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Make Drush 9 @self path includes the full site

I just switched to Drush 9 and I'm the root path of @self which is only the web folder and therefore not the complete Drupal site. This behavior is not expected, right? The result is that the changes at the provider, the scripts-folders, etc., are not downloaded during synchronization.

I guess my current root needs to be changed from
/Users/kristofferrom/Documents/sites/local.artist-distribution/web

at

/Users/kristofferrom/Documents/sites/local.artist-distribution/

I've tried adding this to drush.yml that does not work.

root: /Users/kristofferrom/Documents/sites/local.artist-distribution/

Ideas?

magento2 – Magento 2 includes a template with form in Block CMS

I had trouble putting a working model functionally in a CMS block.
When I put this code in my CMS block, the model is correctly implemented

{{block class = "Experium  DonationProduct  Block  Donation  ListProduct" name = "cms.donation.list" template = "Experius_DonationProduct :: donation.phtml"}}

However, the model has a pop-up window this happens when you click a button, and that window has a form.
The problem is that the pop-up window does not appear in the CMS block, it's as if the JS functions were not working.

The model is located in app / design / frontend / Vendor / Theme / Experius_DonationProduct / templates / donation.phtml
its replacement of the original module.
What can I do?
Thanks and greetings!

models and practices – Packaging for distribution: includes CI configuration and other files that the end user does not need in the package?

(Disclaimers: I checked on Google and on this site.) I read this answer, which is the only one I can find here.This response dates back to 2017 and I wonder if things have changed since I've read the help pages and Meta on the subject.However, it's been a long time since I've asked any question, please forgive me if this question misses the target.)

Perl, R, Python, JS, and other languages ​​allow you to install from tarballs or some other form of bundled package, in addition to or instead of an installation from a VCS repository. What is the best current practice for determining if development-specific files such as .travis.yml should be included in the archive, and why is this practice?

The advantage of including only development files is that you can re-create the project from the archive only. One drawback I can see is that the package is larger (and the storage is still not technically infinite :)).

Inclusion example: The ack search tool includes .travis.yml in his GitHub rep, but not in his archive.

Example of non-inclusion: packaging documents R show an example excluding expressly .travis.yml. The package-structure documentation notes that

packages should not contain Unix-style "hidden" files / directories (that is, those whose names begin with a dot).

The case of Perl's use is of particular interest to me, but I would be happy to know why communities of other languages ​​use the practices that they use.

PLCs – Includes the descriptor, the viable prefix and the valid element in the context of the LR (0) and LR (1) elements

Dragon book gives the definition of the pseudonym, the viable prefix and the valid article in various places. I'm trying to understand these definitions in the context of the other. Various definitions are given below.

In the ascending analysis section, it gives the following definition of the handle:

  • Manipulate: Yes $ S xrightarrow {* rm} alpha A omega xrightarrow {rm} alpha beta w $then production $ A rightarrow beta $ in the next position $ alpha $ is a handful of $ alpha beta omega $. By covenience, we refer to the body $ beta $ rather $ A rightarrow beta $ like a handle.
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(Above, $ xrightarrow {* rm} $ means the rightmost derivation of the length $ n $ and $ xrightarrow {rm} $ means the rightmost derivation of the length 1)

Then, after a few pages, in the section Reflex Analyzer, he gives below the definitions:

  • Viable prefix: A viable prefix is ​​a prefix of a correct sentential form that does not continue past the right end of the rightmost descriptor of this form.
  • Valid item: We say article $ A rightarrow beta_1. Beta_2 $ is valid for a viable prefix $ alpha beta_1 $ if there is a diversion $ S & # 39; xrightarrow {* rm} alpha A omega xrightarrow {rm} alpha beta_1 beta_2 omega $

The book also says:

The fact that $ A rightarrow beta_1. Beta_2 $ is valid for $ alpha beta_1 $ tells us a lot about changing or reducing when we find $ alpha beta_1 $ on the analysis stack. In particular, if $ beta_2 neq epsilon $, this suggests that we have not moved the handle on the stack yet, so moving is important. Yes $ beta_2 = epsilon $, so it looks like $ A rightarrow beta_1 $ is the handle, and we should reduce this production.

Doubts:

  1. In most discussions, the book uses all of these definitions together. However, the above definitions are given separately but not together. How can I connect them together? Can I tell them as follows:

    a. In the definition of the handle, can we say $ A rightarrow beta $ is a valid article?
    b. In the definition of a valid article, can we say $ beta_1. beta_2 $ is a handle?

The definition of handle is given in section 4.5.2. (Section 4.5 is that of ascending parsers.) The definition of the viable prefix and the valid element is given in Section 4.6.5 (Section 4.6 concerns SLR parsers). Therefore, none of these definitions is given in the context of LR (1) elements or CLR (1) or LALR (1) elements. I therefore want to know if these definitions apply also to LR (1) elements without modifications and if not, what will be the corresponding definitions for LR (1) elements. The questions below detail this doubt.

  1. For the state of canonical collection with the final item $ E rightarrow gamma $, Reduced Reflex Analyzer $ gamma $ at $ E $, if the next entry symbol is in $ NEXT $. Is the above definition of valid elements consistent with this? In other words, does this definition make sense? $ FIRST ( Omega) in FOLLOW (A) $? (In other words, does this definition apply to LR (0)?) If yes, how? I think this definition means $ FIRST ( omega) = LOOKAHEAD (A) neq FOLLOW (A) $and, therefore, it refers to LR (1) elements and applies to CLR / LALR parsers, but not to SLR parsers, as shown in the book. Am I wrong? If yes, how? Do these definitions also apply to LR (0) and LR (1) and I do not see how? If even this is not the case (that is, the above definitions apply only to LR (0) elements and not to LR (1) elements), how can we give equivalent definitions for LR (1) elements?

Mistletoe Design – Course Review Form – includes a link to course details

I am in the process of developing a template revision form for an online course site. However, I do not know whether or not I should include a link to the course details page. My concern is that the inclusion of a link would be an unnecessary distraction that could dissuade users from leaving a notice.

Here is a part of the proposed design. The initial plan was to make the course title a link to the course details page. Any feedback would be greatly appreciated.

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In an advanced network configuration, each account is assigned the following resources:

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• VLAN ID for the isolated guest network

Regards,
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How can I detect collisions in a 2D game using a grid of tiles, but which also includes camera and character movements pixel by pixel?

So I have been in this situation for weeks and every solution I programmed did not work. I use Free Pascal and SDL2.

So I programmed a 2D game using a two-dimensional array containing the number of tiles to display. I also have another 2d array that contains the Boolean values ​​that determine whether the tile is accessible or not. Each mosaic is 8×8 pixels. At the beginning of the game, I create a screen (window sdl2) of 1920×1080 pixels. Although before drawing tiles, I roughly set the logical size at 688×387 = (86 * 8) x (48 * 8). SDL2 increases this logical size to fit the window resolution.

I have camera grid coordinates (start x, start y, end x, end y) to determine the grid display area. To draw the area in the camera view, I draw each mosaic in the coordinates of the camera on the screen, drawing the first mosaic (at the beginning of the camera x, y) with pixels of 0.0 but then shifting that position by the shift coordinates of the camera x, y I draw the next tile at pixel 8.0, and then I shift it from the camera offset coordinates x, y, and so on until it reaches the camera. all tiles in the grid coordinates of the camera start with x, start with y, end with x, and end with y.

When I move the camera, I first change the offset coordinates (increasing by one or more pixels and depending on the direction in which the player moves), then when they reach or exceed the size of the tile (8 pixels), I modify the coordinates of the grid (I will download a sample of my code).

I display the character on the screen by checking its position in the grid relative to the beginning of the camera x, at the beginning y. Then shift the position of the character by the x, y character shift coordinates and also by the camera. I change the character grid and offset coordinates in the same way as the camera.

All this gives me a perfect motion pixel by pixel. However, when I try to detect collisions, it does not work well. To check the collision, I check if the character has just moved to the new coordinates of the grid. Then, I check the 2d grid that contains the Boolean values ​​of the position where the character is currently located. I check the next position if the character offset is greater than 0 and the previous position if the camera offset is greater than 0. In reality, it is much more detailed than that if you look at the code. I do not know if my varibales will be very important to you, but I will also download variable declarations.

When I was not trying to do a pixel-by-pixel motion and I had a 4×4 grid of mosaics and moved the camera 4 pixels at a time, the collision was absolutely perfect because the character, the camera and the objects with which the collision was taking place were all on. same grid and aligned on the same grid. But moving 4 pixels at a time does not seem so smooth. But it's functional lol. I do not mind changing my code to get back to moving 4 pixels at a time if you think that would be acceptable in a 2D action game, which I would like the greatest number of people to can enjoy. I'm really tempted to go back to the simple grid collision detection because I've tried everything to implement under the sun so that this collision detection works with fluid motion pixel by pixel, but it does not work any just not.

Perhaps if you can explain in detail how, for example, SNES accurately detects collisions, because it can move mosaics and character sprites pixel by pixel while checking for collision between mosaics and images. objects at the grid level. I did not find anything online that really explains this part. All they mention is the fact that the SNES does it, but they do not say how it is programmed nor what is the algorithm.

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Contact page if it only includes an email?

My contact page would only have an email address. An email address, not several. No social media, phone numbers, location map, etc. So, instead of having a contact page, I simply have professional e-mail in the navigation bar. However, I thought it did not sound professional. However, having such a small contact page seems ridiculous. And providing an email address has always seemed more convenient than having a contact forum.

My question is therefore to know if it makes sense to have a contact page if it only contains an email address.