Is This Good Copy? Patience Is Key (A pitch to sell my 3-in-1 devotional bundle)

Are you impatient? Are you constantly hard on yourself for not living up to social norms? You are not alone. As a young Christian in my 20s, I often feel like I have to prove my maturity to my family and the world.

Last year I felt like a total failure because I didn’t live up to the goal I set to make a living off poetry. Having my Godmother scold me about it on Thanksgiving Day only made matters worst, and I fell into a deep depression; I was so depressed I have didn’t feel like eating on a day that’s about eating.

Fast-forward to a few months later, I started my blog, and I began to learn what it means to wait on God. Now, I’m one of the top-rated Christian bloggers on Google with over 35 5-stars reviews (at only age 24), and I build a tiktok following of over 5,000 followers. God has used my mess and turn it into a message.

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What is the difference between pixel pitch and pixel density?

It’s just a reciprocal relationship. Where pixel density measures, say, the number of pixels per inch, pixel pitch measures the number of inches per pixel (or the center-to-center spacing between pixels).

Pixel pitch expressed as a linear measurement, and if the pixels are non-square you may see two values specified. Pixel density, on the other hand, may be expressed as a linear measurement (pixels per inch or millimeter or what have you) or as an area measurement (pixels per square inch or pixels per square millimeter) — your equation assumes an area measure of pixel density and square pixels, and converts to a linear value.

I should probably add that pixel pitch is usually used to state device specifications (screens or sensors) — you wouldn’t often see it used to describe, say, the resolution settings you used to print an image.

unreal 4 – How to use X,Y, and Z instead of Pitch, Roll and Yaw

I’m learning Unreal engine, and I’m rather disappointed because it uses pitch roll and yaw instead of the standard x, y, and z that I’m used to. Is there any way to convert this easily, or is there a preference, or do I have to get used to using y,z,x, instead of x,y,z.

Feedback on Pitch Constellation/ Chromatic Circle in Python Project

Hello I’m doing a mini project that is modeled after pitch constellation.
–> https://en.wikipedia.org/wiki/Chromatic_circle
Basically, pitch constellation is modeled after a clock where each note is assigned a number. When the wheel goes clockwise it goes up the scale, and when it goes counterclockwise it goes down. I thought this might be a great idea for a midi project. (My project only goes up the scale.)

Here’s how it works:

  1. It prompts for an input of a music note and then shifts the elements so that the list will start with the root key. Then it will return the notes starting with the root note or the note selected.

  2. Then it prompts to enter what mode to return the music note values. The way this done is by assigning the elements in the returned notes to the value selected in the dict variable scale. Which will then select the index number of the items and create a new list.

  3. Lastly, it returns the scale with the key and mode.

That’s all it does so far. Eventually, I’d like to combine it with a midi module I found in pythons open library and then have it send midi out. I want to get honest feedback on what areas can be improved in my program before I go any further.


import random
notes = ('C', 'C#', 'D', 'D#',
             'E', 'F', 'F#', 'G', 'G#',
             'A', 'A#','B')

scale = {'major':(0, 2, 4, 5, 7, 9, 11),
    'minor':(0, 2, 3, 5, 7, 8, 10),
    'phrygian':(0, 1, 3, 5, 7, 8, 10),
    'lydian':(0, 2, 4, 6, 7, 9, 11),
    'mixolydian':(0, 2, 4, 5, 7, 9, 10),
    'aeolian':(0, 2, 3, 5, 7, 8, 10),
    'locrian':(0, 1, 3, 5, 6, 8, 10),
    'chromatic':(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11),
    'wholetone':(0, 2, 4, 6, 8, 10),
    'diminished7thchord': (0, 3, 6, 9),
    'augmentedchord':(0, 4, 8),
    'tritone':(0, 6)}


rootkey = input("Enter the root Note: ").upper()

class CircleFifths:
    """docstring for CircleFifths."""
    def __init__(self, key):
        self.rootkey = rootkey

    def shift(self, rootkey, index=0, s=0,):
        #shifts the leading item (rootkey) entered by the user down the list
        #removes the last term and puts it as the first term
        while index < 12 and s <12:
            s += 1
            index += 1
            new_notes = notes(-s:) + notes(:-s)
            if rootkey == new_notes(0):
                print(new_notes)
                return new_notes



def main():
    a = CircleFifths(rootkey)
    key = a.shift(rootkey)

    keymode = ()

    print('Select a scale and enter it below')
    for k in scale:
        print(k)

    mode = input("Enter the mode: ").lower()
    try:
        x = scale.get(mode)
        keymode = (key(i) for i in x)
        print(keymode)
    except:
        if mode not in scale:
            print("Scale not in list. Please start the program again.")
        return

main()


```

control – Godot 3.X Implementing a smooth movement for pitch, yaw & roll

I’m implementing pitch, yaw and roll on airplane object, but when rotating the object (either pitch, roll or yaw), it starts rotating slowly but then the rotating movement goes awfully fast very quickly.
it’s quite jarring. i’m not sure how to make more smooth.

The issues:

  • I think the problem lies in the acceleration when the object rotates, i want to be an uniform speed
  • Other problem from this code, it’s that if want to change the rotating direction it’s slow to change, takes a while to rotate to the opposite direction

The player input code:

extends Node
const MAX_CAM_ANGLE = 30
var pitch_dir = 0
var yaw_dir = 0
var roll_dir = 0
var thrust = 0.5
var input = ''
func _ready():
    $DebugStats.add_property($Plane, "transform:origin", "round")
    $DebugStats.add_property($Plane, "force", "round")
    $DebugStats.add_property($Plane, "torque", "round")
    $DebugStats.add_property(self, "pitch_dir", "round")
    $DebugStats.add_property(self, "input", "")

func _physics_process(delta):
    process_inputs(delta)
    process_movement(delta)
    
func process_inputs(delta):
    if Input.is_action_pressed("p1_fire"):
        $Plane.fire_weapon()
        input = 'fire'
    if Input.is_action_pressed("ui_up"):
        thrust += delta
        input = 'accel'
    if Input.is_action_pressed("ui_down"):
        thrust -= delta
        input = 'slow'
    if Input.is_action_pressed("p1_pitch_up"):
        pitch_dir += delta
        input = 'up'
    if Input.is_action_pressed("p1_pitch_down"):
        pitch_dir -= delta
        input = 'down'
    if Input.is_action_pressed("p1_roll_left"):
        roll_dir += delta
        input = 'yaw left'
    if Input.is_action_pressed("p1_roll_right"):
        roll_dir -= delta
        input = 'yaw right'
    if Input.is_action_pressed("p1_yaw_left"):
        yaw_dir += delta
        input = 'yaw left'
    if Input.is_action_pressed("p1_yaw_right"):
        yaw_dir -= delta
        input = 'yaw right'

    if Input.is_action_pressed("ui_quit"):
        get_tree().quit()
    
#TODO Adjust values to make movement more smooth
func process_movement(delta):
     thrust = clamp(thrust, 0.2, 1)
     pitch_dir  = clamp(pitch_dir, -.6, .6)
     yaw_dir  = clamp(yaw_dir, -.6, .6)
     roll_dir  = clamp(roll_dir, -.6, .6)
     $Plane.calc_force(thrust, pitch_dir, roll_dir, yaw_dir)

The plane movement script:

extends RigidBody

const v3 = Vector3(0, 0, 0)
const scalar_z = Vector3(0, 0, -1)
var force = v3
var torque = v3
var drag = v3
var lift = v3
var thrust = v3

const MAX_THRUST_TURN = 150
const MAX_THRUST = 1  # temporal value just to debug the rotating problem
const MAX_CAM_ANGLE = 30
const DRAG_CONST = 1 # temporal value just to debug the rotating problem

# Calculates flying speed and direction
func calc_force(thrust, pitch_dir, roll_dir, yaw_dir):
    var speed = MAX_THRUST * (thrust)
    var drag_coef = DRAG_CONST / MAX_THRUST / MAX_THRUST  
    thrust = transform.basis.z * (-speed)
    drag = transform.basis.z * drag_coef
    lift = transform.basis.y * drag_coef
    
    force = thrust + drag + lift
    var pitch = global_transform.basis.x * pitch_dir * MAX_THRUST_TURN
    var yaw = global_transform.basis.z * yaw_dir * MAX_THRUST_TURN
    var roll = global_transform.basis.z * roll_dir * MAX_THRUST_TURN
    torque = pitch + yaw + roll

# Applies all force at once in the airplane object
func _integrate_forces(state):
    add_central_force(force)
    add_torque(torque)

How i can make the rotating movement more smoother?
Note: this is an arcade game, not really interested in a complex solution for the physics.

Note 2: if you want to test it, you can check out here
https://github.com/balmeidaa/godot_sky_aces

android – How do I modify the pitch of a recorded audio without changing the frequency?

I made a simple recording app and now I want to allow the user to playback the sound as normal or with the pitch higher or lower.

I used SoundPool and it kinda worked (the audio was high pitched), but the problem is that the audio sped up (because I changed the frequency by 2x). How do I change the pitch while leaving the frequency alone? Is that something SoundPool can do or would I need to use something else?

sp?.play(soundId, 1F, 1F, 1, 0, 2F)

dnd 5e – Where in 5e does it indicate that the target plan of the plan change spell must be the plan to which its pitch is tuned?

Although the PHB spell uses fairly loose language, it is specified in the DMG

The PHB specifies the components required for the Aircraft offset (page 266), but the language it uses does not provide the constraints we need (focus):

Components: V, S, M (a forked metal rod worth at least 250 gp, in tune with a particular existence plan)

(PHB> Spells> Change of plane)

"A particular plane of existence", however, is a very vague language which allows you to only need a tuning fork adapted to the material plane to travel anywhere. Obviously not what we need.

Fortunately, the rules are actually very specific, but to find them we have to use an entirely different source book, the Dungeon Master Guide.

The DMG (page 46) has a specific paragraph on the Plane Shift spell regarding planar travel (empasis mine):

Aircraft offset. The aircraft lag spell has two important limitations. The first is the material component: a small forked metal rod (like a tuning fork) adapted to the desired planar destination. The spell requires the proper resonant frequency to enter the right place, and the fork must be made of the right material (sometimes a complex alloy) to properly focus the magic of the spell. (…)

(DMG> Creation of a multiverse> Planar travel> Spells> Plan offset)

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resolution – Calculation of the sensor size or pixel pitch of the Logitech BRIO 4K webcam?

I have a Logitech BRIO webcam and want to try to calculate some of its physical dimensions, such as the size of the sensor or the physical size of each pixel.

Unable to find information on the official website, I saw a blog post claiming that the camera had a 1/4 "sensor in the comments.

What exactly is this 1/4 "? Can I use this number and the maximum resolution of the camera (4096 x 2160) to calculate the physical size of each pixel?

Thank you!