dnd 5e – Is the “half your speed” used in standing from prone your normal speed, or current speed?

At my last session, a scenario arose in which a character was attempting to cover ground as quickly as possible, but was knocked prone. On their next turn, they proceeded to stand up and Dash. This led to a moment of confusion while I attempted to figure out exactly how prone and Dash interact.

The player commented offhand that standing from prone halves your movement and Dash doubles it, so the two cancel and they had 30ft to move that turn. Reading the rules, however, I interpreted things differently.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

(PHB p192)

Being Prone

(…)
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up.

(PHB p190)

My interpretation is that your speed is constant – say, 30ft – and your movement is a separate quantity representing distance you can cover this turn. You start the turn with available movement equal to your speed, and then Dash adds another quantity to your movement, while standing up removes a quantity from your movement. Neither affect your speed.

That means that this player starts with 30ft of movement, gains an additional amount equal to their speed (30ft) from Dash, then spends an amount equal to half their speed (30/2 = 15ft) to stand, leaving them with 45ft of movement available for this turn.

In the end, they needed less than 30ft of movement to get into position to attack the bandit leader and the party all made it out alive, so it didn’t affect the outcome of our game, but I’d like to get this straightened out for the future.

Is my interpretation of the interaction between speed, movement, the prone condition and the Dash action correct?

statistics – Link between web page load speed and percentage of people leaving the web page

I’m working on a research paper in the field of Website Preformance and I’ve found an article that claims that 57% of people leave websites that take longer than 3 seconds to load. This article cites no source for this claim but I imagine it was done in some sort of study.

Another claim is in this article which says 53% of mobile users will leave a webpage if it doesn’t load in 3 seconds. They link to a page of google but not directly to the data and the only 53% figure I found on that website is this.

Here is a third article claiming 1 in 4 people abandon a website that takes more than 4 seconds to load. I found this page with an image (claim is at the top right of the image) but not an actual study.

Are there any studies that make a link between loading times and percentage of people leaving the page? Does anyone know of a paper that might relate to this?

C# How to speed up datatable updation for high volume of data

Reading data from xml file and load data into datatable. i can not load data into List because datatable has some dynamic column whose name is not known.

I have one List and one datatable. _AllCommentsData is List and dtData has datatable.

More or less _AllCommentsData has 10,000 to 20,000 data and dtData datatable has high volume of data. approx some dtData datatable has 70,00,000 data means 7 million data. when traversing in high volume of data and update one column value is taking long time. so guide me how to refactor or restructure the code as a result update one column value with high volume of data would take very less time. any work around exist to deal this situation?

i could join my datatable and List together and update field value but i could not do it because few column names are dynamic in datatable. so within LINQ select i can not mention their name (dynamic column name) and that is the reason i query datatable in loop and update data.

can i use Parallel.For() or AsParallel ? please guide me with some sample code which i can use to speed the data updation when there is high volume of data in data table. Thanks

My Sample code

foreach (var item in _AllCommentsData.Where(a => a.CommentType == "Only LI"))
{
     if(item.Comments!="")
     {
         tmpData = dtData.AsEnumerable().Where(a => a.Field<string>("Section") == item.section
             && a.Field<string>("LineItem") == item.LineItem
             && (a.Field<int?>("EarningID") == null ? 0 : a.Field<int>("EarningID")) == item.EarningID);

         if (tmpData != null && tmpData.Count() > 0)
         {
             tmpData.ForEach(x =>
             {
                 x("LI_Comment") = 1;
             });
         }
     }
}      

                  

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pathfinder 1e – Does having decent swim speed from spell, item, power, racial or class ability allow you to propel yourself out of the water?

Does having decent swim speed from spell, item, power, racial or class ability allow you to propel yourself out of the water?

Swim
A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Note: See the Swim skill for further details.

For example the Aegis Astral Skin adds +10 feet to the average medium creature’s Base Speed of 30 feet making it 40 feet, with the run action (40 x 4 = 160 feet) that’s a 160 feet. Is that enough speed to propel you out of the water as if doing a long or high jump…say to get you aboard a pirate ship?

C++ Incredibly Precise Sorter | Efficiency and speed of sorting algorithms

Hey Guys,
I’m in the process of building a console program in C ++ that allows users to:

  • sort a sequence of numbers loaded from a TXT file
  • save sorted sequence in a new TXT file
  • measure the sorting time for individual algorithm

I decided to write such a program because I want to learn algorithms, how different sorting algorithms work and I was curious how efficient/fast each individual algorithm is.

At the moment I have implemented

  • Bubble Sort
  • Insertion Sort
  • IntroSort (from C++ STD)
  • Selection Sort
  • Merge Sort
  • Quicksort

This is a sample output of the program

   (Bubble Sort)  Took:  77817989 µs   (77817.989 ms) (77s) to sort 100000 numbers
(Insertion Sort)  Took:  24974911 µs   (24974.911 ms) (24s) to sort 100000 numbers
      (STD Sort)  Took:     33990 µs      (33.990 ms)  (0s) to sort 100000 numbers
(Selection Sort)  Took:  20961005 µs   (20961.005 ms) (20s) to sort 100000 numbers
    (Merge Sort)  Took:    364995 µs     (364.995 ms)  (0s) to sort 100000 numbers
     (Quicksort)  Took:     25993 µs      (25.993 ms)  (0s) to sort 100000 numbers

Here’s the code for the project on github, as there would be too much pasting on this page.

Okay, end of story about the project, I have a few questions for experienced programmers

  1. Could anyone do some little code review please?
    I wonder if I have built the project structure correctly. What could be changed in the code. What is coded incorrectly. What bad practices have I committed. e.t.c
  2. I wonder if the measurement results are reliable in any way. How the system speed or the order in which the sorting function is called affects the results
  3. I plan to implement even more sorting algorithms. In your opinion, what other features could I add to make the project more interesting and to impress the future employer?
  4. And one last thing. What is your honest opinion about this project?

Thank you very much in advance for any help

performance – Apple trackpad:getures not working fine when cursor speed is high

I’m new to magic trackpad 2, and I’ve been using a mouse with cursor speed set to maximum for about 15 years so far, so first thing I didn when connecting the trackpad was realizing it needed a lot of movement of my finger to reach screen corners, so I entered the settings and set speed to max speed. Now I can move the cursor with small movement of my finger the same way I could move it with my mouse.

Then I started testing the famous “gestures” and most of them were not working. I though it was a faulty trackpad bu then I lowered the speed and they started working. For instance, pinch to zoom in/out was almost impossible to make, and also showing the launchpad happened once every ten tries. Instead, the cursor moved somewhere.

Has anyone else experienced this and found some way to solve it. I have had to move the speed almost to original setting which, for my standards, it’s incredibly slow.

canvas – Javascript speed of an animated object (planet orbiting sun)

So I am pretty new to JavaScript and I thought I might make an animation demonstrating a planet orbiting a sun in an elliptical orbit using Kepler’s laws.

I am struggling to get the speed right. So I want the speed of the planet to be slower further away from the sun, and faster closer to the sun.

Within this method I use Keplers laws to calculate the x and y coordinate. I have also calculated the (real) velocity at each point in its trajectory (this may need to be scaled appropriately as I hope to use real astronomical data).

  this.position = function(theta) {
    var R = Math.pow(((Math.pow(T,2))/((4*Math.pow(Math.PI, 2))/(G*M))),(1/3)) ;
    var a = R/(1-e) ;
    var radius = a*(1-Math.pow(e,2))/(1+e*Math.cos(theta)) ;
    this.x = radius*Math.cos(theta)*10e-10 + canvas.width/2 ;
    this.y = radius*Math.sin(theta)*10e-10 + canvas.height/2;
    this.vel = Math.sqrt(G*M*((2/radius)-(1/a))) ;
    
  }

I’ve got full code on CodePen here: https://codepen.io/yasserqureshi/pen/VwPOEzL?editors=0011

Any help or comments will be appreciated. Thanks!

dnd 5e – Levitate rules and speed

This is what the spell description say about Levitate ending

When the spell ends, the target floats gently to the ground if it is still aloft.

This would imply that no matter the height, the target would just fall to the ground and take no damage. This could be intended to work similarly to Feather Fall.

Otherwise, if the spell is still active

You can change the target’s altitude by up to 20 feet in either direction on your turn.

Since one turn is ~6 seconds, and the duration for the spell is “Up to 10 minutes”, if you maintain concentration for 10 minutes, you could move your target 2,000 feet up. Given the limitations of the spell, you should at max be able to move a creature 200 ft per minute, regardless of direction.