## Internet stalling every 5 mins. Suspect virus

I have a question actually.. my internet slows down every 5 mins… x: 03 08 13 18 23 28 33 38 and so on, on any hour any day. I have a feeling it’s a virus capturing data off my rig. I"m not freaked out , but i wanna know how to chase the problem without deleting and reinstalling my rig. And what i mean by slow down is i will get no bandwidth for that min… Youtube/imgur anything will stop in it’s tracks and go again at minutes later. Only programs that do enough precaching elude it… but if i’m watching any high end streaming it needs to catch up at those times. I’m more curious then frustrated how this is happening and where i can look to get rid of it. Fibe tv internet 500upload 500 download .

## Does it take your action every turn to make a Carpet of Flying move?

A Carpet of Flying has the following text:

You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

What I’m unsure here is whether you must use your action every turn in order to command the carpet to move, or if the action is just a one-time thing to activate the carpet in the first place (thus taking no action to command the carpet to move).

## Every decidable lanugage $L$ has an infinite decidable subset $S \subset L$ such that $L \setminus S$ is infinite

Given an infinite decidable language $$L$$, then if $$S \subset L$$ such that $$L \setminus S$$ is finite, then $$S$$ must be decidable. This is true since given a decider of $$L$$ we contruct a decider for $$S$$:

Simulate the decider of $$L$$ on the input, if it accepts, go over $$L \setminus S$$ and check if it is there, if it is, reject. If it isn’t accept. If the decider of $$L$$ rejects – reject.

Another point is if $$S \subset L$$ is finite then $$S$$ also must be decidable, this is immediate that every finite language is decidable.

Now we have the last case where $$S$$ is infinite and $$L \setminus S$$ is infinite. We know that there must be some subsets $$S$$ corresponding to this case that are undecidable. This is since there are $$\aleph$$ such $$S$$ but only $$\aleph_0$$ deciders. Denote $$D(L) = \{ S \subset L : |S|= |L \setminus S|=\infty \wedge S \text{ is decidable} \}$$

Is it true that for all infinite decidable languages $$L$$ we have $$D(L) \neq \phi$$?

If this is true then as a conclusion we will have for all infinite decidable languages $$L$$ a sequence of decidable languages $$L_n$$ such that $$L_0=L$$ and $$L_{n+1} \subset L_n$$ and $$|L_n \setminus L_{n+1}| = \infty$$

We will also have a limit-set $$L_\infty = \{ e \in L : \forall n \in \mathbb{N} \text{ } e \in L_n \}$$ and can dicuss if it is empty/finite/infinite and decicable or not.

This seems like a nice way to study decidable languages, and curious to know if this direction is indeed interesting and whether there are articles published regarding these questions

Thanks for any help

## Show that for every language $A$, this language $B$ exists

I came across this problem that I could not figure out… For every language $$A$$, there is supposed to be a language $$B$$ such that:

$$A \leq_T B$$

but:

$$B \not \leq_T A$$

If it is $$A \leq_TB$$ and $$B \leq_T A$$, this is easy since we can just let $$B := \bar{A}$$, but for the above I could not think of anything. Any help ?

## Can a ranged rogue effectively stand back and sneak attack opponents every turn with a ranged weapon while their allies fight on the front line?

Rogues can use ranged weapons to make sneak attacks. Also, the rogue rules state that:

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Does this mean that basically a ranged rogue can stand back and sneak attack opponents every turn as his buddies are fighting with them on the front line? Did I miss some rule about shooting into melee or does that sound pretty mighty?

## Find every path that passes through certain edges

I’m faced with the following problem:

Given

• Directed and unweighted graph, where each edge E has two attributes

Goal

• Find every path through the 3 (or more) given edges

Questions

• Is it NP-hard?
• Is there already an algorithm for this?
• I was thinking about placing a node in every edge and than run Dijkstra algorithm to find the shortest path from A to B and then from B to C. Although, this complicates my graph. Any other ideas? Thanks

## System.NullReferenceException in every Game() parametters XNA

I’ve been experiencing a really Strange problem since recently, Every parameters of XNA Framework Game class seems to not be initialized before my extending Game1 () class. The Content manager and the Window that should not be null, but like after I’ve tried to add a dll pipeline (that makes my content pipeline crash by the way) everything started to go wrong like this problem. I’ve had this after trying to import a.fnt (did not work) and a localized Spritefont.

I do not plan to change the game engine, but I’ll appreciate any help of any kind.

here is my Game1 class (a small part of it)

public class Game1 : Game {   public static GraphicsDeviceManager graphics;   public static SpriteBatch spriteBatch;   public static ContentManager ContentManager;   public static SceneManager SceneManager { get; private set; }            public Game1()   {     ContentManager = Content;      graphics = new GraphicsDeviceManager(this);     ContentManager.RootDirectory = "Content";       // TODO: Add your initialization logic here     /*     GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height     GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width     */     Window.IsBorderless = true;     graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;     graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;     IsMouseVisible = true;    }      (...) //The code continues }

and here is the errors:

the Null pointer error on the Window variable occures when i declare a new Content manager

## Is there a comprehensive list of every monk bonus feat?

I know there aren’t as many as fighter bonus feats, but I discovered there are more than the ones listed in the PHB (Stunning Fist/Improved Grapple, Combat Reflexes/Reflect Arrows, Improved Disarm/Improved Trip). such as in the PHB2, where you can get Fiery Fist, Ki Blast and Fiery Ki Defense, or in the Eberron campaign guide is also Monastic Training, which you can get at either 1st, 2nd or 6th level.

Is there any way I can look for all of them or do I have to look at every single feat in every single 3.5 book to see if there is any more? Google does not help much in this aspect.

## Can a level 17 Aasimar Light Domain Cleric cause every saving throw for their damaging spells to be made with disadvantage?

Reading through the features of the light domain Cleric I’ve discovered:

Corona of Light which states (Emphasis added):

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Now the Aasimar race has subrace racial features that allow them to add radiant damage to any spell that deals damage, which causes that spell to now do radiant damage as well as their normal damage.

You can deal extra radiant damage to one target when you deal damage to it with an attack or a spell

So if you combine these two features you can cause any damage dealing spell saving throw to be made at disadvantage. As far as I know this all perfectly works RAW. What I want to know is if there is any rule (excluding adventure league rules) I am forgetting that would prevent me from using this combination in games?

## Does Alchemist’s Fire damage get rolled once, or every turn?

Alchemist’s Fire does things quite differently from other items, being an improvised weapon that must always use ranged attacks, and deals its damage on subsequent turns, not when thrown. And Jeremy Crawford has tweeted a number of clarifications about how the damage works. But there’s one thing that I haven’t found any answers about, whether official, tweet, or even just accepted common practice. Does the damage get re-rolled every turn, or only the once?

On the one hand, only once would make sense with Crawford’s tweets; Dexterity gets added to the damage it deals, because that damage is the one roll made for the weapon’s damage, and the usual rule applies. Which feels more sensible than adding Dex to every roll, turn after turn.

On the other hand, there’s no rule to explicitly say that it’s rolled only once, and ongoing damage is usually re-rolled every time.

So, is the idea supposed to be that the improvised range weapon deals 1d4+dex damage, and the target takes that same damage every turn, or is it that they take a re-rolled 1d4+dex every turn?

For context: I DM, and a player with a Fast Hands-using Thief just brought this up. The whole Dex-to-ongoing-damage thing had always felt a bit off to both of us. He had an idea that his might be the intended interpretation, and I can’t actually find anything anywhere that actually definitively rules either way.