sharepoint online – OData query to get a field values by column position in the list

So I want an OData query that allows me to get the field and its values by position in the viewable list.
enter image description here

In the above picture, for example, I want the values in the “Title” column but that column can change to let’s say to the “ID” column position wise. I would need my query to be to stay the same.

I know how to target specific columns by specific column name but I’m not quite sure by view position. I’ve looked and have come empty-handed. Is it even possible? Any advice is appreciated. :]

❕NEWS – Elon Musk loses his position as the richest man | NewProxyLists

Elon Musk recently claimed the position of being the world richest man. However the correction factor that we saw and bitcoin yesterday or resulted in a major decline in the price of Bitcoin and as a result of this drop in Bitcoin price the company stock for Tesla also dropped by around 21%. This has resulted in Elon Musk actually losing his position as the richest man. Do you feel that this is a position that he can reclaim if the market adjusts and the price rises once again?

java – LIBGDX: Shoot a bullet using mouse position

I want to shoot a bullet towards my mouse position but I think that my math is probably wrong since the position the bullets travel to isn’t the right one.
Here’s my code

Vector2 bulletDirection = new Vector2(screenX - player.getX(), Gdx.graphics.getHeight() - (player.getY() - screenY)).nor();
bullet.setPosiion(player.getX(), player.getY());
bullet.translate(bulletDirection.x * flightSpeed, bulletDirection.y * flightSpeed);

Can you tell me what I’m doing wrong? The “bullet” object is my current bullet sprite

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unity – Instantiate prefab on specified position of GameObject on scene

I have a room that I want to connect to a staircase.
Both the room and the stairs have the following parameters:

enter image description here

I need to “magnet” the “Room Exit” position of the room (start room) to the “Room Entry” staircase. The staircase itself, I create through Instantiate

How can i do this?

field of view – Can a ratio/function be created to calculate focal length vs size-in-frame if I have two focal length shots from the same sensor and position?

I am trying to figure out what focal length lens I would need to get a specific object to completely fill the image from a camera. Assuming I have two RAW files from the same camera body, shot from the same position, is there a way to create a ratio or equation that would help map the necessary focal length to fill the frame with a given object, such that I could then say “that street light at 100mm is 50×50 pixels, so if I change to an 800mm lens, the ratio is y, so that object is now 200×200 pixels.”

Furthermore, once that ratio is calculated, will it always apply to all lenses on that body, or would the ratio change based on the lens? For instance, if I have a 70-200 zoom lens, would changing to a 100-500 yield the same equation or does individual lens optics play a part in the calculation?

I’m considering investing in a longer lens to try out wildlife/birding photography but I’m trying to wrap my head around “800mm would make distant-object-x ‘this big’ in the frame.” I’m trying to figure out whether mathematics can be used to help answer that question definitively.

unity – Unable to get accurate y position on terrain to spawn object

all I am trying to spawn some crabbies and can’t seem to get an accurate y height to spawn.

I have a terrain created with GAIA Pro 2 and have tried a few things to get an accurate y value. When trying to get the y from the terrain data I keep getting a 0 for example :

        //newCrabStartPos.y = mainIslandTerrain.terrainData.GetHeight((int) rayPosition.x, (int) rayPosition.z); //getYPositionFromRay(rayPosition) + 2.5f;

Here is my current implimintation :

   IEnumerator SpawnCrab()
{
    while(spawnedCrabbies <= waveCount)
    {
        GameObject instance = Instantiate(Resources.Load("Whakin_Crab", typeof(GameObject))) as GameObject;
        instance.transform.position = SetStartPosition();
        
        spawnedCrabbies += 1;
        yield return new WaitForSeconds(spawnRate);
    }
}

Vector3 SetStartPosition()
{

    float minDistanceAwayFromGoal = 10f;
    float maxDistanceAwayFromGoal = 50f;

    float xpos = Random.Range(-1f, 1f) <= 0 ? Random.Range(-minDistanceAwayFromGoal, -maxDistanceAwayFromGoal) : Random.Range(minDistanceAwayFromGoal, maxDistanceAwayFromGoal);
    float zpos =  Random.Range(-1f, 1f) <= 0 ? Random.Range(-minDistanceAwayFromGoal, -maxDistanceAwayFromGoal) : Random.Range(minDistanceAwayFromGoal, maxDistanceAwayFromGoal);
    Vector3 newpos = new Vector3(xpos, 0, zpos);
    
    Vector3 rayPosition = new Vector3(xpos, 100, zpos);
    Vector3 newCrabStartPos = new Vector3(newpos.x, 15, newpos.z);
    
    newCrabStartPos = newCrabStartPos + goal.transform.position;
    newCrabStartPos.y = getTerrainDistanceFromRay(rayPosition); // mainIslandTerrain.terrainData.GetHeight((int) xpos, (int) zpos); //getYPositionFromRay(rayPosition) + 2.5f;

    return newCrabStartPos;
}


float getTerrainDistanceFromRay(Vector3 drawFromPosition)
{
    RaycastHit hit = new RaycastHit();
    
    if (Physics.Raycast(drawFromPosition, Vector3.down, out hit, 100))
    {

        return (100 - hit.distance); // collider.gameObject.transform.position.y;
    }

    return 0;
}

unity – How can I check when object moved and reached to his destination position?

In the game scene I have this script :

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Experimental.GlobalIllumination;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class BackToMainMenu : MonoBehaviour
{
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (Time.timeScale == 0)
            {
                MoveScrollView.goBack = true;
                MoveScrollView.go = false;
                SceneManager.LoadSceneAsync(1);
                Cursor.visible = false;
                Time.timeScale = 1;
            }
            else
            {
                Time.timeScale = 0;
                SceneManager.LoadSceneAsync(0);
                SceneManager.sceneLoaded += SceneManager_sceneLoaded;
                Cursor.visible = true;
            }
        }
    }

    private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
    {
        MoveScrollView.go = true;
        MoveScrollView.goBack = false;
    }
}

Pressing once the escape key it’s loading the main menu scene and pressing the escape key again removing the main menu and loading the game scene.

In the Main Menu scene I have this script :

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

public class MoveScrollView : MonoBehaviour
{
    float seconds;
    Vector3 begin;
    Vector3 end;
    Vector3 difference;

    public static bool go = false;
    public static bool goBack = false;

    void Start()
    {
        seconds = 0.5f;

        begin = transform.localPosition;
        end = new Vector3(0, -1, 0);
        difference = end - begin;
    }

    void Update()
    {
        if (go)
        {
            if (transform.localPosition.x < end.x)
            {
                var mx = transform.localPosition.x;
                transform.localPosition = new Vector3(mx += seconds * Time.unscaledTime, -1, 0);
                difference = end + transform.localPosition;
            }
        }

        if(goBack)
        {
            if (transform.localPosition.x > end.x)
            {
                var mx = transform.localPosition.x;
                transform.localPosition = new Vector3(mx += seconds * Time.unscaledTime, -1, 0);
                difference = end - transform.localPosition;
            }
        }
    }
}

It’s moving it fine when the main menu scene is loaded when the flag bool variable go is true.
but then when making escape again and loading back the game scene I want before it’s loading the game scene to move it back to it’s original position so I added the part of the code :

if(goBack)
            {
                if (transform.localPosition.x > end.x)
                {
                    var mx = transform.localPosition.x;
                    transform.localPosition = new Vector3(mx += seconds * Time.unscaledTime, -1, 0);
                    difference = end - transform.localPosition;
                }
            }

Using another flag name goBack.

  1. How to make that it will move first to it’s original position then it will load the game scene back ?
    The game scene is at index 1

  2. Not sure if the code when goBack is true if it’s the right code. Can’t test it because the game scene is loading too fast.

I rank for position 1 for 1 impression & then disappear

enter image description here

As showed in image my website rank for position 1 then disappears & I worked so hard on my website without any traffic at all can anyone help me to figure out what is going wrong

unity – How do I limit y mouse position?

this problem actually come when i pressed the right side of screen, at the same time the pause button is in the top right corner. so when I pressed that button,the right side always trigger and I dont want that happen.

here the script :

 if (Input.GetMouseButtonDown(0))
            {
                float xPosition = Input.mousePosition.x;

                if (xPosition > Screen.width / 2 && isGrounded && !isJump)
                {
                    // mouse is on the right part of the screen, shoot right

                    rb2d.velocity = new Vector3(0, jumpForce, 0);

                    isJump = true;

                    JumpSoundSfx();
                }
            }

            if (Input.GetMouseButton(0))
            {
                float xPosition = Input.mousePosition.x;

                if (xPosition < Screen.width / 2 && !isJump)
                {
                    // mouse is on the left part of the screen, so shoot to the left

                    crouch.SetActive(true);

                    stand.SetActive(false);
                }
            }
```