President Trump pardoned a convicted governor today. Is the impeachment material?

1. He didn't forgive him. He changed the sentence, which just means that he was released from prison 4 years earlier. He still has a criminal record.

2. The Constitution clearly gives the President the power to pardon criminals or to convert their sentences, so that this cannot be considered an abuse of power or wrongdoing.

3. However, the Constitution is deliberately very vague on what is considered "high crime and misdemeanor". This gives the House of Representatives the authority to indict anything they disagree with.

4. It would be very ironic for Democrats to accuse a President of changing the verdict of a Democrat convicted of corruption.

dnd 5e – What happens when you banish an elemental creature that was formed / born on the material level?

Background: In one of our campaigns we have some elementals that form at the material level instead of at the elementary level. The elementals are otherwise identical to those that appear in the Monster manual,

We come to the levels where some of us can choose 4th level magic exile as magic. I was wondering if casting exile on an element that is formed on the material level, a) banish it to an elementary level and not return, or b) only temporarily banish it to a half level and reappear on the material level when the spell ends.

I think it would have to do with the interpretation of "native to the plane" and "home plane" in this case.

The description of the exile Zauber (PHB, p. 217) says:

You are trying to send a creature you can see within range to another level of existence. The goal must successfully pass a charisma save or be banished.

If the goal is native to the level of existence you are atThey banish the target to a harmless half-plane. The target is disabled there. The target stays there until the spell ends. At this point, the target reappears in the space it left, or in the next vacant space if that space is occupied.

If the goal is residing on a different level of existence than the one you are onthe target is banished with a faint pop and returns to his home plane. (…)

I suspect it would banish these indigenous elementals to a half-level in the case of our campaign. unless we were on a different level. In this case it would be relegated to the material level, since this is the "home area".

There is this question that gives a kind of answer:
What determines a creature's native level for the banishment spell? However, if possible, I would like a more specific answer to the scenario described above.

Javascript – How do I test a UI Texfield packaged material?

I am trying to do a unit test on my registration form by simulating events to enter wrong values ​​in text boxes to make the test fail. I have the following setup:


import {CssBaseline, withStyles} from '@material-ui/core';
import Avatar from '@material-ui/core/Avatar'
import Button from '@material-ui/core/Button';
import Checkbox from '@material-ui/core/Checkbox';
import Container from '@material-ui/core/Container';
import FormControlLabel from '@material-ui/core/FormControlLabel';
import Grid from '@material-ui/core/Grid';
import TextField from '@material-ui/core/TextField';
import Typography from '@material-ui/core/Typography';
import LockOutlinedIcon from '@material-ui/icons/LockOutlined';
import {Formik} from 'formik';
import PropTypes from 'prop-types';
import React, {Component} from 'react';
import {connect} from 'react-redux';
import * as yup from 'yup';
import {actions} from '../../../_actions/user.actions';
import Footer from '../../../_components/footer/footer';
import Navbar from '../../../_components/navbar/navbar';
import {history} from '../../../_helpers/history';
import config from '../../../config';

const useStyles = theme => ({
  paper: {
    marginTop: theme.spacing(8),
    display: 'flex',
    flexDirection: 'column',
    alignItems: 'center',
  main: {
    marginTop: theme.spacing(8),
    marginBottom: theme.spacing(2),
    alignItems: 'center'
  footer: {
    padding: theme.spacing(3, 2),
    marginTop: 'auto'
  avatar: {
    margin: theme.spacing(1),
    backgroundColor: theme.palette.secondary.main,
  form: {
    width: '100%', // Fix IE 11 issue.
    marginTop: theme.spacing(1),
  submit: {
    margin: theme.spacing(3, 0, 2),

export class SignInPage extends Component {
  constructor(props) {

    // reset login status

    this.state = {
      values: {
        email: '',
        password: '',
        remember: undefined

    this.validationSchema = yup.object().shape({
      email: yup.string().email().required('Please enter email address'),
      password: yup.string().required('Please enter password'),
    this.validateAndSubmit = this.validateAndSubmit.bind(this);

  validateAndSubmit(values, {setSubmitting}) {
      .then(valid => {
        if (valid) {

  navigateToForgotPass(e) {

  componentDidUpdate() {
    this.isLoggedIn = this.props.isLoggedIn && this.props.tokens !== null;
    if (this.isLoggedIn) history.push('/home');

  render() {
    const {classes, isFetching} = this.props;
    return (
Sign in {({ touched, errors, handleChange, handleBlur, handleSubmit, }) => (
} label="Remember me" data-test="rememberMe" /> )}
{/* Footer */}
{/* End footer */} ); } } SignInPage.propTypes = { classes: PropTypes.object.isRequired }; function mapState(state) { const {isLoggedIn, tokens, isFetching} = state.user; return {isLoggedIn, tokens, isFetching}; } const actionCreators = { signOut: actions.signOut, signIn: actions.signIn }; const connectedSignInPage = connect(mapState, actionCreators)(SignInPage); export default withStyles(useStyles)(connectedSignInPage);


import TextField from '@material-ui/core/TextField';
import {mount, shallow} from 'enzyme';
import React from 'react';
import {Provider} from 'react-redux'
import {userConstants} from '../../../_constants';
import {checkProps, findByDataAttr, findByDataAttrWhenMounted, testStore} from '../../../_utils';
import SignInPage from './SignInPage';

const props = {
  classes: {paper: 'someprop'},

const setUp = (props = {}) => {
  return shallow();

const setUpWithStore = (props = {}, initialStates = {}) => {
  const store = testStore(initialStates);
  return mount(

describe('Checking Components', () => {
    let component;
    beforeEach(() => {
      const initialStates = {};
      component = setUpWithStore(props, initialStates);

    it.only('should show error when nothing entered', () => {
      const emailInput = component.find(TextField).at(0);
      emailInput.simulate('blur', {target: {value: 20}});


import checkPropTypes from 'check-prop-types';
import {applyMiddleware, createStore} from 'redux';
import thunkMiddleware from 'redux-thunk';
import rootReducer from './../_reducers';

const findByDataAttr = (component, attr) => {
  return component.find(`(data-test='${attr}')`);

const findByDataAttrWhenMounted = (component, attr) => {
  return component.find(`(data-test='${attr}')`).hostNodes();

const checkProps = (component, expectedProps) => {
  return checkPropTypes(component.propTypes, expectedProps, 'props',;

const testStore = (initialState) => {
  const createStoreWithMiddleware = applyMiddleware(thunkMiddleware)(createStore);
  return createStoreWithMiddleware(rootReducer, initialState);

module.exports = {findByDataAttr, checkProps, testStore, findByDataAttrWhenMounted};

Test output is:

      variant: 'outlined',
      margin: 'normal',
      required: true,
      fullWidth: true,
      id: 'email',
      label: 'Email Address',
      name: 'email',
      autoComplete: 'email',
      onChange: (Function),
      onBlur: (Function),
      disabled: undefined,
      error: undefined,
      helperText: undefined,
      'data-test': 'emailInput'

Error: expect(received).toBe(expected) // equality

Expected: true
Received: undefined

It seems to be error is not defined. Is there a workaround for this situation?

Material Design for Sketch – What Are You Using? Sticker sheet, theme editor, etc

I'm fairly new to sketching and wanted to start designing materials to get started. However, I'm not sure whether to put my own material design version together or use the sticker sheet or the theme editor.
The two later ones are really huge and so I think rather inflexible and confusing (too much stuff to start with).

Do you have experience and would you like to contribute? Would be very grateful 🙂

Conversion – is Adventures of Middle Earth material customizable for Rolemaster?

I am currently running a Rolemaster campaign in Middle-earth, TA 1640. I have source material for Rhudaur (where the group is currently located), Rivendell and Angmar.

I came across this bundle of books, which contains many interesting regions, but the system is not Rolemaster or MERP; it is "Adventure in Middle-earth".

Will it be easy to use this material for Rolemaster, or are they very different systems? At what age is it set?

Material design – What should a deactivated but feedback button look like?

Similar to the author of this question, I was thinking about replacing a disabled button with one that gives feedback on why the action is not allowed. That is not the subject of my question, as I am pretty sure that the feedback needs to be given.

The question is how to do it. I use material-ui and there is no support for it. I've been thinking about the following

  • The button that is disabled by default. This is bad as it clearly indicates that it shouldn't be clicked, so most users don't try it and get no feedback.
  • The standard button not disabled. This is better, but it would be nice to make it clear that it doesn't really work.
  • Another color. Unfortunately there are a lot of pictures of different colors nearby so it can help unlikely. In addition, there is only one button in some places, so making it pale, as it is shown in the image below, does not work due to the lack of comparison.
  • A symbol. Unfortunately there is no space there.
  • Strikethrough text. Unfortunately, it looks more like a visual error than anything else.

So I need something compact that clearly indicates a non-standard condition and still invites you to click. Any idea?

suggested solution

layout – material design card with lots of information

This is closely related to Material Design List with lots of information

The previous question and answer does not cover how the information is arranged on a material card.

Let's say I have a kind of contact list.

  • Surname
  • Skills (can be 0- ~ 5)
  • place of residence
  • Age
  • Telephone number (can also be several probable 1-2)
  • E-mail
  • Date of last contact (when was the last time we spoke to this contact)
  • Our contact manager (which user in our system is the main contact)

Are rectangular material cards a thing?
that is, can it be much wider than tall?
Can it have gaps?

Are email and phone promotions? e.g. If you click on it, your e-mail client will open or calls will be made using the time language. and should you access actions with material card buttons in the lower area in this case?

How would you interpret this type of information clearly and legibly on a material card?

dnd 5e – Does a dragon need material components, especially body parts, for a Simulacrum spell?

Please consider an old green dragon with the variant ability to cast spells. You would like to occupy simulacrum,

Monster Manual page 86 / variant:

VARIANT: DRAGONS AS INNATE SPELLCASTERS: Dragons are naturally magical creatures that can master some spells with this variant as they get older.

A young or older dragon can naturally cast a number of spells that correspond to the charisma modifier. Each spell can be cast once a day and does not require any material components. The level of the spell cannot be higher than a third of the dragon's challenge rating (rounded down). The dragon bonus on
Hits with magic attacks correspond to his ability bonus + his charisma bonus. The spell of the dragon that saves DC equals 8 + its ability bonus + its charisma modifier.

As already mentioned, she is CR: 22 with 19 charisma – with four spells, which she can cast once a day / maximum in the 7th level. No problems so far. She is concerned about the essential components for this simulacrum spell…

Components: V, S, M – snow or ice in sufficient quantities to make a life-size copy of the duplicated creature; some hair, fingernail sections, or other body parts of this creature in the snow or ice; and powdered ruby ​​worth 1,500 gp, sprinkled over the duplicate and consumed by magic.

… but she realizes (thanks to & # 39; variant & # 39; above) that she does all her magic & # 39; without material components & # 39; acts. This is your luck! She will have to choose funny spells like Wake up and reincarnate to build an immortal army of your favorite treasure beasts! But she digresses.

This No materials required That means she doesn't have to worry about the expensive ruby ​​powder – and not about the snow either. But what about hair, cuts (or "other body parts")? If EVERY component is allowed, can it act as a humanoid or beast that has ever lived in history? Theoretically, she could pretend to have gotten these remains before that person or animal died. Can she even make duplicates of imaginary people with this casting? Is there a way to protect yourself from copying? Some may have Mind blank or Protection against evil and / or kindness or live on another level of existence. How do you defend yourself against it? 3D printer of doubles?

The reason for this is relevant: If she has unpunished access to parts of her body, she can summon any high-clerical minister or arch-magician who exists free of charge. The next day, she could summon another one for free. That is bizarrely powerful. To be honest, even the ability to conjure and win the same archmage out of a particular ball of hair wish on a daily basis (without limits) is a bit extreme.

To make it short: A dragon casts spells without the need for components. What kind of simulacrum People and / or creatures can make them?

directx11 – One DeviceContext per material?

In D3D11 we have a DeviceContext that represents the render pipeline.

In Metal we have a RenderPipelineState.
In Metal I cache the RenderPipelineState, it is the abstraction of a "material".

Is DeviceContext the same in D3D11? That means 1 DeviceContext = "1 Material" or do I set the DeviceContext (BlendState, DepthState) if the material changes?
My idea was to have a material class that contains a pointer to a DeviceContext, and whenever I want to draw that material, I run Draw * () in that context.