c – Number – in full & # 39; In the picture

I'm wondering what would be possible to make the long number run with the C array


    char saque_caracter(6);
    int saque=173600, qnt_algarismos;
    char numero(10)(20);

    int obtem_valor_numerico_equivalente_ao_caracter(char caracter){

        int num;
        char numeros() = { '0','1','2','3','4','5','6','7','8','9'};


    char* inverter(char* s){

        int tamanho=strlen(s);
        int c, i, j;

        for (i=0, j=tamanho-1;i=0;i--){
            numero_por_extenso(saque_caracter, i);


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5th dnd – Adaptation of D & D 5th to a low fantasy and low magic medieval RPG campaign style

I love D & D 5th, but honestly, we often feel a little video with "epic larger-than-life heroes", which become too quickly so powerful that they start to look like superheroes or even half-gods.

I have seen other systems. E6 simply truncates the progression to level 6 and you only gain achievements. But level 6 is still pretty powerful. Fireballs, shooting arrows with zero penalty (except for a little healing), complete instant healing in less than a minute, and so on. For the normal population, these guys are demi-gods capable of annihilating them all in a flash!

I've seen systems that go in the other direction, where you seem "stuck to suck" forever and it's far too easy to get permanent harmful consequences like losing an eye or a arm or die outright. Maybe good for one-shots, not for long-term campaigns.

In the end, I want to get a "Low-Magic, Low Fantasy, Low Power" style.

The PCs follow the heroic journey:
They belong to the ordinary and ordinary world and start there,
and finally discover the fantasy world, never really "tame" it.
More about discovery than about becoming invincible masters of everything.

There will be some magic, but not "at the beginning", and not a
"a simple tool that the party uses and abuses", but rather as a source of
strange wonders. I want to prevent "the PCs from finally facing hordes of demons and fighting them and stacking corpses", but rather that "the PCs are fighting a single demon and this was the scariest moment of their lives".
The bad villain who has an agreement with the demon is so corrupt that his
magic turns around (magic is evil!).
The fairy town they've finally come across after long trips is a strange place populated by really weird people, not just the hometown of their next PC mate. Etc.

Consequences for bad things, but no almost permanent consequences.
Focus on your knowledge and approach, your level of preparation, the skills you have and how you use them, instead of the magic you can use.

I've adapted my own D & D 5th campaign with many variation rules and would like to know your ideas about the ones you use or consider good or bad.

My list:

  • EXP based group with everyone at the same level:
  • Slow upgrade

Approximately 1 EXP per game session, 10 EXP per level.
1 EXP given if, as a team, coping with a sufficient number of "challenges at the appropriate level" means that the PCs doing their own little things mean bad team work, not enough challenges , they relax or do not focus enough, just have luck and should not be rewarded for his temerity. Level of non-combat challenges based on community effects and reputation.

Of all the campaigns and DMs I have seen, the best level of "dramatic" play is always at the lowest level. Subsequently, the video game becomes more and more complex until most campaigns get involved at a high level when the DM thinks that it has become too unmanageable for him. So why on earth should SMs rush through this?

In addition, no more complications "calculating EXP". Just as well. Everyone same level! Focuses on "This is not a competition".

The slow natural healing especially works wonders. They really think twice before entering a dungeon. Stopping to rest is both major and limited: it is the entire night, and they must take turns to look! Not a simple lunch break of one hour where everyone is aware and ready to fight. Long Rest must also be "in the city of a similar safe place with friendly NPCs". So, mainly between adventures. Therefore, even a random encounter on the road is serious and important because it could drain resources that will simply not be available later in the adventure. But they can also travel for weeks without meeting anything that is really willing to fight.

  • Bloodied Condition, with a minor penalty.

  • Each long day of travel (or hard work) (or not sleeping) = 1 roll of Endurance (Against Safeguard) vs 1 Rank of exhaustion.

  • Sleep without interruption in a safe and pleasant environment (bed of hostel): Wis Save DC 10 to get a state of freshness (essentially a buffer against the rank of exhaustion).

  • Serious injury (Crits & When dropped to 0).

  • Serious injuries are harder to heal, but it does not take long to heal them.
  • 1st Death Save begins the turn you drop.
  • Death Saves are CON Saves (so they are a little easier)
  • First aid takes longer (so less time to act)
  • 3rd Death Save success is not guaranteed automatic stabilization.
  • Death backups are only launched when first aid arrives or after 1 minute.

The latter prevents the metagame from saying "he is alive, so we do not need to help him", which means a group a little less powerful in the fighting, because they can not choose D & D. Ignore their fallen friends.

  • Simple and complex uses of skills. Complex uses require mastery to attempt.

  • The expertise is +2, not the double skill (less ridiculous at higher levels).

  • Economy based on money and barter.

  • Reputation

  • Vices and Insanities (nothing serious)
  • Fear and horror (only in extreme situations)

  • Hit the cover

  • Melee shot

  • No initiative

This helps to eliminate the artificial "wall of demarcation" that breaks the immersion between the description of things and the passage to combat.

  • The creatures are capable and conscious until the end of the turn: a reciprocal victory occurs.
  • Each in the order of the sitting position declares all his intention for this whole turn, then everyone rolls the dice at the same time, then everything is "more or less solved at once" (as in a mini-film two half turns) of DM.

So, no division of your turn into a series of micro-managed "I'm moving over there, I'm hitting that guy, waiting to find out if he's falling, THEN decides to hit him another time or d & # 39; 39 go there rather than hitting the # 2 enemy, and so on, until I've spent every little point of movement and attack, I 'm going to do it. have this turn ". No, it is 1 round, a complete intention, and you must use Ready to add a condition. This clearly reduces the power of the PC because turns can no longer be "super optimized". But above all, it speeds up tons of combat.

  • The moves make "Total DG" x 2, not "Dice DG x2" and then add a Stat modifier.
    Crits are serious things!
  • Dice without damage = automatically 1/2 maximum.
  • Damage dice = Automatically Maximum.
  • The adjusted powers that actually allow DG to go to the maximum.

These really accelerate the fighting, while eliminating a lot of clutter at the gaming table, because the players need only a few d20! And they make the fight really "serious". I'm just using fewer enemies, which are also smaller or of a lower level. This not only makes the scenery less fantastic, it also speeds up the fight! During the previous campaign, some players often ended up getting bored because the few fights we did took most of the time of the table. This one, the players are fearful, excited and everything is solved in bloody chaos and violence.

  • Everything is fighting for a reason and often wants to live even more. Most intelligent enemies will avoid the fight unless they feel victorious, or run away when they are injured, not "fight to death".

  • Moving diagonally between 2 enemies is forbidden unless you push one or something like that.

  • Diagonal displacement on an unauthorized corner of the corridor.
  • Going through friends or diagonally between 2 friends costs +1 square.

  • Much less fighting. We are talking about the week of adventure (or the month) here, not the day of adventure. Combined with the zero adventure is "forced", PC can still choose not to participate. In fact, you should withdraw whenever things seem too easy or difficult. No big quest to save the world, no big heroes, just very deadly adventurers looking to improve their lot and that of their small hometown.

  • No caster: forbidden classes: Eldrith Knight, Arcane Trickster, Sorcerer, etc. , Crusader (type of fight with religion link). The spells replaced by "could be explained otherwise in a discreet manner of almost supernatural power": Priest (a party face combined with a type of acquaintance with a little "sacred faith"). Druid is an excellent specialist in survival, very empathetic towards animals, not metamorphosed. Now, face classes may seem a little weak in combat, but in a campaign world with a lot of social interaction, these guys are doing well.

  • Additional choices of non-magical classes and backgrounds.

  • Many class features have been slightly modified.

  • Special power of small class at level 1, for example, fighters receive a "special single shot" that they can use once per short rest (ie per day), etc.

  • Subclass chosen at level 1, with a small power of 1st subclass.

  • A few more secondary skills (via Int bonus).

  • No fantastic races. These are stories to scare or amaze little children. However, choose from several "human variants", which are essentially almost fantastic breeds. But not quite. The marsh people. Hunchback people living underground. Dextrous, a big and very slender music loving mountain guys resistant to the cold. Etc. No human variant based solely on skin color and "land-based foreign country culture." The scale of the campaign is not large enough to cover several continents with extremely different climatic conditions. Most players expected to play a normal human.

Until now, it works well and everyone has fun, but the campaign is still quite low.

I would always be curious to know your own opinion on what could be deleted, added or changed.

Thank you!

Looking for Roommates & Tips in Los Angeles

Hi, I'm looking for a roommate in Los Angeles and some general advice.

I run a business running a gaming server and selling microtransactions. Currently, I rent a server for ~ 150 / month with a 6700k i7 RAM, 48gb, and two 1TB ssds. I believe it comes with 10 TB N / B. The problem is that the host or the DC causes problems that cause downtime due to DDoS attacks. It was also said that we had "always active" protection, but every time we receive a DDoS attack and when we finish, there are a few seconds left, during which everyone will lose the connection. I have rounded this up until it is not always active and mitigation measures are turned on and off. I decided to create my own server and co-locate it somewhere near my home in Los Angeles. I know I can leave the server somewhere, but for some reason, I feel safer because it's nearby, where I can access it. This would be my first time to colocate a server and not rent. I spent about 6 hours contacting data centers and getting pricing information. I also searched here for a few hours and did not find exactly what I was looking for.

What I think I need:
More than 10TB N / B (we currently use about 20TB / m)
Gigabit connection
/ 28 IPv4
* somewhere * in LA / 2 hours drive from downtown LA
Permanent protection against DDoS attacks of at least 10gbit / s

Here are the specifications of my server:

The disks are placeholders for WD Ultrastar 4TB, the network card is a placeholder for the Aquantia Aqtion Pro, the cooler is a placeholder for one of the Dynatron coolers and the chassis is SUPERMICRO CSE-813MTQ -600CB.
My host said that they are moving to a new location, which should solve my problems in about a week. Should I wait and trust them? They are a small company. I'm not sure it's a good idea to keep all my data in a company that may not be available next month.

The biggest problem I have is with power. Why do all 1U spaces come with ~ 200 watts of power ?! There are also expensive and crazy upgrades that simply do not make sense. I'm trying to do everything for ~ 150 / m. The main thing is why I can not find something that matches the price of what I have when I do not even rent hardware, just a space to put the server? Do you have recommendations? At present, Quadranet looks good, with the exception of additional energy pricing. I understand that Los Angeles costs more than other places.

General advice and direction would be appreciated <3

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mouse – The xinput property The Synaptics Noise Cancellation & # 39; does not exist – Thinkpad x220 – Nerve Touchpad – ubuntu18.04.3

I just installed Ubuntu on my thinkpad-x220 and my touchpad is extremely nervous. If I do not touch it, my mouse stays still, which is fine, but once I start moving my finger on the touchpad, the mouse shakes and moves, which is so annoying.

Apparently, this is a well-known problem, but I have no chance using the recommended xinput solution:

When I run xinput, I see this:

root@martin-ThinkPad-X220:~# xinput
⎡ Virtual core pointer                      id=2    (master pointer  (3))
⎜   ↳ Virtual core XTEST pointer                id=4    (slave  pointer  (2))
⎜   ↳ SynPS/2 Synaptics TouchPad                id=11   (slave  pointer  (2))
⎜   ↳ TPPS/2 IBM TrackPoint                     id=12   (slave  pointer  (2))
⎣ Virtual core keyboard                     id=3    (master keyboard (2))
    ↳ Virtual core XTEST keyboard               id=5    (slave  keyboard (3))
    ↳ Power Button                              id=6    (slave  keyboard (3))
    ↳ Video Bus                                 id=7    (slave  keyboard (3))
    ↳ Sleep Button                              id=8    (slave  keyboard (3))
    ↳ Integrated Camera: Integrated C           id=9    (slave  keyboard (3))
    ↳ AT Translated Set 2 keyboard              id=10   (slave  keyboard (3))
    ↳ ThinkPad Extra Buttons                    id=13   (slave  keyboard (3))

I run this command:

xinput --set-prop "SynPS/2 Synaptics TouchPad" "Synaptics Noise Cancellation" 20 20

but get an error message saying:

root@martin-ThinkPad-X220:~# xinput --set-prop "SynPS/2 Synaptics TouchPad" "Synaptics Noise Cancellation" 20 20

property 'Synaptics Noise Cancellation' doesn't exist, you need to specify its type and format

matrices – $ A = { begin {pmatrix} x & yb \ y & x \ end {pmatrix}: x, y in mathbb {Q} } $ is an ID $ ssi b $ n & Is not a whole square

Do you have difficulties with this exercise?

Let be $ b in mathbb {Z} $ and consider:

$$ A = { begin {pmatrix}
x & yb \
y & x \
end {pmatrix}: x, y in mathbb {Q} } $$

Now, $ A $ is a commutative sub-ring of $ M (2, mathbb {Q}) $, prove it $ A $ is an integral domain $ iff $ $ b $ is not a square $ mathbb {Z} $

rest – microservices RESTful & gRPC on Go

I recently moved to Go. And I really need your help here. Can any one, please, consult my github repositories and give a review of the code? Maybe indicate what is not idiomatic to go / clean the code / SOLID?

The idea here is that:

  1. The port-client-API service has a RESTful endpoint and parses a JSON file (which can be a very large file).
  2. When reading the file, it calls the service port-domain-service, which creates a new record in a database or updates the existing one.
  3. GRPC is used as a means of transportation between services.

It's a pretty big code so I'll be grateful for any comment!

I am undecided at one place in the code in particular. I have some functions that perform the basic operations of the database. I am thinking of creating an interface containing these and making sure that a structure implements them. This will allow using nulls when testing for this type of feature.

func OpenConn() *sql.DB {
    dbConf := getDBConf()
    db, err := sql.Open("postgres", getConnectionString(dbConf))
    if err != nil {
    return db

func CloseConn(db *sql.DB) {
    if err := db.Close(); err != nil {

func OpenTx(db *sql.DB) *sql.Tx {
    tx, errTx := db.Begin()
    if errTx != nil {
    return tx

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& # 39;);
var sidebar_align = & # 39; right & # 39 ;;
var content_container_margin = parseInt (& # 39; 350px & # 39;);
var sidebar_width = parseInt (& # 39; 330px & # 39;)
// ->

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