J’obtiens le message d’erreur "Group email address is not supported" à l’ajout d’un nouvel utilisateur invité

J’obtiens le message d’erreur "Group email address is not supported" à l’ajout d’un nouvel utilisateur invité

Je ne comprends pas pouquoi j’ai ce message d’erreur seulement sur une adresse.

magento2 – Magento 2 validation exception message not translated

At checkout page, when I click place order without accepting the terms and conditions the validation error it’s showed in english instead of spanish. However, the store shows the interface in spanish and the translation line of that exact message is in the csv translation file

Looking to increase font and bring message to front in a pop-up message via task scheduler

I am creating a task in task scheduler with powreshell with the argument below. I’m making a pop up message come to a logged in user at 11 AM every day for two weeks.

-WindowStyle hidden -Command “& {(System.Reflection.Assembly)::LoadWithPartialName(‘System.Windows.Forms’); (System.Windows.Forms.MessageBox)::Show(‘message body here’,’window title here’)}”

does anyone know if their are options to add to this to bring the message to the front like an annoying popup? meaning, if you were working in excel for example, this popup would be front and center on top of the spread sheet you are working on so you would have to click on it to make it go away. also, looking to increase font size as well.

just seeing if there are options to add this in the arguments via the task scheduler.

thank you!

c++ – Rendering a texture with SDL2 causes “Invalid texture” error message

When SDL_RenderCopy() gets called, it fails and SDL_GetError()returns the error “Invalid texture”.

Here’s my code:

main.cpp

#include "Game.cpp"
#include <iostream>

using namespace std;

int main(int argc, char* args()) {
    
    try {

        Game game("Test", 1280, 720, 60);
        GameObject object("Immagine.bmp");
        game.addObject(object);
        game.run();
    }
    catch(const char* message) {

        cerr<<message;
    }

    return 0;
}

Game.cpp

#include "GameGraphics.cpp"

class Game {

    private:
        bool running;
        GameGraphics* graphics;
        vector<GameObject> objects;

    public:
        Game(const char* title, int width, int height, int targetFps) {

            running = false;

            if(SDL_Init(SDL_INIT_EVERYTHING) != 0) {

                throw SDL_GetError(); 
            }

            try {

                graphics = new GameGraphics(title, width, height, targetFps);
            }
            catch(const char* message) {

                SDL_Quit();
                throw;
            }
        }

        void addObject(GameObject& object) {

            objects.push_back(object);
            graphics->loadTexture(object);
        }

        void run() {

            running = true;

            while(running) {

                SDL_Event e;

                if(SDL_PollEvent(&e)) {

                    if(e.type == SDL_QUIT) {

                        running = false;
                    }
                }

                graphics->render(objects);
            }
        }
};

GameGraphics.cpp

#include <SDL2/SDL.h>
#include <vector>
#include "GameObject.cpp"
#include <iostream>

using namespace std;
class GameGraphics {

    private:
        int targetFps, ticksPerFrame;
        SDL_Renderer* renderer;
        SDL_Window* window;

    public:
        GameGraphics(const char* title, int width, int height, int targetFps) {

            if(SDL_WasInit(SDL_INIT_EVERYTHING) < 0) {

                throw "Can't construct GameGraphics object without initializing SDL first";
            }

            window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);

            if(window == NULL) {

                throw SDL_GetError();
            }

            renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

            if(renderer == NULL) {

                SDL_DestroyWindow(window);
                throw SDL_GetError();
            }
        }

        void render(vector<GameObject>& objects) {

            if(SDL_RenderClear(renderer)) {

                throw SDL_GetError();
            }

            for(auto it = objects.begin(); it != objects.end(); ++it) {

                GameObject object = *it;
                
                if(SDL_RenderCopy(renderer, object.getTexture(), NULL, NULL) == -1) {

                    throw SDL_GetError();
                }
            }

            SDL_RenderPresent(renderer);
        }

        void loadTexture(GameObject& object) {

            SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, object.getSurface());
            
            if(texture == NULL) {

                throw SDL_GetError();
            }

            object.setTexture(texture);
        }
};

GameObject.cpp

#include <SDL2/SDL.h>
#include <string.h>

class GameObject {

    private:
        SDL_Surface* surface;
        SDL_Texture* texture;

    public:
        GameObject(const char* bmpFile) {

            char* basePath = strcat(SDL_GetBasePath(), "resources/images/");
            surface = SDL_LoadBMP(strcat(basePath, bmpFile));

            if(surface == NULL) {

                throw SDL_GetError();
            }

            texture = NULL;
        }

        void setSurface(SDL_Surface* surface) {

            this->surface = surface;
        }

        void setTexture(SDL_Texture* texture) {

            this->texture = texture;
        }

        SDL_Surface* getSurface() {

            return surface;
        }

        SDL_Texture* getTexture() {

            return texture;
        }
};

I’m really new to C++ (coming from C, Java, Python, Javascript/Typescript) and I think I might be getting something wrong about the mechanism of passing an object by reference. What I suspect that’s happening is that in GameGraphics::loadTexture() the formal parameter object is being treated as if its value is just a copy of the actual parameter (basically, as if I was passing it by value). So when the texture member of object is modified, I’m just modifying the copy, not a reference to an external object. So when SDL_RenderCopy() gets invoked (inside GameGraphics::render()), it gets a NULL instead of a pointer to the texture to render, therefore the error gets printed.
But according to countless sources I’ve read through the last few hours, this is the correct way to pass an object by reference. What am I getting wrong then?

I want to decrypt the message "Boe an emait" but i don’t know either the algorithm or key, any help? [closed]

the encrypted code is "Boe an emait" and the method is unknown

user accounts – With Sharepoint hosted Excel file I’m getting the error message “trouble signing in” when trying “Open in Desktop App”

I’m unable to Open any Excel files on my Desktop Excel App from Sharepoint “Open in App” or Excel online “Open in Desktop App”.

I’m able to log into my company’s Sharepoint, and Office365 with my business credentials using my company login, which for the sake of argument I’ll call Frank@mycompany.com. I have an old personal hotmail account that I use on my desktop, Frank****@hotmail.com. And I have Excel Professional 2010 Desktop installed.

When I try to open an excel file from Sharepoint on my desktop with “Open in App” or “Open in Desktop App”, I get the sign in error as pictured below. Where even though signed in as Frank@mycompany.com Excel is stating that User acccount Frank**@hotmail.com** does not exist in tenant ‘Mycompany’.

I’m using a newly installed Edge browser that doesn’t have me signed in on anything with my personal email, Frank**@hotmail.com**, so where is Excell getting Frank**@hotmail.com**, and why does it think I should be singing in with that, instead of opening it and singing in with my company credentials, Frank@mycompany.com?

Excel does explicately ask for a sign in, it just does this automatically. Also, I can download the Excel file from Sharepoint or Excel online and open it with my desktop Excel with no problems.

Anyways, I appreciate the help.

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Discord.JS Check Message

I’m trying to create a bot, and when I send the message "!Voting Test Phrase", for example, the bot responds like this: "Test Phrase"

Outlook change message reply format (“sent by”, etc.)

When replying or forwarding a message Outlook has the default format:

    -----Original Message-----
From: Someone <someone@someplace.com> 
Sent: Date
To: Me <foo@bar.com>
Subject: Outlook formatting

I wish to customize these fields, e.g. changing From: to Sender:. How can I do this in Outlook?

discord.py – discord bot set embed message color

So I made this code for sending embed messages, if you write 000000 it will make the embed black, but if you write ff0000 for red color, it won’t work, you have to write 0xff0000 for it to work, is there a way to make ff0000 work without the 0x? here is my code:

async def embed(ctx, *, content: str):
    title, description, color = content.split('|')
    embed = discord.Embed(title=title, description=description, color=int(color, 0))
    await ctx.send(embed=embed)

any help would be much appreciated.

Gmail: forward an email without creating a new message in the thread about the email being forwarded

I’m automatically forwarding all my emails from my secondary GMail account to my main one, using the feature in the “Forwarding and POP/IMAP” setting page.

My secondary account received a few emails in the spam folder and those emails didn’t get forwarded to my main account. I marked them as non-spam, but they didn’t get forwarded either.

Is it possible to forward those emails “seamlessly” like it happens for the emails forwarded automatically?

If I try to fordward them manually, the forwarding creates a new mail in the thread.