         }         density {             enableSplit = false         }         abi {             enableSplit = true         }     } }  ext.abiCodes = ['armeabi-v7a': 1, 'x86': 3]  import com.android.build.OutputFile  android.applicationVariants.all { variant ->     variant.outputs.each { output ->         def baseAbiVersionCode = project.ext.abiCodes.get(output.getFilter(OutputFile.ABI))         if (baseAbiVersionCode != null) {             output.versionCodeOverride = baseAbiVersionCode * 100000 + variant.versionCode         }     } }   

This item could not be crawled because the repository did not respond within the specified timeout period

In SharePoint 2019 farm when I run full crawl below error keeps appearing in crawl log, I did below actions but still same error.

Error: The start address xxxx cannot be crawled. Context: Application ‘Search_Service_Application’, Catalog ‘Portal_Content’ Details: This item could not be crawled because the repository did not respond within the specified timeout period. Try to crawl the repository at a later time, or increase the timeout value on the Proxy and Timeout page in search administration. You might also want to crawl this repository during off-peak usage times. (0x80040d7b)

in ULS logs: object not found for (valueName = ServiceUser ProductKeyName = HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Office Server.0\Search)

Troubleshoot steps that I did: Given search account Full Permissions and content access account full read permissions from user policy of web application. Add Host Entry for web application in Crawl servers. Disable the Loop back check. Login with content acc account to servers and Internet Options>Connections>LAN settings. Uncheck ‘Automatically detect settings’.

Increase the timeout value on the Proxy and Timeout page in search administration. to 120 Seconds

What could prevent a revenant monster’s Vengeful Tracker feature from working?

As I continue my campaign with revenants (as I mention in this question), I’m having some trouble:

The BBEG of my campaign is being tracked by a group of revenants as well as the party, but knows only about the revenant’s group. He is searching for a method to prevent those revenants from knowing where he is (via the Vengeful Tracker feature).

My guess is that all the things that can prevent a revenant’s Vengeful Tracker feature from working could also be used to kill the revenant permanently, but I want to be sure, so I’m asking you all whether I am right.