The program to draw Hello I need the code from draw O and put in draw H to make a R

from turtle import *

def move_turtle(): #Pick up the turtle and move it to its start. penup() goto(-200, 100) pendown()

def draw_H(): # Draw the left leg of the H. # The turtle starts at the bottom left of the letter, pointing right. left(90) forward(100) # Draw the bar of the H. # The turtle starts at the top of the left leg, pointing up. forward(-50) right(90) forward(50) # Draw the right leg of the H. # The turtle starts on the right side of the bar, pointing right. left(90) forward(50) forward(-100) right(90) # The H is drawn. # The turtle is at the bottom right, pointing right.

def draw_space(): # Add a space 30 pixels wide. penup() forward(30) pendown()

def draw_E ():

Draw an E.

left(90) forward(100) right (90) forward (50) forward (-50) right (90) forward (50) left(90) forward (50) forward (-50) right (90) forward(50) left(90) forward(50) 

def draw_L():
# Draw an L. left(90) forward(100) forward(-100) right(90) forward(50)

def draw_O(): # Draw an o. forward(50) left(90) forward(100) left(90) forward(50) left(90) forward(100) left(90) forward(50) “newline()” “draw_newline()”

will move turtle to second line

penup() goto(-200,-50) pendown()

def draw_W(): # Draw an W. forward(100) right(25) forward(100) right(25)

def draw_O(): # Draw an o forward(50) left(90) forward(100) left(90) forward(50) left(90) forward(100) left(90) forward(50)

move_turtle() draw_H() draw_space() draw_E() draw_space() draw_L() draw_space() draw_L() draw_space() draw_O()

How does it work when the Deck of Many Things activates at once, but you draw Donjon?

The deck of many things states

If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

For example: You declare that you will draw 3 cards
You draw your first and say its something good.
You then fail to draw your next one in an hour and the whole deck unleashes on you.

How does that “whole deck unleashes at once” feature work with the Donjon and the Void card(s)?

Does it just trigger last or would you be able to use one of the other cards to wish yourself out of the Donjon (or Void), or drawing finished anything altogether, since it states the whole deck unleashes “all at once?”

The Void and the Donjon cards (where you are trapped and the result is that “you draw no more cards”), if drawn before you’ve drawn the full number of cards, would seem to trigger the “all at once” result once the hour is up.

How much memory can a Mesmerized subject draw upon?

It’s been established that in this edition, you can’t Mesmerize someone into recalling things for you; if you say, “Tell me your mother’s maiden name,” what you get is “Your mother’s maiden name.” But it’s also clear that you can use what memories you have to accomplish a task; if I say, “Go to the ATM, withdraw $ 2000 dollars, and bring it to me,” that’s something that can happen — even though they’d need to remember their ATM code to do it. (This was demonstrated when, in the third episode of the L.A. by Night livestream, Victor Temple is unable to compel the reporter to say what he knew about the car theft, but he was able to command him to go get his notebooks and bring them to the club.)

So, if I Dominate someone to “sing the Star-Spangled Banner,” presuming they know the song, do they do so? Or do they struggle to harmonize on the phrase, “The Star Spangled Banner”? In broader terms, what is a good guideline for what the power of Mesmerism can and cannot accomplish in Vampire: the Masquerade 5th Edition?

How to draw a rectangle manually in html without canvas?

Canvas is used for drawings

In the given photo, I used canvas for drawings; however, I would like to do it by an another way because I want to created rectangles be draggable and give ids to created rectangles. For example, If I used div instead of canvas, I could not manually draw the rectangles like in the photo. Maybe, there is a way but I don’t know it. When I searched this subject, most of the people use paper.js, etc. but it is just useful in resize or drag&drop; therefore, I did not want to use these.

function lettersOnly(input) {   var regex = /[^a-z]/gi;   input.value = input.value.replace(regex, ""); }  jQuery(document).ready(function($  ) {    //Canvas   var canvas = document.getElementById('canvas');   var ctx = canvas.getContext('2d');    //Variables   var canvasOffset = $  ("#canvas").offset();   var canvasx = canvasOffset.left;   var canvasy = canvasOffset.top;   var last_mousex = 0;   var last_mousey = 0;   var mousex = 0;   var mousey = 0;   var mousedown = false;   var shapes = [];   var width;   var height;   // make var col a global variable   var col = "black";   var ad = "";    //Mousedown   $  (canvas).on('mousedown', function(e) {     last_mousex = parseInt(e.clientX - canvasx);     last_mousey = parseInt(e.clientY - canvasy);     mousedown = true;   });    //Mouseup   $  (canvas).on('mouseup', function(e) {     const lastPos = {       lastMouseX: last_mousex,       lastMouseY: last_mousey,       rectWidth: width,       rectHeight: height,       // save the color of the rect       color: col,       name: ad     };     shapes.push(lastPos);     mousedown = false;   });    //Mousemove   $  (canvas).on('mousemove', function(e) {     mousex = parseInt(e.clientX - canvasx);     mousey = parseInt(e.clientY - canvasy);      if (mousedown) {       ctx.clearRect(0, 0, canvas.width, canvas.height);       width = mousex - last_mousex;       height = mousey - last_mousey;       col = $  ("#color").val();       ad = $  ("#name").val();       if (shapes.length > 0) {         for (var i in shapes) {           // for every shape in the shapes array beginPath           ctx.beginPath();           //set the color of the stroke           ctx.strokeStyle = shapes[i].color;           //draw the rect           ctx.rect(shapes[i].lastMouseX, shapes[i].lastMouseY, shapes[i].rectWidth, shapes[i].rectHeight);           ctx.fillText(shapes[i].name, shapes[i].rectWidth - shapes[i].lastMouseX, shapes[i].rectHeight - shapes[i].lastMouseY);           ctx.stroke();          }       }       //for the new rect beginPath       ctx.beginPath();       ctx.rect(last_mousex, last_mousey, width, height);       ctx.strokeStyle = col;       ctx.lineWidth = 3;       ctx.fillText(ad, 100, 100);       ctx.stroke();      }     $  ('#output').html('Current Coordinate: ' + mousex + ', ' + mousey + '<br/>Last Coordinate: ' + last_mousex + ', ' + last_mousey);    }); });
.topnav {   background-color: #333;   overflow: hidden; }   /* Style the links inside the navigation bar */  .topnav a {   float: left;   color: #f2f2f2;   text-align: center;   padding: 14px 16px;   text-decoration: none;   font-size: 14px; }   /* Change the color of links on hover */  .topnav a:hover {   background-color: #ddd;   color: black; }   /* Add a color to the active/current link */  .topnav a.active {   background-color: #4CAF50;   color: white; }  #color {   border: 1px solid black;   font-family: 'Times New Roman', Times, serif;   font-size: 14px;   margin: auto;   padding: 0;   position: absolute;   top: 0;   left: 45%;   right: 0;   text-align: center; }  #name {   border: 1px solid black;   font-family: 'Times New Roman', Times, serif;   font-size: 14px;   margin: auto;   padding: 0;   position: absolute;   top: 0;   left: 45%;   right: 0;   text-align: center; }  .submit {   border: 1px solid black;   margin: auto;   padding: 0;   width: 70px;   height: 30px;   position: absolute;   top: 0;   left: 0;   right: 0;   font-family: 'Times New Roman', Times, serif;   font-size: 14px;   text-align: center; }  #canvas {   cursor: crosshair;   background-image: url("kroki2v3.png");   background-repeat: no-repeat;   background-size: contain;   padding: 0;   margin-left: 210;   margin-top: 160;   position: static;   display: block; }  #output {   font-family: 'Times New Roman', Times, serif;   font-size: 14px;   top: 19%;   left: 46%;   position: absolute; }
<html>  <head>   <meta charset="utf-8" />   <script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script> </head>  <body>   <div>     <table>       <tr>         <td><input type="text" id="color" style="margin-top: 70px" placeholder="Color" onkeyup="lettersOnly(this)" /></td>         <td><input type="text" id="name" style="margin-top: 100px;" placeholder="Department Name" onkeyup="lettersOnly(this)" /></td>         <td><input type="submit" class="submit" value="Submit" style="margin-top: 130px;" /></td>       </tr>     </table>   </div>   <div class="topnav">     <a class="active" href="">Project</a>     <a href="https://pavotek.com.tr/iletisim/">Contact</a>     <a href="https://pavotek.com.tr/biz_kimiz/">About</a>   </div>    <div id="container" style="display: none;"><img src="kroki2v3.png" id="img01" alt="" style="display: none;"></div>   <canvas id="canvas" width="1200" height="520"></canvas>   <div id="output"></div>  </body>  </html>

Why won’t my canvas draw? Sublime throws no error

I am trying to follow the tutorial from W3Schools (this one: https://www.w3schools.com/graphics/game_intro.asp)

I stumbled upon a problem where my canvas won’t draw anything. I checked the code myself multiple times but I had no luck in fixing it. What could be the issue?

I tried changing document.body to window.body (I read somewhere that could fix it), removing background image and replacing it with simple background color.

canvas  {     border: 1px solid #d3d3d3;     background-image: url("https://ak0.picdn.net/shutterstock/videos/22492090/thumb/1.jpg"); } 

This is the canvas code.

var gameArea =  {     canvas : document.createElement("canvas"), start : function()      {         this.canvas.width = 510;         this.canvas.height = 280;         this.context = this.canvas.getContext("2d");          document.body.insertBefore(this.canvas, document.body.childNodes[0]);          this.interval = setInterval(gameUpdate, 20);     },      clear : function()      {         this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);     }    } 

This is the part where I draw the canvas onto the site.

I need the canvas to draw on the site. What should I do and if fixed, why was that the issue?

What is the average number of draws it takes before you can not draw any more cards from the Deck of Many Things?

When thinking about this question regarding an upper limit on the number of draws, I wondered what would be the expected number of draws you can actually pull off if you called for a large number of draws.

The limiting factors I see are the cards Donjon and The Void which say:

You draw no more cards

…and Talons which would destroy the deck:

Every magic item you wear or carry disintegrates.

The ideal answer would discuss any difference between a 13-card and 22-card deck.

Is there an upper limit on the number of cards a character can draw from the Deck of Many Things?

The Deck of Many Things (DMG, pp. 162-164) says:

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly […] Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

But it doesn’t seem to specify an upper limit to how many cards can be picked. Is there one? Because of how dangerous the Deck of Many Things can be, I’ve only ever seen people pick up to 3, but could you declare 10? 30? 50?

UML class diagrams – how do I draw a class diagram that shows a self-reference? [closed]

So I have the following case. I have an interface A and an implementation AImpl. Now I have another implementation of A, called A2Impl, which references any instance of A besides implementing A already.

So I have now drawn the following UML class diagram:

enter image description here

Would this be correct? How do i draws this correctly?

By how much would incorpoarting the “Card draw Initiative” system from Savage Worlds affect the game in 5e?

In Savage Worlds, Initiative is determined my using a 54-card deck (standard 52-card deck, including the Jokers). Each player and enemy is dealt a card (or group of enemies, like all the goblins are dealt one card, the orcs are dealt another card, etc). Ace goes first, King second, etc., down to 2 going last. At the end of each round, the cards are discarded, and a new set of cards are drawn.

However, if a Joker is drawn that player/enemy is allowed to go whenever they wish, and is granted +2 to all rolls they make that round. At the end of this round, when a Joker is drawn, all cards are shuffled back into the deck.

Players can also gain abilities that can modify their draw (such as their minimum Initiative is a 5 – cards are drawn until they get a card that is 5 or above), however I will omit this from this question, as that opens up a lot of different possibilities.

I have heard of systems that use a static Initiative system, working of flat Dex, rather than using a roll, and others that do re-roll Initiative each round, to create a more variable encounter system.

How much would using this Card Initiative system in place of the standard 5e Initiative system affect the game?