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I Uploaded aMy Client Feed Back Review too Take A Look There

I wrote a script to auto-create GSA projects from RankerX (like a one-way sync tool)

I want to share something I built in case it would be helpful.
I use RankerX to build tier-2 backlinks, and then I have two GSA instances hitting those with tier-3 links. I think it keeps the tier-2 links alive longer and I’ve been able to grow a number of domains to DR 40-50 over 4-6 months with this strategy. But I was getting annoyed because I keep forgetting to set up the GSA projects each time RankerX finishes a campaign and it’s a lot of clicks!
So, I fixed it and here’s the source code:
The script runs under python on Windows. It polls your RankerX instance for completed projects, and when it finds one it sets up a new .prj file in your GSA-SER projects folder and then pings the GSA API so it would refresh itself and start the project. Now GSA can build your T3 backlinks as soon as a RankerX project finishes with basically no work from you.

Funny Viral Video Site Like Youtube with Internal Ads System LMAO Video!

If you have a social following, you could make a lot of money with this site. Accepted by Adsense and includes internal ads system for users to buy ads. Everyone loves funny videos, upload and share!

Amazing domain name and website offering funny videos that both admin and visitors can upload to populate the site. Admin panel full of features to help you build a massive collection of funny videos that people will share on social…

Funny Viral Video Site Like Youtube with Internal Ads System LMAO Video!

UE4 Blueprints – AI movement on moving platform/object (like a ship deck)

I want to have AI (enemies) on a boat that moves on a path around the level (an island). But the AI seems to have a problem navigating on the deck of the ship. They always end up on the far back of the deck (they move with the ship, but it seems the target location of their movement is always lagging behind the boat, so they always end up on the back end of the deck). The navmesh is set to dynamically rebuild, but that doesn’t seem to be enough.

I’ve read on other forums that you could create a copy of the ship that is hidden somewhere not visible and doesn’t move, and use that to calculate the navmesh and the movement of the characters and then use the results to move the AI on the actual moving ship, but I don’t know how to even start doing that. How do I tell the AI to use the unmoving boat to calculate the movement, and how do I ‘translate’ it back to the moving boat?

Creating archive like functionality through birectional relationships

I could use some guidance in something where I may have developed myself into a corner. Here is the situation I have:

  • CPT: Communities
  • CPT: Innovators
  • CPT: Success Stories

Any Innovator or Success story needs to be tied to a Community. I’ve attempted to do this through a ACF Bidirectional relationship field. I did this instead of a taxonomy because I didn’t want them to have to manage a community taxonomy and a community post type every time a new one was added. It also makes listing associated innovators and success stories on a community page relatively simple. The problem is now that I am doing it that way, I can’t use the archive system.

What I need to be able to do is list the communities, and have them link to a list of their associated innovators or success stories depending on the intent. Ideally the titles of these listing pages can be dynamic as well. There is an old plugin called CPT-onomies that converts a CPT into a taxonomy for another but I am hesitant to use it since it has been 2 years from last update. Is there an elegant and dynamic solution to this or should I just make taxonomies?

For a visual representation, here is the design. Slides 4 and 5 are good example.

Many thanks.

Multilingual website proper url, how should it look like?

Tell me which option is a proper option and if any of these options has some serious flaw that one should avoid at all costs

English website root folder installed main websie

subsite english version

subsite german version

PLEASE note that help and hilfe are not just pages but entire websites created with wordpress subsite. IN other words those are separate websites/blogs and not just pages of the mainsite.

would this be okay from the SEO point of view? Basically the german version of the website having /de/ in its url? English version not having en.

But version being subsites.

mainsite simply being in english. Would that be a big problem?

Is there a good way ECS for creating variants of a behaviour like in Java interfaces?

In Java, there are interfaces – I’m not clear on the details (I don’t use Java) but from what I’ve learned, they seem to be "classes for classes": a way to effectively make individual classes "instances" of one overarching class. For example, a "Cup" interface could be implemented by a "Mug" class, a "Glass" class, a "Goblet" class etc. As long as they have the same I/O methods such as fill(), empty() or drink(), they can be used interchangeably.

In languages with duck typing, interfaces are not needed – the language allows for classes to be used interchangeably as long as no invalid properties of methods are referenced. This is another valid was of going about things in OOP. This is how I usually go about things.

My question: how can I create varied behaviour in an ECS if components are data-only? I like to think in terms of first-class functions, but that seems to be taboo since components are not supposed to hold behaviour.

Option 1, have a massive switch or if/else chain in my System:

For example, if I have an AI component with several different behaviours, I could use an integer to define which type of AI to use for that particular entity. It seems a bit convoluted and inelegant.

Option 2, have a separate Component and matching System for each behaviour:

This would be neater in each individual System but as a whole, the program would be a mess. This wouldn’t work because of the large amounts of variation such as hundreds of different guns in a shooter game.

Option 3, use a flyweight-like data structure independent of the Component:

This would mean storing all of the different behaviours elsewhere, and storing a key that a System can use to access the behaviour. This is basically a fancy version of the switch option above, but it seems neater as there wouldn’t be a massive dump of code in the System.

Option 4, creating a complex way of encoding a description of the desired behaviour which the System can interpret:

This seems to be the most overkill of the lot. Unless I have to, or there are significant advantages, I’m trying to stay away from this.

If there’s no other way, I’ll just adopt the methodology of first-class functions as I usually do and just ignore any guidelines about ECS I’ve heard, just for this one case. The problem is, it probably won’t just be one case in the future.

Have I missed any other good options? Is there an industry standard or recommendation? If not, what considerations should I make about which option to choose?