gacha life play for free

Press the "Download Now" button to download gacha life play installer.
The whole process will just take a few moments.

[​IMG]

Mirror Link —> GACHA LIFE PLAY FOR FREE

– Title: gacha life play
– Download type: safety (no torrent/no viruses)
– Status file: clean (as of…

gacha life play for free

gacha life on pc

Press the "Download Now" button to download gacha life on pc installer.
The whole process will just take a few moments.

[​IMG]

Mirror Link —> GACHA LIFE ON PC

– Title: gacha life on pc
– Download type: safety (no torrent/no viruses)
– Status file: clean (as of…

gacha life on pc

gacha life ios

Press the "Download Now" button to download gacha life ios installer.
The whole process will just take a few moments.

[​IMG]

Mirror Link —> GACHA LIFE IOS

– Title: gacha life ios
– Download type: safety (no torrent/no viruses)
– Status file: clean (as of last…

gacha life ios

Do Life Drain attacks from wights stack?

The wight has an attack called Life Drain:

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

If the same wight hits a character with it multiple times, or a number of wights hit the same character with it, assuming the character fails their Constitution save each time, do the max HP reduction effects stack?

I know magical effects don’t normally stack, but this isn’t listed as being magical. Additionally, if it doesn’t stack, I can’t see how most characters could ever have their max HP reduced to 0.

Does a Life Cleric casting Goodberry at higher spell levels get more potent Berries?

My question is derived from a few contradicting pieces of information but I have no direct answer with an example. I’ll first describe the information:

Goodberry, has no cast at higher level footnote in its description:

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. (P. 246 PHB)

The rules of casting a higher spell level for a spell with no higher spell level footnote say:

When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot.

Now the Contradicting:

From Disciple of Life (Cleric):

Also starting at 1st level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

And Sage Advice:

If I’m a cleric/druid with the Disciple of Life feature, does the goodberry spell benefit from the feature? Yes. The Disciple of Life feature would make each berry restore 4 hit points, instead of 1, assuming you cast goodberry with a 1st-level spell slot.

So The first part tells me I could use a Level 2 spell slot on a 1st level spell that does not have a empower spell footnote and the spell will be cast at the description of the spell and no more.

The contradiction of the Sage Advice says assuming they use a level 1 spell slot. And the Life cleric says 2+ spell’s level.

Does this mean a Level 1 Spell Slot Goodberry gives 1hp per berry + 2hp Life Domain +1 Spell Level = 4 hp per berry, and a Level 2 Spell Slot 1hp per berry + 2hp Life Domain +2 Spell Level = 5 hp per berry?

Or because the Life Domain clause doesn’t say + Spell Slot level and only Spell level, that a Life Domain Cleric’s Goodberry never gets higher then 4hp per berry?

Support life cycle for Angular

The Angular.io site states “All of our major releases are supported for 18 months”.

Does this mean that after 18 months, apps using Angular are supposed to upgrade to get any further support, security patches, bug fixes etc? If my understanding is correct, this means an enterprise has to factor in additional IT budget to upgrade to the next version of Angular every 18 months and regression test. Is there commercial support available?

Thank you in advance for any comments / guidance.

C++ implementation of Conway’s game of life with SDL 2.0

I am creating Conway’s game of life C++ using SDL2 for my final assignment for advance coding. It carries nearly half of my points. I am having problem in a few areas which I have not able to solve. I plan to put a grid with codes in representing 1 for alive and 0 for dead. I want the game to start on its own and be played with a counter. I have made the window and grid. I have also written the coordinates that I want to add in the grid. I have written the code for living neighbours but I am confused what kind of code to write for functions like: Update cells and counter and to start the game. Lastly my file does not seem to be pulled using ifstream. My Code is below

#include<SDL.h>  #include <iostream>  #include<fstream>  #include<string>  #include<time.h>  #include<memory>  #include<stdlib.h>  #undef main  SDL_Window *window = NULL;  SDL_Window *surface = NULL;  // Defining some constant variables #define WIDTH 600  #define HEIGHT 600 const int GRID_SIZE = 20;  const int alive_cells = 1;  const int dead_cells = 0;  const int Screen_size = 600;  const int CELL_SIZE = Screen_size / GRID_SIZE;   using namespace std;  //Functions needed to be implemented in order to create the conway game of life void ReadScenario();  void displaygrid(int grid[][GRID_SIZE],int size);  void Init(int grid[][GRID_SIZE], int size);   int count_neighbours(int grid[][GRID_SIZE], int size, int x, int y);    void handling_events(int grid[][GRID_SIZE], int size);  void update_cells();  void Set_cells();  void Next_gen();  bool g_quit = false;  int main() {     int grid[GRID_SIZE][GRID_SIZE];   cout << "The following are the rules of the Conway's game of  life: " << endl;  cout << "1. Any live cells with fewer than two neighbours dies" << endl;  cout << "2. Any live cells with more than three live neighbours dies" << endl;  cout << "3. Any live cells with two or three live neighbours lives to the next generation" << endl;  cout << "4. Any dead cells with three neighbours will come to alive" << endl;     ReadScenario();      //  A boolean to detect when the user quits the program     bool doquit = false;     // A structure that will capture events (mouse, keyboard, ...)     SDL_Event event;      // --------------------------------------------------------------------------     // Initialization of the GUI     // --------------------------------------------------------------------------     int ret = SDL_Init(SDL_INIT_VIDEO);      if (ret < 0)     {         cerr << "Can't initialize SDL: " << SDL_GetError() << endl;         exit(1);     }      // --------------------------------------------------------------------------     // Create a window     // --------------------------------------------------------------------------     SDL_Window *myWindow = SDL_CreateWindow("SDL Test ", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, 0);      if (myWindow == NULL)     {         cerr << "Can't create a window: " << SDL_GetError() << endl;         exit(1);     }      // --------------------------------------------------------------------------     // Create the graphics renderer     // Parameters (-1, 0) at the end means "the best available"     //                                          (hardware vs. software support)     // --------------------------------------------------------------------------     SDL_Renderer *interp = SDL_CreateRenderer(myWindow, -1, 0);  if (interp == NULL) {         cerr << "Can't create the graphics intepreter: " << SDL_GetError() << endl;         exit(1);     }      // --------------------------------------------------------------------------     // The following code is one-shot drawing but could be inserted in a loop     // to refresh the display     // --------------------------------------------------------------------------     // Pick a pencil color     SDL_SetRenderDrawColor(interp, /*R*/255,/*G*/ 255,/*B*/255,/*A*/255);      // Erase the window with the pencil color     SDL_RenderClear(interp);      // Draw a rectangle     SDL_Rect rectangle; /* This is a structure */     rectangle.x = 20;     rectangle.y = 40;     rectangle.w = 50;     rectangle.h = 30;      // Pick another pencil color     SDL_SetRenderDrawColor(interp, /*R*/255,/*G*/ 0,/*B*/0,/*A*/255);      // Draw a Full rectangle     SDL_RenderFillRect(interp, &rectangle);      // Draw another rectangle     rectangle.x = 80;     rectangle.y = 80;     rectangle.w = 50;     rectangle.h = 30;      // Pick a pencil color     SDL_SetRenderDrawColor(interp, /*R*/0,/*G*/ 255,/*B*/0,/*A*/255);      // Draw an Empty rectangle     SDL_RenderDrawRect(interp, &rectangle);      // Redraw the window - Required to see the changes     SDL_RenderPresent(interp);      // Wait for 500 ms - commented because not useful there but could be used     //    in the final game of life project     //SDL_Delay(500);      // --------------------------------------------------------------------------     // Loop that lets the system process its own events and wait until user quits     // --------------------------------------------------------------------------     while (!g_quit) {         displaygrid(grid, GRID_SIZE);          // --------------------------------------------------------------------------         // End of program cleanup         // --------------------------------------------------------------------------         SDL_DestroyWindow(myWindow);         system("Pause");     } }  void displaygrid(int grid[][GRID_SIZE], int size) {         SDL_Window *myWindow = SDL_CreateWindow("SDL Test ", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, 0);         SDL_Renderer *interp = SDL_CreateRenderer(myWindow, -1, 0);          //Setting colour to white for background         SDL_SetRenderDrawColor(interp, 255, 255, 255, SDL_ALPHA_OPAQUE);         //Clear Screen         SDL_RenderClear(interp);          //Setting colour to black for line         SDL_SetRenderDrawColor(interp, 0, 0, 0, SDL_ALPHA_OPAQUE);          //Drawing rows of lines         for (int i = 0; i < size; i++) {             SDL_RenderDrawLine(interp, 0, CELL_SIZE *i, /*x1,y1*/                 Screen_size, CELL_SIZE *i /*x2,y2*/             );          }         //Drawing columns of lines         for (int i = 0; i < size; i++) {             SDL_RenderDrawLine(interp, CELL_SIZE*i, 0,  /*x1,y1*/                 CELL_SIZE*i, Screen_size /*x2,y2*/             );         }         //Setting draw colour to blue for life box         SDL_SetRenderDrawColor(interp, 0, 0, 255, SDL_ALPHA_OPAQUE);           for (int x = 0; x < size; x++) {             for (int y = 0; y < size; y++) {                 if (grid[y][x] == alive_cells) {                     SDL_Rect r = {                          x*CELL_SIZE, /*x*/                         y*CELL_SIZE, /*y*/                         CELL_SIZE, /*width*/                         CELL_SIZE /*height*/                     };                     SDL_RenderFillRect(interp, &r);                 }             }         }         SDL_RenderPresent(interp); }     void Init(int grid[][GRID_SIZE], int size) {     int i;     int j;     ifstream myfile("Coordinates.txt");     if (myfile.is_open()) {         //Initializing the grid         for (int i = 0; i < size; i++) {             for (int j = 0; j < size; j++) {                 grid[j][i] = grid[i][j];             }     }         myfile.close();     }   }  int count_neighbours(int grid[][GRID_SIZE], int size, int x, int y) {     int i;     int j;     int count = 0; // Count number of living neighbours     for (int i = y - 1; i <= y + 1; i++) {         for (int j = x - 1; j <= x + 1; j++) {             if (i >= 0 && j >= 0 && i < size && j < size) {                 if (grid[i][j] == alive_cells) {                     count++;                 }             }         }     }     if (grid[y][x] != dead_cells) {         count--;     }     return count; }  void handling_events(int grid[][GRID_SIZE], int size) {  }  void Next_gen() {  }  void ReadScenario() {   } 

Buffer Overflows – real life example

Out of the many sources/lectures referencing buffer overflows, I often find myself frustrated when we reach the point in the lecture when the professor says: “and this is bad.” It’s frustrating because, granted, arbitrary read and write are not happy privileges when held in the wrong hands—but I’m still left wondering…what’s a real life example of this?

what is a good way (in a tl;dr, high-level sense) of saying why buffer overflows are bad

  • https://insecure.org/stf/smashstack.html
  • https://www.thegeekstuff.com/2013/06/buffer-overflow/?utm_source=feedly (password overwriting toy example)
  • http://cis1.towson.edu/~cssecinj/links-resources/real-life-examples/#IE (real life examples, but older)