tripod heads – L-bracket (vertical grip) to a 1/4″ mount (Sony Nex-5R)

I have a Sony Nex-5R and I need to take pics with the side of the camera attached to a 1/4″ camera mount on a tripod (not the bottom of the camera, as usual). I was told to buy an L-bracket for my model. I did buy one on eBay. It fits the camera, but I don’t know how it attaches to a 1/4″ mount. The L-bracket has a rounded rectangle on the side, where I’d expect to attach it the 1/4″ mount. Am I missing some mechanical adapter?

L-frame pic

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unity – Flipped vertical button element on Canvas not reacting

I have a small refresh arrow circle that I wanted to use for an indicator in which direction the tile gets rotated on click. After I rotated it by 180 under the rect Transform rotation Y to spin the opposite direction, it does not react anymore for OnClick events. Probably since we are technically clicking on the backside of the image. The non rotated version works, changing the rotation from 180 to 0 works as well.

Is there any way to get a flipped image working without duplicating the source image and flip it before assigning it to the button?

The scene is a simple screen space camera, one canvas with 2 buttons (having the same image source), one button has 180 under Y Rotation and the default EventSystem.

game design – Shot em up! Vertical or Horizontal “side scrolling”?

Question it’s about “Shot em up” style game (For example: Tyrian) also known as Top-Down shooters.

These games in the past mostly exist as top down concept, it means player object can move from the left to the right and enemies start appearing from the top of the screen and moving down to the screen.
This concept was probably picked due to the monitors aspect ratios in the past where was most spreaded 4:5.

Also this concept are very popular on mobile phones, because is sometimes more user friendly not using landscape mode when playing.

There was a very little titles, when the concept Top-Down are changed Right-left It means, player object is on left screen side and moving Top and Down, and the enemies moving from right to the left. Also, there is almost no titles on desktops when current aspect ratios are mostly 16:9. Even if some new “Modern” Shot em up is released, mostly pick the Top Down concept.

And my question is, is there any reason for that on Desktops target platform?

I think for the current monitor aspect ratios 16:9 “Right-Left” better fit the gameplay and user experience. Or Am I missing something?

Unity: Vertical Input will not return negative values

I am trying to make a ‘single stick’ shooter, where the character faces the direction they are moving, but I’m struggling to get the movement working correctly; no matter what I’ve tried, the player won’t move down.

Through some investigation, the issue seems to be that hitting the s key does not return a negative Vertical axis value, and I don’t know enough about the workings of the Input manager to understand why.

Here’s the code, to check I haven’t made a glaring mistake there:

public void FixedUpdate()
{
   Controls();
}

...

public void Controls() {

 if (gameStateManager.gameState == SingleStickShooter) {


    // Variables
    float xInput = Input.GetAxis($"{controller} Horizontal");
    float yInput = Input.GetAxis($"{controller} Vertical");

    Vector2 controlThrow = new Vector2(xInput, yInput);
    print("Control Throw: " + controlThrow.x + " , " + controlThrow.y);
            
    currentSpeed = runSpeed;

    // Movement

    Vector2 playerVelocity = controlThrow * currentSpeed;
    rigidbody.velocity = playerVelocity;

    print("Velocity: " + rigidbody.velocity.x + " , " + rigidbody.velocity.y);

      // Rotation

      float angle = Mathf.Atan2(yInput, xInput) * Mathf.Rad2Deg;
      if (xInput != 0f || yInput != 0f)
         transform.rotation = Quaternion.Euler(0f, 0f, angle);

I would love to go tinkering around in the Input Manager and learn through mistakes, but it’s a collaborative project where other games using this system are working, so I don’t want to risk breaking something by going in blind. Also, those games are successfully using the down key, but mine isn’t which makes me think it’s something else I’m too green to realise.

This is my first question so I don’t know what else I should add, so let me know what other context you need and I’ll add what I can.

ux field – Is it common to have both horizontal and vertical scrolling for tables with fixed height?

I am working on a table of fixed height and due to the large data, I need both vertical and horizontal scrolling. Although, I am thinking that users might get confused.

If it is ok to use them both, what would be potential ux adjustments that I could make to the table in order for the users to know that there is more content and scrolling is required?
(e.g. not displaying the entire row at the end of the table or use shadows or have the scrollbars always visible)

Microsoft Word – How to write left to right before a vertical line?

How to make the text left to right? And how to write something to the right of the vertical line? Also how to make the line space between the text too less like shown in the screenshot?

Here is what I want to achieve, couldn’t put it in words.

Screenshot of the my attempt and the problems with it.

I could use spaces to make the text go to the right. But still I wouldn’t be able to type next to the vertical line and also the line space is too much.

dnd 5e – Does Hold Person cast on a Spider Climbing NPC affect their ability stay on a vertical surface?

Hold Person paralyses the NPC, so they fall

Why? The situation is

An NPC spell caster that is using spider climb

They auto-fail concentration if paralyzed by hold person due to being incapacitated.

The target must succeed on a Wisdom saving throw or be paralyzed for
the duration. Basic Rules, p. 97)

Paralyzed (Conditions, Appendix A)

• A paralyzed creature is incapacitated (see the condition) and can’t move or speak.

That by itself breaks concentration:

You lose concentration on a spell if you are incapacitated or if you die. (Basic Rules, p. 84)

The hold person causes the NPC to fall unless something else is keeping them up there.

There is no dexterity check involved

The issue at hand is the NPC’s concentration on the spider climb spell ending.
If they successfully save against hold person, the PCs may still knock them down with the arrows’ damage.

Spider Climb {snip}
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

If the PCs hit him after a successful save against hold person, the damage will induce a Concentration check. If the NPC fails that check then the NPC will fall. If they pass they’ll stay up there.

Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. (Basic Rules, p. 84)

Two arrows hitting is better than one.

menu make horizontal not vertical items

I have in website https://11humans.com/sakums/
menu on large screens vertically, how can I make it is horizontal not on top of eachother one item?
Thank you

java – Application Horizontal and Vertical Scaling

I’m hoping the experienced Java developers here can share some insight about this problem we have been trying to solve for so many months.

We’re currently building a Java web application that uses Jetbrains Xodus as its database. The web application itself is pretty much “done” except for a major issue which the database by design is not designed to be used on a horizontal-scaling environment(I may be wrong), plus the fact that we’re pretty much constrained in using NGINX Unit as our application server.

The problem with Horizontal Scaling

Our server is not a typical server that processes just CRUD database requests and can return a response quickly, it processes custom logic that can take up form 0 to 10 seconds (the hard limit) depending on the logic. This brings us to the problem that if the application is not scaled horizontally then these request processing becomes a “blocking” problem. It blocks other requests for seconds.

The problem with Vertical Scaling

Given the first problem, vertical scaling is our next best option, however NGINX Unit (at least it’s Java runtime) does not play well with this, it’s runtime can only do single thread processing of a request. Thus, even we scale up the cores and memory of the server Unit will just process the request in a single-threaded fashion, making it a “blocking” problem also.

This brings us again to the notion of why we don’t just scale horizontally by configuring Unit to spawn more processes (since you can hard set Unit to allow 1 to n processes), the problem is with the database, Jetbrains Xodus is accessed by the application through an embedded Java object which is locked into one process. Accessing it from another process while it is locked to one will not work. So currently, we run our Unit at the max of “1” process.

We’ve tried to solve this by using off-heap caching, but the database object can’t be serialized so this object can only go as far as the heap of the application process, other processes cannot access this object. Also tried to research on sharing objects across multiple Java processes but looking at it, it seems it not a reality atm.

What could be the best approach to solve this within given the given constraints? Using Jetbrains Xodus and NGINX Unit.

matplotlib – Vertical “broken” bar plot with arrays as bar heights and color coding

I am trying to create a bar plot that looks like this:

x axis is the number of detectors hit in coincidence (i.e. multiplicity)
for each multiplicity i have several events. The y axis contains the average pulse height of each event.The colors should correspond to the number of hits which have the shown pulse heights and appeared in events with the respective multiplicity.

I have a dictionary that has multiplicities as keys and arrays of the avarage pulse heights as values. :

averages = {2 : (...),
        3 : (...),
        4 : (...),
        5 : (...),
        6 : (...),}

for key in averages:
plt.bar(key,averages(key) ,width = 0.8)

i only know how to produce the simple version of a bar chart that looks like this:
2

can someone tell me how to make the bars “broken to show all pulse heights and add the color coding?