Is there an official source for the properties of stone?

The issue comes up mainly in relation to the spell wall of stone, which states that:

A nonmagical wall of solid stone springs into existence at a point you choose within range. […] The wall is an object made of stone that can be damaged and thus breached. (PHB 287)

The wall is a nonmagical object from the moment it is created. This, to me, reinforces that it is ordinary stone, with all the properties of it. However, the spell unhelpfully neglects to inform us of many of its properties, in particular any damage threshold, resistances and immunities.

Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. […] Big objects such as castle walls often have extra resilience represented by a damage threshold. (DMG 247)

While we can make up our own ruling, I am interested whether we got any official information that can be applied here.

Is there any officially published material that describes the properties of stone, especially a wall and its resistances, immunities and damage threshold? If yes, what does it say? Bonus points if that wall was created by the spell wall of stone.

What are the properties of a pattern?

I wonder if a pattern may contain variable parts.

A pattern with a variable part

Supposing the above picture is a pattern, then, in this case, it may match several pictures having a common part (the constant part). Can a pattern have variable parts? If not, which properties are incompatible? If yes, is the pattern still conceptually valid?

I ask the question because in practice, an expression may be matched against a pattern which have a variable part (unknown elements). However, in my opinion, it may lead to obfuscation if the constituents in the pattern have unspecified types.

Concretely, the variable part can be a pointer to an object of any type and the constant part be composed of objects of fixed types.

How to create random graph with certain properties?

My question consists of two parts.

  1. How to create a random undirected connected graph s.t. the probability of the event “The degree of a vertex equals k” is equal to $ \frac{k^{-\gamma }}{\zeta (\gamma )},\,k=1,2,\dots,\,\gamma >1$ ? Of course, I looked in RandomGraph , but didn’t find the answer. My attempt RandomGraph[ZipfDistribution[2]] is not successful.
  2. Additionally, let the probability of the event “The vertices of degrees $ k_1$ and $ k_2,\, k_1\ge k_,\,k_2\ge 1$ are connected by the edge” be equal to $ $ \frac {k_1^{-\gamma}k_2^{-\epsilon}} {\zeta(\gamma ) \zeta (\epsilon )},\,\gamma > 1, \epsilon >1.$ $

The question is motivated by the article Lazaros K. Gallos, Chaoming Song, and Hern$ \acute{\rm a}$ n A. Makse, Phis.Rev. L. 100, 248701 (2008).

Share segments to all collaborators in views from all properties

I have 20+ properties and I need to share the same set of 10+ segments to all the properties in a way any collaborator can see it in any view from any property.

From the “Segment availability”:

enter image description here

I know that I can see the same segment in any view (1st option), but can’t the collaborators won’t see it. It is also possible to make it available for all Collaborators in “this” View (3rd option), but it won’t accessible in other views.

It seems to me it is missing a 4th option “Collaborators and I can apply Segment in any View”. As far as I can see, the only way to achieve it is to copy the segments via “asset sharing” in each view and make it available for all collaborators one by one, which is a tedious task and bad for future changes.

Is there any other way to share multiple segments to all collaborators in multiple/all views?

How to animate two or more unrelated properties on a sprite GameObject using animation layers?

I have a sprite in Unity 2019.3. It is animated like so (with provided mockups):

  • Its base animation is just one frame; i.e. it has the same Sprite whether idle or moving.
  • When the player is invincible, the ship flashes in and out. This is implemented by setting the alpha to 0 and 1 and back.
  • The player can acquire up to three levels of shields. The is implemented as a child GameObject with its own Sprite (but not its own Animator).
  • When a player acquires a power-up, they briefly flash colors. This can happen while they’re shielded, invincible, or both. This is implemented with a custom palette-swap shader, not by replacing the Sprite.

These animations are all independent of one another, and can all occur at any time. For example, when a shielded player takes a hit their shield downgrades but they also gain brief invincibility. It would look like this:

A single state machine to account for these possibilities (and others, depending on whether or not I add other power-ups or mechanics) would be prohibitively complex. So I’m going with animation layers.

I was hoping that it would be as simple as adding separate animation layers with their own state machines, then marking each layer as additive. Nope. I have no idea what I’m doing.

How can I use Mecanim to animate my sprite as I have previously described?

SSMS 18.4 Error opening database properties dialog box Azure SQL DB Managed Instance

I have three databases in an Azure SQL DB Managed Instance. I am using SSMS 18.4. One database I can right-click, choose Properties, and the dialog box comes up normally. The other two databases give me the following error.

enter image description here

I have spent a couple of hours Googling with no results. Anyone have any ideas?

Seperate Google Analytics Properties On Subdomains

I’ve created three websites on one root domain and two subdomains. In Google Analytics I’ve created three properties and each website has a different Google code snippet.

Do I need to make any configuration changes to the Google Analytics properties for this to work properly? Is there a reporting issue when visitors go between these sites?

Thanks!

About Big O properties

Suppose I have something like the following:

$ f(x) = g(x) + O(x^n)$

And I apply a power $ m$ to both sides

$ f(x)^m = g(x)^m + \cdots + O(x^n)^m$

My question is whether the following is well formulated:

$ O(x^n)^m = O(x^{nm})$

Thank you!

Do Dimensional Shackles share any of the properties of Manacles?

The Dimensional Shackles state:

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Does the bolded text mean that they actually have all the properties of regular Manacles?:

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

In particular then:

  • Can Dimensional Shackles be escaped with a DC 20 Dexterity Check?
  • Can you break them with a DC 20 Strength check?
  • Can somebody else break them with a DC 20 Strength check? (The DC 30 check only applies to the bound creature)
  • Do they come with a key?
  • Can they be opened with a DC 15 Dexterity Check using Thieves’ Tools?
  • Do they have 15 hit points?

For example, if they only have 15 hit points, couldn’t you simply headbutt them until they broke, which would take maybe 30 turns with a +1 Strength modifier, quite far from one try per 30 days.