After replacing the PERC H310 with the PERC H710P, the Dell BIOS (and the Ubuntu installer) do not recognize any (non-hijacking) physical drives

We had a H310 Mini Mono controller in a completely non-ambushing configuration and had it replaced by an H710P controller. The controller is installed in a Dell Poweredge r620 system.

We have 4 drives connected in a non-RAID configuration and the new H710P controller recognizes all physical drives in the PERC configuration utility (Ctrl + R) and they are all listed as READY

However, the Dell BIOS does not list any drives or the PERC controller itself in the UEFI startup settings (F2 -> Bios) screen. When we boot from the USB stick into the Ubuntu installation program, none of the drives are recognized as being present in the system.

The firmware version of the PERC H710P is 21.3.5-0002, which I cannot find out exactly whether it is current or not – should I try to update the firmware?

I'm confused as to why the physical drives are no longer exposed to the system and are only visible in the PERC controller BIOS. This configuration worked with the old card, but might the H710P expect / need to set up virtual drives before making accessible / bootable devices available to the rest of the system?

vue.js – How to recognize zeros after the comma with v-money

I use v-money for the price calculation. If the value in the database is not 0 in the end, e.g. For example, 10.99, the value is displayed normally when the value is retrieved and when entering the input. If the value in the database is 10.00, the input shows 0.10.
The API returns 10.00 without commas and zeros (10), so v-money is interpreted as 0.10.

NOTE: I use V-Money as a guideline.

How do I solve this problem?



data: function() {
return {
  money: {
    decimal: ",",
    thousands: "",
    precision: 2,
    masked: false
  },},}

Godot _on_Area2D_area_entered does not recognize

In my scene I have a Node2D. I then instantiated the Player and Area2D nodes. The Area2D shows a signal on itself that issues a test when it is run.

Here is the code for the Area2D. Nothing happens when an object enters Area2D.

extends Area2D

# Declare member variables here. Examples:
# var a = 2
# var b = "text"

# Called when the node enters the scene tree for the first time.
func _ready():
    pass # Replace with function body.

# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
#   pass


func _on_Area2D_area_entered(area):
    print('test')

Level Scene
Enter image description here

player
Enter image description here

2D area
Enter image description here

Google Drive link to the project:
https://drive.google.com/drive/folders/1OG3BBqKJzC3Je_r5eQdqiFUp7PzzBmt1?usp=sharing

Network – A device on my home network does not recognize the router SSID

I am new to networking and have encountered a problem on my home network. I can connect to my router from any device on the network, with the exception of two devices, e.g. B. an HP laptop with Windows 10 and an Android box. For some reason, neither device recognizes the router's SSID.

I did a bit of research and found people who suggested checking the 2.5 / 5 GHz setting in my router settings, but I found my router after an update that I suspect is mine ISP originates, now enforces 5 GHz. I'm not sure if that's the problem, but I'm just going to go with some Googler suggestions.

If anyone has any possible solutions, I would very much appreciate it.

dnd 3.5e – Does telepathy make it possible to recognize thoughts?

Telepathy is likely bi-directional, so a pseudodragon can say something telepathically to a creature without telepathy, and that creature could respond in kind.

Even so much is not clearly or explicitly stated in the rules, and I can see arguments for the opposite.

In any case, buying two-way telepathy is like reading minds. However, it is more likely that the author of the description of the pseudo-dragon simply made a mistake.

In either case, telepathy definitely doesn't offer the ability to spy on thoughts. This kind of thing requires spell and save throws, and the telepathy description does not remotely suspect this. Since the description of the pseudo-dragon implies that this is what the pseudo-dragon does, there is a contradiction between this description and the statistics of the pseudo-dragon – nothing gives it this ability. I don't know if the mistake was in failing to give the pseudodragon such an ability, or describing it as if it had such an ability, but any decision has no effect on telepathy in general – if pseudodragons have the ability have to add to your telepathy, not because of that.

unity – Physics2D.OverlapCircleAll with layerMask does not recognize anything

The problem is fairly simple and apparently unsolvable.

If I use Physics2D.OverlapCircleAll without a layer mask, this works fine. When I try to use a layer mask, nothing is recognized.

I am sure that I have set the levels correctly and I am sure that the code is spelled correctly since I have checked the documentation three times.

In essence, it looks more like a bug than anything else, but I thought you might have found a way to fix it without having to report it?

Thanks in advance for your help.

c ++ – how to recognize each side of the collision box

I'm working on a tile based platformer and I'm stuck in my collisions.

My collision detection looks like this:


bool CGame::Checkcollision(SDL_Rect RectA, SDL_Rect RectB)
{
        int Atop = RectA.y;
        int ABottom = RectA.y + RectA.h;
        int ALeft = RectA.x;
        int ARight = RectA.x + RectA.w;

        int Btop = RectB.y;
        int BBottom = RectB.y + RectB.h;
        int BLeft = RectB.x;
        int BRight = RectB.x + RectB.w;

        return Atop < BBottom &&
            ABottom > Btop &&
            ALeft < BRight &&
            ARight > BLeft;
}

Good. This works fine, but when I collide between tile and the player (if collision .. VelocityY = 0;), I can still go through a box when I press my button.

void CPlayer::Update()
{
    m_yPos = m_yPos + VelY * Timer->TimeElapsed();
    m_xPos = m_xPos + VelX * Timer->TimeElapsed();

    ProcessMoving();

} 

when i look up ProcessMoving(); (this is only when I press Right Vel = 100.0f for example;) in my update function m_yPos = m_yPos + VelY * Timer->TimeElapsed(); I get stuck on the tile and can't move anymore.
I considered separating my collision. So when I collide with the right or left side, something else happens than when I collide with the top or bottom side.
I tried:

                       //and Bottom
bool CGame::CheckcollisionTop(SDL_Rect RectA, SDL_Rect RectB)
{
        int Atop = RectA.y;
        int ABottom = RectA.y + RectA.h;

        int Btop = RectB.y;
        int BBottom = RectB.y + RectB.h;

        return Atop < BBottom &&
            ABottom > Btop;
} 

Thats not OK.

How can I check the up and down collision separately from the right and left side collision?

c ++ – How can I change my Arduino's port to recognize it?

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