User Scenarios, Travel, Problems – Tools / How to Organize Multiple Scenarios and Storyboards

While we understand the research data, we may want to group it into a series of scenarios, storyboards, or problems.
I wonder if one of you organizes such expenses and if so, do you ever use a tool for this purpose?

As far as I know, there is nothing that could help us with this organizational task, and I am looking for ways to keep track of the different scenarios, trips, etc. that we produce.

Thank you in advance.

Problems with the unconfirmed transaction of BTC wallet-to-wallet deposits with prepaid fees

I just started using a BTC wallet called Luno, but there are still 2 unconfirmed transactions pending while only one transaction was running. The first transaction was a test in which a small amount was sent without fees. It's not yet confirmed, but the second transaction worked with the prepaid fees. My last transaction is now worth a few more BTC and with all the fees paid it remains unconfirmed, so I do not know how to sort my transaction. The source of my BTC wallet transaction is the Bitcoin Core Wallet transaction, previously used only in mining by BTC.

Javascript – An attempt is made to retrieve an Excel document via Ajax. This causes asynchronous problems

I'm adding JavaScript to a SharePoint and trying to write a function that retrieves an Excel document or the data it contains from a library. I've already figured out how to do that, but the files in question are too big to be returned. I considered manually setting the size limit for Ajax, but I found no way for Plan B to send a query for each row

$("#button").click(function() {
            readFileRow(libraryUrl, "FileName.xlsx", "Sheet1", 1, "E", ())
            .done(function(cells) {
                console.log(xmlToJson(cells.documentElement));
            });
        });

/**
     * Reads a file in SharePoint Library via ExcelRest and returns the document
     *
     * @params string libraryUrl
     * @params string fileName
     * @params string sheetName
     * @params int rowNum
     * @params string lastColumn
     * @params string()() finalResults
     *
     * @returns string()()
    **/
    function readFileRow(libraryUrl, fileName, sheetName, rowNum, lastColumn, finalResults) {
        var fileUrl = libraryUrl + "/" + fileName + "/Model/Ranges('" + sheetName + "!A" + rowNum + "|" + lastColumn + rowNum + "')?$format=atom";

        return $.ajax({
            url: fileUrl,
            type: "GET",
            error: function (request, status, error) {
                console.log(error);
            },
        }).done(function(data) {
            jsonData = xmlToJson(data.documentElement);
            cells = serializeRange(jsonData);

            if(cells) {
                finalResults.push(cells);
                rowNum++;
                finalResults = readFileRow(libraryUrl, fileName, sheetName, rowNum, lastColumn, finalResults);
            }

            return $.when(finalResults);
        });
    }

As you can see, I'm trying to work around the async problem by calling the function recursively when the request comes back with data, meaning it needs to be executed further. When I place a console.log () just before returning, I can see that it compiles the results the way I need it. However, the readFileRow () call is returned before the process completes and consists of the response of the very first Ajax query, which apparently did not run through the .done () function. I tried to remove the return before the Ajax call, but this results in only one exception, since the return is no longer executable and therefore has no .done () function.

Can someone recognize what's wrong with this feature? Asynchronous functions are not my strength and I am quite at a loss.

Software Installation – Problems installing on Ubuntu

Trying to install PostgreSQL on Ubuntu and get the same errors during installation. Please help me!
The error is as follows:

 dependency problems - leaving unconfigured
No apport report written because MaxReports is reached already
                                                              No apport report written because MaxReports is reached already
                                                                                                                            Errors were encountered while processing:
 libpam-systemd:amd64
 sysstat
 php7.2-common
 tzdata
 samba-common
 opera-stable
 postgresql-10
 winbind
 php7.2-readline
 network-manager
 php7.2-cli
 postgresql
 php7.2-phpdbg
 postgresql-common
 unattended-upgrades
 php7.2-json
 aspell
 samba-common-bin
 sane-utils
 php7.2-opcache
 postgresql-contrib
 network-manager-gnome
 network-manager-config-connectivity-ubuntu
E: Sub-process /usr/bin/dpkg returned an error code (1)

Procedural Generation – UE4 – UProceduralMeshComponent – Texturing Problems

I'm having a lot of trouble texturing a procedural mesh in UE4. I use Perlin noise from the Accidental Noise Library with PolyVox to create random march-cube terrain.

Accidental Noise Library: https://github.com/LtBrandon/accidental-noise-library
PolyVox: https://bitbucket.org/volumesoffun/polyvox/src/develop/

I tried to create a triplanar material and it seems to work very well when I apply it to an imported network:

Triplanare material for the free rock asset

However, when I apply it to my randomly generated procedural network, I see the following:

Overlapping texture of UProceduralMeshComponent

I suspect that my problem is either UV0 or Normal, but I just do not understand this problem enough to fix it effectively. Here is the code for the important part of generating for my network. I do not include much for brevity. Please let me know if you want to see inclusions and so on:

ProceduralTerrainActor.h

// This is very truncated for brevity sake please let me know if you'd like to see more of this file
public:
    UPROPERTY(Category = "Voxel Terrain - Terrain Settings", BlueprintReadWrite, EditAnywhere) UMaterialInterface* Material;

private:
    TSharedPtr> VoxelVolume;

ProceduralTerrainActor.cpp

bool AProceduralTerrainActor::GenerateChunk(int32 X, int32 Y, int32 Z) {

    int32 ChunkSize = 64;
    // The offset is important if I want to create more than one chunk
    int32 OffsetX = (X * ChunkSize);
    int32 OffsetY = (Y * ChunkSize);
    int32 OffsetZ = (Z * ChunkSize);

    //PolyVox does its magic
    PolyVox::Region ToExtract(Vector3DInt32(OffsetX, OffsetY, OffsetZ), Vector3DInt32(OffsetX + ChunkSize, OffsetY + ChunkSize, OffsetZ + ChunkSize));

    auto ExtractedMesh = extractMarchingCubesMesh(VoxelVolume.Get(), ToExtract);
    auto DecodedMesh = decodeMesh(ExtractedMesh);
    if (DecodedMesh.getNoOfIndices() == 0) {
        return false;
    }


    //Creating my mesh
    FGuid UniqueIdentifier = FGuid::NewGuid();
    FString MeshName = "VoxelMesh_" + UniqueIdentifier.ToString();
    UProceduralMeshComponent* Mesh = NewObject(this, FName(*FString::Printf(TEXT("VoxelMesh_%s"), *MeshName)));


    Mesh->RegisterComponent();
    Mesh->AttachToComponent(GetRootComponent(), FAttachmentTransformRules(EAttachmentRule::KeepRelative, false));
    Mesh->SetMaterial(0, Material);


    auto Vertices = TArray();
    auto Indices = TArray();
    auto Normals = TArray();
    auto UV0 = TArray(); // I know for sure I'm calculating these incorrectly
    auto Colors = TArray(); // I'm not calculating these yet as I don't know how
    auto Tangents = TArray();

    FVector OffsetLocation(OffsetX, OffsetY, OffsetZ);

    // Loop over all of the triangle vertex indices
    for (uint32 i = 0; i < DecodedMesh.getNoOfIndices() - 2; i += 3)
    {
        // We need to add the vertices of each triangle in reverse or the mesh will be upside down
        auto Index = DecodedMesh.getIndex(i + 2);
        auto Vertex2 = DecodedMesh.getVertex(Index);
        auto TriangleMaterial = Vertex2.data.getMaterial();

        Indices.Add(Vertices.Add((FPolyVoxVector(Vertex2.position) + OffsetLocation) * 100.f));

        Index = DecodedMesh.getIndex(i + 1);
        auto Vertex1 = DecodedMesh.getVertex(Index);
        Indices.Add(Vertices.Add((FPolyVoxVector(Vertex1.position) + OffsetLocation) * 100.f));

        Index = DecodedMesh.getIndex(i);
        auto Vertex0 = DecodedMesh.getVertex(Index);
        Indices.Add(Vertices.Add((FPolyVoxVector(Vertex0.position) + OffsetLocation) * 100.f));

        // Calculate the tangents of our triangle
        const FVector Edge01 = FPolyVoxVector(Vertex1.position - Vertex0.position);
        const FVector Edge02 = FPolyVoxVector(Vertex2.position - Vertex0.position);

        /******************************
         * Here is my attempt at creating UVs.. big yikes.
         *****************************/
        // Triangle vertices and center point
        FVector A = (FPolyVoxVector(Vertex0.position) + OffsetLocation) * 100.f; //A
        FVector B = (FPolyVoxVector(Vertex1.position) + OffsetLocation) * 100.f; //B
        FVector C = (FPolyVoxVector(Vertex2.position) + OffsetLocation) * 100.f; //C
        FVector P = FVector((A.X + B.X + C.X) / 3, (A.Y + B.Y + C.Y) / 3, 0);

        // Mesh box extend
        auto b = Mesh->Bounds.BoxExtent;// (transform);

        // Vertex UVs (?)
        auto UVA = FVector2D(A.X / b.X, A.Z / b.Z);
        auto UVB = FVector2D(B.X / b.X, B.Z / b.Z);
        auto UVC = FVector2D(C.X / b.X, C.Z / b.Z);

        UV0.Add(UVA);
        UV0.Add(UVB);
        UV0.Add(UVC);

        /*****************************/

        const FVector TangentX = Edge01.GetUnsafeNormal();
        FVector TangentZ = (Edge01 ^ Edge02).GetUnsafeNormal();

        for (int32 j = 0; j < 3; j++)
        {
            Tangents.Add(FProcMeshTangent(TangentX, false));
            Normals.Add(TangentX);
        }
    }

    // Finally create the mesh
    Mesh->CreateMeshSection(0, Vertices, Indices, Normals, UV0, Colors, Tangents, true);

    return true;
}

Thank you for reading my very long post. Let me know if I do not provide you with the details you need!

TO EDIT:

I should probably include the tri-planar material that I use:

Triplanar material

Problems with JQuery on the phone

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18.04 – Civilization 6 detects no problems with the Nvidia graphics card and performance with Steam

Just installed Ubuntu 18.04.3 on a new box with the following specifications:

central processor: Ryzen 9 3900X

R.A.M: 64 GB

GPU: Nvidia RTX 2070 Super

I planned to install Steam and Civilization 6, as both seem to be explicitly supported by Ubuntu, but I have some problems.

I installed the Nvidia drivers (I tried both) nvidia-driver-440 and nvidia-drier-435) and launched Civilization. To my surprise, the only option in the game for the GPU selection was "Unknown Device" and the power with which I leave the game (frames are dropped into simple background animations of the UI and completely freeze when I try to to participate in a game with my friend)) makes me believe that the game may use integrated graphics. A handful of reddit threads and Stack Exchange posts have encountered similar problems, but many are several years old and either unanswered or unclearly answered.

I've also noticed some issues with the Steam app itself that occasionally freeze with a pointing cursor when I can not click anything and force them to kill them.

Has anyone encountered or resolved problems with Steam or Civilization 6 as described above? Below is the output from lspci -k | grep -A 2 -i "VGA" and I can edit more details that may be needed.

2d:00.0 VGA compatible controller: NVIDIA Corporation Device 1ec7 (rev a1)
    Subsystem: NVIDIA Corporation Device 13aa
    Kernel driver in use: nvidia

8 – I am using Acquia Dev Desktop and have imported a website. When I use drush, fatal errors occur. Both say they have problems in Path: 257

I've imported a website into acquia dev desktop and get the below mentioned errors.
I was googling around to see if I could have an answer, but I just found the question without an answer here:

Unless I do not use AWS

When I try to execute drush in the command window, I get the following error message:

Fatal Error: Unmatched Runtime Exception: Your environment or operating system is not supported in line 257 at ..drush_9 vendor webmozart path-util src Path.php

This is possible on Windows 10 with Drupal 8 and Acquia Dev Desktop.

Problems Analyzing JSON in Lua

Problem:

Need help loading a JSON file into a spreadsheet array in Lua for Corona SDK development?

My goal:

Use key-value pairs to call specific data from the JSON file into my application.

Current application behavior

The Corona Simulator Console returns only a table ID such as -> table: 114AF7D8

Expected behavior

Returns the name "Smith" when I print (DialogsTable.name2)

A reference to the Lua Code:

Enter image description here

A reference to the JSON file:

Enter image description here