How should we define the behavior of a Turing machine where the head tries to move left from the leftmost tape position?

If we have a Turing machine in a model with a tape that is infinite only to the right and assume at some point the head tries to move left from the leftmost position.

How should we define the behavior in such a case? Is a machine doing so for some input not a valid Turing machine? And if so, how can we make sure when we define a Turing machine that this situation can’t occur for any input?

I’ve read some sources about Turing machines though couldn’t find the answer to this specific case, and I see no reason why this case won’t happen for an arbitrary Turing machine and some input.

sd card – MicroSD permissions & move applications to microsd

I am using Android version 9.

I was using my mobile with an microSD, formatted as external storage.
Most applications were moved to microsd/running from there.
So I decided to buy a faster one; I copied all files to my PC (just copied all files loosing all extra attributes).

Then I formatted the new one as external storage and I copied all files.
But it crashed (DoA) after a few hours. During troubleshooting I accidentally formatted as internal but didn’t work (obviously). Luckily no data was lost as it wasn’t writable.

Now I have again a working microSD formatted as external.
I copied all files to it. However, all application are not capable of moving to microsd and use the internal storage.

Any idea how to make “move to sd card” button available again ?

Thank you

opengl – (While using a cube map) box-like textures appearing around my scene whenever I move the camera

I’ve been learning about cube map and I implemented one into my program. It seemed to work well until I started moving the camera around the scene and zooming out. As you can see in the attached gif, there seems to be a problem with the cube map since this weird behavior is occurring:

https://gyazo.com/70ad4ce027d1e032bc19258e28def66f

Main program:

        unsigned int cubemapTexture = texo.loadCubeMap(faces);

        glDepthFunc(GL_EQUAL);
        bg.bind();
        skyBox.use();

        glm::mat4 projection = glm::perspective(glm::radians(fov), (float)scr_width / (float)scr_height, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        skyBox.setUniformMat4("projection", projection);
        skyBox.setUniformMat4("view", view);

        glActiveTexture(GL_TEXTURE20);
        glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
        GLCall(glDrawArrays(GL_TRIANGLES, 0, 36));

loadCubeMap:

unsigned int Textures::loadCubeMap(std::vector<std::string> faces)
{
    unsigned int textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);

    stbi_set_flip_vertically_on_load(false);

    int width, height, nrChannels;
    for (unsigned int i = 0; i < faces.size(); i++)
    {
        unsigned char* data = stbi_load(faces(i).c_str(), &width, &height, &nrChannels, 0);
        if (data)
        {
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
                0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
            );

            stbi_image_free(data);
        }
        else
        {
            std::cout << "Cubemap tex failed to load at path: " << faces(i) << std::endl;
            stbi_image_free(data);
        }
    }

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);


    return textureID;
}

Vertex Shader:

#version 330 core

layout (location = 0) in vec3 aPos;

out vec3 TexCoords; 

uniform mat4 view;
uniform mat4 projection;

void main()
{
    vec4 pos = projection * view * vec4(aPos, 1.0);
    TexCoords = aPos;
    //Setting z value to w (1.0) so that the cube map is always in the background
    gl_Position = pos.xyww;
}  

Fragment shader:

#version 330 core

out vec4 FragColor;

in vec3 TexCoords;
uniform samplerCube skybox;

void main()
{
    FragColor = texture(skybox, TexCoords);
}

The problem probably originates from one of these snippets, but if you have any other ideas I can provide more info.

pathfinder 1e – Is there a way to charge as a move action (or lower)?

Since you say in your other post that 3.5e is allowed, I’m going to make a suggestion from there.

Spiritual Totem barbarian (Complete Champion p.46), with the Lion totem, gains the Pounce ability at level 1.

Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack – including rake attacks if the creature also has the rake ability.

This isn’t exactly “charging as a move action”, but does allow a Full Attack after a charge.

pathfinder 1e – Charging as a move action?

Since you say in your other post that 3.5e is allowed, I’m going to make a suggestion from there.

Spiritual Totem barbarian (Complete Champion p.46), with the Lion totem, gains the Pounce ability at level 1.

Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack – including rake attacks if the creature also has the rake ability.

This isn’t exactly “charging as a move action”, but does allow a Full Attack after a charge.

Youtube: Move “Watch later” to new Playlist

I want to add all search results to a playlist in youtube. The quickest way to do this seems to click the “watch later” icon on every video (1 click). Adding each video to an individual playlist is much slower (4 clicks)

However I want to create individual playlists for different searches, so I want to move all videos from the “watch later” playlist to a new one (simultaneously), so I can keep a structure.

dnd 5e – Can you move between the separate attacks of a spell?

Some spells (Eldritch Blast, Scorching Ray) involve making multiple attack in that they require multiple attack rolls. Under the movement section of the PHB it reads:

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. (PHB 190)

However Eldritch Blast and Scorching Ray are not weapon attacks so unlike a Twinned Booming Blade they would not satisfy the wording of that particular rule.

The section introducing movement, however, reads

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. (PHB, 190)

This provides the general notion of movement and does not give any restrictions on timing except that it must be on your turn. “Following the rules here” only explicitly applies to the amount of speed used.

Is movement between a spell’s attacks not allowed because it was not expressly permitted under Breaking Up Your Move or is it allowed because Movement was not said to be restricted while taking an action?

A related question of mine concerns the same but regarding a Bonus Action

macos – Will Migration Assistant move all my dot files, permissions, everything?

On my old Mac I have my web dev environment set up with AWS profiles, proper permissions for npm and lots of other little things. Does the Migration Assistant just copy your documents, images and apps, or does it do a complete mirror image of the system?

iphone – How to move my Gmail calendars to iCloud?

While I was using an Android phone with macOS, I synced my calendar (Android to / from macOS) using my Google Gmail account. Using iCloud was not, I believe, an option.

After switching to the iPhone, I continued to sync with Gmail for continuity, but I synced all of the new calendar entries to iCloud.

Now the multiple Gmail calendars I used to appear in the macOS calendar as "Delegates". I would like to consolidate these calendars under my iCloud account.

How can I (/ is there a way to) move / copy my Gmail calendars to iCloud?

I'm not sure if switching to iCloud is safe. I'm still on High Sierra, and we can guess if Apple or Google will be the first to drop support for macOS 10.13.

How to physically move a rigid body on stairs?

When an object is controlled by a CharacterController, it is easy to make it climb ramps with a certain slope, or climb steps with a certain height.

When the object is controlled by a RigidBody instead, it can still climb naturally on ramps – I just use AddForce and it works on ramps like on any other surface. I don't need to add any special logic for a ramp. However, it does not go up the stairs. Is there a natural "physical" way of climbing RigidBody stairs without explicitly checking that there are stairs in front of you?