## Best way to group multiple libraries & lists, so that related data are close to each other

I’m working in SharePoint Online and really trying to cut down on have multiple folders all over the place. I am converting the data into libraries and lists. Is there a suitable approach I can take form the UI that allows me to “group” multiple libraries or lists together, that relate to each other?

What are some organizing tactics from this grand level we can take? I plan on having over 50 lists and 50 libraries in my custom SharePoint site.

Many thanks!

## mining profitability – What is the incentive for continuing to mine bitcoin as we get very close to the 21 million cap?

The Investopedia article on Bitcoin explains the Bitcoin issuance schedule and how it’s halved every four years. Currently, roughly 18.5 million have been mined, with the total cap being 21 million. It’s assumed that the last Bitcoin will be mined in the year 2140, which is obviously quite a ways off.

Given both the monetary and energy cost of mining Bitcoin (the two are related since it requires a large amount of computing power), isn’t there a diminishing incentive to continue mining Bitcoin as we approach the hard-cap limit of 21 million bitcoins? In other words, as the supply of Bitcoin nears its cap, and the reward for verifying transactions is halved, what will incentivize individuals to continue mining Bitcoin if their odds of verifying a transaction before anyone else decreases? And on the off chance that they do it first, the reward will be miniscule. Investopedia touches on this:

In actuality, as the year 2140 approaches, miners will likely spend years receiving rewards that are actually just tiny portions of the final bitcoin to be mined. The dramatic decrease in reward size may mean that the mining process will shift entirely well before the 2140 deadline.

Follow-up question: Couldn’t this lead to a monopoly situation where fringe miners give up entirely and only the biggest mining networks reap the profits of continuing to mine Bitcoin?

## BNB close to surpassing ethereum by market capitalization

Binance coin (BNB) after reaching a new all time high of \$400 has seen a massive rise in it’s market capitalization.

Presently , BNB market capitalization is just four times less than the market capitalization of ethereum.
Investors suggest that the rise in price of BNB can be attributed to the numerous launchpad and project making use of Binance platform .

I’m building a couple of (Drupal 8.9.13 and Drupal 9 based) sites where I use TB Megamenu megamenu module (https://www.drupal.org/project/tb_megamenu) to create the menu. All is working fine on desktop/laptop etc, when I hover over the top menu items the related submenu slides open, when the cursor moves away it folds away again.

On narrow screen/mobile, the menu collapses to a hamburger in header. When I click the hamburger, the menu appears as intended, with the top level (no-clickable) items appearing. When I click each of the top items the related submenu items appear, again as intended.

However, when I then click another submenu trigger, the other submenu opens, but the previously opened submenu stays open as well. Taking up lots of vertical space and pushing parts of the menu off the screen.

What do I need to change to have only ever one submenu open at any one time (i.e. triggering a new submenu closes the one that was opened before)? There is no setting for this in the TB megamenu configuration (drupal module), and no instructions on this in the documentation. I assume I have to add some (java)script either in my theme .js file, or change add something in the TB Megamenu tb-megamenu-frontend.js, most likely an onClick event that runs through all top items with submenus and closes all others but the clicked one?

I had the same issue a long time ago with the Mobile Sliding Menu (see that question and answer. I have tried the javascript that was suggested there (adapting the class names to match my TB menu etc), but it doesn’t work here.

I have exactly the same behaviour (of submenus staying open) on all versions of TB megamenu, (from D7 to D8 to D9, various older as well as latest development releases), and would love to find out how to address this..

Many thanks for any help on this!

## gathering – Gather data points which are close together in time

I want to gather some data together based on how close together they are in time. Consider this list of numbers:

``````{1, 2, 3, 4, 5, 6, 10, 11, 12, 13, 14, 15, 50, 51, 52, 53, 100, 101, 102, 103, 104, 105, 110, 111, 112}
``````

We can see that there a subsets of different lengths, and within each subset the points are separated by some amount — in this case $$1$$.

I want to be able to gather or sort the elements together based on some separation threshold. For the example list I gave the result would be:

``````{{1, 2, 3, 4, 5, 6, 10, 11, 12, 13, 14, 15}, { 50, 51, 52, 53}, {100, 101, 102, 103, 104, 105}, {110, 111, 112}}
``````

My intent is to be able to group datasets together which are close in time. Normally if all of my datasets have the same length I would use partition and be done with it, however my subsets have different lengths so it makes sense to group by how close together they are in time.

## 20.04 – Win Key + D should close menus

When opening the windows / super menu, once open, the win key + D hotkey does not work.
Same behaviour is shown when any gnome menu is open

where as in windows, win key + D always works.

what would be the best way to make win key + d work in the menus / always?
it’s a hotkey that i use a lot.

thx

## dnd 5e – When hiding, how close can you get to enemies before they can potentially detect you?

### There isn’t a set distance that I’m aware of

I’m not familiar with any official guidance on this question, which seems sensible because the closest one creature can get to another without risking detection should be based on lots of factors besides distance alone. At its core, this requires the DM to integrate several pieces of information (which you have outlined in the question):

• How skilled are the observers at detecting motion/sound/scent, etc.?
• How skilled are the sneakers at avoiding detection?
• How does the environment make sneaking easier or more difficult?
• How does the situation make sneaking easier or more difficult?
• What does being detected mean versus being undetected?

A combination of these will determine what the “detection radius” might be for undefined sensory abilities. But D&D 5e has largely moved away from the highly reliable, precise rules of other editions and systems (perhaps most notably D&D 3.5e).

The first two items in my list are explicitly defined by skill ratings: creatures have Perception and Stealth scores, so you don’t have to worry about determining those in the moment.

The third and fourth are generally expressed in D&D 5e with Advantage and Disadvantage: it’s either easier than usual or more difficult than usual for sneaking/detection of sneaking.

The final item is totally context and DM dependent. If being detected means giving some signal that the observers will investigate, that suggests a different situation than detection meaning that an observer picks out a specific face in a large crowd of people.

Some defined sensory abilities do list a specific range, and those are inherently clear. If you’re trying to tiptoe towards a creature with Tremorsense and enter the area in which that trait is relevant, your sneaking is unlikely to go well.

### Skill checks cover attempts, and technical rule wangling does not

A roll for a skill check covers your entire effort to be sneaky in a situation where failure is possible. Your character wouldn’t know exactly how close they can approach a given person and remain undetected, and even if they did it’s possible for them to make a mistake in some way.

If you want to remain undetected while approaching a potential observer, you would roll Stealth to see how successful you are in that effort regardless of other factors. That is usually contested by passive Perception or a Perception roll. In some cases it’s a Stealth roll against a static difficulty rating. But characters (generally) don’t get to skip ability checks by exploiting precision in mechanical rules.

The DM does need to integrate relevant information to define these checks, but 5e has a pretty streamlined way to do that: skill checks, Advantage/Disadvantage, and difficulty rating. That might play out narratively as the characters getting no closer than 20 feet (maybe they would have Disadvantage if they were closer, maybe the DC would be higher, maybe the observers would have Advantage, etc.), but players don’t usually get to declare a successful result because they have plan X without rolls.

## unity – Make main game music volume less louder when player getting close to sfx audio object?

The audio mixer settings :

Then the audio source for the game music :

And the sfx audio source I changed the Spatial Blend to 3D and then in the 3D settings changed the Volume Rolloff to Linear Rolloff Min Distance to 10 and Max Distance to 13.

The sfx effect is working fine but the game music volume stay loud too loud.

How can I make that when the player is getting closer to the fire the main game audio will get less louder not to set the game music volume to 0 but make it slowly also less louder while the sfx getting more louder ?

my problem is to make the game music less louder slowly when the player is getting closer to the fire.