## Looking for resource material for a dream world [closed]

I have started working on a world that is set in a dream realm. I am using it to create one-off gaming sessions that I can do in a single day and pull in any characters that are currently being used. It will have an overriding storyline and ties into the world that the DM has created but is not dependent on it.

I am looking for any materials that are set in a dream world. So far my list is starting with the Sandman graphic novels. Does anyone have any other suggestions.

## Best Resource for Writing Win32/64 Program Loader [closed]

I would like to learn the PE file format well enough to be able to write a program loader from scratch in C/C++. Could anyone with experience provide reference material, tutorials, books, etc that provide the requisite knowledge?

## Which sourcebooks can be used as the additional resource for AL PHB+1?

The Adventurers League Players Guide for Season 9 explains PHB+1 as follows:

Forgotten Realms characters can choose race and class options from the Player’s Handbook and one other resource—a rule called “PHB+1.” Additional resources include the following products:

• Elemental Evil Player’s Companion (EEPC)

• Sword Coast Adventurer’s Guide (SCAG)

• Volo’s Guide to Monsters (VGM)

• Xanathar’s Guide to Everything (XGE)1

• Mordenkainen’s Tome of Foes (ToF)2

• Locathah Rising(LR)*

Is “include” as used here intended to mean “are limited to”, or are these resources simply listed as examples of sourcebooks that may be used?

*: Locathah Rising is listed in v. 9.2 of the ALPG that I have on my computer. I don’t remember how I obtained it. The linked PDF is version 9.0 and does not list this resource.

## resource on translating imperative programs to functional programs

I’m not asking this question for the purpose of any particular project. Rather, I’m trying to understand how to translate non-trivial programs in imperative style to functional style. By functional program/style I mean one in which all objects are immutable and functions are pure, and so forth.

The only example I’ve seen so far of translating imperative code to functional code is for highly specific and simple code. In particular, the example that seems to be used a lot is the factorial function, and translating iteration into recursion:

//imperative -- iteration int factorial (n)    for i=1;i<n;i++       x=x*i;    end for    return x;  //functional -- recursion int factorial (n)     if (n==1) return 1; else return factorial (n-1) * n 

However, this is such a specific example of a function (the factorial), that it doesn’t make it clear to me how in general to translate core constructs in imperative style to functional style. e.g. can we always translate a for loop into recursion?

I’m looking for a comprehensive textbook or other resource that in generality shows how to translate imperative code to functional code

• How do we translate the basic building blocks of imperative code to functional code? Can we even do this in general?

• How do we translate some examples of not-completely-trivial (e.g. not the factorial function) programs?

• Especially interesting, are there fully general automated algorithms for doing these translations? Are they actually used? I can imagine that some compilers do something like this.

• (perhaps also interesting, the opposite, translating functional code to imperative code.)

## What’s a good resource to learn about advanced character and narrative development?

I’ve seen the “50 questions to ask yourself about your character” lists. Those are very helpful early on and I still use them after 10 years of roleplay.

I think I’d like to move into more advanced techniques. Things I can do as a player to wow other players. How to handle complicated situations like “I’m playing a god character who is extremely powerful, and I don’t know how to entice them since they already have everything”.

What would be a good resource for this?

## How to properly remove resource object completely?

Suppose I get some resourceObject:

resourceObject=ResourceObject[...] 

resourceData=ResourceData[resourceObject] 

Now I look at the places in my system where it has made modifications:

LocalCache[resourceObject] resourceObject["ResourceLocations"] resourceObject["ContentElementLocations"] 

If I try to remove it:

ResourceRemove[resourceObject] 

Then I can see that

resourceObject["ResourceLocations"] resourceObject["ContentElementLocations"] 

have been deleted but LocalCache[resourceObject] still remains.

So what am I doing wrong?

resourceObject["ExampleNotebook"] 

## Constraint satisfaction in a resource allocation problem optimized using evolutionary algorithms

I am working on an allocation problem where a resource $$R$$ needs to be allocated to $$n$$ users each with demand $$d_i$$. The problem has two objectives: objective 1 – maximize user utility given by $$f_1(e_i)=log(1+e_i/d_i)$$ and objective 2 – minimize $$f_2(e_i) = {e_i}^2/c_i$$ where $$e_i$$ is the allocation to the $$ith$$ user $$d_i$$ and $$c_i$$ are constants. The problem has two constraints i.e., $$e_i \le d_i$$ (allocation is ≤ demand) and $$\sum_i^{n} e_i = R$$ (sum of all allocations equals total available resource). I am using an evolutionary algorithm for this problem. But, after the evolution is complete, the algorithm leaves unallocated resource while there is still unmet user demand. I am curious if it is an expected outcome or it is due to some algorithmic or implementation flaw. I would appreciate any guidance

## Is it possible to have a script built-in into a custom resource?

Here’s a rudimentary custom resource:

extends Resource  export(Resource) var scr 

I can drag a pre-made .gd script into this exported property in Inspector, and it works as intended. I can click on the exported property field and embed a resource (like “New ShaderMaterial”), and it would also work as intended, and I would be able to edit that sub-resource normally. However, if I click on the exported property and select “New GDScript”, there doesn’t seem to be a way to open the new gdscript for editing. Is it possible to embed a gdscript sub-resource the same way you can embed a different sub-resource?

## What is a good spoiler free lore resource that I can give to my party for a published adventure?

I’m currently running a Storm’s King Thunder campaign and got a question from a couple players in my party who wanted to create a backstory for their characters. They wanted to know more about the region that we are playing in, but they were afraid they might read up on things they don’t want to know yet.

I have already looked into some sources such as Reddit and the forgotten realms wiki, but these sometimes detail things about events that happen in a published adventure. So it isn’t completely spoiler free. The same goes for the location descriptions that can be found in the published adventure book itself.

Does anyone know any resource or a way that I could let my players find a place in the world they play in without having to worry possibly spoiling parts of the plot?

## How to secure an offline resource using offline software but with occasional server access?

My application is a (Windows) desktop application that is required to operate fully offline. To enable this, I have a local data cache that keeps a synced copy of server data.

How can I secure this local data from any access other than my software?

I know that for fully offline software, this is impossible; any encryption aspects like key, salt, password, etc. that my software used would have to be embedded in the software itself, and this could be recovered from the executable.

But my application also has a requirement that it connects to the home server at least every 5 days for updates, during which time it could download anything.

Is there an algorithm that would allow the application to encrypt the data, using an encryption key that’s downloaded every so often, based on information that only the server would know?