How to align a network graph to an image?

An arbitrary example:

Create a random image

Image[RandomReal[{0, 1}, {10, 10}], ImageSize -> Medium] 

enter image description here

Define some points and a graph to align

c = PixelValuePositions[%, White, .1] RandomGraph[Table[Length[c], 2]] 

enter image description here

Out[1]: {{2, 9}, {1, 8}, {1, 7}, {2, 7}, {9, 6}, {2, 2}} 

How can I align the nodes of a graph to coordinates on an image?

Ideally this would be a graph from a correlation matrix

RandomReal[{-1, 1}, Table[Length[c], 2]] // MatrixForm  

Mirror Networking; Scene’s network objects are disabled when building server separately

if one of the clients is also the server then this situation does not happen and networked scene objects are visible. But when building the server separately and then when a client is connected, all the network objects are disabled. I have read the documentation but still can’t figure it out. I am loading the level scene additively. Here is the related documantation and link :
https://mirror-networking.com/docs/Articles/Components/NetworkIdentity.html https://mirror-networking.com/docs/Articles/Guides/Visibility.html

Scene-based Network Game Objects

You can also network game objects that are saved as part of your Scene (for example, environmental props). Networking game objects makes them behave slightly differently, because you need to have them spawn across the network. When building your game, Unity disables all Scene-based game objects with Network Identity components. When a client connects to the server, the server sends spawn messages to tell the client which Scene game objects to enable and what their most up-to-date state information is. This ensures the client’s game does not contain game objects at incorrect locations when they start playing, or that Unity does not spawn and immediately destroy game objects on connection (for example, if an event removed the game object before that client connected). See Networked Scene Game Objects for more information.

Network Visibility

Multiplayer games use the concept of network visibility to determine which players can see which game objects at any given time during game play. In a game that has a moving viewpoint and moving game objects, it’s common that players cannot see everything that is happening in the game at once. If a particular player, at a certain point in time during game play, cannot see most of the other players, non-player characters, or other moving or interactive things in your game, there is usually no need for the server to send information about those things to the player’s client. This can benefit your game in two ways:

  1. It reduces the amount of data sent across the network between players. This can help improve the responsiveness of your game, and reduce bandwidth use. The bigger and more complex your multiplayer game, the more important this issue is.
  2. It also helps prevent some cheating. Since a player client does not have information about things that can’t be seen, a hack on that player’s computer cannot reveal the information.

The idea of “visibility” in the context of networking doesn’t necessarily relate to whether game objects are directly visible on-screen. Instead, it relates to whether data should or shouldn’t be sent about the game object in question to a particular client. Put simply, if a client can’t ‘see’ an game object, it does not need to be sent information about that game object across the network. Ideally you want to limit the amount of data you are sending across the network to only what is necessary, because sending large amounts of unnecessary data across the network can cause network performance problems. However, it can be also be resource intensive or complex to determine accurately whether a game object truly visible to a given player, so it’s often a good idea to use a more simple calculation for the purposes of determining whether a player should be sent networked data about it – i.e. whether it is ‘Network Visible’. The balance you want to achieve when considering this is between the cost of the complexity of the calculation for determining the visibility, and the cost of sending more information than necessary over the network. A very simple way to calculate this is a distance (proximity) check, and Mirror provides a built-in component for this purpose.

I would like to know if there is a plugin or how to do it, so that a site on that multisite network on a specific date

I have a network of sites (multisite), where I rent a site (plans), I would like to know if there is a plugin or how to do it, so that a site on that multisite network on a specific date.

For example:

1 customer rented a website for 2 months.

I want who on the last day of these 2 months, the site goes down with a message (expiration, canceled, contact us to activate).

Can someone help me?

Articles on LinkedIn Social Network

Is it worth it to publish articles on LinkedIn? I don't want to write articles for LinkedIn but I could use the feature to share my research essays on the platform. I have them uploaded already on an electronic portfolio that I utilize. This would be me just sharing my original content elsewhere. There is a documents feature too, do I just upload the word document that way or paste the essay into articles submission? Thanks.

Loading Data From Lobby Scene to Gameplay Scene with Photon Network

As the title suggests, I am currently stuck trying to program a way to load some game mode preferences (ie. what type of game mode/players on each team/ etc…) from a player lobby scene to the actual gameplay scene.

Currently, I have taken the approach of creating a DontDestroyOnLoad prefab that successfully passes the preferences over; however, when mixed with the Photon Networking API, this becomes very annoying as the Prefab becomes unsynced, resulting in players connecting into the game not spawning into there correct positions and teams reading empty, etc…

Is there a more proper and reliable way to approach transferring player game mode data from the lobby scene to the gameplay scene? I’ve heard that PlayerPrefs could work but am unsure whether or not they should be used when networking is involved.

Powerful banner advertising network

AdsHitz is a very powerful advertising network. It has 19 different advertising features, modules and ad types.
Overall, advertisers have already paid $ 393.
Alexa 170,143.

315 users, 165 websites in the database.

I will sell to a buyer who will read documentation and will be in contact with the developers who are very professional and supportive. I will not teach you all features and will not provide support after you purchase it. I am selling it AS IS with the account on the…

Powerful banner advertising network

Computational complexity in Boolean network

An Boolean control networks can be expressed as \begin{equation} \label{ControlBN} \left\{\begin{array}{l}{x_{1}(t+1)=f_{1}\left(x_{1}(t), \cdots, x_{n}(t), u_{1}(t), \cdots, u_{m}(t)\right),} \ {x_{2}(t+1)=f_{2}\left(x_{1}(t), \cdots, x_{n}(t), u_{1}(t), \cdots, u_{m}(t)\right),} \ {\vdots} \ {x_{n}(t+1)=f_{n}\left(x_{1}(t), \cdots, x_{n}(t), u_{1}(t), \cdots, u_{m}(t)\right),} \ \end{array}\right. \end{equation} where $ x_i,~i=1,\dots,n,$ are state nodes, $ x_i(t)\in\{0,1\},\,i=1,\cdots,n$ are the value of the state node $ x_i$ at time t. $ u_i,~i=1,\dots,m$ are control nodes, $ u_i(t)\in\{0,1\},\,i=1,\cdots,m,$ are the value of the state node $ u_i$ at time t, and $ f_i:\{0,1\}^{n+m}\rightarrow \{0,1\},\,i=1,\dots,n$ are Boolean functions.

Consider the above system, Denote its state space as $ \mathcal{X}=\{(x_1,\cdots,x_n)|x_i\in\{0,1\},i=1,\cdots,n\}.$

Given initial state $ x ( 0 ) = x^0\in \mathcal{X}$ and destination state $ x^d\in \mathcal{X}$ . Destination state $ x^d$ is said to be reachable from the initial state $ x^0$ at time $ s>0,$ if there exists a sequence of controls $ \{u(t)|t=0,1,\cdots,s-1\}$ , where $ u(t)=(u_1(t),\cdots,u_m(t))$ , such that the trajectory of the above system with initial value $ x^0$ will reach $ x^d $ at time $ t=s.$

The above system is said to be controllable, for any $ x^0,x^d\in \mathcal{X},$ $ x^d$ is reachable from $ x^0.$

$ M$ -step Controllability Problem is defined as

Input: Given an Boolean Control Networks with $ n$ state variables $ x_1,\cdots,x_n,$ $ m$ controls $ u_1,\cdots,u_m,$ Boolean function $ f_1,\cdots,f_n:\{0,1\}^{n+m}\rightarrow \{0,1\}.$ Given constant $ M.$

Problem: for any destination state $ x^d$ and initial state $ x^0$ , whether or not there exists a sequence of controls $ \{u(0),\cdots,u(M-1)\}$ such that $ x^d$ is reachable from $ x^0$ ?

In order to solve this problem, I convert the problem into logical form as following:

\begin{equation*} \begin{split} &\forall x_1(0)\cdots\forall x_n(0)\forall x_1(M)\cdots\forall x_n(M)\exists u_1(0)\cdots\exists u_m(0)\exists x_1(1)\cdots\exists x_n(1)\cdots \exists x_1(M-1)\cdots\exists x_n(M-1)\ &\exists u_1(M-1)\cdots\exists u_n(M-1)~~\bigwedge_{i=1}^{n}(f_i(x(0),u(0))\leftrightarrow x_i(1))\wedge \bigwedge_{i=1}^{n}(f_i(x(1),u(1))\leftrightarrow x_i(2))\wedge \cdots\wedge \ &\bigwedge_{i=1}^{n}(f_i(x(M-1),u(M-1))\leftrightarrow x_i(M)).\ \end{split} \end{equation*}

According to such expression, I can prove the upper bound of the problem. But I have no idea about how to prove it is $ \Pi_2^p$ -hard.

USB flash drives sharing on computer network [closed]

https://en.wikipedia.org/wiki/USB

https://en.wikipedia.org/wiki/Computer_network

Can we share USB flash drives on a computer network?

Example : USB flash drives connected to a local Windows/Mac/Linux os machine is part of the computer network. The contents of the USB flash drives to be shared with other computers.

Can this be implemented?