Is there an absolute rest frame in Forgotten Realms or D&D cosmology?

Certain spells and effects are defined in the rest frame of a certain unspecified observer which makes me wonder if it is the rest frame of the spellcaster or it is an absolute cosmological rest frame (like the hypothetical aether of our world). For example, is Leomund’s Tiny Hut stationary with respect to the spellcaster’s inertial frame of reference at the time of the casting of the spell or is it stationary with respect to an absolute frame? Another example would be the ambiguity in Glyph of Warding which specifies measurements from the position at which the spell is cast in order to determine the effective duration of the spell. Is that position relative or absolute?

If there is an absolute rest frame, do planets move with respect to this frame or are they stationary?

Debugging T-Sql code using Visual Studio 2019. Error message: frame not in module

Has anyone had success using Visual Studio 2019 for debugging T-SQL code, the way SSMS allows Step-into & Step-over?

When I hit debug (Alt-F5), gives me this error, after making some progress. Looks like once it hits the section of the code that calls another procedure, it gives this error.

Frame not in module.   The current stack frame was not found in a loaded module. Source cannot be shown for this location. 


1  ..    2  ..   3  SELECT 1 FROM sys.objects   4  SELECT dbo.SomeFunction(1)   5  UPDATE TABLE SET X = 1 ....   6   

It runs well, until line 3, once it hits line 4, where it is calling a different function, it throws the aboe error. In SSMS, that line just opens a new window with code for the function and show debugging progress for each F11 step-into — but not in Visual Studio 2019 (Version 16.7.1)


Is there any root motion workflow that doesn’t require feet adjustments on frame by frame basis (Blender)?

Ive been searching for an hour or so, but wasn’t able to find an specific answer about this problem. I need to make animations moving the character’s root around for my game, so in place animations aren’t a possibility. For now, I moved just the root bone (whole character) in straight line to ensure it has the speed movement I need in game, but now I need to start to add the actual feet movement to this animation movement. It happens that both feet follow the root movement (obviously), even when one of them should be planted. I did find some information pieces around the web, but nothing fixed this problem for me. I really need a best workflow for this, cause fixing the feet position on frame by frame basis seems to be a very bad, not to mention time consuming, way to do things.

I even considered unparent the feet from the root, but I’m positive this will cause problems in Unity as I need to use Humanoid rig there, which presupposes that the whole bone chain is connected to a single root.

I’m using Blender 2.8 and my rig was genereted by Makehuman, with the optimized for game engines option checked.

Does anynone knows a good workflow for this case? Maybe I missed something in my previous searches, cause this doesn’t seems to be a big deal at all, it must have a better way to this..

Thanks in advance for any insights.

“View frame source” is suddenly an option on every website loaded with Chrome

I’m running Google Chrome Version 83.0.4103.61 (64-bit) on Windows 10, and I’ve suddenly noticed that never mind what website I visit, when I right click “View frame source” is an option.

This strikes me as odd, as that option is usually only available when you’re wanting to view the source code of an iFrame. Whether I click “View frame source” or “View page source” the source code and URL are the same.

But why does Chrome suddenly think that any website I load is being displayed in a frame? Is this cause for concern or am I just being paranoid?

mimic a image frame

When I read a paper, I found a image just like following:

enter image description here

I don’t care about the real curve functions, I only want drawing like it. So I try to coding:

g1 = RegionPlot[y > 3 x^2, {x, 0, 1}, {y, 0, 1}, PlotStyle -> LightBlue, BoundaryStyle -> Directive[Orange]]; g2 = RegionPlot[y > 2 x^2, {x, 0, 1}, {y, 0, 1}, PlotStyle -> LightYellow, BoundaryStyle -> Directive[Red, Dashed], FrameStyle -> Directive[Black, 16]]; Show[g2, g1] 

My questions are: 1. How to drawing the black frame like the first image? 2. Mesh option will achieve this grids effect? 3. Mesh->All will affect the BoundaryStyle option?

enter image description here

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Calculating page frame size from the physical address size

This question is in regards to the question below

The physical memory is split into physical pages (aka page frames), which have equal size. We know that the number of page frames in the physical memory equals the number of bytes in a page frame. We also know that physical addresses have 10 bits. How many bytes are in a page frame?

I am struggling with the link between physical addresses and the number of bytes in a page frame

I am correct in thinking the page frame must be the same size as the physical memory. Given that the physical address is 10 bits am I correct in saying

2^10 = 1KB = 1000 Bytes?

Filtrar filas en un Data Frame en R si se cumple condición de una de las variables

Tengo un data frame en el cual se registran datos de atenciones para población en estado de embarazo, pero necesito filtrar los datos de atenciones para las mujeres que únicamente tuvieron partos, como el caso del ID 43631224 o 107165943, se desea identificar sólo las atenciones que incluyeron el diagnóstico PARTO, los códigos para ese diagnóstico están estandarizados.

Gracias por la ayuda

Datos atenciones de Salud mujeres emabarazadas

Global variables and frame stack

The below program will read a positive integer from keyboard and print the binary equivalent. This program is using only one variable.

If global variables are not stored in frame stack, how this is working.


int n; void binary(n) { if(n>0) { binary(n/2); printf(“%d”,n%2); } }

void main() { scanf(“%d”,&n); binary(n); }