c# – How do I fix my WaitForSeconds code that involves BoxColliders?

Recently I have decided to start creating a game, and during this time I have run into many problems, most I have been able to fix myself but I’m having trouble with this. Basically, I want my code to make a Box Collider appear when clicked, and then dissapier after a certain amount of time. Heres My Code:

void Start()
{
StartCoroutine(bruh())
}

void Update()
{
IEnumerator bruh()
{
if(Input.GetMouseButtonDown(0)){
this.GetComponent<BoxCollider2D>().enabled = true;
yield return new WaitForSeconds(2);
}
else {
this.GetComponent<BoxCollider2D>().enabled = false;
}
}
}

calculus and analysis – Integration that involves inverse of a big symbolic matrix

I have a $300times300$ symbolic matrix and I want to calculate its inverse matrix. It has been two days and Mathematica is still executing Inverse(T). $T$ is the name of that matrix.

Why am I calculating inverse?

Actually, $G=Inverse(T)$ is a Green’s function. After calculating this Green’s function I want to use $NIntegrate( Tr(G.(some:other:matrices)) )$ function to calculate a 3D integral.

In MATLAB, taking an inverse was not a problem because MATLAB’s $integral3()$ function does not need to calculate the inverse of the symbolic matrix.

My question is, is there any way to use $NIntegrate()$ such that I don’t have to calculate the inverse of the symbolic matrix (the way MATLAB’s integral3() works). Or is there any other way to solve the integration that I am trying to solve?

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lambert w – `Reduce` with an inequality that involves `ProductLog` is running forever

I’m trying to make a comparison between two sides, one of which involves Lambert $W$ function. See my code:

Assuming(bmax ((-1 + lm) W - WB) > lm W bD && bmax > bL > bD && lm > 1 && bmax > 0 && w > 0 && W > 0 && WB > 0, FullSimplify@Reduce(bmax E^ProductLog((bD W + bmax WB)/(bmax W - bmax lm W)) > bD))

This code is running forever. Can anyone help please?

scrum – Does an increment involves always a working prototype?

The wording “potentially releasable increment” may indeed appear ambiguous: some people could understand that it MUST be possible to release the product, whereas others understand that it COULD be (in some cases) possible to release (but not always).

Fortunately, the guide gives a very clear definition:

The Increment is the sum of all the Product Backlog items completed
during a Sprint and the value of the increments of all previous
Sprints. At the end of a Sprint, the new Increment must be “Done,”
which means it must be in useable condition and meet the Scrum
Team’s definition of “Done”
. (…) The increment is a step toward a
vision or goal. The increment must be in useable condition
regardless of whether the Product Owner decides to release it.

So there is no ambiguity: every sprint shall deliver a working product that is better than the previous product. It should be of the same quality as a finished product, because the product owner could decide to release it.

It’s therefore important not to confuse increment and prototype: an increment is meant to be releasable, wehereas a prototype is always meant to be a temporary unfinished product. A prototype is not meant to be releasable at all.

development process – (Scrum) Does an increment involves always a working prototype?

The wording “potentially releasable increment” may indeed appear ambiguous: some people could understand that it MUST be possible to release the product, whereas others understand that it COULD be (in some cases) possible to release (but not always).

Fortunately, the guide gives a very clear definition:

The Increment is the sum of all the Product Backlog items completed
during a Sprint and the value of the increments of all previous
Sprints. At the end of a Sprint, the new Increment must be “Done,”
which means it must be in useable condition and meet the Scrum
Team’s definition of “Done”
. (…) The increment is a step toward a
vision or goal. The increment must be in useable condition
regardless of whether the Product Owner decides to release it.

So there is no ambiguity: every sprint shall deliver a working product that is better than the previous product. It should be of the same quality as a finished product, because the product owner could decide to release it.

It’s therefore important not to confuse increment and prototype: an increment is meant to be releasable, wehereas a prototype is always meant to be a temporary unfinished product. A prototype is not meant to be releasable at all.

Unity: Exporting prefabricated houses involves many unnecessary dependencies on assets

I have just exported one of my assets into one unitypackage.
It contained all of the dependencies very well so I can use them.

Then I tried another one prefab but it contained a lot unrelated assets From anywhere in the project, this is a very simple prefabricated house and I don't know how the mess is viewed dependencies.

If I do it show dependencies it brings up the clutter in the project menu. There shouldn't be any disorder dependencies. It really isn't as complex as a prefabricated house.

I also checked the pre-made elements to see if any of them used the mess in any way, but not.

How can this happen? Is there a way to solve this (besides selectively clicking the export menu)?

Blockchain – what will a miner do if a transaction involves high fees but he has created his block and solves the puzzle?

A modern mining system can do both.

Nowadays, miners and mining pools have more hash power than necessary to check all iterations of a Nonce and ExtraNonce for a single block template. You can avoid this by processing several block templates one after the other, which normally depend on the block time stamp, the data in the Coinbase transaction and the list of selected transactions.

These updated block templates are always generated in parallel with the actual hashing processes. When more attractive transactions are discovered, the next set of block templates generated is updated to include these transactions. As soon as the mining hardware is finished with its current block template, a new, probably optimal, template is retrieved from the pool.

When a single work detects a valid block with a suboptimal template, miners send that block. There is little point in discarding a block over a relatively small fee increase and giving up the entire block reward.

Unity – When an animation involves movement, where is the movement better?

For the context I use Blender and Unity. As for the example, when you are hit in some games, your character bends slightly and is pushed back a bit. I would like to implement the tucking animation in Blender, but what about the kickback distance? Move your model to Blender (tuck and knockback) or just cheat the tuck animation (tuck in place) and then rejoin Unity (basically, the tuck animation is triggered and the model then moves back a little) ).

Basically, I wonder, what is often done and why, when there is a specific reason?

mysql – How do I write triggers involves an operation between two tables in Oracle?

I have a two-table like this:

Table Name: TAGS

ID Tag ID Tag1 Tag2 Tag3
---- -------- ---- ---- -----
1 10 A B C
2 11 D E F

Table name: MY_TAGS

Tags Brand ID
------ --------
A 10
B 10
C 10
D 11
E 11
F 12

I have to write a trigger for the following case

When inserting a new value in the TAGS table

  1. It should insert all tags in the TAGS value.

  2. After pasting values ​​in KEYWORDS In the table, all three tags should be checked
    (day 1.day 2.tag3) in the MY DAYS Table for this mark, if a specific day
    does not exist then, only it should insert this day MY DAYS table

I tried something like that, but I'm confused about what to write BEGIN block

CREATE TRIGGER mytrigger
AFTER INSERT ON tags
REFERENCES NEW LIKE NEW NUMBER OLD AS OLD NUMBER
FOR EVERY ROW
WHEN (newRow.id> 1)
BEGIN
- What I have to write here--
END mytrigger;

I'm new to pl / sql triggers, so any help would be appreciated!
Many Thanks