windows – Browsing and moving android files from my PC – alternatives to MTP

MTP is a disaster. It’s super slow, and half the time it doesn’t work, shows empty folders or doesn’t show files and folders that should be there.

Is there any alternative – either via USB, wifi, bluetooth – that allows you to browse and move files from my android device to my PC directly from the file system?

Basically I want to check the whatsapp media and camera folders for any files from 2019 or older, the move them to my PC to free up storage on the phone, but MTP is really acting up and making it impossible. Probably due to the huge amount of files in this folder and how bad this protocol is.

[CSCN] Moving Staff Tools to Nav Group

AnimeHaxor submitted a new resource:

Put StaffBar into NavBar. – Put StaffBar into NavBar (not effective within @xf-responsiveNarrow).

View attachment 28848

Step 1: Edit PAGE_CONTAINER. Find the following block:

HTML:
            <div class="p-nav-opposite">
                <div class="p-navgroup p-account .....

And add this line right beneath this…

Read more

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When you hire a moving firm to move your stuff, are you allowed to ride with them?

No. No license.

Because the companies are not licensed to haul passengers for pay.

There are a bunch of rules for that, including collecting data about passengers, ticketing and tariff rules, safety of accommodations, provision of bathrooms, etc. etc. In a Federal country, there will also be rules at the state level for every state transited, so you get a lot of weird problems like “Can’t cut the corner through Oklahoma”.

Needless to say, being inside the cargo area is Right Out. When stowaways try to sneak in the cargo area, they are often killed by shifting loads.

Complications

Also, a long-distance move will involve stops and driver changes. The next set of drivers might not appreciate the passenger none too much.

Also, because of the human factors, long-distance moves can be quite circuitous. If your load doesn’t “cube out” the truck, they may put up a separator and load someone else’s stuff behind yours. They may stop at a depot, back your truck up against a wall (so the doors can’t be opened) and the drivers head home to their families to sleep in their own bed, and now security has this random person inside the yard to contend with.

Think smaller

Everything I said above applies to general “out of the phone book” long-haul commercial movers. Those guys are full-service turnkey – point them at a house and they will pack up everything in it, and it will show up in boxes in the same rooms in the new house.

There are certainly more informal “movers” that are just “A guy with a truck” sort of deals. They will be much more informal in all respects, and you will have much more flex to negotiate. However, this will shift more responsibility onto you – you will need to buy boxes, pack yourself, and possibly help move furniture. And obviously, the farther you go, the more difficult it will be to get an informal mover.

Honestly, you may be making too much out of the risk here. Nobody wants some random person’s stuff. If you doubt that, then go watch some of the TV shows about people who buy random storage units at auction. Those guys are the best in the business at getting value from random personal possessions, and even they can’t get much for random stuff.

move – Inconsistent Errors Moving Files using Site Contents and Settings

This is driving me batty.

I’m moving a large quantity of files (documents – .doc, .pdf, .xls) from one subsite to another in Sharepoint 2013. Since we want to preserve the metadata, I’m doing so via Site Contents and Structure (checking files and selecting Actions > Move). It runs smoothly for a while, then I start getting this error. Sometimes simply reloading or trying again will work, sometimes I have to log out or clear my cache, sometimes switching browsers, sometimes just moving on to a different folder.. until eventually I get the error every time. But if I wait several hours, it will start working again. Every time I think I’ve figured out what’s causing the error (file size too large, destination folder too full, something in my cache…), something happens to toss that theory out the window. I’ve googled extensively and not found anything useful. Please help.

Despite being inconsistently triggered, the error itself is the same each time.

The current operation could not be completed. Try again, or contact your system administrator.

Object reference not set to an instance of an object.

You may re-try the operation, and you may need to clean up the half-created data first before re-trying. If the problem persists, please contact your system administrator.

Correlation ID: b1d45b9e-0eab-a03a-1c95-1245c7894e01

Date and Time: 4/9/2018 10:55:16 AM

<error><message>Object reference not set to an instance of an object.</message><full>System.NullReferenceException: Object reference not set to an instance of an object. at  
Microsoft.SharePoint.Library.SPRequest.GetFileAndFolderProperties(String bstrUrl, String bstrStartUrl, ListDocsFlags ListDocsFlags, Boolean bThrowException, Int32&amp; phrStatus, Object&amp; pvarFiles, Object&amp; pvarDirs, UInt32&amp; pdwNumberOfFiles, UInt32&amp; pdwNumberOfDirs) at 
Microsoft.SharePoint.SPWeb.GetFileOrFolderProperties(String strUrl, ListDocsFlags listDocsFlags, Boolean throwException, SPBasePermissions&amp; permMask) at Microsoft.SharePoint.SPFolder.PropertiesCore(Boolean throwException) at Microsoft.SharePoint.SPFolder.ThrowIfNullProperties() at Microsoft.SharePoint.SPFolder.get_WelcomePage() at Microsoft.SharePoint.Publishing.Internal.WebControls.SMPickerValidator.SMValidateMove(ObjectSerializer sourceObj) at 
Microsoft.SharePoint.Publishing.Internal.WebControls.SMPickerValidator.ValidateObjects(ObjectSerializer sourceObject, ObjectSerializer targetObject, Boolean validateType, Boolean validateBranch, Boolean validateMove) at Microsoft.SharePoint.Publishing.Internal.WebControls.SMPickerValidator.ValidateOperation(SPSite contextSite, String() sourceSmtObjectIds, String targetObjectId, Boolean validateType, Boolean validateBranch, Boolean validateMove) at 
Microsoft.SharePoint.Publishing.Internal.WebControls.MoveItems.IsValidMove() at Microsoft.SharePoint.Publishing.Internal.WebControls.MoveItems.DoWork() at Microsoft.Office.Server.Diagnostics.FirstChanceHandler.ExceptionFilter(Boolean fRethrowException, TryBlock tryBlock, FilterBlock filter, CatchBlock catchBlock, FinallyBlock finallyBlock)</full><customData></customData></error>

raytracing – Moving the bulk of a recursive ray tracer function to the gpu, using DirectX12 not DirectX 12X HLSL

So I’m wanting to generate images by ray tracing. I’ve done so, but the main ray function is recursive. I know one can make a non recursive function out of a recursive function using a stack, but is it possible to do in HLSL? I have the bulk of the function I’m using here:

color ray_color(
    const ray& r,
    const color& background,
    const hittable& world,
    const shared_ptr<hittable>& lights,
    int depth) {
    
hit_record rec;

// If we've exceeded the ray bounce limit, no more light is gathered.
if (depth <= 0)
    return color(0, 0, 0);

// If the ray hits nothing, return the background color.
if (!world.hit(r, 0.001, infinity, rec))
    return background;

scatter_record srec;
color emitted = rec.mat_ptr->emitted(r, rec, rec.u, rec.v, rec.p);

if (!rec.mat_ptr->scatter(r, rec, srec))
    return emitted;

if (srec.is_specular) {
    return srec.attenuation
        * ray_color(srec.specular_ray, background, world, lights, depth - 1);
}

auto light_ptr = make_shared<hittable_pdf>(lights, rec.p);
mixture_pdf p(light_ptr, srec.pdf_ptr);
ray scattered = ray(rec.p, p.generate(), r.time());
auto pdf_val = p.value(scattered.direction());

return emitted
    + srec.attenuation * rec.mat_ptr->scattering_pdf(r, rec, scattered)
    * ray_color(scattered, background, world, lights, depth - 1)
    / pdf_val;
}

migration – Moving from localhost to domain

This is a newbie question , and maybe I shouldn’t ask here but I need some help .
I m creating a site/app with geographic data, starting off I’ve set up Apache Tomcat locally as my server , and used GeoServer (apache tomcat webapp) for my data which are connected to a postgreSQL database. Now I want to get my data from localhost:8080 to my domain.

google sheets – Can I implement this moving average with missing periods using ARRAYFORMULA?

I have these columns:

  • A person_id
  • B date
  • C cupcakes_eaten

And this formula to calculate the 35-day moving average of cupcakes eaten:

=AVERAGEIFS(C:C,A:A,A2,B:B,">="&B2-35)

Now I can replicate this to all other cells.

Is there a more elegant way to do this using ArrayFormula?

I’m moving to Germany but want to keep my UK job. Any advice?

I’m moving to Germany in September this year and I would like to keep my UK job (working completely remote).

The company I work for is all for this and is currently looking into it themselves too.
They’ve also offered to hire me as a contractor if we can’t find another solution.

I’ll be moving to Germany for about 2 years, but I wouldn’t be able to pass of as temporary and so therefore liable to pay German tax.

I’ll apply for residency as soon as I move but I’ll also be keeping an address in the UK and a UK bank account too. I am also classified as a British citizen and do not plan to change this.

Has anyone had any experience with this? The situation with leaving the EU has made this quite a bit complicated. Cheers

unity – How can I add a delay for each moving object?

The waypoints script :

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class Waypoints : MonoBehaviour
{
    public Transform objectToMovePrefab;
    public int numberOfObjectsToMove = 1;
    //with this approach, you use GameObjects to represent your waypoints 
    //(they can be empty if you want the waypoint to be invisible)
    (SerializeField) private List<Transform> waypoints;

    private void Start()
    {
        for (int i = 0; i < numberOfObjectsToMove; i++)
        {
            var parent = GameObject.Find("Moving Object Parent");
            var objectToMove = Instantiate(objectToMovePrefab, parent.transform);
            objectToMove.name = "Platfrom";
        }
    }

    public int Count => waypoints.Count;
    public Vector3 GetWaypoint(int index)
    {
        return waypoints(index).position;
    }
}

Then in the editor I added this script to the prefab :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class WaypointsFollower : MonoBehaviour
{
    (SerializeField) private Waypoints waypoints;
    (SerializeField) private float speed = 5f;
    (SerializeField) private bool goBack = false;
    (SerializeField) private float delay;

    private float startTime;
    private int waypointIndex = 0;

    private void Start()
    {
        startTime = Time.time + delay;

        waypoints = GameObject.Find("Waypoints").GetComponent<Waypoints>();
    }

    void Update()
    {
        if (Time.time < startTime) return;

        Vector3 waypoint = waypoints.GetWaypoint(waypointIndex);
        //movement
        float distance = speed * Time.deltaTime;
        transform.position = Vector3.MoveTowards(transform.position, waypoint, distance);

        //check if we've reached the waypoint
        float threshold = .1f; //how close is considered having reached the waypoint
        if (Vector3.Distance(transform.position, waypoint) < threshold)
        {
            //wraps back to 0 when we reach last waypoint
            if (goBack)
            {
                waypointIndex = (waypointIndex + 1) % waypoints.Count;
            }
            else
            {
                if (waypointIndex != waypoints.Count - 1)
                    waypointIndex = waypointIndex + 1;
            }
        }
    }
}

The delay is working but it’s delaying all the WaypointsFollower’s so they move at the same time after the delay.

I want that even if all the Followers have the same delay value for example 3 so the first one will start moving after 3 seconds then the next follower will start moving after another 3 seconds and so on and not that they all delay for 3 seconds and move together but to make delay so there will be spaces between the followers when they are moving.

unity – Why the objects are moving to the first moving object instead moving on the waypoints?

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class Waypoints : MonoBehaviour
{
    public List<Transform> objectsToMove;
    public LineRenderer lineRenderer;
    public float speed;
    public bool go = false;
    public bool moveToFirstPositionOnStart = false;
    public float rotSpeed;
    public bool random = false;
    public int currentCurvedLinePointIndex;

    private Vector3() positions;
    private Vector3() pos;
    private int index = 0;
    private bool goForward = true;
    private List<GameObject> curvedLinePoints = new List<GameObject>();
    private int numofposbetweenpoints;
    private bool getPositions = false;
    int randomIndex;
    int curvedPointsIndex;
    public float delay;
    private float() startTimes;

    // Start is called before the first frame update
    void Start()
    {
        for (int i = 0; i < objectsToMove.Count; i++)
        {
            var parent = GameObject.Find("Moving Object Parent");
            objectsToMove(i) = Instantiate(objectsToMove(i), parent.transform);
            objectsToMove(i).name = "Platfrom";

            curvedLinePoints = GameObject.FindGameObjectsWithTag("Curved Line Point").ToList();

            if (curvedLinePoints != null && curvedLinePoints.Count > 0)
            {
                objectsToMove(i).rotation = curvedLinePoints(1).transform.rotation;
            }
        }

        startTimes = new float(objectsToMove.Count);

        for (int i = 0; i < startTimes.Length; i++)
        {
            startTimes(i) = Time.time + (Random.value * delay);
        }
    }

    Vector3() GetLinePointsInWorldSpace()
    {
        positions = new Vector3(lineRenderer.positionCount);
        //Get the positions which are shown in the inspector 
        lineRenderer.GetPositions(positions);


        //the points returned are in world space
        return positions;
    }

    // Update is called once per frame
    void Update()
    {
        

        if (lineRenderer.positionCount > 0 && getPositions == false && CurvedLineRenderer.linesSet)
        {
            pos = GetLinePointsInWorldSpace();
            numofposbetweenpoints = curvedLinePoints.Count;

            if (moveToFirstPositionOnStart == true)
            {
                foreach (Transform objToMove in objectsToMove)
                {
                    objToMove.position = pos(index);
                }
            }

            getPositions = true;
        }

        if (go == true && lineRenderer.positionCount > 0)
        {
            Move();
        }
    }

    int counter = 0;
    int c = 1;
    void Move()
    {
        for (int i = 0; i < objectsToMove.Count; i++)
        {
            if (Time.time < startTimes(i)) continue;

            Vector3 newPos = objectsToMove(i).position;
            float distanceToTravel = speed * Time.deltaTime;

            bool stillTraveling = true;
            while (stillTraveling)
            {
                Vector3 oldPos = newPos;

                newPos = Vector3.MoveTowards(oldPos, pos(index), distanceToTravel);

                distanceToTravel -= Vector3.Distance(newPos, oldPos);
                if (newPos == pos(index)) // Vector3 comparison is approximate so this is ok
                {
                    // when you hit a waypoint:
                    if (goForward)
                    {
                        bool atLastOne = index >= pos.Length - 1;
                        if (!atLastOne)
                        {
                            index++;
                            counter++;
                            if (counter == numofposbetweenpoints)
                            {
                                c++;

                                counter = 0;
                            }
                            if (c == curvedLinePoints.Count - 1)
                            {
                                c = 0;
                            }
                        }
                        else { index--; goForward = false; }
                    }
                    else
                    { // going backwards:
                        bool atFirstOne = index <= 0;
                        if (!atFirstOne)
                        {
                            index--;

                            counter++;
                            if (counter == numofposbetweenpoints)
                            {
                                c++;

                                counter = 0;
                            }
                            if (c == curvedLinePoints.Count - 1)
                            {
                                c = 0;
                            }
                        }
                        else { index++; goForward = true; }
                    }
                }
                else
                {
                    stillTraveling = false;
                }
            }

            objectsToMove(i).position = newPos;
        }
    }
}

For example, I have 3 objects to move. The first one start moving after 5 seconds and moving on the pos array positions.

Then the second object is start moving after 7 seconds but now instead moving also on the pos array positions the second object is reaching the first moving object and then move with him together.

The same thing happens with the last third object to move from the List objectsToMove.

I can’t figure out why they are reaching the first object that move instead that each one will move on the pos array positions ?

Not sure if it’s the delay line inside the Move function that make the problem :

if (Time.time < startTimes(i)) continue;

Or maybe the loop in the Move function :

for (int i = 0; i < objectsToMove.Count; i++)