Godox V860II Guide Number at different zoom steps

Is there any specification for the Guide Number at different zoom steps for the Godox V860II flash? Some manufacturers make this information available. I couldn’t find this at the Godox website, nor I got any reply from their support page. If not, is there a way I can manually calculate the Guide Number decrease from 200mm to 20mm (this flash zoom coverage)? Thank you.

Smoothing random noises with different amplitudes

I have a function that returns a bounded noise. For example, let’s imagine that out input range is [-1, 1]. With my method I can return a bounded/in range noise (depending on the biome we are currently).

    /// <summary>     /// Converts the range.     /// </summary>     /// <param name="originalStart">The original start.</param>     /// <param name="originalEnd">The original end.</param>     /// <param name="newStart">The new start.</param>     /// <param name="newEnd">The new end.</param>     /// <param name="value">The value.</param>     /// <returns></returns>     public static float ConvertRange(         float originalStart, float originalEnd, // original range         float newStart, float newEnd, // desired range         float value) // value to convert     {         float scale = (newEnd - newStart) / (originalEnd - originalStart);         return (newStart + ((value - originalStart) * scale));     }      /// <summary>     /// Gets the bounded noise.     /// </summary>     /// <param name="value">The value.</param>     /// <param name="meanHeight">Height of the mean.</param>     /// <param name="amplitude">The amplitude.</param>     /// <returns></returns>     // [InRange(-.5f, .5f)] && [InRange(0, 1)]     public static float GetBoundedNoise(float value, float meanHeight, float amplitude)     {         return Mathf.Clamp01(ConvertRange(0, 1, -amplitude, amplitude, ConvertRange(-1, 1, 0, 1, value)) + (meanHeight + .5f));     } 

Check this to understand what is mean height and amplitude: https://i.gyazo.com/9dc9cbe949f82d7342d7778e904563de.mp4

Note: Noise value is given by FastNoise library. (You can see it on Github)

The problem is that there is an height unmatch on each region border:

Normal region:


Noised region:


Black pixel is equal to y=0, and white pixel to y=1. (You can ignore yellow pixels)

But as you can see, there is diffent biomes with different amplitudes and mean heights (Water, Grass, Grass, DryGrass, Asphalt).

I have tried gaussian convolution, but there is a problem: Too many iterations for CPU (it would be optimal to be executed in GPU).

Why? Well, I apply a gaussian convolution for each region border pixel (I have an optimized method to get that). Imagine we get 810k points. And apply a convolution foreach pixel has 81 iterations (to get the mean of heights from that portion). But this is only for one pixel, now we have to do the mean for another 81 pixels (9×9) or 25 pixels (5×5) or whatever.

There are (in the best case) 1,640,250,000 iterations to do (to get a very small smoothed grid around each region border).

You can see my old code for this:

            // Smothing segments              //var kernel = Kernels.GAUSSIAN_KERNEL_9;              //int kernelSize = kernel.GetLength(0);              //if (pol != null && !pol.Segments.IsNullOrEmpty())             //    foreach (Segment segment in pol.Segments)             //    {             //        int d = segment.Distance;              //        for (int i = 0; i <= d; ++i)             //        {             //            Point p = (Vector2)segment.start + segment.Normal * d;              //            //if (d % kernelSize == 0) // I tried to get less itwrations by checking if the current d modulus from kernelSize was 0. But no luck.             //            Filters<Color32>.ConvolutionAtPoint(mapWidth, mapHeight, p.x, p.y, target, kernel, 1, pol.Center.x, pol.Center.y, true);             //        }             //    }             //else             //{             //    if (pol == null)             //        ++nullPols;             //    else if (pol != null && pol.Segments.IsNullOrEmpty())             //        ++nullSegments;             //} 

++ are debug counters, ignore them.

And Convolution at Point does the following:

     private static void ConvolutionAtPointFunc(int width, int height, T[] source, params object[] parameters)     {         float[][] kernel = (float[][])parameters[0];         int kernelSize = kernel.Length;         int iteration = (int)parameters[1];          int _x = (int)parameters[2];         int _y = (int)parameters[3];         int xOffset = (int)parameters[4];         int yOffset = (int)parameters[5];         bool withGrid = (bool)parameters[6];          for (int ite = 0; ite < iteration; ++ite)         {             Color c = new Color(0f, 0f, 0f, 0f);              for (int y = 0; y < kernelSize; ++y)             {                 int ky = y - kernelSize / 2;                 for (int x = 0; x < kernelSize; ++x)                 {                     int kx = x - kernelSize / 2;                      try                     {                         if (!withGrid)                         {                             c += ((Color)(dynamic)source[F.P(_x + kx + xOffset, _y + ky + yOffset, width, height)]) * kernel[x][y];                             ++FiltersDebug.convolutionIterations;                         }                         else                         {                             for (int i = 0; i < 81; ++i)                             {                                 int __x = i % 9,                                     __y = i / 9;                                  c += ((Color)(dynamic)source[F.P(_x + __x + kx + xOffset, _y + __y + ky + yOffset, width, height)]) * kernel[x][y];                                 ++FiltersDebug.convolutionIterations;                             }                              source[F.P(_x + kx + xOffset, _y + ky + yOffset, width, height)] = (dynamic)c;                         }                     }                     catch                     {                         ++FiltersDebug.outOfBoundsExceptionsIn;                     }                 }             }              if (!withGrid)                 try                 {                     source[F.P(_x + xOffset, _y + yOffset, width, height)] = (dynamic)c;                 }                 catch                 {                     ++FiltersDebug.outOfBoundsExceptions;                 }         }     } 

As you can see very unoptimized. The code is from this: http://wiki.unity3d.com/index.php/TextureFilter

I can’t imagine any other way to do this approach. The best I could imagine to do this, is to do draw a perpendicular line (perpendicular to the current segment (I have a util to get edges of a polygon (segment is formed by a start point and an end point where segment start = current edge and segment end = previous edge))) (with a mean noise for each point in the line). But there is also a problem:


There is a gap (marked with yellow) between segments with a obstuse projection. And an overlapped noise gradient on segments with sharp projection.

Another approach I realized is to get an gradient contour from all region borders that need it.

Something like that:


I also saw Cuberite implementation (http://cuberite.xoft.cz/docs/Generator.html#heightgen):

But I don’t understand this part, and if I can extract something from this:

If we take the area of 9×9 biomes centered around the queried column, generate height for each of the biomes therein, sum them up and divide by 81 (the number of biomes summed), we will be effectively making a 9-long running average over the terrain, and all the borders will suddenly become smooth. The following image shows the situation from the previous paragraph after applying the averaging process.

Note: I already created a distorted voronoi function to get the current biome at a terrain point (following this guide, but I don’t fully understand what to do, because I don’t understand this approach and I neither can see any code relative to this text).

But I don’t where to start and neither how to resolve problem with an optimized algorithm. Also, I don’t know what to research. So I have a problen, by this reason, any help is welcome.

How to use different structure of a Drupal theme on different pages

Block region Demonstration of Drupal 8 W3CSS Theme

The picture shows the block region demonstration of a Drupal theme that I am using.

I am new to Drupal.

As the structure is given, I want to use different structure in different pages of my site. Say, at home page I want to use all the block regions Left Sidebar, Content and Right Sidebar. But for another page(one of the main navigation) I only want to use one of the sidebars with content and leave other sidebar. Also I want to add custom blocks at various regions on different pages.

Is this possible? If yes, how should I do it?

if value is >65 transfer to different DB


I tried the link above but receiving a syntax error, my is easier then that one.
I have datetime, temperature, and humidity written in a table called tempdata.
I would like to have trigger that if value is above 65 for temperature (float), write to a different table or database called test.
Then email out when test is modified.

I have phpmyadmin 4.5.4
mysql ver 14.14 distrib 5.7.20
python 2.7.12
Ubuntu mate 1.16.2
Gnome 2
Raspberry pi…

if value is >65 transfer to different DB

many different kinds of vegetation vital progenix Australia

hat are known libido enhancers or energy enhancers. Among them are Maca, Catuaba, Muira puama, and Asian ginseng, which are some of the vital progenix Australia strongest natural therapies available for vital progenix Australia growth nowadays. Many of the ingredients are rare and found only in certain parts of the world. For example, Catuaba and Muira puama are types of shrub waste found in deep Brazilian forests. These components…

many different kinds of vegetation vital progenix Australia

Object pooling of different tpyes of agents (Mobile Game) in Unity

The mobile game I am developing consists of one to four players and different agents that are being spawned and act in their own way. All those Agents (Car, Animal and Powerup) derive from the same base class ‘Agent’ which in turn has a field called ‘rank’ which represents something like ‘low’, ‘medium’ and ‘high’. So an agent with rank ‘high’ will look and behave different than one being tagged ‘low’.

The thing is – the ‘rank’ of the agent is determined at random. The max count of agents active simultaneously is known but this number is not in regard to their ‘rank’. When objectpooling, this would lead to the follwing case:

There’s a max agent count of, say, 6. This would require 6 instances of each agent with rank ‘low’ to ‘high’ to be created, altough some of those instances would never even be used.

So my idea was to create only 6 gameobjects holding the components that each agent requires and use reflection to set the components fields according to the type. The problem is that some compoents which are unique to rank and type would need to be added and removed at runtime.

What solution would be better in terms of runtime and memory performance?

Recreate Vector Character with Different Poses ($100+)

I would like several different poses for this character at $ 20 each – https://i.imgur.com/8QmJRkP.png

Important: I'm just looking for someone to submit a rough sketch of a pose/emotion from this character. The winner will win all poses listed below. I am more or less looking for artistic talent to recreate this character with various poses. The character/style must obviously look exactly like the image.

Poses and emotions that would be recreated upon choosing the winning…

Recreate Vector Character with Different Poses ($ 100+)

Is it possible for two cars to leave an origin at different times and arrive at the destination at the same time?

Alice and Bob both live in point A. Both work in point B.

Every morning, the time it takes to get from A to B, starts at value X, goes up (with rush hour) to Y and then back to X.

Alice and Bob want to see if they can leave at different times in the morning and arrive at the same time. Assume that both drive the highest speed they can give the traffic, and no more than the speed limit.

Can you prove if they can, or cannot? If they can, when?

Search Console Showing different data on different devices for same project [duplicate]

This question already has an answer here:

  • Google Analytics is displaying different data when accessed from different devices 1 answer

I just checked my search console for same project on different devices. It is showing different data on different. Check the screenshots below. Can anyone tell me what’s happening? enter image description here enter image description here