What are the risks of upgrading DB major version in replica and then promoting it as master?

Recently AWS decided to force update all MariaDB RDS under 10.3, and I am using AWS and my RDS are using MariaDB 10.1. We are trying to minimize the downtime and any risk of data out of sync.

Our plan is to create a replica and upgrade it from 10.1 to 10.5. After that we will let it to consume binlog from old non-upgraded RDS then promoting it as Master and point our website to the newly created and upgrade RDS.

Assume we will have continuous stream of data coming into the RDS, what are the risk of steps above? Is the new RDS able to get all binlog genereated during the upgrade time? We estimated there will be ~ 1.5 hours to finish upgrading from 10.1 to 10.5

Thank you for helping

Does Great Weapon Fighting allow the SRD version of a Vicious Weapon’s 2d6 bonus to be rerolled? [duplicate]

Does Great Weapon Fighting style allow Vicious weapons 2d6 bonus to be rerolled? Is it considered weapon damage? I know similar questions have been asked but need to know for this exact circumstance.

(Note: this question concerns the SRD version of a Vicious Weapon. The Vicious Weapon published in the Dungeon Master’s Guide adds a flat 7 damage, rather than 2d6)

How does the altered Extra Attack feature of the Bladesinger (Tasha’s Cauldron version) interect with the Eldritch Knight Fighter’s War Magic feature?

The Extra Attack feature of the Bladesinger allows you to replace one of your weapon attacks with casting a cantrip. The Eldritch Knight’s War Magic feature checks if you have "use[d] your action to cast a cantrip." Technically, you have used your action to cast a cantrip, or at least part of your action. Can a Eldritch Knight 7 / Bladesinger Wizard 6 make a weapon attack and cast a cantrip with Bladesinger’s Extra Attack and then make a weapon attack as a bonus action with Eldritch Knight’s War Magic?

I do not understand the code version of time based sprite animation?

I’m Universo and for the longest time had coding issues around the concept of time-based sprite animation basically, do not know how to implement it and any code or explanation simple or complex that I’ve found has been extremely confusing to me and was hoping to have a kind person walk me through the code step by step, explaining exactly how this is implemented correctly.

Here’s what, I believe to know about the concept and or idea for time-based sprite animation it is to construct a delay or halt of some code statement using time of some kind in milliseconds with a collection of moving images and or sprites however any attempts from the tutorial’s or my own brain have resulted in inaccurate various speed sprite animations and not the consistent stable speed, Id appreciate and be grateful for here’s some code to show my progress and perhaps help you understand my position in this mess baring in mind, I prefer my code be as extremely simple and speedy as possible within the limitations, of course:

JavaScript with HTML5 Canvas

window.onload = function () {      var canvas = document.getElementById("canvas");      var ctx = canvas.getContext("2d");      var FrameSize = 120; //120 pixels     var FrameNumber = 0; //obvious     var img = new Image();     img.src = 'sprite_ani.png';     var last = 0; // no idea         function Render() {        ctx.clearRect(0,0 ,640,480);       now = performance.now();       delta = now - last; // last is 0, how does this work?       last = now; // last is now, why?        if(delta > 20 //what does this value represent) {          FrameNumber += FrameNumber + 1;          delta = 20;       }                 if(FrameNumber>=4){               FrameNumber = 0;       }          ctx.drawImage(img,FrameSize*FrameNumber,0,120,120,0,0,120,120);          window.requestAnimationFrame(Render);     }     window.requestAnimationFrame(Render);    }     

As you can see, it’s extremely simple yet, I’m still struggling to not only understand it but extremely simply implement it, I’m not a fan of over-complicated coding hence why I ditched c++ ages ago.

Could someone in extremely simple english guide me through time-based sprite animation in the context of JavaScript preferably, Id also really appreciate various time-based sprite animation methods being explained too in extremely simple terms but not holding out, I thank you for reading this far.

Get parent theme version

How do I get the parent theme’s version in a child theme?

I want to use it when loading the parent theme’s stylesheet.

Here’s how I load the stylesheets in the child theme’s function.php file:

function sometheme_enqueue_styles() {    // Get parent theme version   $  parent_theme_version = wp_get_theme()->parent()->get( 'Version' );    // Load parent theme stylesheet   wp_enqueue_style( 'sometheme-style', get_template_directory_uri() . '/style.css', array(), $  parent_theme_version );    // Load child theme stylesheet   wp_enqueue_style( 'sometheme-child-style',     get_stylesheet_directory_uri() . '/style.css',     array( 'sometheme-style' ),     wp_get_theme()->get('Version')   );  } add_action( 'wp_enqueue_scripts', 'sometheme_enqueue_styles', 11 ); 

However, this will use the child theme’s version for both stylesheets…

I have also tried this:

$  parent_theme = wp_get_theme('sometheme'); $  parent_theme_version = $  parent_theme->get( 'Version' ); 

…and this:

$  parent_theme = wp_get_theme(get_template()); $  parent_theme_version = $  parent_theme->get( 'Version' ); 

But again, the parent theme version keeps getting the version from the child theme.

Is there a webpage which tells me when the next version of PHP is planned for release?

Before PHP 8.0.0 was released, I was eagerly awaiting it. It had an elaborate table detailed the planned release dates for the "GA" (final) version as well as all the betas/alphas/RCs. I unfortunately think this was just because it was a major new PHP version.

Now that I have tried PHP 8.0.0 and determined that it had a show-stopping bug, and reported that bug, and had it fixed, I’m eagerly awaiting 8.0.1 or 8.1.0 or whatever will be the next version of PHP.

Sadly, I’ve now looked through the entire PHP website without finding any such page.

Does it exist? PHP 8.0.0 was released "26 Nov 2020", so it seems like it could be due soon, but I want to know (roughly) when.

The mailing lists seem completely dead and offer zero clue into the PHP development/plans.

Checking CR calculation for homebrew larger version of Giant Ape

I am considering allowing a larger version of a Giant Ape, in which some of the stats have been embiggened to achieve the low end of CR8.

I would appreciate a confirmation that I am calculating this correctly.

In particular, it appears that what the DMG calls Damage Per Round, what is actually being assessed is average damage per round, assuming that the maximum number of most damaging attacks hit.

CR7 Giant Ape
AC12, 157hp (15d12+60), At. 2 @ +9 to hit, 3d10+6 dmg, DPR 45

CR8 Proposed Giant Ape [all other stats as RAW Giant Ape]
AC13, 168hp (16d12+64), At. 2 @ +9 to hit, 3d12+6 dmg, DPR 51

CR7 Giant Ape Calculation
Hp 146-160 = CR6, AC is more than two below 15, adjust DCR -1 to 5
DPR 45-50 = CR7, to hit is more than two above +6, adjust OCR +1 to 8
Average CR 6.5, round to CR7

CR8 Proposed Giant Ape Calculation
Hp 161-175 = CR7, AC is two below 15, adjust DCR -1 to 6
DPR 51-56 = CR8, to hit is more than two above +6, adjust OCR +1 to 9
Average CR 7.5, round to CR8