Designing a turing machine based on a starting and ending point

Hello i am a self taught software developer i am trying to learn turing machine in depth , i came to a problem which i can not solve , can you please help me with the design of the turing machine, any hints or thoughts would be super helpful.

I am attaching an image because this question can not be outwritten with math symbols.turing machine question

X , W a standing for word over an alphabet * stands for empty shelf Arrows are indicators whether should go to right or left

Need help designing ER Diagram

I am not a database engineer, I am just getting started with designing data models.

A User registers to my application. My application has Funds that are predefined with an InvestmentStrategy. A user deposits cash into their account Bankroll. A user invests from their Bankroll into a Fund or multiple. A fund buys into Investments. A User selects Picks to guide the InvestmentStrategy. The InvestmentStrategy uses historical Pick evidence by User to determine which Investments to make. Investments have Results, which pay Users based on performance. A User can leave a Fund. A User can withdraw from their Bankroll. A InvestmentStrategy can also pay percentage of profit to User.

This leads to a wide array of circular relationships. I am having a hard time drawing an ER diagram describing the entities and relationships above. Does anyone have examples or suggestions for how to create their model? Thanks!

Why is no care put into designing high-quality software these days? [closed]

I have just come back from a nightmare. The nightmare consisted of me having previously installed PostGIS into my PostgreSQL database according to the installation instructions by PostGIS.

This made it live in the “public” schema, with all my stuff, polluting the functions and adding an internal table among mine.

With a lot of trouble, I finally was able to create a “PostGIS” schema, into which I reinstalled PostGIS, then recreated all the columns the “DROP CASCADE” had removed (because they used a PostGIS type).

Now, I started getting errors because internal queries made by PostGIS did not quote the schema, but simply took my “PostGIS” string and turned it into:

... FROM PostGIS.test = blabla 

Since this is invalid syntax, it failed. And I was forced to go through the ordeal of renaming the PostGIS schema into “postgis”, just so that their internal, broken queries would work.

But it doesn’t end there. Now I started getting other errors, because renaming the schema did not change all kinds of internal references, so it would still refer to “PostGIS” even though both the extension and the schema were now “postgis”…

I eventually (today) did it all over again from scratch and again recreated my columns manually and filled them up with all the data.

I see this all the time where software developers cut corners and don’t test their stuff for any other situation than what specifically they use/do, so whenever somebody does things differently (or, as I would call it: correctly!), they (the users) are the ones who suffer because of the developers’ ignorance/laziness.

And yes, I know it’s free software blabla, I didn’t pay for it so they can waste as much of my time and energy as they please, and I can “submit patches” to fix it (because I can’t wait to dig into their internal code and figure out how to make that change to fix their software…), etc. I’ve heard it all many times before. I know the excuses.

The fact remains that not only PostGIS but just about anything I ever use just breaks down immediately in horrible ways unless you use them in an extremely specific manner, and I hate this lack of care to “details”. In this case, I would say it’s a fundamental error to not properly quote identifiers such as schemas, table names and column names, but of course this will fall on deaf ears as any criticism of anything always does, no matter how warranted and serious.

Why roll a d6 when designing drugs?

I’m designing drugs, ’cause punk. (See Chapter 9: Drugs) I’ve chosen my effects, the drug’s strength, and possible even some side effects.

Now I choose my duration, which (if minutes or hours rather than turns) generates a multiplier to the drug’s difficulty. But that section includes the following:

When a drug is taken, roll 1D6+1 to determine the total amount of time the drug will remain active in the system:

1D10+1 turns……..x1

1D10+1 minutes……x2

1D10+1 hours……..x3

What am I rolling that 1D6 for?

(I suspect that two things are happening: the D10s in the table are typos and should be D6s, and the whole section’s badly written: trying to capture both how long the drug will last when administered and what difficulty multiplier is applied to the drug’s creation.)

Accessibility in video games, and designing for them

This is not a recent video (at least it was more than a year ago), but I was very fascinated to watch someone with vision impairment (as the result of cancer) playing a fighting game by listening to the sound effects. Actually, his name is Sven but probably better known as Blind Warrior Sven by his followers on social media.

If you are interested you can watch the relevant parts of the interview of Sven (but you should watch how he plays against a very accomplished opponent first) where he explains how he learnt to play from sound.

He explains that the most difficult part of learning how to play is when there are certain moves that the opponent makes where the sound is indistinguishable, which means that he is required to make a guess (hopefully an educated one) about what the opponent is doing and responding to it.

This has made me to think about accessibility issues when designing for games, and whether these elements are taken into account to ensure that people with specific ‘disabilities’ or physical impairments are still able to play and enjoy the game if they choose to do so.

Some of the points I have considered include:

  • Making events perceivable in visual, audio and tactile forms
  • Making response or input speed to events equal in visual, audio or tactile
  • Creating distinct or unique signatures in visual, audio and tactile events

What other examples have you seen and applied in PC, console and mobile games?

UPDATE: Microsoft has developed and shared some guidelines that help improve accessibility in game design

Designing an algorithm: arrange rectangles of varying sizes, in a pre-defined order, into an approximate box

– List of rectangles (height x width).
– Maximum width and height of result.

Arrange the rectangles, without changing the order of the list, to be as close to a square as possible. The items should go top down, left to right. If all items can’t fit within the width and height result, then ignore the max width.

Example 1: A list of squares: 1, 2, 3, 4, would be arranged as:

1 3 2 4 

Example 2: A list of squares, except #2 is a rectangle with twice the height:

1 3 2 4 2 5 

Example 3: A list of squares, except #2 is a rectangle with twice the width:

1   4 2 2 5 3   6 

Obviously the real applications are not that neat, and shouldn’t be expected to form perfect final results, just get as close as reasonably possible. Performance is not critical, but it can’t be terrible as this will be run every frame (so brute forcing is too much). “Reasonably close” results that capture the spirit are fine – if a human couldn’t immediately spot an improvement to be made it’s adequate.

Any thoughts are appreciated.

Best practices for designing layouts of highly configurable/customizable web applications

As the title says, I’m looking for best practices or guidelines on how to design highly configurable web applications.

We’re currently doing a complete redesign of our HR application and there isn’t a single screen without discussion about the issue of configurations possibilities. Customers love that they can tailor our platform to their needs; in fact it’s one of our main selling points. But how can you ensure an aesthetically pleasing layout when you don’t know the number of buttons that will be displayed, or how many options will be available. Or how complex the search masks will be…you get the idea.

Examples for configuration possibilites are:

  • QuickActions (one button per action)
  • QuickFilters (checkboxes that activate a set of filters tailored to your needs)
  • labels and images
  • visibility of certain functions or contents
  • etc.

Our current strategy is to make sure that the default configuration looks and feels good and we even validate our designs through user testing. However, since the possibilities of configuration are nearly endless, we can’t possibly test for all cases. We try to take extremes or corner cases into account but for “badly” or overly configured pages, we can’t ensure that the layout will still be alright.

Are there any best practices or design guidelines about how to ensure a minimum amount of usability and aesthetic? How are you coping with that kind of “fuzzyness” in your layout? Any experiences or ressources are highly appreciated!

Is Figma or Photoshop better for designing mobile apps and handing them off to development?

I’m a UI designer in a large organization. I’m using Figma to design an app and need to hand off the design to the developers, who are used to receiving Photoshop files and do not know Figma. I’m trying to push for Figma but want to know if developers can get what they need to build the app from Figma, or if I absolutely need to transfer everything into Photoshop and hand it off to them that way.