html – Javascript, how to create direct access with Chrome?

Good evening! I have been researching for a while and I haven't found anything about it, I'm developing a website, and I'm interested in adding a function to create a mobile shortcut.

To be more detailed, if we go to any Chrome web page on Android, we have the option to create a shortcut, which will stay on the desktop. When you tap it, the web opens. Is there a way to do it but with a function? In other words, when the Web is opened, for example, automatically a request is added to add the site as a shortcut?

Thanks in advance. I am developing the website with HTML, CSS and Javascript (I imagine that if possible it will be done from js), but there would be no problem to include other technologies if necessary . I know!

How can I create a string containing an exclamation as text and ignore it! as an order?

I am trying to write a script to plug characters into a form. Text does not print as it is written. If I put the chain! Whoareyou! 4 it displays hoareyou. He drops the character after the !.

^ j ::
To send,! Whoareyou! 4
return

Example: hoareyou

dnd 5th – Can my craftsman use an infusion to create an everyday bag for profit?

In Eberron: Rising from the Last War, p. 57, under the description of the Artificer class, the Infuse Item section says:

Infuse an article

Whenever you finish a long rest, you can touch a non-magic object and imbue it with one of your fireworks infusions, turning it into a magic object. (…)

Your infusion remains in an article indefinitely (…)

You can infuse more than one non-magic item at the end of a long rest; the maximum number of objects appears in the Infused Objects column of the Artificer table. You have to touch each of the objects, and each of your infusions can be in one object at a time. (…) If you try to exceed your maximum number of infusions, the oldest infusion will immediately stop, then the new infusion will apply.

It is clear that you cannot use the same infusion on a single object, so you can, at most, make one outfit bag at a time, and if you created another one, the first one would cease to be one outfit bag.

If you left town after selling one before creating a new one (making the one you sold become a mundane bag again), you could theoretically make a profit, but your reputation could soon catch up …

partitioning – How to create volume for a disk on diskpart for windows 10 in order to be able to format the disk in fat32?

I made a partition on disk 2 after cleaning it up. I tried to create a volume for this disk, but none of my code attempts worked, for example, "create a simple volume size = 20,000 disk = 2 partition = 1". I also need to convert the drive to dynamic in order to format the volume as fat32. It says: "The command you selected is not available with this version of Windows."

authentication – How to create a secure automatic connection? (Java)

I am writing a server-client program. When a new user installs the program and opens it for the first time, they must enter a password. The password associated with an email address is required to authenticate with the server via SSLSocket.

I know how to save a password securely (store the salted and hashed password), but how can I create a secure system, where the client automatically sends the password to the server? I don't want the user to type the same password every time they want to log in.

Is it possible to create a secure system like this? Because if I save the hashed and salted password in a .txt, can I just read it and then connect to the server? How is it possible to create something like this?

How do I set a custom layout as the default layout when I use "Ctrl + M" to create new blank slides?

In Google Slids, by default, when you click Ctrl + M, the new slide is created from the blue template.

I added a new custom model in the Slide>Edit master section. How do i make the newly created template the default template for my next slide created from Ctrl + M?

Thank you

picture

c # – How do I create a footprint based on tiles?

Currently, I'm working on a quick game for some friends, but I don't know the correct name for this type of game, so here's an example from the mechanic of The Lion King II:

enter description of image here

To unlock the exit, you need to cover the floor with paw prints and not get caught by enemies.

I'm trying to recreate the part covering the footprint path, but I don't know if this has a correct name / term or not and I can't find any tutorials to start with.

Currently, I have created several planes with the texture of the imprint in both directions, and my plan is that when the player steps on it, depending on the direction, will bring up the appropriate texture, then something will check when the path is fully covered, before setting the exit door to inactive.

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.

Create holes in the mesh (Unity)

I make a game where the field of vision plays a big role in the gameplay. I have created a field of view script that takes an empty game object and uses it to hide everything outside of the FOV. I try to shade everything outside. I was thinking of doing it with a plane which is only a transparent black, and using the same code which already makes that the fov object has just drilled a hole in the mesh, but I didn’t have no idea how to do this. Does anyone here have a contribution? The code I am using is

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
// Problem: pod možijem se mesh rendera, origin point ne štima.
public class FieldOfView : MonoBehaviour {

    public float viewRadius;
    (Range(0,360))
    public float viewAngle;

    public Transform spawnPos;
    public LayerMask targetMask;
    public LayerMask obstacleMask;

    (HideInInspector)
    public List visibleTargets = new List();

    public float meshResolution;
    public int edgeResolveIterations;
    public float edgeDstThreshold;

    public MeshFilter viewMeshFilter;
    Mesh viewMesh;

    void Start() {
        viewMesh = new Mesh ();
        viewMesh.name = "View Mesh";
        viewMeshFilter.mesh = viewMesh;

        StartCoroutine ("FindTargetsWithDelay", .2f);
    }


    IEnumerator FindTargetsWithDelay(float delay) {
        while (true) {
            yield return new WaitForSeconds (delay);
            FindVisibleTargets ();
        }
    }

    void LateUpdate() {
        DrawFieldOfView ();
    }

    void FindVisibleTargets() {
        visibleTargets.Clear ();
        Collider() targetsInViewRadius = Physics.OverlapSphere (transform.position, viewRadius, targetMask);

        for (int i = 0; i < targetsInViewRadius.Length; i++) {
            Transform target = targetsInViewRadius (i).transform;
            Vector3 dirToTarget = (target.position - transform.position).normalized;
            if (Vector3.Angle (transform.forward, dirToTarget) < viewAngle / 2) {
                float dstToTarget = Vector3.Distance (transform.position, target.position);
                if (!Physics.Raycast (transform.position, dirToTarget, dstToTarget, obstacleMask)) {
                    visibleTargets.Add (target);
                }
            }
        }
    }

    void DrawFieldOfView() {
        int stepCount = Mathf.RoundToInt(viewAngle * meshResolution);
        float stepAngleSize = viewAngle / stepCount;
        List viewPoints = new List ();
        ViewCastInfo oldViewCast = new ViewCastInfo ();
        for (int i = 0; i <= stepCount; i++) {
            float angle = transform.eulerAngles.y - viewAngle / 2 + stepAngleSize * i;
            ViewCastInfo newViewCast = ViewCast (angle);

            if (i > 0) {
                bool edgeDstThresholdExceeded = Mathf.Abs (oldViewCast.dst - newViewCast.dst) > edgeDstThreshold;
                if (oldViewCast.hit != newViewCast.hit || (oldViewCast.hit && newViewCast.hit && edgeDstThresholdExceeded)) {
                    EdgeInfo edge = FindEdge (oldViewCast, newViewCast);
                    if (edge.pointA != Vector3.zero) {
                        viewPoints.Add (edge.pointA);
                    }
                    if (edge.pointB != Vector3.zero) {
                        viewPoints.Add (edge.pointB);
                    }
                }

            }


            viewPoints.Add (newViewCast.point);
            oldViewCast = newViewCast;
        }

        int vertexCount = viewPoints.Count + 1;
        Vector3() vertices = new Vector3(vertexCount);
        int() triangles = new int((vertexCount-2) * 3);

        vertices (0) = Vector3.zero;
        for (int i = 0; i < vertexCount - 1; i++) {
            vertices (i + 1) = transform.InverseTransformPoint(viewPoints (i));

            if (i < vertexCount - 2) {
                triangles (i * 3) = 0;
                triangles (i * 3 + 1) = i + 1;
                triangles (i * 3 + 2) = i + 2;
            }
        }

        viewMesh.Clear ();

        viewMesh.vertices = vertices;
        viewMesh.triangles = triangles;
        viewMesh.RecalculateNormals ();
    }


    EdgeInfo FindEdge(ViewCastInfo minViewCast, ViewCastInfo maxViewCast) {
        float minAngle = minViewCast.angle;
        float maxAngle = maxViewCast.angle;
        Vector3 minPoint = Vector3.zero;
        Vector3 maxPoint = Vector3.zero;

        for (int i = 0; i < edgeResolveIterations; i++) {
            float angle = (minAngle + maxAngle) / 2;
            ViewCastInfo newViewCast = ViewCast (angle);

            bool edgeDstThresholdExceeded = Mathf.Abs (minViewCast.dst - newViewCast.dst) > edgeDstThreshold;
            if (newViewCast.hit == minViewCast.hit && !edgeDstThresholdExceeded) {
                minAngle = angle;
                minPoint = newViewCast.point;
            } else {
                maxAngle = angle;
                maxPoint = newViewCast.point;
            }
        }

        return new EdgeInfo (minPoint, maxPoint);
    }


    ViewCastInfo ViewCast(float globalAngle) {
        Vector3 dir = DirFromAngle (globalAngle, true);
        RaycastHit hit;

        if (Physics.Raycast (transform.position, dir, out hit, viewRadius, obstacleMask)) {
            return new ViewCastInfo (true, hit.point, hit.distance, globalAngle);
        } else {
            return new ViewCastInfo (false, transform.position + dir * viewRadius, viewRadius, globalAngle);
        }
    }

    public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal) {
        if (!angleIsGlobal) {
            angleInDegrees += transform.eulerAngles.y;
        }
        return new Vector3(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad),0,Mathf.Cos(angleInDegrees * Mathf.Deg2Rad));
    }

    public struct ViewCastInfo {
        public bool hit;
        public Vector3 point;
        public float dst;
        public float angle;

        public ViewCastInfo(bool _hit, Vector3 _point, float _dst, float _angle) {
            hit = _hit;
            point = _point;
            dst = _dst;
            angle = _angle;
        }
    }

    public struct EdgeInfo {
        public Vector3 pointA;
        public Vector3 pointB;

        public EdgeInfo(Vector3 _pointA, Vector3 _pointB) {
            pointA = _pointA;
            pointB = _pointB;
        }
    }

}

Thank you.
B.

How to use if elif and else in python to perform an action to create a new json file each month, the first day of each month?

I am new to python and I need your help!

I have a python script that stores a row of data every minute for every day and every month of the year. However, since there is so much data stored per day, the json file ends up with 518,400 lines of data per year, with a size of 67 MB.

I need to make a script that performs an action to create a new json file every first day of every month of the year, therefore it will not accumulate all of the data for the year ; year in a single file, which will result in a json file for January, February, March … December.

The first idea I had was to use if elif and else in python, but I don't know how to do it.

Does anyone know how I can do this?