Has a shooting ever occurred at a school in your state?

Do not.

We teach gun safety to our sons and daughters in Pennsylvania.

We teach NEVER to aim a discharged / loaded weapon in the direction of a human.

Do you want to know how to stop school shootings ????????

Get rid of liberal reeducation of students and row those who bully students / teachers.

If they continue their opposite paths, suspended forever!

Have you ever had your azz paddling in high school?

I did it, for laughing at another student who was rowed!

Ha ha ha, real story, SNOWFLAKES!

Boolean algebra: why does this finite state machine state transition diagram solution have more states than my solution?

I can't understand what's wrong with my solution and why it differs from the book's solution. I think the only thing that matters is the previous state of A, so there should be two states, one for A = 0 above and one for A = 1 above. Where am i wrong? I would really appreciate any explanation.

this is the question

this is the book solution here

this is my solution

[ Politics ] Open question: Are the 14 witnesses at Trump's political trial all liars and part of the deep state?

[Politics] Open question: Are the 14 witnesses in Trump's political trial all liars and part of the deep state?

lore – Is it common for Brass state to be married?

I am building a stage where the PCs meet a couple. They are brass, level lower than 3. This pair is from Header to Ubersreik – reason 2 (p12).

Revelation:

They have mutations that they tried to hide. A good reason to avoid marriage? Or will nothing change?

Is it common for Brass Status NPCs to be married?

I know that divorce is very rare, but it is not really useful.

Unity – Why is the state of the doors all false?

The objective is to change the state of blocking of the doors in the editor mode and also at runtime. It does not work either at runtime or in editor mode.

The problem is in the HoriDoorManager in the update. The ColorDoors method is calling the update all the time and when I change the door lock mode to lock and the status of the variable is true after some frames in the update, change the status variable to be false and, therefore, all doors green time in unlocked mode. I can not understand why.

This is the HoriDoorManager, this script is attached to each door:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;

(ExecuteInEditMode)
public class HoriDoorManager : MonoBehaviour
{
    public List doors = new List();
    public bool doorLockState;

    void Awake()
    {
        if (transform.parent != null)
        {
            Transform parent = transform.parent;
            var children = parent.GetComponentsInChildren();

            if (children != null)
            {
                foreach (Transform door in children)
                {
                    if (door.name == "Door_Left" || door.name == "Door_Right")
                        doors.Add(door.GetComponent());
                }
            }
            ColorDoors(Color.red, Color.green, doorLockState);
        }
    }

    void OnTriggerEnter()
    {
        if (doorLockState == false)
        {
            if (doors != null)
            {
                for (int i = 0; i < doors.Count; i++)
                {
                    doors(i).OpenDoor();
                }
            }
        }
    }

    private void Update()
    {
        ColorDoors(Color.red, Color.green, doorLockState);
    }

    private void ColorDoors(Color red, Color green, bool state)
    {
        // This method should not be inside the 
        // OnTriggerEnter but to be called once
        // Maybe in the Awake or in Start to think
        // And solve it first !!!!!

        List children = new List();

        for (int i = 0; i < doors.Count; i++)
        {
            foreach (Transform child in doors(i).GetComponentsInChildren())
            {
                if (child == doors(i).transform)
                    continue;

                var renderer = child.GetComponent();
                renderer.sharedMaterial.shader = Shader.Find("Unlit/ShieldFX");

                if (state == true)
                {
                    renderer.sharedMaterial.SetColor("_MainColor", red);
                    LockState(true);
                }
                else
                {
                    renderer.sharedMaterial.SetColor("_MainColor", green);
                    LockState(false);
                }
            }
        }
    }

    public bool GetLockState
    {
        get { return doorLockState; }
        set
        {
            doorLockState = value;
            ColorDoors(Color.red, Color.green, doorLockState);
        }
    }

    private void LockState(bool state)
    {
        var collider = gameObject.GetComponent();

        if (state == false)
        {
            collider.size = new Vector3(2.3f, 2.736307f, 2.5f);
            collider.center = new Vector3(0, 1.378154f, 0);
            collider.transform.localPosition = new Vector3(-1.57f, 0, -2.98f);
            collider.isTrigger = true;
        }
        else
        {
            collider.size = new Vector3(2.3f, 2.736307f, 3);
            collider.center = new Vector3(0, 1.378154f, 0);
            collider.transform.localPosition = new Vector3(-1.57f, 0, -2.98f);
            collider.isTrigger = false;
        }
    }
}

This script is attached to an empty GameObject:

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

(ExecuteInEditMode)
public class DoorsLockManager : MonoBehaviour
{
    (HideInInspector)
    public List Doors = new List();

    // The global state
    (SerializeField) private bool _globalLockState;

    // During runtime use a property instead
    public bool GlobalLockState
    {
        get { return _globalLockState; }
        set
        {
            _globalLockState = value;

            // apply it to all doors
            foreach (var door in Doors)
            {
                // now you would need it public again
                // or use the public property you had there
                door.GetLockState = _globalLockState;
            }
        }
    }

    private void Awake()
    {
        UpdateDoors();
    }

    public void UpdateDoors()
    {
        var doors = GameObject.FindGameObjectsWithTag("Door");
        Doors = new HoriDoorManager(doors.Length).ToList();

        for (int i = 0; i < doors.Length; i++)
        {
            Doors(i) = doors(i).GetComponent();
        }
    }
}

And the script of the editor:

using UnityEditor;
using UnityEngine;

(CustomEditor(typeof(DoorsLockManager)))
public class DoorsLockManagerEditor : Editor
{
    private SerializedProperty _doors;
    private SerializedProperty _globalLockState;

    private bool shouldOverwrite;

    private void OnEnable()
    {
        _doors = serializedObject.FindProperty("Doors");
        _globalLockState = serializedObject.FindProperty("_globalLockState");
    }

    public override void OnInspectorGUI()
    {
        //if (GUILayout.Button("Update Door List"))
        //{
        //  ((DoorsLockManager)target).UpdateDoors();
        //}

        base.OnInspectorGUI();

        serializedObject.Update();

        shouldOverwrite = false;

        // Begin a change check here
        EditorGUI.BeginChangeCheck();
        EditorGUILayout.PropertyField(_globalLockState);
        if (EditorGUI.EndChangeCheck())
        {
            // overwrite only once if changed
            shouldOverwrite = true;
        }

        for (int i = 0; i < _doors.arraySize; i++)
        {
            var door = _doors.GetArrayElementAtIndex(i);

            // if door == null the script itself has an error since it can't even find the SerializedProperty
            if (door == null)
            {
                EditorGUILayout.HelpBox("There was an error in the editor script!nPlease check the log", MessageType.Error);
                Debug.LogError("Couldn't get door property", target);
                return;
            }

            if (door.objectReferenceValue == null) continue;

            var serializedDoor = new SerializedObject(door.objectReferenceValue);

            var lockState = serializedDoor.FindProperty("doorLockState");

            serializedDoor.Update();

            if (lockState == null)
            {
                EditorGUILayout.HelpBox("There was an error in the editor script!nPlease check the log", MessageType.Error);
                Debug.LogError("Couldn't get lockState property", target);
                return;
            }

            // HERE OVERWRITE
            if (shouldOverwrite)
            {
                lockState.boolValue = _globalLockState.boolValue;
            }
            else
            {
                EditorGUILayout.PropertyField(lockState, new GUIContent("Door " + i + " Lockstate"));
            }

            serializedDoor.ApplyModifiedProperties();
        }

        serializedObject.ApplyModifiedProperties();
    }
}

This is a screenshot that shows one of the door structures in the Hierarchy:

Door

And a screenshot of the door locks administrator:
The door (s) is green all the time, even if I change the lock mode in the Inspector, it never turns red:

Door

Mining theory: what are the steps to overcome a state in which miners cannot extract blocks?

The difficulty is established according to the total hash rate of the network.

Is there a possibility that miners simply cannot validate blocks (they will not find hashes that satisfy the POW)?

I understand the probability.

there is a very small percentage in which they could not do it, is that assumption wrong?

If a situation like that is possible, what will be the solution?

From what I understand, will there be a POW adjustment, will the difficulty decrease, until someone finds the blockage?

I am trying to understand if there is a potential risk to the blockchain at that point.

regular languages: can a day return only the final state?

I am assigned a task to design a small arithmetic unit (from 0 to 15 inclusive) that starts with 0 and uses a DFA. The operations are as follows:

  • increase x + 1 and if x + 1 is greater than 15, then x + 1 goes to 0
  • decrease x-1 and if x-1 is less than 0, then x-1 changes to 15
  • multiplication: 2 * x and if 2 * x is greater than 15, then we take 2 * x – 16
  • division: we simply take the floor of (x / 2)

However, my initial solution was as follows:

1) Number the states as follows q0, q1, q2, …, q15 where q0 is the initial state. Then the state represents the result of arithmetic operations

2) transitions between states represent arithmetic operations.

However, shortly after I remembered my teacher saying that the DFA returned a series of transitions.

My question is can we make the DFA return only the final state (therefore, in my case, if it returns qN, then the result is N)?
If not, how should I solve this problem?

Apply for the Schengen visa while the claim against visa denial is pending in another Schengen state?

If I have a visa denied, and the matter became a lawsuit against the member state in question, do I have the right to apply for a new visa through another member state, or every time I apply for the Schengen visa, while a claim is in course? Will the demand disappear automatically?

mysql – shows that the state of the innodb engine does not return results

When I run show engine innodb status; I don't get any results. I am connected using dbForge;

Too :
GLOBAL SET innodb_status_output = ON;
1 Unknown system variable & # 39; innodb_status_output & # 39; SQL1.sql 1 12

I am working in a new company and things are a bit chaotic. I am usually an MSSqlSvr DBA. So, can anyone advise on what is this indicative?

I cannot restart the server because it is a prod server. I see that its version is 5.1.41

Thank you

state – Haskell – Caching the third-party API token in requests

The following code is designed to cache a (UTCTime, Text) value that maintains the Text token until it expires, avoiding the need to search for the token again every time this third-party API is called. I feel this duplication in APIDefaults Y APIEnv could be removed, perhaps through a type parameter, although there may be a better way to do it than store the MVar inside APIDefaults.

APIError Y getApiToken They are simply turned off since their details are not relevant here, but in my code they are not implemented as shown below, so you can ignore them.

data APIDefaults = APIDefaults
  { apidefManager :: Manager
  , apidefPool :: ConnectionPool
  , apidefTokenRef :: MVar (UTCTime, Text)
  }

data APIEnv = APIEnv
  { apienvManager :: Manager
  , apienvPool :: ConnectionPool
  , apienvToken :: Text
  }

data APIToken = APIToken
  { apiTokenAccessToken :: Text
  , apiTokenExpiresIn :: Int
  }

data APIError

fireApiRequest
  :: MonadLogger m
  => MonadUnliftIO m
  => ReaderT APIEnv m (Either APIError a)
  -> ReaderT APIDefaults m (Either APIError a)
fireApiRequest req = runExceptT $ do
  env <- do
    t <- lift readCachedToken
    case t of
      Nothing -> fetchToken
      Just (savedExpiry, token) -> lift $ do
        updateTokenRef (savedExpiry, token)
        apd <- ask
        return (createAPIEnv apd token)
  ExceptT $ lift (runReaderT req env)

readCachedToken
  :: MonadUnliftIO m
  => ReaderT APIDefaults m (Maybe (UTCTime, Text))
readCachedToken = runMaybeT $ do
  mv <- lift (asks apidefTokenRef)
  (savedExpiry, token) <- MaybeT $ liftIO (tryTakeMVar mv)
  now <- getCurrentTime
  guard (savedExpiry > now)
  return (savedExpiry, token)

updateTokenRef
  :: MonadUnliftIO m
  => (UTCTime, Text)
  -> ReaderT APIDefaults m ()
updateTokenRef value = do
  tokenRef <- asks apidefTokenRef
  void $ liftIO (tryPutMVar tokenRef value)

fetchToken
  :: MonadLogger m
  => MonadUnliftIO m
  => ExceptT APIError (ReaderT APIDefaults m) APIEnv
fetchToken = do
  now <- getCurrentTime
  adef <- lift ask
  token <- getApiToken
  let expiration = addUTCTime (fromIntegral $ apiTokenExpiresIn token) now
  lift $ updateTokenRef (expiration, apiTokenAccessToken token)
  return $ createAPIEnv adef (apiTokenAccessToken token)

getApiToken :: Monad m => m APIToken
getApiToken =
  return undefined

createAPIEnv :: APIDefaults -> Text -> APIEnv
createAPIEnv adef token =
  APIEnv (apidefManager adef) (apidefPool adef) token