fisheye – How would one use filters with the “bulb”-like shape front element lenses?

I have the LucrOit system since a week and I’m using it on a Sigma 8-16 with a Nikon D300 and it doesn´t vignette at all, neither vignette on my friend’s Samyang 14 on a Canon 5D MkII. We both are very happy with that system, also my father has bought it for his Nikon 14-24 and he’s like a boy because he can use filters on his 14-24.

BTW I strongly recomend the ND Prostop filter from Hitech, just awesome, the most neutral filter I’ve ever seen.

Wish you great shots.

syntax – Is there a command to clean the entire front end? How?

I usually work with small pieces of code that result in numbers or text, and I clean up a little at a time to start again.

I have searched here in the forum and in the mathematica help for something to clear the screen something like a “clear screen or cls”.

The idea is to leave clean the screen for future executions of some program (English is not one of the best).

wp admin – Azure Front Door in front of WordPress – Getting CORS 403 forbidden on new posts

I have setup WordPress on a Web App + Azure Database for MySQL. This is behind a Front Door/WAF/CDN.

I have enabled WP to have the web app url as admin url and custom domain as the site URL.
This mostly works fine until I come across various CORS issues when using WordPress’ REST API functionality (creating new posts via Gutenburg editor).

I get 403 forbidden errors in the browser console as it looks to be sending POST/GET requests to the custom domain url from the webapp url. If I change the admin url to be the same as site url then there is no problem but this won’t work for me as will have two sites behind a load balancer with different admin urls.

I enabled CORS for both endpoint domain and custom domain to no avail. Access-Control-Allow-Credentials is also enabled. I also purged Front Door cache and local browser cache before testing.

Any ideas or suggestions are welcome.

asynchronous processing – How to import definitions from front end into LocalSubmit

I am trying to use LocalSubmit to execute an intensive task in the background. How to distribute definitions to the underlying LocalSubmit kernel?


(*example *)
(*some function*)
r`func := 100;

(*some task using that function that saves the result in r`r*)
ClearAll@r`task;
r`task := r`r = r`func

r`r = -1;
LocalSubmit(r`task, 
 HandlerFunctions -> <|"TaskFinished" -> MessageDialog, 
   "FailureOccurred" -> Print
   |>
 )

(*r`r printed after the message popped up*)
r`r
(*-1*)(*---------->should be 100*)
```

plugins – Different front page for logged in and logged out user but the same URL in WordPress

I have two home pages created in WP. One is set as the front page but for only logged-out users. For logged-in users, they see home page 2 as their home page.

However, I want the URL for logged-in users to be the default URL of my site. So a mere redirection doesn’t work as I will have “site.com/home-2”.

Is there a way I could achieve this? The code below came across doesn’t work and breaks my site.

function switch_homepage() {
if ( is_user_logged_in() ) {
$page = 2516; // for logged in users
update_option( ‘page_on_front’, $page );
update_option( ‘show_on_front’, ‘page’ );
} else {
$page = 2; // for logged out users
update_option( ‘page_on_front’, $page );
update_option( ‘show_on_front’, ‘page’ );
}
}
add_action( ‘init’, ‘switch_homepage’ );

?>

2d – How to either draw a group of tiles completely behind or completely in front of a player?

This problem is usually worked out by collisions. Hopefully your tile editor allows you to set groups of tiles together along with their collisions, so you don’t forget to set them. And that’s it.

However, there might be parts of a game where you need to support something like this, and there is a way to do it that is not making everything entities…

As you know, if you use multiple layers of tiles, you can have some be drawn before the entity, some after.

Now, a few new ideas:

  • An “object” must exist entirely on a layer.
  • There must be layers exclusive to entities.
  • The layer on which an entity is, can change.

If each “object” exist entirely on a layer, and entities are never on that layer, then entities are either drawn “behind” or “in front” the “object”.

How do you decide the layer of an entity? You annotate layer constraint on a map (e.g. “entity layer must be greater than x”). You can think of it as the “ground layer” for a given position. And use that to constraint the layer of an entity based on where it is. That is, when the entity moves, you check the constraints at its position, and move the entity to a layer that satisfy them.

For the example depicted in the question, you would have layer 0 be the ground, layer 2 be the object. And, depending on where the entity is, it can be on layer 1 or layer 3.

Now a couple things:

  • The idea of annotating constraints, and not simply what is the layer for entities, is to allow for flying entities to go above. If an entity is not a flying entity, it would just pick the lower layer that satisfy the constraint.
  • You don’t have to annotate this constraint on all tiles, only on those that need to make the entity change. In fact, you may not need a custom system for these constraints, as many systems allow you to set triggers on tiles.

Consider for example, a bridge. Entities can walk either above or below it. Depending on the direction from where they approach it. For that case, you can have constraints that set the layer of the entities appropriately on the sides of the bridge. You can even have triggers on the edge of the bridge that change the layer and play a “jump down” animation, only for entities that were top side, of course. And yes, if you are using a system where you need to set triggers per tile, that can be a lot, thus probably not a feature of every map.