## How to Decrease Magento Enterprise 2.x to Community Edition

My site uses Magento EE 2.1.8, I want to go back to magento CE 2.1.8, I did not find the way to do it. I just found a lot of articles for magento 1.
I find that there are two methods for downgrade: deleting some company files and database tables from the company configuration or installing a new CE configuration and migration of extensions and data. Any help please?

## I am building an Android application and in this case it is an ecommerce application. I wish to gradually increase and decrease the quantity and prices.

``````private cursor mCursor;
private context mContext;

{this.mContext = mContext;}

@NonNull
@Override
public CartViewHolder onCreateViewHolder (parent @NonNull ViewGroup, int viewType) {
LayoutInflater inflater = LayoutInflater.from (mContext);
View view = inflater.inflate (R.layout.cart_item, parent, false);

returns a new CartViewHolder (view);
}

@Override
onBindViewHolder public void (@NoNull CartViewHolder holder, int position) {

int image = mCursor.getColumnIndex ("image");
int text1 = mCursor.getColumnIndex ("title");
int text2 = mCursor.getColumnIndex ("amount");
mCursor.moveToPosition (position);

String name = mCursor.getString (text1);
String name1 = mCursor.getString (text2);
String image1 = mCursor.getString (image);

holder.tt1.setText (name);
holder.tt2.setText (name1);

Glide.with (mContext)
.asBitmap ()
.into (holder.imageview);

}

@Override
public int getItemCount () {
if (mCursor == null) {
returns 0;
return mCursor.getCount ();
}

Public class CartViewHolder extends RecyclerView.ViewHolder {

TextView tt1, tt2, tt3;
ImageView imageview;

public CartViewHolder (View itemView) {
super (itemView);

tt1 = itemView.findViewById (R.id.quantitycart);
tt2 = itemView.findViewById (R.id.pricecart);
imageview = itemView.findViewById (R.id.cartImage);

}
}
``````

}

## Decrease vertical space between fields | Custom Sharepoint Form

Hello;

I am using Sharepoint 2013 OP with SPD 2013.

How to reduce the amount of vertical space between 2 fields on a custom Sharepoint form?

I created the form with the help of SPD2013 and I inserted it in a blank .aspx page. There is a considerable amount of vertical space between each field. Thank you

## Macbook pro 13 mi-2012 – No click on increase or decrease in volume nor on clicks

My macbook suddenly stopped producing these clicks and the volume button does not do that well. My speakers are fine. I have recently upgraded my RAM. What could be the problem?

## directx11 – Why do my FPSs decrease so much when rendering basic sprites?

I have a UWP DX11 application and I've recently removed the vsync and noticed that my frames per second drop dramatically when I draw only very basic sprites on the screen and I try to understand why this is so to be able to improve it. I would like do not expect to lower this minimum to make only the sprites.

With only one sprite drawing on the screen, and all that is present in the update loop, I manage to get about 3,000 frames per second, which I would expect from my map graphic.

However, there is a huge drop when I just restore projectiles to the screen.

By making these shots, I went from about 3,000 frames per second to about 500, which is absurd when they are so small. When I render the other entities on the screen without projectiles, I fall to about 200.

The fact that I can run modern 3D games at a speed above about 20 sprites on my screen proves that I'm doing something wrong, but I do not know what. Could someone explain why this could be?

If additional information is needed and I can help you, I do not know what code is required for this type of problem.

``````void Update ()
{
m_timer.Tick ([&]()
{
// update the keys
m_keybindManager-> Update (m_timer);

// update the player
m_player-> Update (m_timer);

// update the projectiles
m_projectileManager-> Update (m_timer);

uint32 fps = m_timer.GetFramesPerSecond ();
std :: stringstream ss;
ss << "FPS:" << fps << " n" << std::endl;
OutputDebugStringA(ss.str().c_str());

});
}

bool Render()
{
if (m_timer.GetFrameCount() == 0)
{
return false;
}

SpriteRenderer* renderer = m_spriteRenderer.get();

//set up the renderer before drawing
renderer->InitializeRenderer ();

// draw the player
Sprite & s = m_player-> GetSprite ();
s.Render (* renderer);

// draw projectiles
m_projectileManager-> Render (* rendered);

return true;
}
``````

Render of ProjectileManager

``````void ProjectileManager :: Render (IRenderer & renderer) {

for (std :: shared_ptr& projectile: m_projectiles) {
Sprite & sprite = projectile-> GetSprite ();

sprite.Render (rendered);
}

}
``````

Sprite Update / Render

``````void Sprite :: Update (DX :: StepTimer const & timer)
{
if (m_cycleTextures) {

uint64_t currentTime = Time :: CurrentTimeMilliseconds ();

if (currentTime> (m_lastCycle + (uint64_t) m_cycleDelay)) {
m_cycleId = (m_cycleId + 1)% m_textures.size ();

m_texture = m_textures[m_cycleId];

m_lastCycle = currentTime;
}
}

}

void Sprite :: Render (IRenderer & renderer) {
Rendering :: SpriteRenderDescription renderDescription =

renderer.Render (renderDescription);
}
``````

SpriteRenderer Render

``````void SpriteRenderer :: Render (Rendering :: RenderDescription const & renderDescription)
{
Rendering :: SpriteRenderDescription const & spriteRenderDescription = dynamic_cast(RenderDescription);

{
return;
}

auto context = m_deviceResources-> GetD3DDeviceContext ();

// store the world / model for the object being rendered
XMStoreFloat4x4 (& m_constantBufferData.model, XMLoadFloat4x4 (& spriteRenderDescription.m_world));

// prepare the constant buffer to send to the graphics device.
m_constantBuffer.Get (),
0
NO,
& m_constantBufferData,
0
0
0
)

// Each vertex is an instance of the VertexPositionColor structure.
UINT stride = sizeof (ShaderStructures :: VertexTextureCoordinates);
UINT offset = 0;
context-> IASetVertexBuffers (
0
1
spriteRenderDescription.m_vertexBuffer,
& Stride
& shift
)

context-> IASetIndexBuffer (
* spriteRenderDescription.m_indexBuffer,
DXGI_FORMAT_R16_UINT, // Each index is a 16-bit unsigned integer (short).
0
)

// update the texture
context-> PSSetSamplers (0, 1, m_sampleState.GetAddressOf ());
context-> PSSetShaderResources (0, 1, & spriteRenderDescription.m_texture);

ID3D11RasterizerState * rasterState;
D3D11_RASTERIZER_DESC wfdesc;
ZeroMemory (& wfdesc, sizeof (D3D11_RASTERIZER_DESC));
wfdesc.FillMode = D3D11_FILL_SOLID;
wfdesc.CullMode = D3D11_CULL_NONE;
m_deviceResources-> GetD3DDevice () -> CreateRasterizerState (& wfdesc, & rasterState);

context-> IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

context-> IASetInputLayout (m_inputLayout.Get ());

nullptr,
0
)

// Send the constant buffer to the graphics device.
context-> VSSetConstantBuffers1 (
0
1
nullptr,
nullptr
)

nullptr,
0
)

// Draw the objects.
context-> DrawIndexed (
6
0
0
)

}
``````

## Help lower the pressure: this can decrease your

1. ### Man Lovor New member

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## Decrease in stochastic advantage over general Monte Carlo algorithms

Recall that a Monte Carlo algorithm is $$p$$-correct if it gives a correct answer with at least one probability $$p$$. In the case of decision problems, where the answer is binary, the repetition of the MC algorithm can increase the confidence that a correct answer is obtained.

However, in the event that more than one possible answer is correct, this confidence can actually decrease. I wonder how many times $$k$$ Should such an algorithm be executed to obtain a confidence in the response less than 50%?

Here is what I did:

Assume that $$k = 3$$ and I have a 75% correct MC algorithm that generates 5 possible answers, of which 4 are correct and 1 is incorrect. I think that in this case, the "correction" of 75% of the algorithm is shared among all the correct answers possible, so that each correct answer has a "probability" of 75% / 4.

Suppose the right answers are $$a, b, c, d$$ and a bad answer is $$e$$.

In this case, if I list all possible combinations of outputs of an MC algorithm that I run $$k = 3$$ Sometimes I get a list of tuples $$(a, a, a)$$, $$(a, a, b)$$… and so on, each being associated with a probability of occurrence. So for example $$(a, a, a)$$ a probability $$(0.75 / 4) ^ 3$$ to happen and $$(a, a, e)$$ a probability $$(0.75 / 4) ^ 2 * 0.25$$.

So, if I build a table associating each possible tuple with its probability of occurrence and I sum the probabilities of all the events for which the algorithm would give the correct answer by a majority vote (the equalities are divided by randomly choosing), this should give me the final result "trust" of the algorithm. In this case, I get numbers around 0.65-0.75 (because of the randomness of the divisions).

However, I have not been able to find a $$k$$ this value is less than 50%.

Ideas if I do something wrong? Help is very much appreciated.

## Amazon Product Reviews Decrease Search Ranking

By any chance, do Amazon product reviews by FSB store users affect SEO?
As text copied from Amazon, @Carey Baird What do you think of that? should I remove them?