I would like to show the short month instead of full month in wordpress?

I would like to show short name of month instead of full month. March>Mar Like this.

is there any way to do in WordPress? I am using Yoast plugin and Genesis Framework as theme.

Already changed the default format to custom "j M. Y" in WordPress setting>general.

PS: I am using Yoast premium version and support didn’t helped me in this.

Can we say that CA produces the hash of TBSCertificate and then encrypt it instead of signing it? [duplicate]

CA signs the TBSCertificate, this is a pretty known fact.

Signing m means producing the hash value of m then encrypting m. For example: https://simple.wikipedia.org/wiki/RSA_algorithm#Signing_messages

Does this apply to signing certificates?

Here the answerer says:

The most important is that both your encrypt boxes are wrong, they should say sign.

Common Client instead Many of them [closed]

I didn’t find any Appropriate place in stackexchange to ask my question. so sorry if my question is not exactly for this place. I use windows 10 and for gaming I have to use a lot of clients like Steam, origin, Epic ,… . Is any way for centalizing this clients? for eaxmple one common client instead of all of this or some apps to help? working and finding games in many clients are not easy work for me. thanks in advance

Made a mistake with mysql restore on the production site instead of the staging one. Can I use mysql general log to restore?

Made a mistake with mysql restore on the production site instead of the staging one. Can I use mysql general log to restore? It seems general log is all I have. I dont seem to have a binlog with MariaDB’s Aria storage engine.

What should I do now? Anyone has any experience using general log to recover the database?

Would it be unbalanced for Dex-based Fighters to choose proficiency in Dex saving throws instead of Str saving throws?

Whilst building a Dex-based Fighter (an Arcane Archer), I decided to pick the Resilient feat at level 4 so that I could have proficiency in Dexterity saving throws, which makes sense given that they are a Dex-based character. Then I thought about how odd it was that they had proficiency in Strength saving throws just because they’re a Fighter even though they’re not a Str-based character. Sure, it makes sense for a lot of Fighters, but not all of them.

Therefore, I’m considering introducing a new homebrew rule for whenever I’m running a game and a player of mine wants to make a Dex-based Fighter:

Saving Throws: Strength or Dexterity (your choice), Constitution

The “choice” would be made at level 1 (I don’t plan on allowing them to switch it back and forth).


Given that this class is the only one listed under the Multiclassing section in the PHB (pg. 163) has having an “or” in their requirements (“Strength 13 or Dexterity 13″), this seems to fit the intent that Fighters aren’t tied to Strength.

The Battlemaster archetype (PHB, pg. 73) also allows either for the saving throw for some maneuvers, again implying that Fighters are supposed to be flexible regarding using Strength or Dexterity:

Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)”


Would there be any problems with this? They would still be outclassed in Dexterity saving throws by Rogues and Monks once they get Evasion, so I don’t see this stepping on their toes too much (at least not at higher levels), but on the other hand no class RAW allows a choice in saving throw proficiency like this, so would there be any other problems I’m overlooking?

Tried to derive the Z combinator and instead derived another

I was working to derive the Z-Combinator by starting with the factorial function and ended up deriving a different fixed-point combinator. What did I derive? Did I make a subtle mistake?

Here are the steps I performed (in JavaScript)

1. Declare factorial function

let fact = n =>     n < 2 ? 1 : n * fact(n - 1) 

2. Convert to combinator (closed expression)

let fact = (self, n) =>     n < 2 ? 1 : n * self(n - 1) 

3. Thread self call

Based on signature fact(?, 7), passing fact as first argument seems reasonable fact(fact,7). So thread the parameter through the tail call:

let fact = (self, n) =>     n < 2 ? 1 : n * self(self, n - 1) 

Usage is now fact(fact,7)5040

4. Refactor to curried form

let fact = self =>     n => n < 2 ? 1 : n * self(self)(n - 1) 

5. Move self application to local declaration

let fact = self => {     let f = n => self(self)(n)     return n => n < 2 ? 1 : n * f(n - 1) } 

6. Convert let declaration to lambda expression

let fact = self =>     (f =>         n => n < 2 ? 1 : n * f(n - 1)     )(         n => self(self)(n)     ) 

Usage is still fact(fact)(7)5040

7. Separate the factorial expression

let _fact = f => n =>     n < 2 ? 1 : n * f(n - 1)  let fact = self =>     (         _fact     )(         n => self(self)(n)     ) 

8. Move self-application from caller to body

let _fact =     f => n => n < 2 ? 1 : n * f(n - 1)  let fact = (() => {     let innerFact = self =>         (             _fact         )(             n => self(self)(n)         )     return innerFact(innerFact) })() 

Usage is now fact(7)5040

9. Convert let declaration to lambda expression

let _fact =     f => n => n < 2 ? 1 : n * f(n - 1)  let fact = (() => {     return (         innerFact => innerFact(innerFact)     )(         self => (_fact)(n => self(self)(n))     ) })() 

10. Simplify expression

let _fact =     f => n => n < 2 ? 1 : n * f(n - 1)  let fact =     (innerFact => innerFact(innerFact))     (self => (_fact)(n => self(self)(n))) 

Sanity check. Usage is still fact(7)5040

11. Rename variables

The usage of innerFact and self look suspiciously similar. Rename to the same variable to discover a pattern. Separate lexical scopes so safe to do:

let _fact =     f => n => n < 2 ? 1 : n * f(n - 1)  let fact =     (u => u(u))     (u => (_fact)(n => u(u)(n))) 

12. Abstract _fact usage and rename fact

Rename fact to setup and abstract _fact in body by replacing with parameter f

let _fact =     f => n => n < 2 ? 1 : n * f(n - 1)  let setup = f =>     (u => u(u))     (u => (f)(n => u(u)(n)))  let fact = setup(_fact) 

No need for separate _fact declaration so inline:

let setup = f =>     (u => u(u))     (u => (f)(n => u(u)(n)))  let fact = setup(     f => n => n < 2 ? 1 : n * f(n - 1) ) 

13. Rename setup

Rename it to what? What combinator is this? According to Wikipedia The Z combinator is:

let Z = f =>      (u => f(v => u(u)(v)))     (u => f(v => u(u)(v))) 

But what I’ve derived is:

let setup = f =>     (u => u(u))     (u => (f)(n => u(u)(n))) 

Defining fact in terms of either seems equivalent in behavior. Did I make a mistake? Did I accidentally rediscover another well-known combinator?

Do elves sleep instead of trance in Pathfinder?

On the Common Terms page of the d20PFSRD website, the "Rest" section says:

The Pathfinder Core Rulebook is somewhat vague on the requirements of resting and sleeping […]

I found that this is true.

Is there any errata that addresses the argument about how elves sleep/trance/rest?

Their immunity to magic sleep seems to indicate that designer either forgot to mention that elves don’t sleep as humans do, or they mistakenly left that immunity from 3.5 re-design.

shortest path algorithm – why backtrack from the end node instead of starting from the starting node?

I was watching a dynamic programming video by Erik Demaine . He says here https://youtu.be/OQ5jsbhAv_M?t=2133 , finding the shortest path by guessing the node after the starting node is not the right approach, and instead should guess the node before the last node. I didn’t understand his explanation. Can someone explain better why find the path backwards? It seems to me that you should get the same answer either way and both approaches are equally good.

What are the “unique magic abilities” that draconians get instead of a breath weapon?

I like dragonborn, but I don’t really like the breath weapon that much. You can’t use it very often, and it doesn’t seem to scale very well at all, so it’s hard to imagine it having much relevance to a character after the first few levels. (And since I’m looking to play a warlock, eldritch blast says “why bother?”)

But I note a sidebar on page 34 of Player’s Handbook (or this section of the basic rules) about the draconians of Dragonlance, and it includes this tempting note:

In place of their draconic breath weapons, [draconians] have unique magical abilities.

What are those abilities? Where are they detailed? Certainly doesn’t seem to be in Player’s Handbook.

Moving platform falls instead of following path

I was trying to make my platform move from Point A to Point B so that the player jumps on the platform. I’ve implemented the code(down below) and made all the necessary objects for it move. But, when I hit the Play button, the platform falls down and the original platform(of which I used a duplicate to make the moving platform) also disappears. Please have a look at these screenshots:

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using UnityEngine; using System.Collections;  public class PlatformMover : MonoBehaviour {      public GameObject platform; // reference to the platform to move      public GameObject[] myWaypoints; // array of all the waypoints      [Range(0.0f, 10.0f)] // create a slider in the editor and set limits on moveSpeed     public float moveSpeed = 5f; // enemy move speed     public float waitAtWaypointTime = 1f; // how long to wait at a waypoint before _moving to next waypoint      public bool loop = true; // should it loop through the waypoints      // private variables      Transform _transform;     int _myWaypointIndex = 0;       // used as index for My_Waypoints     float _moveTime;     bool _moving = true;      // Use this for initialization     void Start () {         _transform = platform.transform;         _moveTime = 0f;         _moving = true;     }          // game loop     void Update () {         // if beyond _moveTime, then start moving         if (Time.time >= _moveTime) {             Movement();         }     }      void Movement() {         // if there isn't anything in My_Waypoints         if ((myWaypoints.Length != 0) && (_moving)) {              // move towards waypoint             _transform.position = Vector3.MoveTowards(_transform.position, myWaypoints[_myWaypointIndex].transform.position, moveSpeed * Time.deltaTime);              // if the enemy is close enough to waypoint, make it's new target the next waypoint             if(Vector3.Distance(myWaypoints[_myWaypointIndex].transform.position, _transform.position) <= 0) {                 _myWaypointIndex++;                 _moveTime = Time.time + waitAtWaypointTime;             }                          // reset waypoint back to 0 for looping, otherwise flag not moving for not looping             if(_myWaypointIndex >= myWaypoints.Length) {                 if (loop)                     _myWaypointIndex = 0;                 else                     _moving = false;             }         }     } }