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Charlie Brandt – 100k Launch & Scale Academy

Charlie Brandt – 100k Launch & Scale Academy 2.0

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THE STEP-BY-STEP PROGRAM TO GO FROM
$0 -> $10,000 PROFIT PER MONTH IN 30 DAYS WITH ONLY $700 STARTING BUDGET.”
Perfect for beginners to experts.
This is the MOST Comprehensive program where you see everything step by step. Not only will you see my $1,000,000 store, products and ads… but we ALSO build everything together and cover in-depth product research, store creation, logistics and of course Google + Facebook Ads.
Ready to change your life?
The Most Comprehensive A-Z Program

READY TO LEARN HOW TO START A PROFITABLE BUSINESS FROM SCRATCH?!

$50K PER MONTH
Meet Zach!
He has multiple stores, scaled a fitness store to $25k per week and is one of the more helpful members in the group for insight ❤️

$4K PER DAY
Meet Matt Riley!
Joined the program and immediately started seeing results with his new store. He is a very honest and hard working person, and simply watched and implemented the strategies.

$500K PER YEAR
Meet Frenzo!
He joined the first day of the beta program and 1 week after launching saw initial results, then a month later started scaling to $50k per month!

20K PER MONTH
Meet Mathias!
He’s a student who has taken many courses before but this is the program that put the missing pieces together. His results speak for himself!

WHY IS THIS PROGRAM WORKING SO WELL?
Even for Complete Beginners?
WE DO EVERYTHING TOGETHER STEP BY STEP
Setup your store, products and ads right the 1st time.
The secret here is understanding the pattern of what makes these stores work. So throughout the course you will be seeing examples after examples and eventually it will become obvious why certain things work & you will be able to launch any new store successfully on your own.
Bonus during launch!
SEE THE EXACT WINNING PRODUCTS, NICHES & LIVE CASE STUDIES
You will see my $1,000,000 store, ads, products plus… we will be breaking down LIVE students stores in a private module!
Now you will quickly see exactly what is working with multiple examples, products, and repeated patterns so you can learn before you ever spend your first dollar.
THEN, AFTER WE BUILD OUR STORE AND FIND OUR PRODUCTS..

STEP 1
LEARN HOW WE FIRST GET EASY SALES WITH GOOGLE ADS
LEARN THE PRODUCT CRITERIA & NEW METHODS TO START GENERATING SALES.
This is how you can be VERY cost effective – stop guessing who to target, and get very cheap sales with high quality traffic.

STEP 2
ADVANCED SCALING
SUPERCHARGE OUR RESULTS
SUPERCHARGED DAILY PROFIT
Combining Facebook and Google blankets our perfect customer and lifts conversion rate overall – we immediately solidify our funnel to be as profitable as possible.
You will learn how I start my ads with 100% cold audiences and understand my entire process of scaling profitably.
LIVE GOOGLE ADS & FACEBOOK
SEE ME ADJUST CAMPAIGNS LIVE AND MAKE $3,400 PROFIT
Even if you are brand new to all this, I guide you through to becoming an expert.
I show you all the nitty gritty details and build everything with you along with sharing the thought process. Even if you are a complete beginner, you can just watch the videos and implememnt.

STEP 3
LOGISTICS MASTERY
7-10 DAY SHIPPING FROM CHINA
Learn the best Strategy for your budget.

10 orders per day? 700 orders per day? Learn fulfilment the right way.
Dropshipping? Learn exactly how I successfully Dropship from China.
Brand your Packaging from China? See how I do it.
U.S.A Fulfilment? Learn the companies I use after I verify my product
Learn the best shipping strategy for your budget.
NO MORE GUESSING, COPY WHAT WORKS
THE DETAILED A-Z PROGRAM YOU’VE BEEN WAITING FOR
There is NOTHING left out, you even see my LIVE $1,000,000 Store and Products!!
BEFORE I TELL YOU MORE ABOUT THIS PROGRAM

LET ME ASK YOU A FEW QUESTIONS…

Are you having trouble knowing the best way to start and launch your store?
Do you run into fluctuations as soon as you launch your ads?
Is it hard to find the right products you feel confident to try and unsure of what criterias you should look for?
Are you unsure how to scale and take your business to a consistent +$100k profit per year?
Are you looking for extremly in-depth details of how I run my businesses profitably everyday?
Are you looking for just a start to finish walkthrough of exactly what is working and why?
NO PROFITS?
FAILING STORES?
ACCOUNT BANS?
READY TO CUT THE LEARNING CURVE?
The reason I ask these questions is because , yes all of these are covered in the program, but – all of these are just a few issues that you will eventually run into because starting a successful business is extremely taboo. It’s very hard to find mentors that actually understand this current ecom space & has extensive knowledge with understanding of why things work so they can teach a reliable system.
I really can teach you everything it takes to get your business off the ground and profitable. I know you have the drive if you are here, you just need detailed direction and this will all click for you.

READY TO PUT IN THE WORK?
THEN THIS PROGRAM WILL GUIDE YOU.
this is the best strategy in eccommerce…

GET FULL ACCESS NOW

 

mathematics – How to decompose a 4×4 TRS transformation matrix with negative scale?

As the title says I need to decompose 4×4 TRS transformation matrices and extract the proper scale vectors and the proper rotation vectors (or rotation quaternions).

I know how to extract those information when the upper 3×3 matrix determinant is not negative. The problem is that those matrices can have that negative determinant and as far as I could understand, this negative determinant indicates a flip or mirrored transformation.

What do I have to do to extract the proper values for scale and rotation in those cases?

Deploying to vm scale set using custom script for release pipeline

Custom script is not getting invoked in VM scale set machines.
How to deploy application from DevOps to VM scale set using release pipeline with custom script?
Where to check custom script logs?

Can someone please help us with this?

Thanks,

Bhuvana

20.04 – How to change plymouth scale? Its too big

How to change plymouth scale? Its very big and ugly blurry.

On Fedora it was simple. I changed plymouth scale to smaller by adding line “DeviceScale=1” in /etc/plymouth/plymouthd.conf and then sudo dracut -f.

Did same in Ubuntu 20.10 but with sudo update-initramfs -u . Sadly this not work. Please help.

plotting – Normalize a histogram and make the scale log linear simultaneously,

I have data in list b3, First step is normalizing the histogram using the following command,
Histogram[b3, 100, “ProbabilityDensity”]

Second I would like to make the y scale log, I use

Histogram[b3, 1000, “ProbabilityDensity”, “LogCount”]

But this is not working.

unity – Why i get a scale 0 along the path

I followed the code at YouTube channel https://www.youtube.com/watch?v=OR0e-1UBEOU&t=4178s and did some modification on the code so that the scale of the bird will change during projectile using the absolute sine function under the if statement. I using the scale (16/20)*|sin(distance)| for my x and y component but not sure why when it launch, the scale become 0 along the path. How can 0.8|sin(distance)| getting 0 along the path?

using UnityEngine;

using UnityEngine.Assertions.Must;

using UnityEngine.SceneManagement;

public class Bird : MonoBehaviour

{   Vector3 OldPosition;
    Vector3 DistanceDifference;
    float TotalDistance = 0;
    Vector3 _initialPosition;
    private bool _birdWasLaunched;
    (SerializeField) private float _launchPower = 500;

    void start()
    {
        OldPosition = transform.position; 
    }
    

    private void Awake()
    {
        _initialPosition = transform.position;

    }

    
        void Update()
        {   

       
        if (_birdWasLaunched &&
                 GetComponent<Rigidbody2D>().velocity.magnitude > 0.1)
        {
            DistanceDifference = transform.position - OldPosition;
            TotalDistance += DistanceDifference.magnitude;
            OldPosition = transform.position;
            transform.localScale = new Vector3((16/20)*Mathf.Abs(Mathf.Sin(TotalDistance/5)), (16/20)*Math.Abs(Mathf.Sin(TotalDistance /5)) , Mathf.Sin(TotalDistance /5));
               
        }

        if (transform.position.y > 15.00 ||
            transform.position.y < -15.00 || transform.position.x > 18 || transform.position.x < -18)
        {
            string currentSceneName = SceneManager.GetActiveScene().name;
            SceneManager.LoadScene(currentSceneName);
            

        }
        }

    

    void OnMouseDown()
    {
        GetComponent<SpriteRenderer>().color = Color.red;


    }



    private void OnMouseUp()
    {
        GetComponent<SpriteRenderer>().color = Color.white;
        Vector2 directionToInitialPosition = _initialPosition - transform.position;
        GetComponent<Rigidbody2D>().AddForce(directionToInitialPosition * _launchPower);
        GetComponent<Rigidbody2D>().gravityScale = 1;
        _birdWasLaunched = true;


    }

    private void OnMouseDrag()
    {
        Vector3 newPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        transform.position = new Vector3(newPosition.x, newPosition.y);
        

    }
}

unity – Why i get scale bigger than 1 and projectile direction seem distorted?

I followed the code at YouTube channel https://www.youtube.com/watch?v=OR0e-1UBEOU&t=4178s and did some modification on the code so that the scale of the bird will vary during projectile using the sine function under the if statement. The bird original scale size for the x component is 0.137265 and y component is 0.1635102 while z component = 1 but it looks like I getting a scale which is bigger than 0.137265sine(distance), since sin function have a max and min value of 1 and 0, isn’t that my x component scale should be in the boundary 0<scale.x<0.137265? For the second issue, I use transform.localScale = new Vector3(TotalDistance/50, TotalDistance /50 , TotalDistance /50), so that the scale increase in proportion to the distance travel along the path. It looks like the projectile tend to follow a straight line more than a parabolic curve, I couldn’t figure out why.

using UnityEngine;

using UnityEngine.Assertions.Must;

using UnityEngine.SceneManagement;

public class Bird : MonoBehaviour

{ Vector3 OldPosition;
Vector3 DistanceDifference;
float TotalDistance = 0;
Vector3 _initialPosition;
private bool _birdWasLaunched;
(SerializeField) private float _launchPower = 500;

void start()
{
    OldPosition = transform.position; 
}


private void Awake()
{
    _initialPosition = transform.position;

}


    void Update()
    {   

   
    if (_birdWasLaunched &&
             GetComponent<Rigidbody2D>().velocity.magnitude > 0.1)
    {
        DistanceDifference = transform.position - OldPosition;
        TotalDistance += DistanceDifference.magnitude;
        OldPosition = transform.position;
        transform.localScale = new Vector3(Mathf.Sin(TotalDistance/5), Mathf.Sin(TotalDistance /5) , Mathf.Sin(TotalDistance /5));
           
    }

    if (transform.position.y > 15.00 ||
        transform.position.y < -15.00 || transform.position.x > 18 || transform.position.x < -18)
    {
        string currentSceneName = SceneManager.GetActiveScene().name;
        SceneManager.LoadScene(currentSceneName);
        

    }
    }



void OnMouseDown()
{
    GetComponent<SpriteRenderer>().color = Color.red;


}



private void OnMouseUp()
{
    GetComponent<SpriteRenderer>().color = Color.white;
    Vector2 directionToInitialPosition = _initialPosition - transform.position;
    GetComponent<Rigidbody2D>().AddForce(directionToInitialPosition * _launchPower);
    GetComponent<Rigidbody2D>().gravityScale = 1;
    _birdWasLaunched = true;


}

private void OnMouseDrag()
{
    Vector3 newPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
    transform.position = new Vector3(newPosition.x, newPosition.y);
    

}

}

python – Scale with Kivy ScatterLayout Doesn’t Behave as Expected

I would like to zoom in and zoom out of a collection of widgets. I would also like to scroll. I tried to accomplish this with a ScrollView as the root widget and a ScatterLayout as the child.The widgets I’d like to zoom in and out of are children to the ScatterLayout. This isn’t behaving as expected. Here’s a minimal version.

from kivy.app import App
from kivy.lang import Builder
from kivy.uix.scatter import Scatter
from kivy.uix.scatterlayout import ScatterLayout
from kivy.uix.scrollview import ScrollView


kv = '''
#:kivy 1.11.1
<MyScatter>:
    do_translation_y: False
    do_rotation: False
    do_scale: False
    canvas:
        Color:
            hsv: .1, 1, .5
        Rectangle:
            size: 100, 100

<ScrollView>:
    size_hint: None, None
    size: 640, 480
    pos_hint: {'center_x': .5, 'center_y': .5}
    scroll_type: ('bars')
    bar_width: 10
    bar_inactive_color: self.bar_color
    canvas:
        Color:
            rgb: 1, 0, 0
        Rectangle:
            pos: self.pos
            size: self.size

<MyScatterLayout>:
    size_hint: None, None
    size: 1280, 720
    do_translation: False
    do_rotation: False
    pos_hint: {'center_x': 0.5, 'center_y': 0.5}
    canvas:
        Color:
            rgb: 0, 0, 1
        Rectangle:
            pos: self.pos
            size: self.size
'''

Builder.load_string(kv)


class MyScatter(Scatter):
    pass


class MyScatterLayout(ScatterLayout):
    pass


class MyApp(App):
    def build(self):
        layout = MyScatterLayout()
        layout.add_widget(MyScatter())
        root = ScrollView()
        root.add_widget(layout)
        return root


if __name__ == '__main__':
    MyApp().run()

child widget is outside scatterlayout

When zooming out, the child of ScatterLayout ends up outside of the layout’s bounds. I would expect all the children to stay within the layout’s bounds no matter what the transformation is. What am I doing wrong?

Tangential to the question: when I zoom out enough that the ScatterLayout is smaller than the ScrollView, scrolling snaps the ScatterLayout to the origin (bottom left corner). Per the ScrollView docs it looks like a ScrollView‘s child is expected to be larger than the ScrollView itself. I assume to prevent this from happening I need to increase the size of the ScatterLayout as I scroll.

Best server setup to start and scale SaaS?

Hello folks – hope you’re well…

What kind of server arrangement would you recommend for someone who wants to start and gradually scale … | Read the rest of https://www.webhostingtalk.com/showthread.php?t=1826518&goto=newpost

sprites – unity spriterenderer scale to fit screen portion

let me explain what i have.
a camera that render only a sprite ( sprite renderer) and what i’m looking for is to scale that sprite renderer to fit a screen portion (not the entire screen) for example 0.145 (normalized) anyone can help me?

fix : i mean, from 0 to 0.145 so the entire area ( it will be a 125×125 image ) so i need to keep the aspect ( same width and height) and i’m using orthographic camera