Padding Inside a Floating div | Need Help

I am in the middle of creating a basic, plain jane, old school div layout. But for the life of me, I can't figure out how to get padding in the content area and side menu without the template distorting with extra padding. I've been searching online for hours — and I'm finding 'apparent' solutions, but when I try to implement them, they don't work. I now have a migraine. If anyone has a solution, I'd be rapt to know what it is.

Note: The template isn't complete, per se. I'm just trying…

Padding Inside a Floating div | Need Help

Is it possible in d&d 5e to create what is essentially a floating disk powered flying machine?

Would it be possible to create a spoke like (think old cart wheels) structure with a 21 foot diameter with a small chamber in the middle for a floating disk, that will hold itself together and is light enough for the disk to hold along with a passenger? Wondering because in a campaign I play a wizard and if it is possible could use my spell slots of all levels to essentially fly, or at least hover.

Is machine epsilon the largest relative error in representing a number as a floating point number?

Is machine epsilon the largest relative error in representing a number as a floating point number?

There are so many definitions of machine epsilon. I’m starting to get confused. Isn’t the machine epsilon the smallest?

New way of representing floating point

I want to create a new way of representing floating point. In standard IEEE floating point, we have 1 bit to represent sign, 8 bits to represent exponential and 23 bits to represent significand. In the new floating point system, I keep the breakdown of sign/exp/significand but there is no implicit 1 (assume there is no denormalized numbers). For example, in this new scheme to represent 3, we have sign bit 0, exponential bit 0x7F and significand 0x000003. Does this new system of floating point represent a larger unique numeric values than IEEE standard point? My thought is that since both systems have the same breakdown they represent the same number of unique numeric values

IEEE 754 addition wrong result floating point numbers

I want to add two IEEE 754 numbers. I followed the steps to add two 754 numbers. However the result it not correct. Number 1: S:0 E:01111111 M:11111111111111111111111

Number 2: S:0 E:01111111 M:00000000000000000000000

Here is my calculation:

The site http://weitz.de/ieee/ gives this result: S: 0 E: 10000000 M: 10000000000000000000000

in my calculation the mantissa is 01111… Why?

Cancellation of inequalities in floating point arithmetic

In finite precision floating point arithmetic the associative property of addition is not satisfied. This is, it is not always the case that $$(a+b)+c=a+(b+c)$$ Even $$a=(a+b)-b$$ is not always true.

To prove that $$x+y is equivalent to $$x with real numbers we can add $$-y$$ on both sides of $$x+y to get $$(x+y)-y and then from this $$x=x+(y-y). But I can’t repeat the last step for floating point.

Question: Are the inequalities $$x+y and $$x equivalent in finite precision floating point arithmetic?

Do any serious balance issues result from this houserule: Floating Ability Score at Character Creation?

I’ve recently been considering the phenomenon that "unusual" race-class combinations are often 1 modifier behind on their primary ability score – i.e. that they would start, using point buy or standard array, with a 15(+2) in their primary score, rather than 16 or 17 (+3). To my mind, this is a very significant mechanical effect that undesirably discourages such unusual combinations, while each race’s other qualities act as much more of a nudge than a hard barrier.

I recently came across a house-rule that would address this issue, allowing any race to achieve a 16 (assuming point buy or standard array) in their classes primary ability score at character creation, and have slightly modified it to the below.

Floating Ability Score at Character Creation

During character creation, you may remove 1 point from any racial ability score bonus you gain from your base race (but not your subrace), and add it to any other ability score which does not already gain a bonus from your race or subrace.

The original rule allowed this movement from any racial ability score, including from subraces. I have changed that because:

1. It avoids breaking the balance of the Mountain Dwarf subrace, whose traits are designed to work against each other, and they do so much less if you can swap a point of STR for another stat
2. Subraces are already thematically sparser than base races; the ASI is often 1 of only 2 defining traits – and you already get to pick between several subrace options anyway

I think even with that change this rule still achieves the desired goal of letting less traditional race/class combos not fall behind in their primary stat.

Are there any serious foreseeable balance issues that would arise from using this house-rule?

Floating point binary number to a 7 segment decimal display

I have covered floating point (32 bit) conversion from float to decimal and decimal to float. I am happy with the theory and I have created a conversion tool in Excel VBA which works just fine following the IEEE754 , so I am happy with theory. Also happy with add, sub , mult , div of 32 bit floating point binary numbers. What I cannot understand or find anywhere online is the answer to this simple question. How do computers / calculators do the final conversion from the floating point binary number onto a display. For eaxmple , I have built a BCD to decimal converter using Logisim (combinational logic gates) and I have built a Binary to Decimal converter in Logisim using the Double Dabble algorithm si I can see how these can display on a set of 7 segment displays but how does the number (0 10000001 01 00 11 00 11 00 11 00 11 00 11 0) which is the floating point binary for decimal number 5.2 actually get converted using logic circuits.

How fast would a Tenser’s Floating Disk descend if I pulled it over a long drop?

So I’m designing a variant human warlock with the wizard ritual caster feat and while considering which rituals to start with I read the description for Tenser’s floating disk and looking through the eldritch invocations I saw the Ascendant step invocation allows levitation on myself at will so if I was to make a floating disk, have a party member or some equipment placed on it and then go down a chasm or hole or off the side of a flying ship/island etc would the disk follow at my levitate speed (20 feet descent or ascent per turn) or my movement speed (30 feet per turn) or would it drop like a rock? I’m picturing using it like a down elevator. Additionally would I be able to hold a wooden tabletop under the disk and levitate up and have it ascend to stay 3 feet above the surface?

For ease of reference here is the description of the relevant spells (quoted from D&D Beyond).

Tenser’s floating disk:

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Levitate:

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.

To be clear I am not asking about whether I can move the disk over a hole, I am aware of that limitation and can easily put a plank over the hole and move the disk over the void, I am only asking about the vertical movement speed of the disk.

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