Can a druid Wild-Shaped into a raven speak using the Mimicry trait?

The description of the druid’s Wild Shape feature says, in part (PHB, p. 67):

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.

And the Mimicry trait of a raven says:

The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

As a druid PC, I’ve heard all the simple sounds that make up a language that I can speak. So, by RAW, can I speak all the languages my character knows while wildshaped in raven form? After all, I do keep my character’s mental abilities when I am in Wild Shape; am I able to mimic sounds well enough to speak?

If so: As slowly or weird-sounding as it may be, would it be clear enough for other people to understand?

Divide first n square numbers 1^2, 2^2, ……. n^2 into two groups such that absolute difference of the sum of the two groups is minimum [closed]

lets say Given input is n = 6 (n is as large as 100000) My task is to divide {1, 4, 9, 16, 25, 36} into two groups and PRINT these two groups

Possible Solution 1: dividing groups as {1, 9, 36} and {4, 16, 25} which gives abs diff as abs(46 – 45) = 1. So the minimum difference is 1 and the two groups are {1, 9, 36} and {4, 16, 25}

Possible Solution 2: Another Possible Solution is dividing groups as {9, 36} and {1, 4, 16, 25} which gives abs diff as abs(45 – 46) = 1. So the minimum difference is 1 and the two groups are {9, 36} and {1, 4, 16, 25}.

If there are multiple solutions we can print any one. Iam trying to solve it using https://www.geeksforgeeks.org/divide-1-n-two-groups-minimum-sum-difference/ but its not working.

I know that min difference is always 0 or 1 for n >= 6 but how to divide them into two groups.

And can we extend this problem to cubes, fourth powers, so on. if so what is the strategy used

How to convert recursive language grammar tree into automaton for optimal parsing?

So I have a definition of a sort of grammar for a programming language. Some aspects are recursive (like nesting function definitions), other parts of it are just simple non-recursive trees.

Originally I just treat this sort of like a Parsing Expression Grammar (PEG), and parse it using recursive descent. But this is kind of inefficient, as it sometimes has to build up objects as it’s parsing, only to find 10 calls down the road that it isn’t a good match. So then it backs up and has to try the next pattern.

I’m wondering what the general solution to this is. What can be done to create the most optimal algorithm starting from nothing but a tree-like data structure encoding the grammar?

Can you process the tree-like, recursive-ish BNF PEG data structure in a while loop, rather than using recursive descent? Better still, can you convert the data structure into a sort of automaton which you can (in some simple way) transition through, to parse the string without having to go down a bunch of wrong paths and generate stuff you only have to soon throw away if you find it’s a mismatch? Or if not, is there anything that can be done here with automata?

Sorry for my terminology (BNF vs. PEG), I am not using it exactly. I just mean I have a grammar, which is context-sensitive which falls outside the scope of either of these. So I am picking one or the other to simplify this question for the purpose of this site, even though I’m not 100% sure what the difference between BNF and PEG are at this point.

What events are depicted in these frescos from the “Shield of the Hidden Lord” DMsGuild module (which expands on the Descent into Avernus adventure)?

There is an unofficial module on DMsGuild named "Shield of the Hidden Lord" by M.T. Black – who is one of the writers on the official adventure Baldur’s Gate: Descent into Avernus, so I assume its lore is correct.

Pages 7-8 of the "Shield of the Hidden Lord" PDF include the descriptions of 4 frescos on the walls of area T2. These paintings reportedly depict Gargauth (presumably different key aspects or events relating to Gargauth).

What events or aspects exactly are depicted in each of the following frescos?

First Fresco. A handsome sage in amber robes sits on a throne with a pile of scrolls next to him. He is speaking to a group of kings and queens, who listen to him with interest and respect.

  • I suppose this is just an illustration of Gargauth’s charming abilities. Is that the only meaning?

Second Fresco. The sage in amber robes looks at a city in the background. The city is burning, and soldiers fight in its streets. In the foreground are two snakes, twisted together.

  • What city is depicted here?
  • Who are the soldiers, and what organisations do they belong to? Why do they fight?
  • What is the meaning of these snakes?

Third Fresco. The sage in amber robes rides a blue dragon over a dark forest. In a clearing in the forest is a unicorn with a broken, twisted horn.

  • I found this dragon’s name: Rathguul. Is that right?
  • Why is there a unicorn?
  • A twisted horn is Gargauth’s holy symbol. But the module says that Gargauth’s holy symbol is a Knight of the Shield badge. What is right here?

Fourth Fresco. The sage in amber robes wields a rapier and fights a shadowy figure in dark armor. The shadowy figure wears a jeweled gauntlet.

  • Why a rapier?
  • Who is the figure? Bhaal?

Turning columns result set into independant rows in MySQL

I am pretty new to this and have been struggling over one issue.

I have a result set which for each Opportunity in a table (id as primary key), provides a date for a first cashflow (DFCFW) as a column and the 10 following columns (CFW1, CFW2, …., CFW10) being the 10 possible cashflows for each of the 10 following years, expected as anniversary dates of the first cashflow.

I would like to create a view which displays, for all the opportunities, three columns: opportunity.id, date of the cashflow, cashflow; there should be 10 records for each opportunity.

Any suggestion how to achieve this ?

Thank you so much

Fred

Multi-level paging where the inner level page tables are split into pages with entries occupying half the page size

A processor uses $ 36$ bit physical address and $ 32$ bit virtual addresses, with a page frame size of $ 4$ Kbytes. Each page table entry is of size $ 4$ bytes. A three level page table is used for virtual to physical address translation, where the virtual address is used as follows:

  • Bits $ 30-31$ are used to index into the first level page table.
  • Bits $ 21-29$ are used to index into the 2nd level page table.
  • Bits $ 12-20$ are used to index into the 3rd level page table.
  • Bits $ 0-11$ are used as offset within the page.

The number of bits required for addressing the next level page table(or page frame) in the page table entry of the first, second and third level page tables are respectively

(a) $ \text{20,20,20}$

(b) $ \text{24,24,24}$

(c) $ \text{24,24,20}$

(d) $ \text{25,25,24}$

I got the answer as (b) as in each page table we are after all required to point to a frame number in the main memory for the base address.

But in this site here it says that the answer is (d) and the logic which they use of working in chunks of $ 2^{11} B$ I feel ruins or does not go in with the entire concept of paging. Why the system shall suddenly start storing data in main memory in chucks other than the granularity defined by the page size of frame size. I do not get it.

How to transform robot motor steps into X/Y coordinates?

I have a robot with two motors A and B connected to wheels 21.6mm in diameter. The motors move in steps, and there are twenty steps for each complete revolution of the wheel. To make the robot move forwards, I turn on A and B in the forward direction and have it rotate a number of steps. To make it move backwards, I turn on A and B in the reverse direction. To get it to turn left, I turn on A and turn off B. Similarly to get it to turn right, I turn off A and turn on B. Using this scheme, I can get the robot to move in any direction.

My question is this: is it possible to transform the steps of motor A and motor B into the X/Y coordinates for the robot? For example, if I move the robot forward 10 steps, turn right 10 steps and move forwards again 10 steps can I calculate the X/Y coordinates of the robot? Assume that the robot starts at point 0,0.