Can I use Fast Hands to draw something from a magic item?

My DM gave me a magic little bag that has the description:

Someone holding the pouch could reach into it and speak the name of any type of nonmagical seasoning—salt, pepper, saffron etc.—and produce enough of that seasoning to apply to a single meal. This power could be used up to ten times until the pouch recovered its magic at the next dawn.

I’ve read that you can’t use an object that requires an action to use/activate, but that item does not require an action (and don’t need to get activated neither) and we’ve ruled it produces enough for a single meal, but does not requires to be applied on a meal. Wich means it’s basically the same thing as taking an item from a Bag of Holding.

I wanted to be able to draw pepper as an action and a bonus action, that way I would be able throw pepper in someone’s eyes on my next turn.

Draw circle OpenGL 3.3

How do I draw a perfect/smooth circle using OpenGL 3.3 and GLSL? I can only find old OpenGL tutorials or ones that have a blocky circle. I would also like to be able to resize the circle to become an oval, but that is not my highest priority.

How many lines can I draw for four-points-only-lines on a plane, given N points in total?

Given N points on a plane, you are drawing straight lines that cross precisely 4 points per line. How many lines at maximum can you draw? For simplicity, let’s assume there are 20 points, then what is the result?(Answer with pics would be nice) Can it be generalized to N points for which we are able to write an algorithm?

best method to draw in android studio games

After several tries to draw my player, enemy object in my game, I often face a problem rendering either because the method cannot be resolved or because

I have a player and enemy classes both extend Sprite class. First, I tried representing them as Bitmaps, after that as drawables:

drawable player=getResources().getDrawable(R.drawable.player);

and then I would set bounds and use player.draw(canvas)…

What is , from your experience, the most efficient way to display moving objects in the game screen.

How do i draw sprite on fixture position?

b2BodyDef bd;     bd.position.Set(1700 / sfdd::SCALE, 150 / sfdd::SCALE);     bd.type = b2_dynamicBody;     b2PolygonShape squareShape;     squareShape.SetAsBox(70 / sfdd::SCALE, 13 / sfdd::SCALE);     m_body1 = m_world->CreateBody(&bd);     m_body1->CreateFixture(&squareShape, 100);     squareShape.SetAsBox(38 / sfdd::SCALE, 16 / sfdd::SCALE,b2Vec2(-54/sfdd::SCALE,-30/sfdd::SCALE),90*DEGTORAD);     m_body1->CreateFixture(&squareShape, 20);      squareShape.SetAsBox(30 / sfdd::SCALE, 10 / sfdd::SCALE, b2Vec2(60 / sfdd::SCALE, -20 / sfdd::SCALE), 90 * DEGTORAD);     m_body1->CreateFixture(&squareShape, 100); 

Starting with an initially empty AVL-tree, draw the resulting AVL-tree after insertion

Starting with an initially empty AVL-tree, draw the resulting AVL-tree after inserting the following elements one after another. 50, 70, 30, 10, 20, 15.

I’m not sure if I am doing it correctly since I am new to AVL trees. Do I rotate if there’s an inequality after the insertion or do I insert everything then only rotate the AVL tree?

Here’s my attempt:

  1. First I insert 50, 70, 30, 10, 20.
      50       /  \     30  70     /    10     \      20 

Then I realise there’s an imbalance so I do a rotation and get

      50       /  \     20  70    /  \   10  30 

There’s one more element to insert which is 15. so, I insert it into the tree

      50       /  \     20  70    /  \   10  30    \     15 

and there’s an imbalance again. So I rotate it

      20      /   \   10    50     \   / \     15 30  70 

My question here is do I insert everything then only rotate or rotate whenever there’s an imbalance while inserting? I did the latter. May I know if my approach is correct? I’m new to AVL trees. Thank you