Admin Menu doesn’t slide out and configuration menue doesn’t open. Also buttons not working

Preconditions (*)

  1. Magento 2.3.1
  2. Ubuntu 18.04.2 LTS
  3. PHP 7.2.17

Working in dev environment and and enabled few optimization parameters which made admin panel inaccessible and buttons were don’t appear correct with proper text , appears shrinked. Admin panels don’t draw out even if does then none of the buttons registers a click and hence I’m not able to change the configurations back. Steps to reproduce (*)

I was trying to speed up my webstore but it created a havoc.

1.Enable JS minify/merge/bundling 2.Enable CSS minify/merging 3.Enable Html minify 4.Enable Embedded Translation Mode for JS translation strategy. 

Tried changing back

1.Enable JS minify/merge/bundling 2.Enable CSS minify/merging 3.Enable Html minify. 

but no avail.

macOS Mojave doesn’t mount external DVD drive

No DVD appears on my desktop. Disk Utility lists it but fails to mount it.

$   diskutil list ... /dev/disk2 (external, physical):    #:                       TYPE NAME                    SIZE       IDENTIFIER    0:                            FREE_SOLO              *4.6 GB     disk2  $   diskutil mount readOnly disk2 Volume on disk2 failed to mount; if it has a partitioning scheme, use "diskutil mountDisk" If the volume is damaged, try the "readOnly" option 

Variable from class doesn’t show in editor

this may be another beginner question. I have a simple data holding script and want to pass one variable from it as parameter to a function. But in the editor it only shows me the script name, not the option of any variable. What attribute or change do I need to make to make the variable visible for selection? (Passing the whole object works, but I don’t like the parsing of the object inside the called method and would just to pass the parameter directly) Picture for easier understanding.

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didBegin function doesn’t run and won’t execute

This entire code is written in Swift v5. I’m trying to make a cowboy/gunslinger game. I need a collision between the projectile (coming from the first cowboy) to hit the second cowboy. However, the didBegin function isn’t being run/called.

I’ve tried messing with the physics bodies, by using code from previous games with no prevail.

showPhysics = true.

Physics Category:

struct PhysicsCategory {     static let none              :UInt32 = 0     static let cowboy1Physics    :UInt32 = 0x1 << 1     static let cowboy2Physics    :UInt32 = 0x1 << 1     static let projectile1Physics:UInt32 = 0x1 << 0     static let projectile2Physics:UInt32 = 0x1 << 0 } 

Fire Bullet1 :

func fireProjectile1() {     let projectile1 = SKSpriteNode(imageNamed: "bullet1")     projectile1.position = cowboyNo1.position     projectile1.position.x += 5     projectile1.size = CGSize(width: projectile1.size.width / 4,           height: projectile1.size.height / 4)     self.addChild(projectile1)     projectile1.physicsBody = SKPhysicsBody(rectangleOf: projectile1.size )     projectile1.physicsBody?.isDynamic = true     projectile1.physicsBody?.categoryBitMask = PhysicsCategory.projectile1Physics     projectile1.physicsBody?.contactTestBitMask = PhysicsCategory.cowboy2Physics     projectile1.physicsBody?.collisionBitMask =  PhysicsCategory.none     projectile1.physicsBody?.usesPreciseCollisionDetection = true        projectile1.zPosition = 1     var actionArray = [SKAction]()      actionArray.append(SKAction.move(to: CGPoint(x: size.height + 1500, y: cowboyNo1.position.y), duration: TimeInterval(1.5)))     actionArray.append(SKAction.wait(forDuration: 1))     actionArray.append(SKAction.removeFromParent())     print("fire")   } 

Cowboy2 Physics:

func createCowboyNo2() {     cowboyNo2.position = CGPoint(x: 1800, y: 200)     cowboyNo2.zPosition = 1     cowboyNo2.size = CGSize(width: cowboyNo2.size.width / 2, height: cowboyNo2.size.height / 2)      // Cowboy2 physics     cowboyNo2.physicsBody = SKPhysicsBody(rectangleOf: cowboyNo2.size) // 1     cowboyNo2.physicsBody?.isDynamic = true // 2     cowboyNo2.physicsBody?.categoryBitMask = PhysicsCategory.cowboy2Physics // 3     cowboyNo2.physicsBody?.contactTestBitMask = 2 // 4     cowboyNo2.physicsBody?.collisionBitMask = PhysicsCategory.none     cowboyNo2.physicsBody?.usesPreciseCollisionDetection = true     physicsWorld.gravity = .zero     addChild(cowboyNo2)  } 


func didBegin(_ contact: SKPhysicsContact) {     // 1     var firstBody:SKPhysicsBody     var secondBody:SKPhysicsBody     print("test")     if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{         firstBody = contact.bodyA         secondBody = contact.bodyB         print("contact body's")     }     else{         firstBody = contact.bodyB         secondBody = contact.bodyA         print("more contact bodys")     }     if (firstBody.categoryBitMask & PhysicsCategory.projectile1Physics) != 0 && (secondBody.categoryBitMask & PhysicsCategory.cowboy2Physics) != 0{         projectileDidCollideWithCowboy2(nodeA: firstBody.node as! SKSpriteNode, nodeB: secondBody.node as! SKSpriteNode)         print("remove child")     } 

DidCollideWithCowboy function:

func projectileDidCollideWithCowboy2(nodeA: SKSpriteNode, nodeB:     SKSpriteNode) {     print("hit")     nodeA.removeFromParent()     nodeB.removeFromParent()     score1 += 1 } 

The expected output is for the bullet to be removed and for the console to print “test”, but nothing is being printed. The projectile is firing and going straight past the cowboy. It seems as if the didBegin function isn’t being called at all in the code when it should be running.

Nextcloud Snap Page Doesn’t Display After Installing Apache2?

I recently installed apache2 (Cannot Start Apache2?) after temporarily disabling nextcloud, performing the installation and then re-enabling nextcloud with sudo snap enable nextcloud.

I can see the Apache default page when I type in my domain address let’s

I’m following this tutorial:

in it, it calls for the snap version of nextcloud to be installed (Which I did), and I performed some minor user configuration.

When I type in though, I get the apache page and not the nextcloud page.

The nextcloud page showed up previously when I typed in, but it’s gone after the apache2 install.

What steps would be further required to properly configure Nextcloud from here?

Woocommerce doesn’t cancel orders on hold

I Need to cancel the on-hold orders in a certain scenario after 4 hours from creating the order.

Example: 2 Customers

1st Customer Make Order at 5:00 PM so its on-hold status ( i want it to be canceled after 4 hours from the creation date of the order if he didn’t pay so it has to be canceled on 9:00 PM )

2nd Customer Make Order at 5:37 so Its on-hold status ( i want it to be canceled after 4 hours too from the creation date of the order if he didn’t pay so it has to be canceled on 9:37 )

I want it to cancel the orders immediately after each order is expired after 4 hours from the creation date of the order separately not as a cron job to work each 4 hours so in the previous example if the cron event starts at 6:00 PM and will run each 4 hours so the first customer order will expire on 10:00 PM and the 2nd will expire on 10:00 PM too.

I have tried the solution here

but couldn’t make it expire after 4 hours as its defined in days only, also didn’t know which answer of them is the best for me scenario to run for each order to be canceled separately after 4 hours from the creation date not as a cron event,

I used many of the solutions mentioned in the related question above but only that works the first answer as i remember which is when admin/shop manager visits the orders page .. i need it to be done automatically without any actions from humans.

Here is my code in the plugin to cancel the orders

<?php   function ash2osh_faw_get_unpaid_submitted() {                 global $  wpdb;           $  options = get_option('woocommerce_' . ASH2OSH_FAW_PAYMENT_METHOD . '_settings');         $  expire_hours =  $  options['unpaid_expire'];         if(!trim($  expire_hours)){             $  expire_hours='48';         }         $  unpaid_submitted = $  wpdb->get_col( $  wpdb->prepare( "                 SELECT posts.ID                 FROM {$  wpdb->posts} AS posts                 WHERE posts.post_status = 'wc-on-hold'                 AND posts.post_date < %s         ", date( 'Y-m-d H:i:s', strtotime('-'.$  expire_hours.' hours') ) ) );           return $  unpaid_submitted; }  function ash2osh_faw_wc_cancel_unpaid_submitted() {                 $  unpaid_submit = ash2osh_faw_get_unpaid_submitted();          if ( $  unpaid_submit ) {                                 foreach ( $  unpaid_submit as $  unpaid_order ) {                                                 $  order = wc_get_order( $  unpaid_order );                         $  cancel_order = True;                          foreach  ( $  order->get_items() as $  item_key => $  item_values) {                                                                 $  manage_stock = get_post_meta( $  item_values['variation_id'], '_manage_stock', true );                                 if ( $  manage_stock == "no" ) {                                                                                 $  payment_method = $  order->get_payment_method();                                                                                 if ( $  payment_method == "cheque" ) {                                                 $  cancel_order = False;                                         }                                 }                                                         }                         if ( $  cancel_order == True ) {                                 $  order -> update_status( 'cancelled', __( 'Unpaid submission expired after hours set in payment plugin options.', 'woocommerce') );                         }                 }         }         } add_action( 'woocommerce_cancel_unpaid_submitted', 'ash2osh_faw_wc_cancel_unpaid_submitted' );//for customization purposes 

This third solution here: is tested and works fine: BUT i want it to be canceled when the order is on-hold status not completed/processing and to be canceled if its passed 4 hours after the order creation date and this to be scheduled and run each 30 min not daily

React component doesn’t render in Meteor app

I am writing my first meteor/react app. I had made a custom router but then decided it was better to use the react-router package.

I have a very simple template but, for some reason, it doesn’t render. When I run the app, I just see a blank page.

Here is the full code for my component:

import React, { Component } from 'react';  export default class Connect extends Component {   render() {     return (       <h1>Here is the connect page!</h1>     );   } }  

Here is my router.js:

import React from 'react'; import { Router, Route, Switch } from 'react-router'; import createBrowserHistory from 'history/createBrowserHistory'  import {Home} from '../home/home.js' import {Login} from '../login/login.js'; import {Connect} from '../connect/connect.js';  const browserHistory = createBrowserHistory();  export const renderRoutes = () => (   <Router history={browserHistory}>     <Switch>       <Route exact path="/" component={Home}/>       <Route exact path="/login" component={Login}/>       <Route exact path="/connect" component={Profile}/>       <Route component={NotFoundPage}/>     </Switch>   </Router> ); 

And here is main.js:

import React, { Component } from 'react'; import { Template } from 'meteor/templating'; import { ReactiveVar } from 'meteor/reactive-var'; import { renderRoutes} from './lib/router.js';  export default class App extends Component {    render() {     return (       <head>         <title>myapp</title>       </head>     );   } } 

I don’t see any error messages when I run the application. Any help is appreciated!

DSolve Doesn’t Return a Solution or Error

DSolve is not returning anything other than the original expression on

DSolve[{z''[s] +      2/(R^2 - z[s]^2 - y[s]^2) (z[s]*z'[s]^2 + 2*y[s]*y'[s] z'[s] -         z[s] y'[s]^2) == 0,    y''[s] + 2/(R^2 - z[s]^2 - y[s]^2)*(y[s]*y'[s]^2 +         2*z[s]*z'[s]*y'[s] - y[s]*z'[s]^2) == 0}, {z[s], y[s]}, s] 

Am I doing something wrong or is this differential equation too difficult?

Does a multiclass Sorcerer/Wizard have something that a single-class Wizard or Sorcerer doesn’t have?

I have a character concept (for roleplaying reasons primarily) of a Sorcerer who started to study the Arcane in an intellectual way and gained a few levels as a Wizard. He is Sorcerer 3 / Wizard 3 now.

However, when he multiclassed into a Wizard, he didn’t get new proficiencies, and he already had the Spellcasting feature. Hence the question – mechanically speaking, would he have something unavailable for a pure Sorcerer 6 or a pure Wizard 6, any advantage from the class combination itself?

Answer criteria:

I want to find at least one thing, that Sorcerer/Wizard can do and neither Sorcerer nor Wizard can. For example, a Fighter/Wizard hybrid can cast spells in armor (neither Fighter nor Wizard can do that) or cast two spells in one turn. But a Sorcerer/Wizard?