Vertical column rendering

Can someone advice me a way to display product informations (columns) in Vertical rendering like this picture Vertical column rendering

I do not even know how to find plugins on wordpress … if someone knows one I will take it PS: I’m not talking about how to display products as a table list like ninjaTable or tablePress.. but only one product ..thank you

Shot em up! Vertical or Horizontal “side scrolling”?

Question it’s about "Shot em up" style game (For example: Tyrian) also known as Top-Down shooters.

These games in the past mostly exist as top down concept, it means player object can move from the left to the right and enemies start appearing from the top of the screen and moving down to the screen. This concept was probably picked due to the monitors aspect ratios in the past where was most spreaded 4:5.

Also this concept are very popular on mobile phones, because is sometimes more user friendly not using landscape mode when playing.

There was a very little titles, when the concept Top-Down are changed Right-left It means, player object is on left screen side and moving Top and Down, and the enemies moving from right to the left. Also, there is almost no titles on desktops when current aspect ratios are mostly 16:9. Even if some new “Modern” Shot em up is released, mostly pick the Top Down concept.

And my question is, is there any reason for that on Desktops target platform?

I think for the current monitor aspect ratios 16:9 “Right-Left” better fit the gameplay and user experience. Or Am I missing something?

Does Hold Person cast on a Spider Climbing NPC affect their ability stay on a vertical surface?

An NPC spell caster that is using spider climb at the top of a 30′ pillar where it meets the ceiling is magically held by hold person. I have two related questions:

  1. When Hold Person goes into effect, does the NPC fall, or does the Spider Climb magic (which is still in effect) keep his hands and feet bound to the pillar and leaving him suspended 30′ off the floor?

  2. Assuming he does not fall immediately, if the party shoots him with an arrow or other ranged attack, since Dex checks auto-fail when Paralyzed, would that knock him off (and thus fall for 3d6 damage).

How far can a 9th level monk move along a vertical surfaces and across liquids without falling?

The monk class feature Unarmored Movement says:

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

I am looking for an answer based in the rules as written, although interpretations and opinions are welcome.

I assert the rules support a notion of turns as meta-constructs useful for examining the game world at intervals, as opposed to a game world law of nature. As an example, if a character jumps and “runs out” of jump at the end of their turn while still jumping, I view the character as ending their round in mid-air, and that the jump gets continued on the character’s next turn. I don’t actually have rules citations to support my assertion, unfortunately.

This is important because I think it affects how far the monk can move along vertical or liquid surfaces. I don’t know how, though.

As an example, let’s assume a monk with 30′ movement is 10′ away from a 30′ wide body of water. The monk moves 10′ on land and then 20′ on water and then the monk’s turn is over. Does the monk fall in the water?

A slightly different example. Let’s assume the monk has 30′ of movement and is at the edge of a 1000′ wide body of water. How far can the monk move before falling in?

One answer might be the monk can move its movement, then it is no longer able to stay above the water and gets dunked. If this is the case, can the monk get back up on the water and keep moving?

One perhaps unintuitive answer is that there is actually no limit on how far the monk can move without falling, which means the monk could move across liquid until the monk needs to stop for some reason, say exhaustion, then they fall in.

Not to be absurd, but in this case, I think the monk could “ice” skate on the water, and do swirls and tricks and stuff. Okay, yes, that’s actually absurd.

To summarize: how far can a 9th level monk move along a vertical surfaces and across liquids without falling?

  1. to the end of the monk’s turn, then the monk needs to be on solid ground or fall

  2. the monk’s movement distance, even if that leaves the monk suspended on the vertical surface or the liquid between turns

  3. as far as the monk wants, as long as the monk keeps moving

  4. something else?

Reformatting a table to save vertical space

To save vertical space, how can I convert a $ c$ column $ r=kn$ row table to a $ ck$ column $ n$ row table? E.g., a $ 6=3\cdot2$ row $ 3$ column table to a $ 3\cdot3=9$ column $ 2$ row table;

a11 a12 a13 a21 a22 a23 a31 a32 a33 a41 a42 a43 a51 a52 a53 a61 a62 a63 

to

a11 a12 a13 a31 a32 a33 a51 a52 a53 a21 a22 a23 a41 a42 a43 a61 a62 a63 

TIA.

How to map out and run an encounter set in a predominantly vertical area online?

Upcoming in one of my D&D 5E games, the player characters are going to have to venture down a dwarven mineshaft while being attacked by dwarf zombies. The shaft itself is an entirely vertical pit, with layers of stairs and scaffolding around the edge creating a path to the bottom.

I’ve researched into ways to do this, including this question here, and I would be happy to attempt to build a 3D model of the terrain, however the issue is that the game is entirely online. Usually for maps, we’ve used Roll20 which offers a nice top-down 2D perspective, and I can get some limited 3D out of it by placing things in layers. However, this method is already clunky, and with how tall the shaft is going to be… it’s just really not gonna work.

So that leads me to my question, what are some ways I can represent this vertical area and it’s associated encounter in an online-friendly way?

Analysis of kd-tree, how is the vertical line L’s intersect areas equivalent to sqrt(N)?

I’m trying to understand how the number of intersected areas by a vertical line in a KD-tree is equivalent to sqrt(n)

If you draw a balanced KD-tree with 7 nodes.
enter image description here

And then draw a vertical line l.

enter image description here

The number of areas this line intersects should be equivalent to sqrt(N) where N is amount of nodes. (7)

When I count the areas the vertical line L intersects I get 5. But sqrt(7) = 2,6 not even close.

Both sources get to the recurrence:

enter image description here

Which solves to O(sqrt(N)).

What am I doing wrong?

Sources:

Source 1

Source 2

1D Wave Equation: Vertical Rod and Displacement vs. Textbook Solution

I am trying to setup Mathematica to analyze a vertical round rod under its own weight, fixed on one end free on the other. I have the 1D wave equation and a distributed load to represent the self weight of the round rod.

Vertical Rod Layout

The problem is when I compare the Mathematica solution to the textbook solution the two do not agree.

Sample problem is given below.

Y = 199*^9; (*Young's modulus in Pa *) \[Rho] = 7860; (* Steel density in kg/m^3*) dia = 1/39.37; (* 1" dia converted to meters*) c = Sqrt[Y/\[Rho]]; len = 1000; (*length in meters*) tmax = 5; (* Max time for analysis*) area = \[Pi]*dia^2/4; (*Round rod cross sectional area*) wtfactor = \[Rho]*9.81*area/len;  frwt[x_] := \[Rho]*    area*9.81*(1 -       x/len); (*Rod Self weight imposed as a distributed load*) nsol6 = NDSolve[{\!\( \*SubscriptBox[\(\[PartialD]\), \({t, 2}\)]\(z[x, t]\)\) == c^2*\!\( \*SubscriptBox[\(\[PartialD]\), \({x, 2}\)]\(z[x, t]\)\) + frwt[x] +       NeumannValue[0, x == len],    z[0, t] == 0}, z[x, t], {x, 0, len}, {t, 0, tmax},   Method -> {"FiniteElement",      "MeshOptions" -> {"MaxCellMeasure" -> 10}}   ] fnnsol6[x_, t_] = nsol6[[1, 1, 2]] Plot3D[fnnsol6[x, t], {x, 0, len}, {t, 0, tmax},   PlotLabels -> Automatic, AxesLabel -> Automatic]  deltaL = ((\[Rho]*9.81*len^2)/(  Y*2)) (*Textbook elongation for a vertical rod under self weight*) calcdeltaL =   fnnsol6[len,    5] (*Calculated delta Length from PDE solution.  Should match \ textbook*)  deltaLfunc[x_, l_] := \[Rho]*9.81*   x*(2*len - x)/(2*Y) (*Verified Correct*) xydata = Thread[{Range[0, 1000, 100],      deltaLfunc[x, 1] /. {x -> Range[0, 1000, 100]}}]; xydata2 =   Thread[{Range[0, 1000, 100],     Reverse[a]}]; (*Same answer different calc format for debugging*) Show[Plot[fnnsol6[x, 0], {x, 0, len}, PlotLabels -> {"PDE Val"},    PlotRange -> All   ],  ListLinePlot[xydata2, PlotStyle -> Green, PlotLabels -> {"Correct"}]] 

If you’ve read this far, thank you.

In summary my question is: Is this a Mathematica issue or a PDE setup problem? The PDE is right out of a textbook so I don’t think that’s the problem but Mathematica gives no errors and I am out of troubleshooting ideas so looking for some help.

Thank You

How do I graph a vertical isocline?

The function r/a is a verticle isocline. I need to find a way to graph it. Right now the line is not showing, even when it equals y. I have experimented with Epilogue, but I am too unfamiliar with it to incorporate it with the stream plot.

————————HERE IS MY CODE———————————–

    Manipulate[  Show[Plot[{d/(f*a), r/a}, {x, 0, 100},     PlotStyle -> {RandomChoice, Thick}, ImageSize -> Full,     PlotRange -> {{0, 100}, {0, 100}}],    StreamPlot[{{(r*x - (a*x*y)), (f*a*x*y - d*y)}}, {x, 0, 100}, {y, 0,      100}], AxesLabel -> {"N", "P"},    LabelStyle -> Directive[Blue, Bold], ContentSize -> {100, 100}],   {{r, 25}, 0, 100, Appearance -> "Labeled"},  {{N, 50}, 0, 100, Appearance -> "Labeled"},  {{a, .5}, 0, 1, Appearance -> "Labeled"},  {{f, .5 }, 0, 1, Appearance -> "Labeled"},  {{d, .5}, 0, 1, Appearance -> "Labeled"}]