## High Authority Tech Site – Making \$700+ profit/mo – Huge Potentials

High Authority Tech Site – Making \$ 700+ profit/mo Fast Growing Tech Site Making \$ 8988+ revenue/year from Adsense & Paid Posts | Detailed Articles | Organic Traffic from US & UK | Huge Opportunities.

High Authority Tech Site – Making \$ 700+ profit/mo Fast Growing Tech Site Making \$ 8988+ revenue/year from Adsense & Paid Posts | Detailed Articles | Organic Traffic from US & UK | Huge Opportunities.

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This is a website that…

High Authority Tech Site – Making \$ 700+ profit/mo – Huge Potentials

## Illusion wizard making invisibility “real”

If a level 20 Wizard (School of Ilusions) casts Invisibility on a creature and then uses its 14th level ability illusionary reality to make the invisibility "real", what happens?

## What is the appropriate recommendation concerning making new indexes on our production database?

We are working on ERP application with a SQL server 2008 R2 database in compatibility level 80. I’m working as SQL server DBA I want to make performance tuning against our database but I’m facing many obstacles because our application may not be compatible with higher compatibility level so I cant use DMVs which may help me to find the most expensive queries which is running frequently against our production database.

I tried to run SQL server profiler to extract workload file and run this trc file on database tuning advisor to explore it’s recommendation concerning our database, including index creation and SQL server statistics. I found many opinions said that do not blindly execute DTA recommendation.

I tried to run SQL server activity monitor to discover the most expensive queries and displayed it’s execution plan and I found also recommendations to execute non-clustered indexes.

My questions are:

How can I depend on DTA or execution plan to tune performance?

If I execute these recommendations (indexes) and I face regression on performance, could I drop it easily without any threats and will it be created automatically while Index rebuild operation or rebuild indexes operation drop and create the only existed indexes?

What are the best practices to make new indexes?

## Making height of 3D Plot more clear from top view

I’m plotting a 3d function and looking at it from above. here is the function definition:

lagz[n_, m_, z_, zbar_] :=   1/Sqrt[Pi*a^2*n!*m!]* E^(z*zbar/(2.*a^4)) * (a)^(m + n)*    D[ E^(-(z*zbar)/a^4), {z, n}, {zbar, m}] /. {a -> 1} lagnlz[n_, l_, z_, zbar_] :=   Sqrt[n!/(Pi*a^2*(n + l)!)]* (z/a)^l LaguerreL[n, l, z*zbar/a^2]*    E^(-z*zbar/(2.*a^2)) /. {a -> 1} lag[n_, l_, r_, \[Theta]_] :=   lagnlz[n, l, z, zbar] /. {z -> r*E^(I*\[Theta]),     zbar -> r*E^(-I*\[Theta])} lagcc[n_, l_, r_, \[Theta]_] :=   lagnlz[n, l, z, zbar] /. {z -> r*E^(-I*\[Theta]),     zbar -> r*E^(I*\[Theta])}

And here is the code I’m using to plot:

RevolutionPlot3D[  lag[1, 1, r, \[Theta]]*lagcc[1, 1, r, \[Theta]], {r, 0,    3}, {\[Theta], 0, 2 Pi}, ViewPoint -> Above]

From the “Above” view, it is not at all clear (at least to me) that the height of the inner ring is larger than the height of the outer ring. Is there some setting or coloring I can use that will make the height difference much more apparent from this “Above” view?

## Making Modular Mini’s Work in TTS

This is not exactly game development, and I have also posted this in Arqade but it is development of a virtual playable version of a board game so maybe it loosely fits. Im hoping someone has an idea either way, or can point me to the right place to post this to get better results.

I am working to create a Tabletop Simulator mod for a newly Kickstarted game: Shiver Me Timbers.

https://www.kickstarter.com/projects/shivermetimbers/shiver-me-timbers-0/description

I have gotten all of the game pieces into the mod, all of the cards, tokens, tiles, I even made 3D models of the standees.

Where I am getting stuck is the pirate ship miniatures. These modular miniatures are what you use to move around the board. In the game one of the things you can do is upgrade your ship. When you upgrade the ship, or get damaged in some way, (IRL) you physically add or remove pieces from the mini (when you upgrade your hull you pull apart the front and back of the ship and add another hull section in between and put them back together, when you upgrade sails you add a different Mast to the ship, when upgrading cannons you push a new cannon into one of the holes in the side of the ship, when taking damage to any of these areas the opposite. You can see how this works in the different GIFs on the kickstarter page above). Each ship can have a maximum of up to 7 hulls, 7 sails, 7 cannons or any combination in between. Also each “hull” piece has a disk/wheel in it that determines what type of cargo you are carrying.

The problem I am running into is making the different components come together in a way that 1. stays together when moved, 2. is able to later be removed, and 3 allows for the disks to rotate/change as needed.

I originally thought about just using different states for each configuration of the mini but that would turn out to be 343 states for just the ship (not to mention the 4 positions each cargo disc can be in) and creating that many states for one mini would not only take an insane amount of time making the 3D models, but would be a HUGE number of assets for the game to load, and be extremely confusing when trying to find the correct state for the configuration you need.

I did decide (potentially incorrectly) to have set it up to use states for the 7 different hull configurations, and use the fixed joint tool to attach the cargo disks and that works, as long as you have each hull state set to be attached to the disk, or if you have each disk state (4 different states for the cargo types) set to attach to the base. But if I have both items having multiple states if I change the one that the Joint is going TO then it breaks and the disks fall out.

The other issue with the mini’s is attaching Sail Masts and Cannons. If I bring in the basic ship base and attempt to add a piece to it (aka one of the masts) I can create a snap point that allows it to fit to the correct spot but it always immediately falls over and off of the ship.

I have thought about using the attach tool, but once you place the new part onto the base of the mini, by the time you can get to the attach tool and use it the new part has fallen off or fallen over. It cant just be pre-done (with a gizmo on a locked object or something) because the players have to be able to modify mid game.

I have enough ability with blender to work these models some (though still a bit of a beginner) and I have been trying to learn unity so that I can use the higher poly count ship models (the texturing was done with 3D geometry not a texture png) and set them up to be asset bundles. I have done a tiny bit of work with collider geometry in blender/unity. I also have a minor amount of programming ability and could muddle through learning LUA and doing some scripting to make it work if that is the solution.

Does anyone have any ideas how to make these “Modular” mini’s a reality in the virtual space of TTS? Any Ideas are welcome. I Really want to figure this thing out. Thanks in advance.

## Making Your Future a Success

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wie is a german word for like, as (like a bank, as a bank), perfect domain name for the german speaking world (Germany, Austria, Switzerland, Luxembourg, Lichtenstein)

How is it monetized?
https://wiebank.com/

Does this site come with any social media accounts?

How much time does this site take to run?

What challenges are there with running this site?

## Is there any way to “hit with an attack” without making an attack roll?

The PH is clear about what counts as an attack:

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack

However, it’s a general principle, and we know that specific beats general. Are there any specific cases in 5e when you actually performing an attack (that will trigger any “when you hit with an attack” feature) without making an attack roll?

Grapple and Shove doesn’t count — they do not count as a hit, so technically they are not “attacks”, despite they are called “special melee attacks” in the PH.

Related: What does upper-case-A-Attack action vs. lower-case-a-attack mean?

## Making complex boolean circuits that give true as output only for a specific combination of boolean inputs

This is my first question on a stack exchange website so please bear with me. I am making challenges for a jeopardy style capture the flag event in my college and I had come across the minetest challenge in the hardware section of google CTF qualifier conducted last year. A clean and organized solution to this problem has been provided by liveoverflow.

I would like to design a simpler version of this problem for my college’s CTF event but I am unable to design a complex circuit that gives true output only for a specific combination of inputs. I know that a circuit with this functionality is not very difficult to implement and just needs to represent the following logic:

trueinput1 AND trueinput2 AND ... NOT falseinput1 AND NOT falseinput2 ...

However I want it to be vast and complicated so that participants cannot decode its functionality just by doing a visual analysis. Is there any technique to complicate the boolean logic above and to design a corresponding circuit that looks ugly even for a small number of inputs(32/64).

## Problem with making torus graph in Graph3D by identifying edge of a square graph

Background: I want to imply periodicity along the given edges for a graph. For example in a square lattice with identifying parallel edges, you can construct a torus. consider the following image

nmax = 15;(*Length of lattice*) points = Flatten[Table[{i, j}, {i, -nmax, nmax}, {j, -nmax, nmax}],       1];(*list coordinate of the lattice*) d1 = (Sqrt[2] + 1)/2;(*Max distance to construct linked between coordination of the lattice*) d0 = 1/2;(*Min distance to construct linked between coordination of the lattice*) nn = Nearest[points -> "Index"]; (*function which determine the nearest of a vertex. we can do this*)  (*also by for example DistanceMatrixor or NearestNeighborGraph*) ha = Select[    Flatten[ParallelTable[Module[{pp}, pp = nn[points[[i]], {10, d1}];       Select[{i + 0 pp, pp,            Norm /@ ((points[[pp]]\[Transpose] -                 points[[i]])\[Transpose])}\[Transpose],          d1 > #[[3]] &][[All, {1, 2}]]], {i, 1, Length[points]}],      1], #[[1]] > #[[2]] &]; (*I use select to just consider one linke between two vortex ,*) (*This part is somehow hard to catch at a glince but it did not *) (*change following discussion. Consider this line  as a function*) (*making nearest neighbor links*) Graph3D[ha]

where gives,

now I am looking to identifying edges. I use the following, for the left and right one

vortexL =points//SortBy[Flatten[Position[#[[All, 1]], Max[#[[All, 1]]]]], points[[#, 2]] &] &; vortexR =points//SortBy[Flatten[Position[#[[All, 1]], Min[#[[All, 1]]]]],points[[#, 2]] &] &;

and for up and down edge we have

vortexU =points//SortBy[Flatten[Position[#[[All, 2]], Max[#[[All, 2]]]]], points[[#, 1]] &] &; vortexD =points//SortBy[Flatten[Position[#[[All, 2]], Min[#[[All, 2]]]]],points[[#, 1]] &] &;

now i define identifier as

vchanger = {Table[vortexL[[i]] -> vortexR[[i]], {i, 1, Length@vortexL}],Table[vortexU[[i]]-> vortexD[[i]], {i, 1, Length@vortexU}]};

By applying it on ha (the link address) sequentially you can see how periodicity along those edges established,

ha = ha /. vchanger[[1]]; Graph3D[ha]

and

ha = ha /. vchanger[[2]]; Graph3D[ha]

where gives,

although it seems torus, by rotation it, you notify two crossings of the links

Question? So I am wondering, I did a mistake to construct the lattice and implication of periodic boundary condition, or this is the problem of Mathematica? Do someone has an option for Graph3D to make it correct shape?

Update My problem is almost the visualization of correct geometry this lattice has.

## Making aysnchronous sequential circuits hazard free

The problem I am stuck at requires me design a hazard free asynchronous sequential circuit for a given problem description. I have followed the routine steps as follows:

• I have obtained the primitive flow table from the problem description
• I have reduced the flow table using state minimisation routines of incompletely specified FSM
• I have assigned the output symbol preventing glitches
• I have done the state assignments of the reduced flow table

Let us assume that I require three secondary variables $$y_1,y_2 ,y_2$$ for the state encoding.

Now I have the resulting flow table. I am stuck at how I should proceed for hazard checking. I know the general procedure of checking and removing static and dynamic hazards, given a function and some transitions.

In this problem,

• For static hazards, I guess, I should check the KMap for each $$y_1 ,y_2,y_3$$ and thereby check for adjacent $$1’s$$. Am I right?
• For dynamic hazards , I really have no clue how to proceed.Descriptive answers would be very helpful