Code Review – How can I map edge heights from one matrix to edges along the paths generated by another matrix?

Suppose we have two matrices with identical dimensions: matA and matB, I want to identify a number of paths matA, but then map the respective edge weights matB identified by the ways matA, I like to do this with an MMA function such as map[matA_, matB_, t1_,t2_]:=

ClearAll[n, matA, matB, map];
<< IGraphM`;
<< BoolEval`;
n = 10;
matA = RandomReal[{0.1, 0.5}, {n, n}];
matB = RandomReal[{0.1, 0.4}, {n, n}];
map[matrixA_?MatrixQ, matrixB_?MatrixQ, t1_Real, t2_Real] := {
selectBetween[t1, t2] = BoolEval[t1 <= matrixA < t2];
subgraphBetween[t1, t2] = 
AdjacencyGraph[selectBetween[t1, t2], VertexLabels -> "Name"];
pindex = FindPath[subgraphBetween[t1, t2], 1, 4, Infinity];
paths = 
Graph[pindex, EdgeWeight -> Flatten[matrixB], 
  DirectedEdges -> True, VertexLabels -> "Name", 
  EdgeLabels -> "EdgeWeight"]

I think everything works fine Graph[..] in the code above. pindex is identified, but I cannot assign the corresponding edge weights matB on to pindex,

Needless to say, improvements have been made in this regard code is very welcome. Thank you for your help.

Remove excess heights from the SharePoint list

Please refer to the picture

Hello developers, we had a SharePoint list and adapted the list according to our requirements. However, we have a problem with the amount of extra space on the list. Please note the attached picture. We want to remove the height "style =" display: block; Height: 318.4px ". Can someone please suggest how to remove the excess height? Please let us know if you need additional information.

The SharePoint Online environment we use.

Plane geometry – Pythagorean triangles with integer heights

have Pythagorean triangles with integer heights "noticed", or has it been noticed that for Pythagorean triangles the height on the hypotenuse is always rational?

Since the two cathets are two of the heights and are therefore in one piece, it remains to bring the height to the hypotenuse integral as well, but since this height divides the triangle into two triangles that are similar to the original one, it is easy to see how to do it it makes a Pythagorean triangle with integer heights:

for a Pythagorean triangle with cathets $ a $ and $ b $ and hypotenuse $ c, (a, b, c in mathbb {N}) $ we have $ a ^ 2 + b ^ 2 = c ^ 2 $ and $$ a & # 39; = frac { operatorname {lcm} (a, b)} {b} ! cdot c, b & # 39; = frac { operatorname {lcm} (a, b)} {a} ! cdot c, c & # 39; = frac { operatorname {lcm} (a, b)} {b} ! cdot a + frac { operatorname {lcm} (a, b)} {a} ! cdot b $$
is a Pythagorean triangle with integer heights

java – How can Box2D best manage collisions at different (simulated) heights?

I'm working on a 2D top down game, but we're also using a Z coordinate. This simulates the effect of 3D / height. Now the player can walk under and over a bridge. The next thing I did was manage the collision at these different heights. I managed to get the player to collide with the edge of the bridge when he walks over it, but when he walks under it he doesn't collide. But I'm not sure I did it right.

As I am doing it, I use different bits for different heights:

public static final short ENTITY_Z0_BIT = 1;
public static final short ENTITY_Z1_BIT = 2;
public static final short ENTITY_Z2_BIT = 4;
public static final short COLLISION_Z0_BIT = 8;
public static final short COLLISION_Z1_BIT = 16;
public static final short COLLISION_Z2_BIT = 32;

And then a collision body in Z 1 (or on the second floor) has the following filter:

fixtureDef.filter.categoryBits = COLLISION_Z1_BIT;
fixtureDef.filter.maskBits = ENTITY_Z1_BIT;
fixtureDef.filter.groupIndex = (short) 0;

This means that the wall on the second floor only collides with an entity on the second floor, since I also change the filter of the entity depending on whether its Z coordinate increases / decreases. This means that I need to add more bits if I need a higher simulated Z-axis, and that doesn't allow dynamic Z-axis machining either, because I do a large switch case or if statement for each Z-axis and then adjust the filter accordingly.

My second option was to set the groupIndex to be identical to the Z axis + 1 of the collision / entity. If a collision body and an entity body both have groupIndex 1, they ALWAYS collide. However, if the object moves up on the Z axis, its groupIndex is set to 2 and no longer collides. This also seemed like a nice and dynamic idea. But then everything that has to collide with a wall or an object automatically collides with all other bodies that need the same groupIndex for the same reason. This doesn't allow for much flexibility.

Which of these two options is the best? And if there is another better way, let me know!

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Use inline CSS styles in the "Text" section of a page to set different heights per screen size

I've embedded a 360 Virtual Tour with the following code in a WordPress page:

Everything works pretty well, but I have to be able to get different heights per screen size.
Laptop / desktop screen ->

Mobile device screen ->

I was told that this is possible using CSS with inline styles. So far I can not find any instructions. I found about media queries, but this seems to be a simple CSS element.
Can someone help? I've been searching for 5 hours and I'm desperate: /

Bring your business to global heights with the best marketplace software – advertising, offers

Nowadays, no company can survive without going online. It has become very important for companies to have a considerable online presence. You may not have a physical business, but it's a must to be in an online marketplace. And to enable this kind of business scene, many different types of marketplaces need to be developed. And these marketplaces are being developed on different types of market software. To drive your business to global heights and create better and more efficient marketplaces, you need special market software. If you are looking forward to building a new marketplace in the rental arena, you should look for the best Software for the rental marketplace,

More and more people are renting things today instead of buying them. This helps people to save resources and is also better for the environment as it reduces our carbon footprint. Building a B2B letting marketplace can be very economical and rewarding. The only requirement for this is a perfect software that offers you all the services you want.

If you are looking for prospects Lend marketplace software Options to choose from, you should look for the following functions in them:

1. Customizable

2. Multilingual

3. Mobile addressable

4. Simple

5. Save

6. User friendly

7. The back office administration should be efficient

If software can give you all these features in one place, you should opt for it. All these are basic features that you need to ensure the smooth operation of your platform and the satisfaction of your customers. These features also ensure easy administration for you. One of the best platforms that can offer you all these services is IdyaFlow. It is a well-known platform with which you can establish yourself on online marketplaces. Thanks to the easy-to-use software, you do not have to encode and still get a very quick setup. Not only that, they also have all the above features. Fully loaded and easily customizable, it's the perfect choice if you want to give wings to your ideas and let them flow.

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When using material design guidelines, do you use exact heights for sections?

My question is whether everything should be done in 4px or 8px steps. Does that also mean the height of sections or containers? For example, if you want to have a section that fills in the viewport, set this section to 100 percent. However, this would be beyond the baseline grid. I'm just confused because some of the guidelines for responsive design seem counterproductive. For example, setting an exact container / section height would mean resizing all containers at specific breakpoints.

Unity – Why does my character accidentally jump at different heights?

I have a character controller in my character's game object and try to make the character jump. That works, but sometimes it jumps much higher than at other times. Does anyone know why this happens? Here is the code:

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

public class Movement: MonoBehaviour
CharacterController cc;
public car speed;
Float forward;
float sideways;
hover vertically;
Gravity of the public float;
public float jump;

// start is called before the first frame update
void start ()
cc = GetComponent();

// update is called once per frame
void update ()
Forward = Input.GetAxis ("Vertical") * Speed;
Sideways = Input.GetAxis ("Horizontal") * Speed;

if (! cc.isGrounded)
vertical - = gravity * Time.deltaTime;
if (Input.GetKeyDown (KeyCode.Space))
vertical = Jump * Time.deltaTime;

vertical = -8 * Time.deltaTime;

Vector3 Delta = transform.TransformDirection (side, vertical, forward);

cc.Move (Delta * Time.deltaTime);

Geometry – AD and BE are the heights of the triangle ABC with the orthocenter H lying inside the triangle. If BH = AC, find the angle B

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