Problems connecting Huion H420 Drawing tablet to android tablet

I had bought a USB-OTG cable for the sole purpose of connecting my Huion H420 Drawing Tablet. When I connected it, it recognized it as a mouse, but no cursor showed up when I hovered my pen over, and if I clicked, it would only click the middle of the screen. I know Wacom Tablets work, because I saw a question on here that had it work for a Wacom tablet. Maybe its not compatible with the Huion H420, or is there any workaround?

Drawing a second weapon as part of an attack?

Consider a 1st level Rogue who wants to fight with two shortswords using Two-Weapon Fighting (PHB p.195) but does not have the Dual Wielder Feat.

Starting off empty-handed, is the following possible?

Round 1) Free Interaction: Draw first shortsword Action: Attack with first shortsword

Round 2) Free Interaction: Draw second shortsword Action: Attack with first shortsword Bonus: Attack with second shortsword

Rounds 3+) Continue happily attacking with both weapons

Or do I need to “Use an Object” on the first round to prep for the Two-Weapon Fighting?

Thanks.

Does Visio allow a data import to actually create the shapes in a drawing?

My goal is to automatically upload software objects into a Visio diagram in a customized way to document the architecture of the application. I was looking at Visio to do this.

I am quite new to using Visio data imports. I am able to import Visio data into shapes that already exist in the drawing.

I wondered if a list of objects in Excel or SQL could be read in and cause Visio to automatically drop shapes into the drawing. I saw where Visio can create organizational diagrams which is a little bit like creating shapes from the data, but it seems like that requires a special template to operate.

I am asking if there is a more generic form of importing data to pull in shapes by their name?

I’m sorry if this is such a basic question, but I’d like to know if I should continue to look for materials/examples to do this, or if it is simply not the way Visio works.

With repetition, no order. Probability of drawing atleast 18 distinct balls, when there are 20 different balls and one has 50 draws?

I came up with this today, however I could not figure out a solution to this problem. Say, you have a pool of 20 different balls. Therefore, the probability of drawing one of the balls is equal to drawing any other. Also, you have 50 draws. Our variables so far are: n=20 (# of balls) k=50 (# of moves) p=5% (% of a certain ball). Obviously, the number of combinations in this problem is: nCr(20+50-1;50). Additionally, in the a-th draw the probability of drawing a yet undrawn ball is: (1-p)^a. Could you please explain to me what the solution to this problem is and how it works? I am looking forward to reading your answers and thanks in advance.

Does presence of many polygons on X11 window buffer slow down drawing of other GUI elements?

We are working on a legacy X-Windows/Motif application to show real-time air traffic (flights) and convective weather in the form of polygons. The app is double-buffered, with the back buffer containing the map elements and weather polygons, and the front buffer showing the flight information. Each 200 ms loop, the back buffer is copied to the front buffer before updating the front buffer with flight data.

We find that the drawing of the flight symbols on the canvas is far more variable in time when the polygons are visible. So what should take microsecs sometimes takes over 100 ms, which means the GUI can’t complete its tasks in the 200 ms loop.

We are running the app over a Remote Desktop (X2Go), which, despite lots of compression, definitely makes the problem more obvious.

I have timed the actual polygon drawing code, and it only takes 4-6 ms. But the polygons’ presence seems to have a huge effect on drawing of OTHER elements, the flight symbols. So out of 600 symbols, most take a few microsecs, while 6-8 take 100 ms each in a 200-ms loop. This causes the app to become unusable.

The code below shows how the polygons are drawn (each) and how each flight symbol is drawn, as a character. void draw_lines(draw_window win_ptr, color color_ptr, XPoint *const points, const int npoints, const int thickness) { x_draw_window *draw = (x_draw_window *) win_ptr; GC color = (GC) color_ptr;

    if (thickness > 0)     {         XSetLineAttributes(draw->display, color, thickness, LineSolid,             CapNotLast, JoinRound);     }     else     {         XSetLineAttributes(draw->display, color, 1, LineSolid,              CapNotLast, JoinRound);     }     XDrawLines(draw->display, draw->window, color, points, npoints,         CoordModeOrigin);     return;  }  void draw_text(draw_window win_ptr, color color_ptr,     char *font, int x, int y, char *text) {     x_draw_window  *draw;     GC color;     XTextItem t_item;     unsigned long valuemask;     XGCValues values;      draw = (x_draw_window *) win_ptr;     color   = (GC) color_ptr;      t_item.chars = text;     t_item.nchars = strlen(text);     t_item.delta = 0;     t_item.font = None;      valuemask = GCFont;     values.font = (Font)font;     XChangeGC(draw->display, color, valuemask, &values);      if (text != NULL && strcmp(text, ""))     {         XDrawText(draw->display, draw->window, color, x, y, &t_item, 1);     } } 

My question is for anyone who know the internals of Xlib… would it be expected that the time to complete XDrawText can vary by orders of magnitude when there are hundreds of polygons somewhere else on the same buffer?

params are not recieved while drawing Friends.get

Using API of social net vk.com datatype

I get no parameters in the function calldraw(parameters.response.items)

Request('friends.get', {fields: 'photo_100', count: 5, v: 5.95}, function(data) {     console.log(data);     draw(data.response.items); })  function draw(friends) {     $  ('#some').html(friends[1].id); } 

The whole proyect is available on http://77.246.157.26/ (free hosting)

Error in browser console TypeError: friends[1] is undefined but console.log() prints all correctly and completely

How should I introduce map drawing to my players?

I DMed my first session last week. We play the scenario Lost Mine of Phandelver from the D&D 5e Starter Set.
My players haven’t yet entered the first “dungeon” but will likely next session : (LMOP spoiler here)

While we’re all new to D&D mechanics, I’m the only one who knows (mostly thanks to this RPG Stack) that drawing a map is a serious thing and can be very useful in some big dungeons.

I plan to tell them that they may start drawing a map to don’t get lost, but I don’t really know how to introduce this to them.

I’m afraid that if I just say that they should draw a map, they’ll just draw a map for every place they go, “just in case”, which could lead to a waste of time in game and IRL for less interesting places.

I also don’t want to let them go without a map when they might need it (specially thinking for the last dungeon of this scenario), but I don’t want to have to tell them when they actually need it.

I’d like them to really choose when they want to take time to draw it, but as I forgot to tell it to my players at session 0, I’m afraid that tell them now may mean for them : “You should draw a map right now”.

How could I introduce to a group of new player the map drawing system in a way that let them judge when they need it?
I guess that experience with the system will be a big part of that judgement, but I’d like for them to start from a neutral point of view with map drawing, so they’ll not have a skew about it.

Answers have to be backed with experience about introduce map drawing to players. Bonus point if the explanation lets the player successfully catch the interest of it while understand that it is useful only sometimes.

Drawing and sheathing weapons as one item interaction

In PHB, page 190, it explains about the free item interaction:

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

At the top of the list of “Interacting with Objects Around You” it lists:

draw or sheathe a sword

It is generally understood (reading the various answers on this site) that if you want to switch weapon and attack on the same turn (let’s say you are a fighter with a sword, bow and the Extra Attack class feature; you kill the enemy in front of you with your sword, then want to switch to your bow and shoot another enemy that you otherwise can’t reach this turn) then you have to do this strange sequence of moves where you “drop” your sword so that you don’t waste that precious free item interaction that you need to draw your bow. Then you have to pick it up again later (assuming someone else, friend or foe, doesn’t do so before you).

Basically I think this sequence is a bit daft and think that it breaks the suspension of disbelief when the fighter suddenly drops his main weapon just so that he can use his bow this turn. I was thinking of just houseruling that you can draw and sheath a weapon as one item interaction, let’s call it the “switch weapon” item interaction as opposed to the “draw weapon” and “sheathe weapon” item interactions (I’m just making up these terms to emphasise my houserule).

Now, I know that one gameplay-related concern might be the Dual Wielder feat, since they can draw and sheathe two weapons at once; as so not to weaken this feat, I’d still say that you need that feat to draw or sheathe two weapons at once, regardless of drawing and sheathing. So let’s say this fighter actually has two swords drawn at the start of that scenario, I would houserule that it’s only possible to sheathe one of those swords without the feat, similarly for sheathing the bow and drawing the swords again later; you’d only be able to draw one sword at a time without the feat, regardless of whether you are sheathing something or not.

So hopefully that still makes that aspect of the Dual Wielder feat useful, despite my houserule. So my question, finally, is what are the impacts of my houserule on combat tactics? Obviously this question isn’t asking for approval to use this houserule or anything like that, since anyone can houserule whatever they like; this question is just about understanding the impacts of doing so with this particular houserule.


The answers below question my assertion that dropping a weapon doesn’t make sense. On reflection, I agree with them and not my past-self. It’s not dropping a weapon that’s “daft”, it’s my lack of imagination for not being able to see why that would make sense and why it can create a more interesting battle. This is largely due to expecting everybody to do the “video game weapon switch”, which I believe is actually the problem here. I need to unlearn video games’ lesson that everyone can juggle weapons and re-learn that notion that IRL that’s a bit more difficult and time consuming. And if ever someone can imagine a way that a certain character would totally be able to juggle weapons around, it can always be a homebrew feat, which is much better for balance than a houserule that lets everyone do this for free. Thanks to all who answered.