Identifying a sequence of intervals that cover the entire real line while their widths get arbitrarily small

I’ve been playing around with a lot of intervals and I’m trying to find a way to cover all of R with these intervals, while the width of the intervals get smaller. I have been unable to find a way to do this and any advice, hints or examples would be greatly appreciated! I know how to do it if I’m only interested in [-1,1], for example.

Fit entire screeen whn Aspect Ratio Change Unity

i’ll try to explain what i have…
my “field” camera with this script (used to keep the aspetct)

using UnityEngine;

(RequireComponent(typeof(Camera)))
public class CameraCrop : MonoBehaviour {

// Set this to your target aspect ratio, eg. (16, 9) or (4, 3).
public Vector2 targetAspect = new Vector2(16, 9);
Camera _camera;

void Start () {
    _camera = GetComponent<Camera>();
    UpdateCrop();
}

// Call this method if your window size or target aspect change.
public void UpdateCrop() {
    // Determine ratios of screen/window & target, respectively.
    float screenRatio = Screen.width / (float)Screen.height;
    float targetRatio = targetAspect.x / targetAspect.y;

    if(Mathf.Approximately(screenRatio, targetRatio)) {
        // Screen or window is the target aspect ratio: use the whole area.
        _camera.rect = new Rect(0, 0, 1, 1);
    }
    else if(screenRatio > targetRatio) {
        // Screen or window is wider than the target: pillarbox.
        float normalizedWidth = targetRatio / screenRatio;
        float barThickness = (1f - normalizedWidth)/2f;
        _camera.rect = new Rect(barThickness, 0, normalizedWidth, 1);
    }
    else {
        // Screen or window is narrower than the target: letterbox.
        float normalizedHeight = screenRatio / targetRatio;
        float barThickness = (1f - normalizedHeight) / 2f;
        _camera.rect = new Rect(0, barThickness, 1, normalizedHeight);
    }
}

}

and one more camera inside my canvas used to who 3d character on UI and a background image ( used to show a screenshot got from the field camera) so what i have on my ui is 3d model with a background spriterenderer with a screenshot texture got from “field” camera ( using rendertexture )

on cap1 is what i have on my “field” camera then i take a screenshot and on cap2 is what i have after i get a screenshot with the rendertexture then convert it to a texture2d and create a new sprite from that texture ( to a sprite render inside the canvas camera)

so as you can see the screenshot doesn’t fit the entire screen, without the above script it does fit perfectly.

this is what i do to resize it

    void ResizeSpriteToScreen()
{
    SpriteRenderer sr = sprite.GetComponent<SpriteRenderer>();

    sprite.transform.position = _myCamera.transform.position + Vector3.forward * sr.transform.position.z;

    sprite.transform.localScale = new Vector3(1, 1, 1);
    Vector3 lossyScale = sprite.transform.lossyScale;

    float width = sr.sprite.bounds.size.x;
    float height = sr.sprite.bounds.size.y;

    float worldScreenHeight = _myCamera.orthographicSize * 2f;
    float worldScreenWidth = worldScreenHeight / Screen.height * Screen.width;

    Vector3 xWidth = sprite.transform.localScale;
    xWidth.x = worldScreenWidth / width;
    sprite.transform.localScale = xWidth;
    //transform.localScale.x = worldScreenWidth / width;
    Vector3 yHeight = sprite.transform.localScale;
    yHeight.y = worldScreenHeight / height;
    sprite.transform.localScale = yHeight;

    Vector3 newLocalScale = new Vector3(transform.localScale.x / lossyScale.x,
        sprite.transform.localScale.y / lossyScale.y,
        sprite.transform.localScale.z / lossyScale.z
    );

    sprite.transform.localScale = newLocalScale;
}

cap1
cap2

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This is my javascript call:

jQuery('#tile-form-container .content').load('/tile/edit/2');

This is my route:

tiles.edit:
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  defaults:
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  requirements:
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In my buildForm function I have added this line:

$form('theme') = 'tile_form';

And that file looks like this:

<div id="tile-form">
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I’m trying to load a custom form into a div, but when I do, the entire Drupal shell (menu, header, footer, etc) is being output in the div. Is there a way I can only output the form?

This is my javascript call:

jQuery('#tile-form-container .content').load('/tile/edit/2');

This is my route:

tiles.edit:
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  defaults:
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  options:
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  requirements:
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In my buildForm function I have added this line:

$form('theme') = 'tile_form';

And that file looks like this:

<div id="tile-form">
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        <div class="content">
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I’m considering consuming, or if unavailable, I’m considering providing, a blockchain querying service along the lines of json rpc.

Would it be possible for me as a consumer of such as service, to verify the integrity of returned data from such queries, without myself running a full node? (If not there wouldn’t be much point using such a service!)

Would it be possible for me as a provider of such a service, to provide enough data for a consumer to verify the validity of the data I send them, when the consumer is not running a full node? (If not there wouldn’t be much point providing such a service!)

My end goal is to run something like a blockchain explorer website on the cloud, but the cost of running a full node (particularly storage) on the cloud is more than I can afford. Obviously I have some feature ideas I’ve not yet seen on other explorers

Flow to Update Entire List Once a Day

Okay, I ignorantly stumbled into creating a flow that updates a the Date column for a specific User every 10 min.

Recurrence: 10 min.
Update Item: Site: List: Id: Date: utcNow()
Terminate: Succeeded

The above works. My assumption is if I change the Recurrence to 24 hrs. this action will take place every 24 hrs, yes?

Also, how to I edit the above to my it impact every record on the list, rather than just only mine?

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My Warlock player has Pact of the Chain and likes to explore all the dungeon before going inside. The imp turns into an invisible spider and goes through the ceiling to all rooms without hard doors. In practice, this ends up becoming a 1 on 1 conversation between me and the warlock, describing each room, for about 10 minutes until all possible rooms are revealed.

To speed things up, I have the familiar roll a single Stealth check before entering and I compare that against Perception checks from Guards and Passive Perception from all other NPCs (I usually apply disadvantage to these checks, since it’s a spider and invisible). I still feel like it’s a slam of exposition that bores the other players at the table. When the party is going room by room, exposition is broken down in separate parts, and the risk engages the players. I’ve tried to ask each player to control the imp at each part of the dungeon, but players didn’t enjoy it. I also like to add important bits of information at each room (like a Guard using a secret password here, or toxic fumes there), which ends up taking even more exposition time.

One on hand, I want to reward the Warlock and his methodical exploration. On the other the other players are just standing there doing nothing while the imp explores. How can I make this part of our game enjoyable and engaging for everyone?

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How ot Iterate thru entire Dictionary of GameObject and setActive state [closed]

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static Dictionary<string, GameObject> gameObjects;

Thanks!

dnd 5e – Is the DMG’s Disarm option an entire action, or a replacement for a single weapon attack?

My confusion comes from the somewhat ambiguous wording of the Disarm action as described in the Dungeon Master’s Guide (p. 271):

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

Two things stand out to me:

A creature can use a weapon attack

One way to interpret this is to mean that this is replacing a normal weapon attack, disarming the target instead of dealing damage. The other way to interpret this is that this weapon attack is special; that despite being called an attack, it’s intended to be its own action type.

If the attacker wins the contest, the attack causes no damage or other ill effect

This also stands out to me. If this were its own action, and not a replacement for a regular attack, then it wouldn’t be necessary to specify that damage is negated; it would simply be presumed to deal no damage.

What is the correct way to interpret this action? Is it its own action, or a replacement for a single attack as part of the Attack action? If a character gets the Extra Attack feature, can Disarm replace every attack they’re otherwise allowed to make?