apple ios – A file can not be uploaded to the default document library of Sharepoint online Classic

I am trying to upload a document to the standard document library (shared documents) of a classic SharePoint online site for teams.

I can not do this because the upload button is disabled.

If you use Sharepoint 2013 classic on Windows, everything is fine

However, the upload button on the iPad is disabled in the Safari and Chrome browser ???

On an iPhone, the upload button is enabled and I can upload a file. It's okay. Works as expected

IPad and iPhone both use ios 12.3.1

When I edit the page> Web Part Properties> change the current view

Change the style from default to newsletter without lines and save
I get the 2010 Classic interface and can upload the file to the iPad by adding a document

Can someone confirm what I experience?

2019-18

MervinROX
Reviewed by MervinROX on
,
2019-18
2019 l8https: //i109.fastpic****big/2019/0524/3f/43042469693d13490d9d0537f896423f.jpg i i i ,, ,,., 10 2017, 09:35. 0. 311. 477.19. 2017: ", .., 80%" …………………………………. … 331,10 331,10. 59th. Google. 1. 88.30 88.30. 60. 1,.,.,
Rating: 5

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Is there a DSLR / mirorless camera with minimal options like a classic, simple SLR?

Disclaimer I do not know how much you already know. It is not my intention to be offensive or condescending, but to provide as much information as possible.


Switch the camera to manual mode or one of the priority modes (aperture or shutter priority). These are the "no frills" modes that you can use with modern cameras and where most or all of the responsibility for setting up the camera is yours.

The camera is likely to have a gauge in the viewfinder or on the rear LCD screen (probably both if it has a rear screen). This tells you whether the scene is overexposed or underexposed with your current camera settings compared to the scene being measured by the camera. If you use the aperture priority or shutter priority, you can use the camera to adjust only the aperture or shutter speed, and automatically adjust the other variable to obtain the exposure measured by the camera, rather than overexposing or overexposing it to instruct the camera to selectively over- or under-expose a certain amount).

Even with exposure metering, most modern cameras have multiple exposure metering modes. You may already be familiar with spot metering and center-weighted metering, but cameras typically also include a so-called "evaluative" metering (or other manufacturer-specific term). In this mode, the camera uses a computer algorithm to determine the best measurement. Although it provides better results for beginners, most serious photographers avoid it because the results do not follow predictable rules and are based on the manufacturer's programming. Set the camera to spot metering or center-weighted metering, whichever you prefer.

In terms of focus, cameras usually do not have split prism viewfinders (though I believe that some third-party vendors offer a service to retrofit certain models of split viewfinder cameras). Mostly users are expected to use auto focus mode. In this mode, the user selects a predefined point set in the image, which is automatically focused by the camera before shooting. The camera will probably also have the option to focus using its preferred point (again according to a manufacturer-defined algorithm) and the option to track and "anticipate" the focus during motion capture.

However, it is possible to put the camera in manual focus mode. In this case, the camera indicates whether the image is in focus (with a small error range), but does not focus. Granted, it's a bit difficult to manually focus an image in this way, and I mostly use manual focus only when the camera is not focusing properly (eg, poor lighting, awkward subject) or making small adjustments to the camera's focus. I also tend to switch to manual focus mode immediately after autofocus when taking multiple pictures without changing the scene to prevent the camera from refocusing and confusing the picture.


The other major differences that you see with digital cameras compared to movie cameras are ISO and white balance. While movies are both determined by the movie you've inserted into the camera, you can change the ISO per image on digital cameras (more on white balance later). Most modern cameras have the option of automatically changing the ISO value to obtain the correct exposure (with the camera receiving a second variable when shooting with shutter or shutter priority). However, this is often annoying and can lead to unpredictable results. Many photographers prefer to set the ISO manually and then exit the camera to set only the shutter speed or aperture. If you are from a movie, you probably want to set the ISO to match the movie you would have used for a given situation / environment / lighting / scene.

White balance is slightly different for digital images than for movies. To explain this, it must first be explained what raw images are. Each DSLR should be able to record so-called "RAW" images that, unlike a JPEG image, can not be viewed directly from a computer. Instead, these images capture exactly the data coming from the image sensor in the camera and need to be reworked to create an image file that you can view. Raw images are similar to the image you get on film before it's printed on photo paper, and post-processing is similar to printing on your own, but without the inconvenience.

The camera should have an option to select the format in which to save images, and you should use the raw format, as it allows you to edit the photos to your liking. However, if you choose to save the images in JPEG format, the camera will automatically post-process the photo (again using a manufacturer-defined algorithm) and you will not be able to post-process it yourself. (If you are using the raw size, the camera will process the photo to display it on the LCD screen, if it exists.) However, the data you receive from the SD card is the raw image, and after you have edited it does not have to look like the camera's LCD.)

However, unlike movies, when you take a photo with a digital camera, the white balance is more likely to be detected during the post-production phase than in the capture phase. The sensor in a digital camera knows no white balance, only different amounts of light that hit the sensor. With Digital, you set the white balance during post-processing. This has the additional advantage that you can change the white balance later. The camera will probably still have an option to adjust the white balance (including any "auto" option), but only for the preview that appears on the LCD screen and if you have set the camera to save JPEG Format – saving in raw format will not affect what you will eventually receive.


TL; DR Use either the manual mode, the aperture priority mode or the shutter speed priority mode of the camera. Read the manual and disable any other automatic features you do not want. If you want to better control the final result, use the raw image format and edit the photos yourself.

8w

BlackHatKings: Proxies and VPN area
Posted by: Quintondum
Post Time: 3 June 2019 at 19:30.

c ++ – Classic Tetris implementation for the Windows console (follow-up)

This is a follow-up to the Classic Tetris implementation for the Windows console – First revision of the version

Since the changes this little project has taken from me, after all the excellent advice given to me in the previous thread, were considerable, it seemed a sensible idea to reopen it for review and to rely on that the community decides if I have executed the proposed changes in the best possible way.

In my first question, I presented the following point as one of the main doubts I had in coding:

  • Total code logistics. What would be the best (recommended) way of
    Relate my class objects? Should I pass on references as
    Member Variables (as I did with my Tetris class, it has pointers
    ScreenBuffer and PlayingField objects) and do most of the game
    Functionality within my objects or make them so independent of
    each other as well as possible to match all in my main program
    Function by accessing each object as needed (essentially dragging
    some of the program functionality from my objects)?

When I approached the given point, I got the following advice:

… separate them. In this way, you have more, because the objects do not overlap
Control at the top level to do with them what you want. If you want
To change the interaction of these objects, you can change the top level
without bothering with the internal presentation. If you need a new one
Possibility for them to interact, you can easily create a new method, and then you
can also keep the old way, if you want, much easier.

After drawing all the code responsible for linking objects from my classes, I had four simple classes with no overlap (each in its own separate file) and seven helper methods left to merge the objects into the main class are responsible for the execution process of the program. I've grouped all these helper methods into a single utility class (this class has internal references for each relevant object). To make them available under the same namespace, this seemed to be the best organized task.

Finally, my code:

main.cpp:

#include 
using namespace std;

#include 
#include 

#include "utils.h"
#include "tetris.h"
#include "playingField.h"
#include "screenBuffer.h"

int main (void)
{
Tetris tetrisGame = Tetris ();
Screen screenBuffer = screen (80, 30);
Playing field playing field = playing field ();
Utils gameUtils = Utils (playingField, tetrisGame, screenBuffer);

while (! tetrisGame.gameOver) {

// Timed coordination
this_thread :: sleep_for (50ms);
tetrisGame.speedCounter ++;
tetrisGame.forceDown = (tetrisGame.speed == tetrisGame.speedCounter);

// Input
gameUtils.processInput (tetrisGame.fallingPiece ());

// logic
gameUtils.computNextState ();

// render output
gameUtils.draw (tetrisGame.fallingPiece ());
}

CloseHandle (screenBuffer.hConsole);
cout << "Game Over! Score:" << tetrisGame.score << endl;
System ("pause");

return 0;
}

Tetromino.h

#pragma once

#include 

// Tetromino class
// ====================================== == ============

Class Tetromino
{
Public:
int y;
int x;
int rotation;
const std :: wstring layout;

Tetromino (std :: wstring layout)
: Layout, y (0), x (6), rotation (0)
{}

};

PlayingField.h

#pragma once

// field class
// ====================================== == ============

Class PlayingField
{
Public:
const int fieldWidth;
const int fieldHeight;
unsigned char * pField;

Matchfield()
: fieldWidth (12), fieldHeight (18), pField (nullptr)
{
// create a field buffer
pField = new unsigned character[fieldHeight * fieldWidth];
for (int x = 0; x <fieldWidth; x ++)
for (int y = 0; y <fieldHeight; y ++)
// 0 characters are spaces and 9 are frames
pfield[y * fieldWidth + x] = (x == 0 || x == fieldWidth - 1 || y == fieldHeight - 1)? 9: 0;
}
};

ScreenBuffer.h

#pragma once

#include 

// screen buffer class
// ====================================== == ============

Class screen
{
Public:
const int screenWidth;
const int screenHeight;
wchar_t * screen;
HANDLE hConsole;
DWORD dwBytesWritten;

Screen (const int screenWidth, const int screenHeight)
: screenWidth (screenWidth), screenHeight (screenHeight)
{
screen = new wchar_t[screenWidth * screenHeight];
for (int i = 0; i <screenWidth * screenHeight; i ++) screen[i] = L & # 39; & # 39 ;;
hConsole = CreateConsoleScreenBuffer (GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
SetConsoleActiveScreenBuffer (hConsole);
dwBytesWritten = 0;
}
};

Tetris.h

#pragma once

#include 
#include "tetromino.h"

// Major League
// ====================================== == ============

Class Tetris
{
Public:
Tetris ();
int score;
int lines;
int speed;
bool key[4];
bool gameOver;
int nextPiece;
bool forceDown;
bool turningold;
int pieceCount;
int speedCounter;
int currentPiece;
std :: vector full lines;
std :: vectorTetromino;
Tetromino & falling Pie ();
Tetromino & nextFallingPiece ();
void setUpNextPiece ();
};

Tetris.cpp

#include 
#include "Tetris.h"
#include "Tetromino.h"

Tetris :: Tetris ()
: speed (20), score (0), lines (0), pieceCount (0), speedCounter (0), gameOver (false),
forceDown (false), nextPiece (rand ()% 7), currentPiece (rand ()% 7), rotateHold (true)
{
// generate parts
tetromino.push_back (Tetromino (L ".. X ... X ... X ... X."));
tetromino.push_back (tetromino (L ".. X..XX ... X ....."));
tetromino.push_back (Tetromino (L "..... XX..XX ....."));
tetromino.push_back (Tetromino (L ".. X..XX..X ......"));
tetromino.push_back (Tetromino (L ".X ... XX ... X ..."));
tetromino.push_back (Tetromino (L ".X ... X ... XX ..."));
tetromino.push_back (Tetromino (L ".. X ... X ... XX ..."));
}

void Tetris :: setUpNextPiece ()
{
currentPiece = nextPiece;
nextPiece = rand ()% 7;
fallingPiece (). rotation = 0;
fallingPiece (). y = 0;
fallingPiece (). x = 6;
Score + = 25;
}

Tetromino & Tetris :: fallingPiece ()
{
Return tetromino[currentPiece];
}

Tetromino & Tetris :: nextFallingPiece ()
{
Return tetromino[nextPiece];
}

utils.h

#pragma once

#include "tetris.h"
#include "tetromino.h"
#include "playingField.h"
#include "screenBuffer.h"

// utils
// ====================================== == ============

Class Utils
{
Public:
void computNextState ();
Utils (PlayingField &, Tetris &, Screen &);
Draw (const Tetromino & Tetromino);
void processInput (Tetromino & Tetromino);
void checkLines (const Tetromino & tetromino);
void lockPieceOnField (const Tetromino & tetromino);
Turn int (const int x, const int y, rotate const int);
bool doesPieceFit (const Tetromino and tetromino, const int rotation, const int x, const int y);

Private:
Tetris & game;
Screen & screenBuffer;
Playing field and playing field;
};

Utils.cpp

#include 
using namespace std;

#include "Utils.h"
#include 

#define XPADDING 34
#define YPADDING 5

Utils :: Utils (Playfield & Field, Tetris & Game, Screen & Screen Buffers)
: playingField (playingField), game (game), screenBuffer (screenBuffer)
{}

void Utils :: computNextState ()
{
if (game.forceDown) {
if (doesPieceFit (game.fallingPiece (), game.fallingPiece (). rotation, game.fallingPiece (). x, game.fallingPiece (). y + 1)) {
game.fallingPiece (). y ++;
} else {
lockPieceOnField (game.fallingPiece ());
game.pieceCount ++;
// increase game speed every 10 tics
if (game.pieceCount% 10 == 0)
if (game.speed> = 10) game.speed--;
checkLines (game.fallingPiece ());
game.setUpNextPiece ();
if (! game.fullLines.empty ()) game.score + = (1 << game.fullLines.size ()) * 100;
// end game if it does not fit
game.gameOver =! doesPieceFit (game.fallingPiece (), game.fallingPiece (). rotation, game.fallingPiece (). x, game.fallingPiece (). y);
}
game.speedCounter = 0;
}
}

int Utils :: rotate (constant int x, constant int y, constant int rotation)
{
/ *
* Rotates the piece layout
* String based on the specified angle
* & # 39; rotation & # 39; rotation & # 39;
* /
Switch (rotation% 4) {
case 0: return y * 4 + x; // 0 degress
Case 1: Return 12 + y - (x * 4); // 90 degrees
Case 2: return 15 - (y * 4) - x; // 180 degrees
Case 3: Return 3 - y + (x * 4); // 270 degress
}

return 0;
}

bool Utils :: doesPieceFit (const Tetromino and tetromino, const int rotation, const int x, const int y)
{
for (int px = 0; px <4; px ++)
for (int py = 0; py < 4; py++) {
            int pi = rotate(px, py, rotation);
            int fi = (y + py) * playingField.fieldWidth + (x + px);
            if (x + px >= 0 && x + px < playingField.fieldWidth)
                if (y + py >= 0 && y + py <playingField.fieldHeight)
// if the cell value! = 0, it is occupied
if (tetromino.layout[pi] ! = L & # 39;. & # 39; && playingField.pField[fi] ! = 0)
return it incorrectly;
}
return true;
}

void Utils :: processInput (Tetromino & Tetromino)
{
bool key[4];
// x27 = right arrow key
// x25 = left arrow key
// x28 = down arrow button
for (int k = 0; k <4; k ++)
key[k] = (0x8000 & GetAsyncKeyState ((unsigned character) (" x27  x25  x28Z")[k])))! = 0;

// process input
tetromino.x + = (key[0] && doesPieceFit (tetromino, tetromino.rotation, tetromino.x + 1, tetromino.y))? 1: 0;
tetromino.x - = (key[1] && doesPieceFit (tetromino, tetromino.rotation, tetromino.x - 1, tetromino.y))? 1: 0;
tetromino.y + = (key[2] && doesPieceFit (tetromino, tetromino.rotation, tetromino.x, tetromino.y + 1))? 1: 0;

if (key[3]) {
tetromino.rotation + = (game.rotateHold && doesPieceFit (tetromino, tetromino.rotation + 1, tetromino.x, tetromino.y))? 1: 0;
game.rotateHold = false;
} else {
game.rotateHold = true;
}
}

void Utils :: checkLines (const Tetromino & tetromino)
{
for (int py = 0; py <4; py ++) {
if (tetromino.y + py <playingField.fieldHeight - 1) {
bool line = true;
for (int px = 1; px <playingField.fieldWidth - 1; px ++)
// If a cell is empty, the line is not complete
Line & = (playingField.pField[(tetromino.y + py) * playingField.fieldWidth + px])! = 0;
if (line) {
// draw & # 39; = & # 39; symbols
for (int px = 1; px <playingField.fieldWidth - 1; px ++)
playingField.pField[(tetromino.y + py) * playingField.fieldWidth + px] = 8;
game.fullLines.push_back (tetromino.y + py);
game.lines ++;
}
}
}
}

void Utils :: lockPieceOnField (const Tetromino & tetromino)
{
for (int px = 0; px <4; px ++)
for (int py = 0; py <4; py ++)
if (tetromino.layout[rotate(px, py, tetromino.rotation)] ! = L & # 39;
// 0 means empty spaces in the field
playingField.pField[(tetromino.y + py) * playingField.fieldWidth + (tetromino.x + px)] = 1;
}

void utils :: draw (const tetromino & tetromino)
{
// draw the game board
for (int x = 0; x <playingField.fieldWidth; x ++)
for (int y = 0; y <playingField.fieldHeight; y ++)
// associate the playing field (& # 39 ;, 1, ..., 9) with the screen characters (& # 39; & # 39 ;, A, ..., #)
screenBuffer.screen[(y + YPADDING) * screenBuffer.screenWidth + (x + XPADDING)] = L ▒▒▒▒▒▒▒ = ▓[playingField.pField[y * playingField.fieldWidth + x]];

// Draw parts
for (int px = 0; px <4; px ++)
for (int py = 0; py < 4; py++) {
            if (tetromino.layout[rotate(px, py, tetromino.rotation)] == L'X')
                // Drawing current piece ( n + ASCII code of character 'A') 0 . A, 1 - > B, ...
screenBuffer.screen[(tetromino.y + py + YPADDING) * screenBuffer.screenWidth + (tetromino.x + px + XPADDING)] = 0x2592;
if (game.nextFallingPiece (). layout[rotate(px, py, game.nextFallingPiece().rotation)] == L & # 39; X & # 39;
// draw next piece (n + ASCII code of character & # 39; A & # 39;) 0. A, 1 -> B, ...
screenBuffer.screen[(YPADDING + 3 + py) * screenBuffer.screenWidth + (XPADDING / 2 + px + 3)] = 0x2592;
otherwise
screenBuffer.screen[(YPADDING + 3 + py) * screenBuffer.screenWidth + (XPADDING / 2 + px + 3)] = & # 39; & # 39 ;;

}

// Draw text
swprintf_s (& screenBuffer.screen[YPADDING * screenBuffer.screenWidth + XPADDING / 4], 16, L "SCORE:% 8d", game.score);
swprintf_s (& screenBuffer.screen[(YPADDING + 1) * screenBuffer.screenWidth + XPADDING / 4], 16, L "LINES:% 8d", game.lines);
swprintf_s (& screenBuffer.screen[(YPADDING + 4) * screenBuffer.screenWidth + XPADDING / 4], 13, L "NEXT PIECE:");

if (! game.fullLines.empty ()) {
WriteConsoleOutputCharacter (screenBuffer.hConsole, screenBuffer.screen, screenBuffer.screenWidth * screenBuffer.screenHeight, {0,0}, & screenBuffer.dwBytesWritten);
this_thread :: sleep_for (400ms);
for (auto & v: game.fullLines)
for (int px = 1; px < playingField.fieldWidth - 1; px++) {
                for (int py = v; py > 0; py--)
// Delete line, move lines above one unit down
playingField.pField[py * playingField.fieldWidth + px] = playingField.pField[(py - 1) * playingField.fieldWidth + px];
playingField.pField[px] = 0;
}
game.fullLines.clear ();
}

// show frame
WriteConsoleOutputCharacter (screenBuffer.hConsole, screenBuffer.screen, screenBuffer.screenWidth * screenBuffer.screenHeight, {0,0}, & screenBuffer.dwBytesWritten);
}

classic – Infopath can not connect to the server

I have a lot of time to figure out why a particular site collection does not allow an Infopath 2013 form to be published in a SharePoint list.

I work in Sharepoint Online 365.

I've tried disabling and reactivating a Powershell command as recommended by many, but to no avail. I mean, the commands worked, but it did not affect the form that was successfully published.

It was also recommended that Enterprise Site Collection be disabled and reactivated. Also no effect.

In any case, infopath's list forms will be published in the remaining site collections under the main domain. Now I'm just trying to understand what happened. If it happens again, I will not copy everything to a new site collection again.

It should also be noted that we use classic pages with lots of CSS and HTML.

Any thoughts?

Enter image description here

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More than 25 additional IPv4 add-ons available
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We offer one a lot of OS Templates for customers, Some of them are available during the order, others are in the reinstallation list. This list will be updated from time to time.
Upon customer request, we can also add the specified operating system template.

If you have questions before buying, please do not hesitate Contact our sales team!

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