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.
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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.
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
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;
}
}
}
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
.
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?
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!
Screenshot
The item you selected is unavailable. It might have been moved, renamed, or removed. Do you want to remove it from the list?
If you use StartIsBack, you get this error message:
C:Program Files (x86)GoogleChromeApplicationchrome.exe
The specified path does not exist.
Check the path, and then try again.
i installed the 64-bit version
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After I upgraded from Catalina to Big Sur 11.2, the login screen no longer displays my username but instead the Username and Password prompts. I have List of users
selected in Users & Group and I do not have FileVault enabled. How do I get macOS to display my username again?
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}}} *)