## GUI design: What are some alternative ways of presenting tabular data instead of the standard table in the user interface?

If the data is tabular, then I do not see any reason why one should not go with tables. After all, the entire purpose of the table element is to display this type of data.

In a nutshell, follow the principle of & # 39;Less is more& # 39; eliminating colors, eliminating grid lines, aligning elements according to their types (Numbers or Chain), etc.

Another method would be to use graphical elements such as pie charts, graph bars, etc.

Note: The tables are not outdated. But using tables for the design of elements is.

## sharepoint foundation: the site can not be accessed using an alternative name after the alternative access assignments

The name of my server is "dev" and I need to change the name to access the site locally and also via LAN.
I changed the alternate name using AAM to "abc":

On the local server, it says `This page cant be shown` yes i use `http: // abc /` to access the site

On the other system on the network, it says that the IP address of the servers could not be found:

I tried to put the same in Intranet, Custom, Extranet Categories, but the problem is the same

If I put the IP address instead of abc, it works fine although I need to use the name to access the site instead of the IP address

Everything depends on the objectives you address. For example,
If you want to analyze "free" traffic, use Semrush or Serpstat
For paid traffic, use RedTrack (SaaS solution) or Binom (auto host)

If you have any questions, I'm here representing RedTrack.io, so do not hesitate to contact me for any problem. Otherwise, send a question to

## \$ this disapproved in the template logic. What is the alternative?

In this https://github.com/magento/magento2/blob/2.3/app/code/Magento/Contact/view/frontend/templates/form.phtml see something like this

`\$ this-> helper (& # 39; Magento Contact Helper Data & # 39;) -> getUserEmail ())`

In the quality controls of the code I see \$ this in the templates now it is in disuse

What is the recommended approach?

## dnd 5e – Is this alternative feature of Draconic Ancestry (which grants flight) a balanced replacement for the trait of Breath Weapon of the born dragon?

A player with a Dragonborn PC recently requested to be allowed to grow wings and gain flight speed in our game. I really did not like any of Dragonborn's alternative options that allow you to fly, so here is my current idea. It is this balanced option with respect to the Dragonborn that is in the PHB, with the following function that replaces the breath Weapon function. (Leaving the resistance intact.)

Draconic (alternative) ancestry: Due to your heritage, your character has wings and a tail that continues to grow slowly throughout your life. If wings are chosen in the first level, you lose your standard breath weapon ability, since your magic bloodline instead increases your flight and your mobility.

1st level: the wings and tail sprout from the buds of your body and grow slowly as you get older. No flight is possible at this stage, since the wings and tail are small and fragile (easily hidden under normal clothing)

3rd level: your wings have grown as much as your arms, your tail is half the length of your arm and you must be free to balance and maneuver if you fly. Your wings and tail can no longer be hidden, and you must spend + 20% on the base cost to alter any clothing or armor you wear. You gain flight speed equal to your normal walking speed. Flying is extremely exhausting at this stage, it can only fly a number of rounds equal to 1 plus its constitution modifier (min 0) for short or long rest. If you are still up when this limit is reached, you descend immediately to the ground and have a disadvantage in any attack or skill test performed in this round.
You gain the "Wrym Charge": your wings propel you at a higher speed while charging to attack an opponent. Your ground speed while using this ability is x1.5 your base, but you must move in a straight line. If you charge in this way for at least 20 & # 39 ;, you get an advantage in your next attack roll. This ability recharges in a long rest.

6th level: your wings have grown to match your height and your tail is 1/2 of your height. Your flight speed increases to x1.5 your base speed. You can fly for a number of rounds equal to half your CON score (rounded up) for short or long rest.
The Wrym load is usable x2 for long rest.

Level 11: your wings grow up to 1.5 times your height and your tail is equal to your height. Your flight speed increases to x2 your base speed. You can fly for a number of rounds equal to your NOC score for short or long rest.
The load of Wrym is usable x3 for long rest.
You gain the skill "Fly" (not cause an attack of opportunity when flying out of reach of an enemy)

Level 16: your wings and tail do not increase much in size, but grow stronger and thicker. The flight speed increases to x3 your base speed, you can fly for a total number of rounds equal to double your CON score for short or long rest.

## dnd 5e – Alternative Draconic Heritage (flight)

A player with a Dragonborn PC recently requested to be allowed to grow wings and gain flight speed in our game. I really did not like any of Dragonborn's alternative flight options, so here is my current idea, please provide any criticism or ideas to improve.

Draconic (alternative) ancestry: Due to your heritage, your character has wings and a tail that continues to grow slowly throughout your life. If wings are chosen in the first level, you lose your standard breath weapon ability, since your magic bloodline instead increases your flight and your mobility.

1st level: the wings and tail sprout from the buds of your body and grow slowly as you get older. No flight is possible at this stage, since the wings and tail are small and fragile (easily hidden under normal clothing)

3rd level: your wings have grown as much as your arms, your tail is half the length of your arm and you must be free to balance and maneuver if you fly. Your wings and tail can no longer be hidden, and you must spend + 20% on the base cost to alter any clothing or armor you wear. You gain flight speed equal to your normal walking speed. Flying is extremely exhausting at this stage, it can only fly a number of rounds equal to 1 plus its constitution modifier (min 0) for short or long rest. If you are still up when this limit is reached, you descend immediately to the ground and have a disadvantage in any attack or skill test performed in this round.
You gain the "Wrym Charge": your wings propel you at a higher speed while charging to attack an opponent. Your ground speed while using this ability is x1.5 your base, but you must move in a straight line. If you charge in this way for at least 20 & # 39 ;, you get an advantage in your next attack roll. This ability recharges in a long rest.

6th level: your wings have grown to match your height and your tail is 1/2 of your height. Your flight speed increases to x1.5 your base speed. You can fly for a number of rounds equal to half your CON score (rounded up) for short or long rest.
The Wrym load is usable x2 for long rest.

Level 11: your wings grow up to 1.5 times your height and your tail is equal to your height. Your flight speed increases to x2 your base speed. You can fly for a number of rounds equal to your NOC score for short or long rest.
The load of Wrym is usable x3 for long rest
You gain the skill "Fly" (not cause an attack of opportunity when flying out of reach of an enemy)

Level 16: your wings and tail do not increase much in size, but grow stronger and thicker. The flight speed increases to x3 your base speed, you can fly for a total number of rounds equal to double your CON score for short or long rest.

I'm considering adding an attack & # 39; Tail Strike & # 39; at level 6 or 11, using the bonus action of the PC. This would be a melee attack (perhaps with a range of 16?), Making 2d6 dmg at 6 °.

## unit – Alternative response to the collision problem?

I'm building a top-down game in the unit that works well. In this game, I have a 3D object (red cube) that a player must control and there are other cubes such as white, yellow and black cubes that appear in the 5 second interval. In every 5 seconds, the prefabs of these three villainous cubes create instances and follow the player.

There is also a text that says yellow, black and white and changes constantly. For example, the text is now white and changes to black within a certain time interval and changes to white in a certain time interval (this is random). Then, the player must hit the cube like the text, otherwise the player will die.

Now, the problem is that I created the game well and I can not turn off the player when he plays the unrelated cube.

The script is (for example 🙂

``````Public class ColorChecker: MonoBehaviour {
Public GameObject[] text;
public int hold;

public float startTime;
public float startTimebtwSpawn;
// Use this for initialization
void Home () {

}

// The update is called once per frame
null Update () {
startTimebtwSpawn - = Time.deltaTime;
if (startTimebtwSpawn <= 0) {
startTimebtwSpawn = startTime;
keep = Random.Range (1, 4);
}
yes (keep == 1) {
text [0].SetActive (true);
text [1].SetActive (false);
text [2].SetActive (false);

} else if (keep == 2) {
text [1].SetActive (true);
text [0].SetActive (false);
text [2].SetActive (false);

} else if (keep == 3) {
text [2].SetActive (true);
text [0].SetActive (false);
text [1].SetActive (false);
}
}
}
``````

The script to destroy the object is:

``````public class DestroyCubes: MonoBehaviour {
ColorChecker public colorchecker;
// Use this for initialization
void Home () {

}

void OnCollisionEnter (Collision Collision) {
if (colorchecker.hold == 1 && col.gameObject.tag == "CubicMonster1") {
Destroy (col.gameObject);
} else if (colorchecker.hold == 2 && col.gameObject.tag == "CubicMonster2") {

Destroy (col.gameObject);
} else if (col.gameObject.tag == "CubicMonster3" && colorchecker.hold == 3) {
Destroy (col.gameObject);
}

}
}
``````

Now, I can obviously check if it's not related to a long code like

``````if (colorchecker.hold == 1 && col.gameObject.tag == "CubicMonster2" &&, etc.) {

Destroy (gameObject);

}
``````

Instead of writing a long statement, if so, is there a better way I can handle this?

## Can I move the alternative menu to the top bar?

I was wondering if I could move the menu that appears when I click on the Alt key to the top bar. I know this sounds stupid, but I do not want it to occupy space in my window.

## Theory of complexity: How to adapt the proof of the ND time hierarchy theorem for an alternative definition of NDTM?

For reference, the version of the non-deterministic time hierarchy theorem in question is the following:

The relevant part of the test in question (also from Arora-Barak) is here:

Arora-Barak defines an NDTM as identical to a deterministic TM, except that the NDTM has two transition functions so that anyone can be chosen non-deterministically and used at each step of time. However, the definition of an NDTM with which I am more familiar has more to do with Goldreich's text, which instead defines a transition relationship, which allows more than two non-deterministic choices to be made at each step of time.

My question is: how can the previous test be modified to work with the definition of a Goldreich NDTM? All the evidence I have found that is based on Goldreich's definition (including Goldreich's own proof) only demonstrates the grosser and logarithmic version of the non-deterministic time hierarchy theorem. Despite the equivalence of these two definitions, I can not find a way to avoid the confidence of the test in the claim that $$M_i$$ have $$2 ^ {(f (i) + 1) ^ {1.1}$$ Computational branches, which are supported assuming that only two non-deterministic choices are possible in each time step.

At first I thought that the test could be modified to fit Goldreich's definition by simply changing base 2 into $$f (i + 1) = 2 ^ {(f (i) + 1) ^ {1.1}$$ whatever the size of the state space of $$M_i$$ is (since this is an upper limit on how many branches of non-deterministic computation can be obtained in each time step). However, since $$i$$ can be arbitrarily large and each binary chain represents a Turing machine (one of the assumptions of Arora-Barak), it seems that the state spaces can also be arbitrarily large and it is not so simple to delimit them. of 2.

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