Logic – How can we know for sure which "assertion" meta level is?

Probably this is a very naïve question, but I could not find a correct answer to this question when surfing the internet. That's why I'm asking this question here. In this book, the authors write:

The concept of consequence, however, belongs to the metalanguage of logic
Discourse. If the couple $ langle F, vdash rangle $ is taken as the definition of a logic that elements in $ F $The sentences (or formal strings belonging to the alphabet, the well-formed formulas) fall within the object-level entities during the relationship $ vdash $This is a relationship between a subset $ X $ from $ F $ and an element $ α $ from $ F $, belongs to the metalanguage. $ X vdash α $if spelled correctly, will $ “ X " vdash“ α "$What an assertion is, namely. the wff
called $ “ alpha "$ is a consequence of the amount of said WFFs $ “ X $ ', This claim speaks a little about certain object language elements $ X $ and $ α $, So that's a metalinguistic claim.

I agree with the analysis here, but the analysis here is specific to the way we see it $ vdash $, I wonder, is it Got to Is it the case that the concept of logical consequence can only be expressed in the metalanguage? Why so? More specifically, how can we be sure that the concept of logical consequence can not be expressed in the object language?

Bluetooth – Reset Samsung Level u Pro

I have a Samsung Pro and the problem is that the sound balance in the left and right ears is not the same, it has nothing to do with software or anything else.

In fact, there was a similar situation before, and someone simply reset the device by holding down a few buttons on the device and balancing it again.

Now the problem is back and I can not figure out how to solve it.
The headset has three buttons for calling and for increasing and decreasing the volume. and a toggle button with 3 off, on and peel mode situations.
I appreciate any help to solve the problem.

dnd 3.5e – Which spells below magic level 6 in EACH spell list offer protection from harmful effects of enemy aircraft environments?

Well, to begin Avoid planar effects would not help, as the spell description says

The effects of […] alignment properties […] are not negated by Avoid planar effects.1

It means that Employment form and Eben tolerance from the same sources are also not helpful, as they only allow use Avoid planar effects on more creatures or for a longer duration.

Planar bubble from Planar manual and Spell Compendium would help, but it is a 7th level spell. However, if you are planning a short, one-time trip, a Scroll of the planar bubble Perhaps your best bet – for 2,275 gp, you'll get more than two hours of perfect aircraft protection for your entire group, as you're still considered to be on the material plane. If you spend a lot of time with this plane, you may invest in a scepter2 the planar bubblebut at 68.250 gp you really need the time there.

Resist the planar alignment is an abbreviation of the first level and as expected protects against alignment effects, but the protection is not perfect: it overcomes the disadvantages of low-leveled levels and halves the disadvantages of highly-aligned levels. Its effect, if anything, against special effects like disintegration is not specified and is probably due to the DM.

Unfortunately, there seem to be no other spells that protect against planar effects. You may be able to use undetectable orientation. Misrepresent alignment.2 and or Mind empty3 to prevent the layer from recognizing your alignment, but it's pretty much undefined whether planar effects use fortune telling to determine your alignment and apply the appropriate effects – ask your DM.

  1. Yes, all three releases from Avoid planar effects add this clause; I checked.

  2. Scepters are items that are triggered by spells Lost Realms of Faerûn These work like wands, but can also deal with spells of higher levels.

  3. Wrong orientation is an illusion Race from Eberron; 2nd level for bards, sorcerers and wizards and 3rd level for ministers.

  4. Not that Mind empty The level is low enough to be cast. It is the eighth level in every list in which it is displayed.

Python – Keras GaussianNoise level no effect?

I wanted to add some Gaussian noise to my pictures in the CNN with the Keras functional API, but when testing a few different stddev values, I noticed that the Gaussian plane has nothing to do with the input data.
I used the following code for testing:

import tensorflow as tf
import numpy as np
import cv2

stddev = 0.1
image = cv2.imread()
image = (image.astype('float32') - 127.5) / 127.5

input_layer = tf.keras.layers.Input(shape=(128,128,3))
gaus = tf.keras.layers.GaussianNoise(stddev)(input_layer)
model = tf.keras.models.Model(inputs=input_layer, outputs=gaus)

noisy_image = model(image)

print(f'Pixel value at 0,0: {image(0,0)}')
print(f'Pixel value at 0,0: {noisy_image.numpy()(0,0)}')
# Output
# Pixel value at 0,0: ( 0.09803922 -0.30980393 -0.56078434)
# Pixel value at 0,0: ( 0.09803922 -0.30980393 -0.56078434)

It does not matter what value I use stddev (tried everything from 0.001 to 10000). I expected the values ​​to be slightly different (or strong if stddev = 1000). Am I doing something wrong?

pathfinder 2e – What is the expected damage / hit / saving throw / DC per level?

When reading through monster statistics and old adventures, I noticed that players should eventually deal 2Dx instead of just 1Dx damage, otherwise an adequate monster will pose a serious threat to the entire group and is almost unbeatable.

So I wonder with the already existing mosnter statistics and a few adventures of what I have seen. Do we have a listener level that specifies the expected number of damage rolls, bonus, saving throw bonus, and class DC per level?

PHP – How to test and what kinds of test to write for request handlers that use repository level?

Consider the following class:

class FillTestBySerialHandler
{

    /**
     *
     * @var FillTestBySerialRepository
     */
    private $fillTestBySerialRepository;

    function __construct(FillTestBySerialRepository $fillTestBySerialRepository)
    {
        $this->fillTestBySerialRepository = $fillTestBySerialRepository;
    }

    function handle(): ResponseInterface
    {
        $serial = filter_var($_GET('serial'), FILTER_VALIDATE_INT);

        if (is_int($serial))
            $row = $this->fillTestBySerialRepository->getDataBySerial($serial);
        else
            $row('error') = 'Error: Invalid serial number.';

        return new JsonResponse($row);
    }
}

This is a request handler that receives a serial number, verifies that it is an integer, and sends the command $serial Repository layer to get some data.

The data is returned in an array form, compiled in JSON, and sent back to the caller.

This may be confusing, but my use case is for a Web "test", where "test" is the name for the business logic. Do not confuse the use case "Test" with the component test!

I want to write tests for this class. Which tests should be written if I want to test the class and want to be sure that it is a real problem that needs to be investigated if the tests are interrupted?


I do the following now – I wrote two tests.

I mocked that FillTestBySerialRepository Class with fake data and uses it to test the FillTestBySerialHandler, This means that even if my real database fails or the structure or data changes, my test will NOT fail and still pass because FillTestBySerialRepository is ridiculed.

After writing this test, I thought well of how I know the database is broken. So I wrote another test to test that FillTestBySerialRepository, That is, only mocked data is compared to those retrieved from the real database at the time of the test. If this breaks, I know that the database has changed and is the cause of the error.

But then I thought if I'm doing that, why am I mocking up the database data? Why not just rewrite the first test with real data without mockups.

At this point, I think I need advice on testing my handlers, and I'm here. Please help! What types of tests are normally written for handlers with repository layers? (Handler belongs to the same class as Controller / Action in PHP Framework).

Unit – How can I increase my score with each level?

in unity, all behaviors and functional classes are derived mono behave However, data can be a static class.

public static PlayerData
{
public static int Score=0;
}

then in you monobehaviour:

     void Awake()
        {
        PlayerData.Score+=100;
        PlayerPrefs.SetInt("score", PlayerData.Score);    
        scoretext.text = ("" + PlayerData.Score);
        PlayerPrefs.SetInt("score", PlayerData.Score);
        }

So you can work in all scenes with shared data.

Programming Challenge – LeetCode: Binary Tree Zigzag Level Order Traversal C #

https://leetcode.com/explore/interview/card/top-interview-questions-medium/108/trees-and-graphs/787/

For a given binary tree, return the zigzag-level order traversal of it
Node values. (ie from left to right, then from right to left for the
next level and alternately between).

For example:

Given binary tree (3,9,20,null,null,15,7),
    3
   / 
  9  20
    /  
   15   7

Return the traverse of the zigzag plane as follows:

(
  (3),
  (20,9),
  (15,7)
)
/// 
/// https://leetcode.com/explore/interview/card/top-interview-questions-medium/108/trees-and-graphs/787/
/// 

(TestClass)
public class ZigzagLevelOrderTest
{
    (TestMethod)
    public void TestZigZag()
    {
        /*     3
              / 
             9  20
                /  
               15   7
          */
        TreeNode root = new TreeNode(3);
        root.left = new TreeNode(9);
        root.right = new TreeNode(20);
        root.right.left = new TreeNode(15);
        root.right.right = new TreeNode(7);
        IList> res = ZigzagLevelOrderClass.ZigzagLevelOrder(root);
        CollectionAssert.AreEqual(new List { 3 }, res(0).ToList());
        CollectionAssert.AreEqual(new List { 20, 9 }, res(1).ToList());
        CollectionAssert.AreEqual(new List { 15, 7 }, res(2).ToList());
    }

    (TestMethod)
    public void FailedTest()
    {
        /*     1
              / 
             2   3
            /     
            4      5
             */

        TreeNode root = new TreeNode(1);
        root.left = new TreeNode(2);
        root.right = new TreeNode(3);
        root.left.left = new TreeNode(4);
        root.right.right = new TreeNode(5);
        IList> res = ZigzagLevelOrderClass.ZigzagLevelOrder(root);
        CollectionAssert.AreEqual(new List { 1 }, res(0).ToList());
        CollectionAssert.AreEqual(new List { 3, 2 }, res(1).ToList());
        CollectionAssert.AreEqual(new List { 4, 5 }, res(2).ToList());
    }

}

public class ZigzagLevelOrderClass
{
    public static IList> ZigzagLevelOrder(TreeNode root)
    {
        List> result = new List>();
        if (root == null)
        {
            return result;
        }
        Stack currentLeveL = new Stack();
        Stack nextLevel = new Stack();
        currentLeveL.Push(root);
        while (currentLeveL.Count > 0 || nextLevel.Count > 0)
        {
            var nodes = new List();
            while (currentLeveL.Count > 0)
            {
                var curr = currentLeveL.Pop();
                if (curr.left != null)
                {
                    nextLevel.Push(curr.left);
                }

                if (curr.right != null)
                {
                    nextLevel.Push(curr.right);
                }
                nodes.Add(curr.val);
            }

            if (nodes.Count > 0)
            {
                result.Add(nodes);
            }
            nodes = new List();
            while (nextLevel.Count > 0)
            {
                var curr = nextLevel.Pop();
                if (curr.right != null)
                {
                    currentLeveL.Push(curr.right);
                }
                if (curr.left != null)
                {
                    currentLeveL.Push(curr.left);
                }
                nodes.Add(curr.val);
            }

            if (nodes.Count > 0)
            {
                result.Add(nodes);
            }
        }

        return result;
    }
}

Please check for the performance. This is the second time I have solved this question.
I think I've done a better job now.

Drawing level sets of the form f (x, y, c) == 0

I have a problem creating contour maps of the form $ f (x, y, c) = 0 $ works well with Mathematica, where c defines the level set. For example, the lemniscate $ (x ^ 2 + y ^ 2) ^ 2 – c (x ^ 2 – y ^ 2) = 0 $, Obviously rewrite as $ frac {(x ^ 2 + y ^ 2) ^ 2} {(x ^ 2 – y ^ 2)} = c $ will cause some problems for somewhere $ x ^ 2 = y ^ 2 $, When I try to draw several curves

ContourPlot(Evaluate@Table((x^2 + y^2)^2 - m (x^2 - y^2) == 0, {m, 0,4}),
{x, -2, 2}, {y, -2, 2})

This works, but I lose the nice shading between the curves and hover over information about the sets of levels, as shown in this example:

ContourPlot(x^2 + y^2, {x, -2, 2}, {y, -2, 2})

The best I can do is:

lemniscates = 
 Table(
  RegionPlot({(x^2 + y^2)^2 - m (x^2 - y^2) < 0}, {x, -2, 
     2}, {y, -2, 2}, PerformanceGoal -> "Quality", 
    BoundaryStyle -> None, 
    PlotStyle -> {ColorData({"RedBlueTones", {0, 7}})(m)}), {m, 0, 
   5})
Show(Reverse@lemniscates, 
 Prolog -> {ColorData({"RedBlueTones", {0, 7}})(7), 
   Rectangle(Scaled({0, 0}), Scaled({1, 1}))})

But that looks terrible compared to the standard contour diagram and I still lose the set information. How do I get my lemniscate plans to look like this? ContourPlot the circles example?

Thanks a lot!

dnd 5e – How difficult is a Deva boss fight for two level 10 characters?

I am planning a one shot for two level 10 characters and I would like to have a challenging boss fight for the end. The plan at the moment is that they will fight a corrupted deva in the grave of a beholder god. The Deva will take the values ​​of Deva from the monster handbook, and the partially revived Beholder God has a 1/4 chance to fire one random eye-beam (again values ​​taken from Beholder's monster handbook) on one of the characters. I've never had such a boss fight before, and no experience with level 10 or higher characters (I did DMing for a few years, but usually for lower groups up to level 7-8). Any advice would be great, as I would hate it if the fight was too easy or unreasonably difficult.

The characters are:

Level 10 Minion Cleric

Level 10 Golden Dragonborn Paladin