digital integration – Adjust PrecisionGoal and AccuracyGoal when solving my equation using NDSolve?

I solve a differential equation to get a function z ($$rho$$), the expected solution must start from $$z ( rho_c) = z ( frac {13} {5}) = frac {24195890215702774518563237183870329} {8112963841460668169578900514406400} about 2.98$$, until the function $$z ( rho)$$ knock on the $$rho$$-axis. The code is as follows:

``````precTmp = 4 MachinePrecision;
sol =
(ρc = 13/5;
vt = Sqrt(zt^2 - ρc^2) - zt;
ParametricNDSolveValue(
{(1 - z(ρ)^3)^2/z(ρ) + 3/2 z(ρ)^2 Derivative(1)(z)(ρ)^2 +
(1 - z(ρ)^3)(Derivative(1)(z)(ρ)^2/z(ρ) + (z^′′)(ρ)) +
(169 (-(13/5) + zt)^2 (13/5 + zt)^2 z(ρ)^2 (-3 z(ρ)^2 + 2 (z^′′)(ρ))) /
(200 zt^2) == 0,
Derivative(1)(z)(13/5) ==
-((13 (2 - (-(169/25) + zt^2)^(3/2)))/(10 Sqrt(-(169/25) + zt^2))),
z(13/5) == Sqrt(-(169/25) + zt^2),
WhenEvent(z(ρ) == 10^-3, "StopIntegration"),
WhenEvent(z(ρ) == 1.1` Sqrt(zt^2 - ρc^2), "StopIntegration")},
z, {ρ, ρc, R + 1}, {zt},
WorkingPrecision -> precTmp,
AccuracyGoal -> precTmp/2,
MaxSteps -> 10^6,
Method -> "StiffnessSwitching"));
``````

Note that we can adjust the setting `precTmp` to increase accuracy. To check the accuracy of the solution, it is natural to plot the solution, as follows:

``````ztValue =
24195890215702774518563237183870329/8112963841460668169578900514406400;
Plot(sol(ztValue)(ρ),
{ρ, sol(ztValue)("Domain")((1, 1)), sol(ztValue)("Domain")((1, 2))},
PlotRange -> All,
WorkingPrecision -> precTmp)
``````

The first thing I can't understand is that the shape of the solution $$z ( rho)$$ is different when I change the precision, for example, by taking `precTmp` to be `3 MachinePrecision`, `5 MachinePrecision`, or `6 MachinePrecision`, the solution decreases and reaches the $$rho$$-axis, but taking `precTmp` to be `4 MachinePrecision`, `8 MachinePrecision` or `12 MachinePrecision`, the solution turns out to be increasing.

My first question is which is the correct answer?

Another thing that I don't understand is when I provide a `PrecisionGoal` to the `ParametricNDSolveValue` function – for example, when I put `precTmp = 4 MachinePrecision` And give `PrecisionGoal -> precTmp` – the solution becomes a decreasing function, even if it was originally increasing. I have already learned the difference between precision and precision, which can somehow be considered equivalent as long as the function does not go to zero.

My second question is how to understand the difference made by `PrecisionGoal`.

html – CSS div class does not adjust to maximum width

``````    /*

Orange color: #e67e22

*/

/* ---------------------------------------------- */
/* Basic setup */
/* ---------------------------------------------- */

* {
margin: 0%;
box-sizing: border-box;
/*    border: 1px solid;*/
}

html,
body {
background-color: #fff;
color: #555;
font-family: "Lato", "Arial", "sans-serif";
font-weight: 300;
font-size: 20px;
text-rendering: optimizeLegibility;
}

}

/* ---------------------------------------------- */
/* REUSABLE COMPONENTS */
/* ---------------------------------------------- */

.row { /* SITE DOESNT ADDJUST TO ROW; WORKS WITH NAV */
max-width: 1140px;
margin: 0 auto;
}

nav{
width: 100%;
max-width: 1140px;
margin: 0 auto;

}

section {
}

.box {
}

h1,
h2,
h3 {
font-weight: 300;
text-transform: uppercase;
}

h1 { /* H1 doesnt adjust according to relative font-size, nor margins */
font-size: 240%;
margin-top: 0;
margin-bottom: 30px;
color: #fff;
word-spacing: 4px;
letter-spacing: 1px;
}

h2 {
font-size: 180%;
word-spacing: 2px;
text-align: center;
margin-bottom: 30px;
letter-spacing: 1px;
}

h2:after {
display: block;
height: 2px;
background-color: #e67e22;
content: " ";
width: 100px;
margin: 0 auto;
margin-top: 30px;

}

h3 {
font-size: 110%;
margin-bottom: 15px;

}

/* ---------PARAGRAPHS-------- */
.long-copy {
line-height: 145%;
width: 70%;
margin-left: 15%;
}
.box p {
font-size: 90%;
line-height: 145%;
}

/* ---------ICONS-------- */
.icon-big {
font-size: 350%;
display: block;
color: #e67e22;
margin-bottom: 10px;

}

/* ---------BUTTONS-------- */

.btn:visited {
display: inline-block;
font-weight: 300;
text-decoration: none;
transition: background-color 0.2s;
}

.btn-full:visited {
background-color: #e67e22;
border: 1px solid #e67e22;
color: #fff;
margin-right: 15px;
}

.btn-ghost:visited {
border: 1px solid #e67e22;
color: #e67e22;
}

.btn:hover,
.btn:active {
background-color: #cf6d17;
}

.btn-full:hover,
.btn-full:active {
border: 1px solid #cf6d17;
color: #fff;
}

.btn-ghost:hover,
.btn-ghost:active {
border: 1px solid #cf6d17;
color: #fff;
}

/* ---------------------------------------------- */
/* ---------------------------------------------- */

background-image: linear-gradient(rgba(0, 0, 0, 0.70), rgba(0, 0, 0, 0.70)), url(img/hero.jpg);
background-size: cover;
background-position: center;
height: 100vh;
}

.hero-textbox{
position: absolute;
width: 1140px;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}

.logo {
height: 100px;
width: auto;
float: left;
margin-top: 20px;
}

.main-nav {
float: right;
list-style: none;
margin-top: 60px;
}

.main-nav li {
display: inline-block;
margin-left: 40px;
}

.main-nav li a:visited {
color: #fff;
text-decoration: none;
text-transform: uppercase;
font-size: 90%;
border-bottom: 2px solid transparent;
transition: border-bottom 0,2;
}

.main-nav li a:hover,
.main-nav li a:active {
color: #fff;
text-decoration: none;
text-transform: uppercase;
font-size: 90%;
border-bottom: 2px solid #e67e22;
}``````
``````

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``````

java – Use SeekBar to adjust the data displayed in the My Room database user interface

I wrote code that takes the value of the progress bar in my Android application which influences what is displayed on the user interface. If the value of the user progress bar is more or less than a certain number, the data will be displayed or not. Here is the following code:

``````    public class DetailsFirstTabFragment extends Fragment {

private DetailsFirstTabViewModel viewModel;
private RecyclerView recentThings;
private TextView progressTextView;
final RecentThings adapter = new RecentThings();
private List thingEntities;

public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

viewModel =
ViewModelProviders.of(this).get(DetailsFirstTabViewModel.class);
}

@Override
public View onCreateView(@NonNull LayoutInflater inflater, @Nullable ViewGroup container,
@Nullable Bundle savedInstanceState) {

View root = inflater.inflate(R.layout.fragment_first_page_expense_details, container, false);

recentThings = root.findViewById(R.id.recycler_view_recent_things);
recentThings.setLayoutManager(new LinearLayoutManager(getContext()));
recentThings.setHasFixedSize(true);

final float() totalSum = {0};
final TextView textViewTotalSum = root.findViewById(R.id.textViewStuffTotalSum);

SeekBar seekBar = root.findViewById(R.id.seekBarStuffDetails);
seekBar.setOnSeekBarChangeListener(seekBarChangeListener);

progressTextView = root.findViewById(R.id.textViewProgress);

viewModel.getAllThings().observe(this, new Observer>() {
@Override
public void onChanged(List thingEntities) {
for (ThingEntity thing : thingEntities) {
totalSum(0) = totalSum(0) + thing.getThingAmount();
}
textViewTotalSum.setText(String.valueOf(totalSum(0)));
setThingEntities(thingEntities);
}
});
return root;
}

@Override
public void onViewCreated(@NonNull View view, @Nullable Bundle savedInstanceState) {
Bundle args = getArguments();
}

public void setThingEntities(List thingEntities) {
this.thingEntities = thingEntities;
}
SeekBar.OnSeekBarChangeListener seekBarChangeListener = new SeekBar.OnSeekBarChangeListener() {
int progressValue = 0;

@Override
public void onProgressChanged(SeekBar seekBar, int progress, boolean fromUser) {
String progressText = "Date " + String.valueOf(progress);
progressValue = progress;
progressTextView.setText(progressText);
}

@Override
public void onStartTrackingTouch(SeekBar seekBar) {

}

@Override
public void onStopTrackingTouch(SeekBar seekBar) {
List shownThings = new ArrayList<>();
for (ThingEntity entity : thingEntities) {
if (entity.getThingAmount() > progressValue) {
}
}
}
};
}
``````

So I wonder if I am treating this need well. I don't know if getting all the entities and then going through them to see if the condition is met to display is a good implementation. Also, I wonder if the rest of the code makes sense. I also don't know if I create view models and observers in a resource-conscious manner. Any insight into these concerns (or the ones I haven't observed) would be highly appreciated (I'm a beginner :))

Do any of the different effects that adjust the wind speed stack, and if so, which ones?

There are many ways to affect wind speed: natural phenomena, psionics, magic, even some feats can produce minor wind effects ….

Do any of the different effects that adjust the wind speed stack, and if so, which ones?

untagged – Adjust automatic correction on Android

Using a Moto G Play with Android 7.1.1 installed. Whenever I type the word `ie.` (i.e.), this is automatically corrected by:

``````or.
IE.
``````

The selected auto-correction appears to be random (perhaps context-based). I would like to tell my phone not to automatically correct `ie` under any circumstances. If I wanted to type `or` and accidentally typed `ie`… this one is on me!

Is there a way to adjust the automatic correction by manually entering custom sentences (like in a dictionary)? I do not want to completely disable automatic correction.

list – CSS code to adjust the width of columns by using a static name instead of the display name

I'm currently using this code to adjust the width of specific columns by referencing the display name:

English version:

``````.ms-vh-div(DisplayName = "Recent History")
{
width:300px
}
``````

However, I have encountered a problem where column headers with accents (that is, French versions) are not recognized.

French version:

``````.ms-vh-div(DisplayName = "Histoire récente")
{
width:300px
}
``````

As a result, I would like to use the static name of the column instead of the display name because all my columns were created in English for the first time and do not have any accents. But I can not execute the code.

``````.ms-vh-div(StaticName = "Recent_x0020_History")
{
width:300px
}
``````

Any ideas on how to improve my code and / or other workarounds for this problem would be greatly appreciated. Thanks in advance!

dnd 3.5e – How to adjust meeting levels for under-equipped PCs?

The key word is "Guidelines"

CR is a basic indicator of the difficulty of a meeting. However, different encounters with the same CR will have completely different levels of real difficulty depending on a number of factors, of which the wealth of a party is only one. Even two parties with identical character statistics (without equipment) and identical wealth value will have very different experiences depending on how this wealth was spent. To give a concrete example, imagine a standard 4-character party with a wizard, thug, cleric and fighter, all at level 11, with spellcasters out of memorized spells:

• Purchase Option 1: The wizard has got a fireball wand and all other members of the group have +3 cold iron weapons (more items not relevant to the situation).
• Purchase Option 2: The magician got a crush and all other party members have +2 adamantine weapons (more other items irrelevant to the situation).

Now put the party against an iron golem. If the party bought the items specified in option 1, they must face a very difficult fight, even if the value of the objects is higher. If they have purchased the items specified in option 2, they are likely to win easily.

The short answer to the question of whether GMs should consider a party to be lower if they have less equipment is this: it depends on the ability of the equipment to make all the difference. To use a recent low level example, I would have done it with GM – a Level 1 PC group had two wizards with each of the standby types and two warrior types. For clashes with goblin and orc warriors, the equipment made no difference – an overwhelming wave of sleep spells knocked down the enemy and the fighters used their relatively mediocre quality weapons at their leisure. Conversely, before the party found itself in a gray bubble, I made sure they had the opportunity to get decent-quality remote weapons to allow them to stand up and survive, this meet the equipment imported.

As was mentioned recently in the answer to another question, GMs are well advised to face each potential upcoming encounter and see how it will unfold. (I could not find the answer in a quick search.If anyone knows, please comment and I will credit it.) Although it is impossible to predict certain actions of the player, this should give the MJ an idea of ​​how the meeting can take place. to play and where the traps are. A general adjustment of wealth by level according to the difficulties encountered will not replace this type of analysis on a case by case basis.

photo editing – How can I "crop free style" in Photoshop without the trimming tool to adjust the aspect ratio?

Instead of a preset, select "Unrestrained". Next, select the "handle" on the desired edge with the mouse and move that edge only. This is a pretty rough method, but you can hold down the Ctrl button while using the mouse to prevent it from aligning with the grid, for more precise control.

Once you are close, you can right-click and select "Use Trimming Box Size and Resolution" to set the toolbar values ​​on the current crop and adjust them if necessary.

If you make adjustments in the toolbar (as opposed to the mouse), both edges will be adjusted – I do not know if it's possible to lock an edge. However, you can change the height or width, and then use the move tool and the left / right arrow keys or up / down to change the image and position it in the crop you have selected.

unit – How can I adjust the direction of my rigidobody.velocity without stuttering?

The Stuttery movement harassed me throughout the development of this project.

Some info on the game:

• This is a 2D space game from top to bottom in which you control a spaceship that can accelerate or rotate.
• If the ship does not accelerate, the rotation simply makes it turn.
• If the boat is in motion, the rotation also occurs on the rigid body speed, so that you head in the direction in which you accelerate (as in racing games when you do not drift).

For the simple and still rotation to work properly, I use `rb.MoveRotation(rb.rotation + angle)` (`rb` reference component RB2D). Doing this with Transformer causes jitter instead.

To speed up, I modify the `rb.velocity`direction manually because I could not find any other way to do it.

The code is called from `FixedUpdate()`. Here is what it looks like:

``````public void Rotate(float axis, bool isAccelerating) {
if (isAccelerating) {
float angle = (rotationSpeed) * axis * (-1);
rb.velocity = Vector2.Lerp(rb.velocity, Quaternion.Euler(0f, 0f, angle) * rb.velocity, (1f - smoothness) * Time.deltaTime * sm);
transform.up = Vector3.Lerp(transform.up, Quaternion.Euler(0f, 0f, angle) * transform.up, (1f - smoothness) * Time.deltaTime * sm);
} else {
float angle = (rotationSpeed) * axis * (-1);
rb.MoveRotation(rb.rotation + angle);
}
}
``````

As you can see, I tried everything to make it smooth. First, I tried the simple lerping. When does stuttering worst, I tried to multiply the value by Time.deltaTime (and another multiplier, `sm` – for softness multiplier – to accelerate it). It did not help either.

For my camera, I use Cinemachin's 2D virtual camera (using Framing Transposer). I've made sure to check that this is not the camera that causes stuttering; that's not it.

I've taken some videos so you can better see the problem. I've reduced the time scale to 0.3 so that the video can be seen better, but it also works at a normal speed.

Here is the entire CharacterController2D.cs, or at least the corresponding parts. (There is a variable, `molasses` and his correspondent `_molasses`, which is an artifact of the old code. His goal was to slow the speed of rotation of the ship during acceleration, but I've since changed the logic to rotate `rb.velocity` also, so that you can safely ignore it.)

``````using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

(RequireComponent(typeof(Rigidbody2D)))
public class CharacterController2D : MonoBehaviour {
// "public" fields
(SerializeField) private float rotationSpeed = 10f;
(SerializeField) private float molasses = 2f;
(SerializeField) private AnimationCurve catchUp;
(SerializeField) private float acceleration = 40f;
(SerializeField) private float topSpeed = 30f;
(SerializeField) private float boostForce = 100f;
(SerializeField) private float rollDistance = 5f;
(SerializeField) private float rollDuration = 0.25f;
(Range(0f, 1f)) public float smoothness;
public float sm;

// private fields
private float axis;
private float _molasses;

// references
public Rigidbody2D rb; // exposed for debugging; change to private later

private void Start() {
// caching references
rb = GetComponent();
}

public void Rotate(float axis, bool isAccelerating) {
if (isAccelerating) {
float angle = (rotationSpeed / _molasses) * axis * (-1);
rb.velocity = Vector2.Lerp(rb.velocity, Quaternion.Euler(0f, 0f, angle) * rb.velocity, (1f - smoothness) * Time.deltaTime * sm);
transform.up = Vector3.Lerp(transform.up, Quaternion.Euler(0f, 0f, angle) * transform.up, (1f - smoothness) * Time.deltaTime * sm);
} else {
float angle = (rotationSpeed / _molasses) * axis * (-1);
rb.MoveRotation(rb.rotation + angle);
}
}

public void Accelerate() {
}

public void LimitSpeed() {
if (rb.velocity.magnitude > topSpeed)
rb.velocity = rb.velocity.normalized * topSpeed;
}

public void Boost() {
}

public void SetMolassesActive(bool isActive) {
if (isActive)
_molasses = molasses;
else
_molasses = 1f;
}
}
``````

And here PlayerMovement.cs, which calls the methods. Again, the relevant parts to thin it.

``````using System.Collections;
using System.Collections.Generic;
using UnityEngine;

(RequireComponent(typeof(CharacterController2D)))
public class PlayerMovement : MonoBehaviour {
// references
private CharacterController2D cc;

//private fields
private float axis;
private bool fired1;
private bool shouldSpin;

private void Start() {
cc = GetComponent();
particles.Stop();
}

private void Update() {
// updating fields
axis = Input.GetAxis("Horizontal");
fired1 = Input.GetButton("Fire1");

if (Input.GetKeyDown(KeyCode.Space))
cc.Boost();
}

private void FixedUpdate() {
if (fired1 && Mathf.Abs(axis) > 0) {
cc.SetMolassesActive(true); // ignore this
cc.Rotate(axis, true);
} else if (Mathf.Abs(axis) > 0) {
cc.Rotate(axis, false);
}

if (shouldSpin)
cc.Rotate(1f, false);

if (fired1) {
cc.Accelerate();
}

cc.SetMolassesActive(false); // and this

cc.LimitSpeed();
}
}
``````

Finally, here is my project .gitignore-d Unity: https://we.tl/t-3F6IhPHHzY. It is 5 MB.

To reiterate the problem: `rb.MoveRotation()` This is the only way I've found that allows you to smoothly rotate my game object, but that's not enough for my second logical case, because `rb.velocity` to follow. But just adjust it, or even lose it, to cause stuttering. How can I fix this?

HOW TO CHANGE OR ADJUST THE DOUBLE CLICK SPEED ON A MACBOOK?

Looking for a solution to adjust the speed of the double click on your MacBook? Well, if your answer is yes, then you have landed on the right website.

Having a super-fast mouse can cause you to click on unwanted options by mistake on your MacBook. Whether you're using a MacBook Pro or Macbook Air, you may need to customize the click speed at times. Adjusting the double-click speed can prove very useful when you want to enjoy an ultimate user experience on your MacBook.

In this article, you will learn how to reduce the speed of double-clicking on the MacBook. This will help you click on the targeted items only. So, what is the wait? Let's start.