Laptop fan speeds up after 10 minutes of inactivity

My laptop’s (Lenovo Legion Y520) fan starts running fast after 5-10 mins of inactivity out of nowhere. When I open up Task Manager, the CPU utilization seems around 25-30% and then drops to ~6% in 2-3 seconds, which is followed by the fan running slower in another 2-3 seconds. It seems like my computer is being used for a program while I am away from keyboard and I cannot detect it. Are there any solutions for that? I tried everything I can find in the internet. Thanks.

inode – How can I create disk for smaller files with good read/write speeds?

I’m trying to find the best way to store lots of small files on a volume, without hitting the inode limits. I created a new drive with:

sudo mkfs.ext4 -N 100000000 /dev/device

and this correctly shows:

/dev/device  100040704 13929894 86110810   14% /mnt/websites2

However, it seems to have made a fair hit to the speed for read/writes on that drive. I was doing some research, and came across:

How to Increase Disk Inode Number in Linux

They suggest:

sudo mkfs.ext4 -T largefile /dev/device

What is the option for “small files”? I can’t seem to find any documentation on what the values of -T can be? Also – any other suggestions on how to configure a drive for LOTS of small files (~3-10kb each), would be much appreciated!

old lenses – Were “shutter speeds” for cameras really in the hours back in the day?

https://en.wikipedia.org/wiki/Shutter_speed

I can’t find any mention of it here, but once I read in a printed comic book, where there was a page of “weird facts”, that in the beginning of photography, people had to stand for literally hours, as if somebody was painting a painting of them, for the camera to take the photo.

Is this utter nonsense? If this was ever the case, why on Earth was that ever necessary? I’ve gone through my entire life assuming that this was the case, but maybe it was one of the “fake facts” which tried to trick the reader. (Yes, they had at least one such every week until they stopped having those pages.)

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performance – Ultra slow upload speeds with SSL

My wordpress website subdomain upload.website.com bypasses cloudflare.

Uploading to https://upload.website.com is extremely slow – 3 – 15 mins for 100mb

However I did some speed tests on the server and one speed test went really fast.

http://upload.website.com without the HTTPS…… is FULL SPEED.

Any ideas on what might cause this?

How to test speeds and strengths of wifi before connecting

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dnd 5e – How do multiple speeds interact with jumping?

The Rules as Written

Speed

All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes.

Jumping

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

Using Different Speeds:

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

Your third interpretation doesn’t work because of this passage. In effect, you total up the movement used before the change and compare it to the new movement type. You don’t track each movement individually, just “consumed this turn” and “total possible in current mode”.

Strict Interpretation

The first passage doesn’t apply to your example creatures, but untyped movement mode (like the Orc statblock’s “Speed 30 ft.”) is “walking”. If a creature has other types of movement, they will be called out by type. Again, it isn’t relevant for your examples, but it’s important for parsing statblocks.

The Long Jump and High Jump passages actually supports your Interpretation 1 – a creature without a walking speed is clearly not capable of moving “at least 10 feet on foot” and therefore cannot perform a running jump. It may not be realistic, but we’re looking strictly at what is written here.

a dolphin has a strength of 14, a speed of 0 feet, and a swim speed of 60 feet. Could a dolphin swim 10 feet to get a “running start” before jumping 14 feet horizontally out of the water and through the air (subtracting this distance from its swimming speed)?

Dolphins are never on foot, because they don’t have feet, and don’t have a walking speed. A dolphin on land has a speed of zero. It has no movement to spend, and therefore Dolphins cannot jump on land.

The last passage addresses splitting movement types, this covers your octopus example:

A giant octopus has a strength of 17, a speed of 10 feet, and a swim speed of 60 feet. I would assume it could jump in a manner similar to the dolphin using only it’s swim speed – but what if it were on land? Could the octopus use its 10 feet of walking speed to get a running start, and then jump 17 feet horizontally (subtracting the distance of the jump from its unused swimming speed)?

If the octopus is on land, it must use walking movement. It has limbs that can serve the same purpose as feet, so we’ll give it a pass on that threshold, too. As both types of jump need ten feet of movement before a running jump, an octopus cannot do any sort of running jump – they’re out of walking movement after ten feet. That said, an octopus still has a walking speed, Strength 17 allows for a standing jump up to 8.5 feet.

Relaxed Interpretation

What D&D’s rules are primarily concerned about is useful tactical movement in a combat situation. Anybody who has been to Sea World knows that dolphins most certainly can jump out of the water, and when they’re on land they can sort of waddle-wiggle from dry land into the water. Neither of these would be terribly useful in combat, and submarine-launched ground attack war dolphins aren’t a thing (as absurdly amusing as the image may be).

As far as water-to-water jumps go, or perhaps jumps out of the water, I would allow a creature that started in the water to use swimming speed to meet the 10-feet pre-move requirement for running leaps, and subtract the jump distance from that swimming speed. What they can do after the jump depends on where the creature lands and what available movement modes it has. This where the last passage comes into play.

  • If the dolphin swims 10 feet, then jumps for 14 feet, it has used 24 feet of movement. If it lands in the water, it can keep going because 60 – 24 = 36, greater than zero. If it lands on the ground, it’s done moving because it has to “switch modes” and 0 – 24 is definitely less than zero.
  • If the octopus swims 10 feet, the jumps for 18 feet, it has used 28 feet of movement. Landing in water leaves it with with 32 feet. Landing on the ground also leaves it with less than zero walking movement. It’s done moving for the turn, but can walk on its next turn.

Some of that jumping movement would be “over” land, but I would still count it against swimming speed until the creature actually lands.

Going the other direction, a dolphin on land is out of luck. It has no walking movement speed and is pretty well immobilized. The octopus on the other hand could potentially leap an 8.5 foot wall, land in the water, and swim another 51.5 feet (or be dumb, swim 10 feet, jump 18 feet back onto land, and be stuck for the rest of the turn).

This is most similar to your Interpretation #2, but takes Using Different Speeds into account.

As an aside, partially because it’s irrelevant to 5E and partially because it was a semi-traumatic experience, the 3.xE-era OGL setting/system Blue Rose had uplifted animals available as player characters. Dolphin was an option, and it could do a full round action (a 3.xE term for “do nothing else the entire round”) to move 5′ on land. It also had rules for skill checks without appropriate hands, so suffice a phrase that circulated in my playtest group was “No, Flipper! Not the forge!”

teamwork – Best git team process for developers working at different speeds

I’m looking for the best way to set up git for a team where some developers are very slow, and others very quick.

The current setup is, I think, pretty standard with developers each working in their own feature branch and then merging with the development branch which is then deployed to our QA environment for UA testing. It is at this stage that a lot of the junior developer’s code is being failed by the QAs and sent back to fix mistakes.

The only issue is that their failed commits will remain in the development/QA branch/environment, and any later commits to that branch will need to wait for the junior developer to fix their mistakes and be passed by QA, before the later commits can also be released to production.

Our development/QA branch is very much fixed to the single QA environment that we have, and for reasons that I won’t go into we are unable to have multiple testing environments.

Is there a standard way to pull back just the failed commits from the development/QA branch so that they don’t affect the other developers’ route to production? Or, if we have just a single testing environment, would it be better to only allow a single developer’s feature branch to be deployed there before either being passed and merged with production, or being failed and reverted to the tip of the development branch?

Thanks

windows – Huge difference in transfer speeds when using separate directories for transfer

I was transferring around 12k images (total size around 2 GBs) from my laptop to my Android phone via USB. Initially, it was around 5-6 images copying per second and soon after around 500 images speed began to drop and reached more than 5 seconds per image. I tried copying them in batches of 500 images but that was no better. It was like the more the number of files in a directory the slower it is to add more to it.

Then what I did is make separate folders in the same directory and copy only about 500 images at a time to each. This way I got speeds of 5-6 images per second similar to what I was getting initially when I was transferring them all at once to a single directory. Later, I simply moved the images out of those folders using native file manager in my phone, which was almost instantaneous.

Why is that speed was decreasing exponentially when I was copying all files to the same directory?

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