Screen showing vertical coloured lines and is not responding to touch

I have an Infinix Zero 5, and its screen has stopped working. It is just displaying multi-coloured vertical lines and is not responding to any touch. The power and volume buttons of the phone are still functional, the fingerprint scanner still works (as the display turns on when it is scanned) and the display even dims when the phone reaches the display timeout.

The phone hasn’t been dropped or anything, and the screen initially appeared after taking it out of my pocket. When I restarted the phone the first time (by holding down the power button), it started working again, but now even when restarting the phone, the display still shows these lines. I know the phone is still in working order as off and on the phone vibrates for notifications.

Is this a display issue for which I have to replace the screen or is there some other problem with the phone?

Phone with broken screen

Where is this brightly coloured house in Koskinou, Rhodes?

I am looking for the location of a house, I know it is in Koskinou village in Rhodes, but I want the exact location.

This is the google map

enter image description here

enter image description here

blender – How do I convert a voxel model to a low-poly mesh with texture mapping that accurately mimics the coloured voxels?

I’ve created a model in MagicaVoxel (A) and I want to use it in Godot. I imported the model into Blender, but then realized that it’s using a very high polygon count for such a simple model. I found that using MagicaVoxel’s OBJ export yields interesting results in that voxels of the same colour share polygons (B), but when many different coloured voxels are next to each other, it still creates a high polygon count.

voxel polygon count

Ideally, I’d like to have a model that is the lowest polygon count possible (C) with an accurate texture map to mimic the voxel colours. Is there an existing tool to achieve this? I really like how MagicaVoxel works and I’m not interested in using Blender to model or manually texture the mesh, but maybe there’s a plugin for Blender? I’m open to suggestions.

As a side note, it’s possible that I could just use the OBJ file as is, but I wonder about performance. Mesh B has 216 polygons, while mesh C uses 140. This is just one asset in a medieval adventure game and I’d like to have a very cluttered world. 😉

user expectation – How to make coloured object of the same ‘weight’ as its white counterpart?

I’m currently doing a report and this is one of the cards presented on the report. I feel that the header seems a little flat and out of place – I assume it’s because it is coloured, but I may be wrong. What can I do to it (be it the header or the text or anything) to make it look better? Or if you think it’s alright and I’m overthinking, please let me know too!

enter image description here

Also, maybe a sub-question if you feel like answering…

I’m also stuck at displaying this in a better way. I assume it’s because there are 3 layers of hierarchy here, the header (blue header), the table header, and the body content. Unlike the one above where it’s clear cut, just header and body.
And also, there are two tables, I tried splitting them, but then I don’t know how to show that they are related under the header of ‘best performing tenant’.

enter image description here

Thank you so much in advance for answering my question 🙂

style – Coloured integers: Select outcome unexpected (part of a graph based problem using coloured vertex labels)

I use the following code output and need to retrieve the position of the part containing the blue-coloured integer 4 and the part itself.

Part 1:

List[Placed[List[
      Style[3, Rule[LineColor, RGBColor[1, 0, 0]], 
       Rule[FrontFaceColor, RGBColor[1, 0, 0]], 
       Rule[BackFaceColor, RGBColor[1, 0, 0]], 
       Rule[GraphicsColor, RGBColor[1, 0, 0]], 
       Rule[FontColor, RGBColor[1, 0, 0]]], 
      Style[4, Rule[LineColor, RGBColor[0, 0, 1]], 
       Rule[FrontFaceColor, RGBColor[0, 0, 1]], 
       Rule[BackFaceColor, RGBColor[0, 0, 1]], 
       Rule[GraphicsColor, RGBColor[0, 0, 1]], 
       Rule[FontColor, RGBColor[0, 0, 1]]]], List[Before, After]], Placed[
     List[Style[4, Rule[LineColor, RGBColor[1, 0, 0]], 
       Rule[FrontFaceColor, RGBColor[1, 0, 0]], 
       Rule[BackFaceColor, RGBColor[1, 0, 0]], 
       Rule[GraphicsColor, RGBColor[1, 0, 0]], 
       Rule[FontColor, RGBColor[1, 0, 0]]], 
      Style[3, Rule[LineColor, RGBColor[0, 0, 1]], 
       Rule[FrontFaceColor, RGBColor[0, 0, 1]], 
       Rule[BackFaceColor, RGBColor[0, 0, 1]], 
       Rule[GraphicsColor, RGBColor[0, 0, 1]], 
       Rule[FontColor, RGBColor[0, 0, 1]]]], List[Before, After]]]

To retrieve the expression containing the blue 4 I tried:

Part 2:

        Select[List[Placed[List[
              Style[3, Rule[LineColor, RGBColor[1, 0, 0]], 
               Rule[FrontFaceColor, RGBColor[1, 0, 0]], 
               Rule[BackFaceColor, RGBColor[1, 0, 0]], 
               Rule[GraphicsColor, RGBColor[1, 0, 0]], 
               Rule[FontColor, RGBColor[1, 0, 0]]], 
              Style[4, Rule[LineColor, RGBColor[0, 0, 1]], 
               Rule[FrontFaceColor, RGBColor[0, 0, 1]], 
               Rule[BackFaceColor, RGBColor[0, 0, 1]], 
               Rule[GraphicsColor, RGBColor[0, 0, 1]], 
               Rule[FontColor, RGBColor[0, 0, 1]]]], List[Before, After]], Placed[
             List[Style[4, Rule[LineColor, RGBColor[1, 0, 0]], 
               Rule[FrontFaceColor, RGBColor[1, 0, 0]], 
               Rule[BackFaceColor, RGBColor[1, 0, 0]], 
               Rule[GraphicsColor, RGBColor[1, 0, 0]], 
               Rule[FontColor, RGBColor[1, 0, 0]]], 
              Style[3, Rule[LineColor, RGBColor[0, 0, 1]], 
               Rule[FrontFaceColor, RGBColor[0, 0, 1]], 
               Rule[BackFaceColor, RGBColor[0, 0, 1]], 
               Rule[GraphicsColor, RGBColor[0, 0, 1]], 
               Rule[FontColor, RGBColor[0, 0, 1]]]], List[Before, After]]], Select[#[[1]][[2]], IntegerQ] & 
== 4]

Which produces { }

However

Part 3

 a = Placed[
    List[Style[3, Rule[LineColor, RGBColor[1, 0, 0]], 
      Rule[FrontFaceColor, RGBColor[1, 0, 0]], 
      Rule[BackFaceColor, RGBColor[1, 0, 0]], 
      Rule[GraphicsColor, RGBColor[1, 0, 0]], 
      Rule[FontColor, RGBColor[1, 0, 0]]], 
     Style[4, Rule[LineColor, RGBColor[0, 0, 1]], 
      Rule[FrontFaceColor, RGBColor[0, 0, 1]], 
      Rule[BackFaceColor, RGBColor[0, 0, 1]], 
      Rule[GraphicsColor, RGBColor[0, 0, 1]], 
      Rule[FontColor, RGBColor[0, 0, 1]]]], 
    List[Before, After]][[1]][[2]]

Select[a,IntegerQ]

produces 4 as expected.

Hence I would have expected Part 2 to produce the expression containing the blue label 4, i.e. the following result

Placed[List[
          Style[3, Rule[LineColor, RGBColor[1, 0, 0]], 
           Rule[FrontFaceColor, RGBColor[1, 0, 0]], 
           Rule[BackFaceColor, RGBColor[1, 0, 0]], 
           Rule[GraphicsColor, RGBColor[1, 0, 0]], 
           Rule[FontColor, RGBColor[1, 0, 0]]], 
          Style[4, Rule[LineColor, RGBColor[0, 0, 1]], 
           Rule[FrontFaceColor, RGBColor[0, 0, 1]], 
           Rule[BackFaceColor, RGBColor[0, 0, 1]], 
           Rule[GraphicsColor, RGBColor[0, 0, 1]], 
           Rule[FontColor, RGBColor[0, 0, 1]]]], List[Before, After]]

On closer inspection I tried the following:

FullForm[Select[a, IntegerQ]]

which results in

Style[4]

However, Style[4] should not be the result of a selection for integers.

What is going on?

opengl – coloured 3d models rendering issue while running on android

I am using Godot 3.2.2 stable (GLES2) along with kenney 3d nature asset pack (glb) for prototyping a 3d game. Everything works just fine on my desktop computer, but when I deploy the game to my android device, the colours stop rendering correctly and show weird patterns instead of plain colours as on the picture (only for imported models, meshes created from Godot work just fine).

texture artefacts

It also seems that the sky is blending into the models like some sort of transparency.

Is that just a configuration issue? Or is there something I missed?

Update:
Another interesting information, the pattern does not move when the game is in motion, it just show on top of all imported objects but stay at the same position on the phone screen.

coloured lines on laptop LCD screen that go when i touch near the video cable

I think the display cable is at fault. I have tried reinserting, some lines disappeared but came back later. Take a look at the photo and share your view please. Image was more than 2 mb so here is the link-
https://drive.google.com/file/d/13HXJdlCZKvx5XvUe_f_5TbWN3SHj6kKR/view?usp=sharing

LineLegend with dashed and coloured line

I would like to create a LineLegend that incorporates both coloured and dashed lines. I expected this to be simple, but I’m missing something.

The below will give the LineLegend with either linestyle defined, or the colour defined – how do I do both?

LineLegend({Line, Dashed, Dotted}, {"red line", "green dashed", 
  "blue dotted"})
LineLegend({Red, Green, Blue}, {"red line", "green dashed", 
  "blue dotted"})

I tried

LineLegend({{Dashed, Red}, {Line, Blue}, {Green, Dotted}}, {"red", 
  "green", "blue"})

but got no output