Test for verified list — 👉 GSA SEO and Marketing Forum 👈

@Sven It would be really nice to be able to remove (with an automatic test) all the links that will not allow SER to post directly by cleaning up the verified link list.

I imagine the only option to set is to choose which action to take when the site is unreachable.

It is restrictive and time consuming to have to do it manually.

sharepoint online – Add JSPDF as a list item attachment

We are trying to save an attachment to multiple list items created concurrently. The PDF files are created dynamically using jspdf and stored against the list items

Below are the functions that create list item attachment by calling a common function named addItem().

Functions that call addItem()

function p1()
{
   CreateItem(fromEmail,distEmail,ccEmail,subject,body).then(function(resp){
                        
   console.log(resp);
   var Lid = resp.d.Id; // gets the list item ID
   var PDFStream = PDFArray; // Global Variable to get the jsPDF File
   var Fname = DFileName; // Global Variable to get the name of the attachment
   addItem(Lid,PDFStream,Fname);
  });
}

function p2()
{
   CreateItem(fromEmail,distEmail,ccEmail,subject,body).then(function(resp){
                        
   console.log(resp);
   var Lid = resp.d.Id; // gets the list item ID
   var PDFStream = PDFArray; // Global Variable to get the jsPDF File
   var Fname = DFileName; // Global Variable to get the name of the attachment
   addItem(Lid,PDFStream,Fname);
  });
}

Function to add attachment

function addItem(Lid,PDFFile,Fname) {
                        
            var File = PDFFile;
            var deferred = $.Deferred();           

                $.ajax({
                    url: _spPageContextInfo.webAbsoluteUrl +
                     "/_api/web/lists/getbytitle('ExtEmailsList')/items(" + Lid + ")/AttachmentFiles/add(FileName='"+Fname+"')",
                    type: 'POST',
                    data: File,
                    processData: false,
                    headers: {
                        "Accept": "application/json; odata=verbose",
                        "content-type": "application/json; odata=verbose",
                        "X-RequestDigest": $('#__REQUESTDIGEST').val(),
                        "content-length": File.length
                    },
                    success: function (data) {          
                    deferred.resolve(data);
                    },
        
                    error: function (err) {
                    deferred.reject(err);
                    }
               }); // ajax | POST      
        return deferred.promise();    
      };

The above function is called multiple times , However the function intermittently creates the attachment and the other times it fails and the attachment column is blank. Say function 1 calls addItem , it creates the attachment however the call from function 2 fails and vice versa.

I tried debugging , However there are no errors. Would appreciate if anyone could let us know how we can get this to work with multiple functions calling addItem().

Thanks in advance

c# – How do I let the player create a list, and make the game cycle through that list?

I’m creating a game where the player can put 4 objects in any combination, even 4 of itself. What would be the best method of going about this, and letting the game cycle through the list the player created based on a timer.

Example: The player has 4 weapons: Katana, Axe, Spear, Chakram. The player can set the order to Chakram, Chakram, Katana, Spear. The game will give the player the item based on the order of the list they set. The game will only give the player an item after a set amount of time.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Runner : MonoBehaviour
{
    private Touch _touch;
    private Rigidbody _rb;
    private Animator _anim;
    private UIManager _ui;


    (SerializeField) private HealthBar _healthBar;
    (SerializeField) private Bullet _bullet;



    (SerializeField) private float _moveSpeed = 0.25f;
    (SerializeField) private float _dashSpeed = 0.5f;
    (SerializeField) private int _health = 20;
    (SerializeField) private int _currentHealth;

    (SerializeField) private bool _hasZwei;
    (SerializeField) private bool _hasAxe;
    (SerializeField) private bool _hasDagger;
    (SerializeField) private bool _hasKatana;


    void Start()
    {
        
        _rb = GetComponent<Rigidbody>(); //Accessing the Rigidbody Component
        _anim = GetComponent<Animator>(); //Accessing the Animator Component
        _ui = GameObject.Find("UI Manager").GetComponent<UIManager>(); //Accessing the UI Manager Component


        _currentHealth = _health;
        _healthBar.SetMaxHealth(_health);

        _anim.SetBool("Running",true);
    }

    // Update is called once per frame
    void FixedUpdate()
    {
       Movement();
    }

    void Update()
    {
        Invoke("GainPowerUp", 5f);
    }

    void Movement()
    {
        if (Input.touchCount > 0)
        {
            _touch = Input.GetTouch(0);
            
            if (_touch.phase == TouchPhase.Moved)
            {
                _rb.MovePosition( new Vector3(
                transform.position.x + _touch.deltaPosition.x * _moveSpeed,
                transform.position.y,
                transform.position.z + _touch.deltaPosition.y * _moveSpeed));
                _rb.constraints = RigidbodyConstraints.FreezeRotation;
            }
        }

        if (Input.touchCount == 2)
        {
            _touch = Input.GetTouch(1);

            switch(_touch.phase)
            {
                case TouchPhase.Began:
                if (_hasAxe == false && _hasZwei == false && _hasKatana == false && _hasDagger == false)
                {
                    Debug.Log("Has no weapon.");
                }
                if(_hasZwei)
                {
                    Debug.Log("Player has attacked with Zweihander");
                    _hasZwei = false;
                    _anim.SetTrigger("NoWeapon");
                }
                if(_hasAxe)
                {
                    Debug.Log("Player has attacked with Axe");
                    _hasAxe = false;
                    _anim.SetTrigger("NoWeapon");
                }
                if(_hasDagger)
                {
                    Debug.Log("Player has attacked with Dagger");
                    _hasDagger = false;
                    _anim.SetTrigger("NoWeapon");
                }
                if(_hasKatana)
                {
                    Debug.Log("Player has attacked with Katana");
                    _hasKatana = false;
                   _anim.SetTrigger("NoWeapon");
                }
                break;
            }
        }
    }

    public void Damage(int damage)
    {
        _currentHealth -= damage;

        _healthBar.SetHealth(_currentHealth);

        if (_currentHealth == 0)
        {
            gameObject.SetActive(false);
        }
    }

    public void GainPowerUp(int _powerUp)
    {
        _powerUp = Random.Range(0,4);

        switch(_powerUp)
        {
            case 1:
                //Sword Powerup
                _hasZwei = true;
                _hasAxe = false;
                _hasDagger = false;
                _hasKatana = false;
                _anim.SetTrigger("SwordRun");
                break;

            case 2:
                //Axe Powerup
                _hasAxe = true;
                _hasZwei = false;
                _hasDagger = false;
                _hasKatana = false;
                _anim.SetTrigger("AxeRun");
                break;

            case 3:
                //Katana Powerup 
                _hasKatana = true;
                _hasAxe = false;
                _hasDagger = false;
                _hasZwei = false;
                _anim.SetTrigger("KatanaRun");
                break;

            case 4:
                //Dagger Powerup 
                _hasDagger = true;
                _hasAxe = false;
                _hasKatana = false;
                _hasZwei = false;
                _anim.SetTrigger("DaggerRun");
                break;
        }
    }
}

list manipulation – From index-based `Table` with different levels to `Map`-based operations?

Toy example:

ClearAll(f);
Module({
  a = RandomReal({}, {2, 3, 4, 5}),
  b = RandomReal({}, {2, 3, 4, 5})
  },
 Table(f( a((i, j)), b((i, j, k, l)) ), {i, 2}, {j, 3}, {k, 4}, {l, 5})
 )

How can it be translated into Map-based operations (e.g., MapThread) where vectorization may bring in better performance? Or index-based accesses just perform better here?


One may suggest using ConstantArray to copy data in a((i, j)) to level k, l so that MapThread could be used:

ClearAll(f);
Module({
  a = RandomReal({}, {2, 3, 4, 5}),
  b = RandomReal({}, {2, 3, 4, 5})
  },
 Table(f( a((i, j)), b((i, j, k, l)) ), {i, 2}, {j, 3}, {k, 4}, {l, 
    5}) ===
  MapThread(f, {
      Map(ConstantArray(#, {4, 5}) &, a, {2}),
      b
    }, 4
   )
 )

True

but I shall notice the fact that, in practice, data (at level j) may be too large for making copies to be efficient. I hope the solution can be generalized for more complicated f.

privacy – In Facebook is there a way to add someone to a friend list before they accept your friend request?

If you go to someone’s profile page and add them as a friend, while it’s still pending, is there a way to add them to a list? Or do you have to wait for them to actually accept your friend request so that you can, for example, restrict them from viewing certain posts of yours?

Extract a lookup column with multiple values into another list using SharePoint Designer Workflow

I have a list “A” with many columns. One column is “Departments” that is a lookup column and allow multiple values. After save the item, I want to copy each value of “Departments” to another list “B” with 2 columns ‘BID’ and ‘Dept’. Can I do it in SharePoint Designer Workflow?

Example:

List A:

IDNumber: 2

Departments: Math; Bio; Engineering

List B:

BID: 2

Dept: Math

BID: 2

Dept: Bio

BID: 2

Dept: Engineering

I was thinking to extract ‘Departments’ first, then do a loop to save each one in the list B. I’m not very familiar with SharePoint Designer Workflow. How to extract lookup column? How to do a loop to save the data to list B?
Appreciate for any suggestion!

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.

pattern matching – Remove the element of a list of data

Clear("Global`*")

P = {{{i1, j1, {an, bn}}, {i1, j2, {an, bn}}}, {{i2, j2, {an, bn}}, {i2, 
     j2, {an, bn}}}, {{in, j {n - 1}, {an, bn}}, {in, jn, {an, bn}}}};

Assuming that you also want to remove the associated List brackets

Map(Last, P, {2})

(* {{{an, bn}, {an, bn}}, {{an, bn}, {an, bn}}, {{an, bn}, {an, bn}}} *)

Or

P /. {{_, _, x_}, {_, _, y_}} :> {x, y}

(* {{{an, bn}, {an, bn}}, {{an, bn}, {an, bn}}, {{an, bn}, {an, bn}}} *)