html – How can I scale down a website without changing every single font-size, image-size, button, etc

So I’m working on a website for training purposes and just expanding my skill in general. I’ve got a fully fleshed out site, looks fantastic, however — a few people have noted that it seems just a little too….big. Not sure how else to put it other than this: It looks like it’s SUPPOSED to look like when the browser is at 80% zoom. But at 100% zoom it looks a little too big. Is there anyway to kind of just scale down the site as a whole?

I’ve tried using transform: scale(x); in the body but that is just absolutely terrible and not what I wanted, and I honestly don’t know a whole lot about HTML/CSS to know what to look for / what to use and how to use it to really tackle this problem.

And when I say that going through the website and manually resizing all the fonts, images, buttons, and literally anything else is NOT possible, I mean that it is seriously not possible with the time given to me to do.

Anyone have any ideas?

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mathematics – How to decompose a 4×4 TRS transformation matrix with negative scale?

As the title says I need to decompose 4×4 TRS transformation matrices and extract the proper scale vectors and the proper rotation vectors (or rotation quaternions).

I know how to extract those information when the upper 3×3 matrix determinant is not negative. The problem is that those matrices can have that negative determinant and as far as I could understand, this negative determinant indicates a flip or mirrored transformation.

What do I have to do to extract the proper values for scale and rotation in those cases?

google sheets – Conditional formatting with color scale macro/script for many columns

I need to make daily report and put color scale under conditional formatting tab.
But since there are so many columns (I have 76 column), I need automatic script to make it like below picture.
enter image description here

The closest solution I found is below macro script (it applies horizontally, what I need is a vertical one)

https://webapps.stackexchange.com/a/123048/257611

Can someone help me?
Thank you

python – Ploty continuous color scale in line chart

Is it possible to set the line of a line chart as a continuous scale like Viridis? I did several attempts but my best result was a discrete scale based on a third variable. How can I initialize for example lifeExp as the values for a continuous scale? .astype(int) did not help.

import plotly.express as px

df = px.data.gapminder().query("country=='Canada'")
fig = px.line(df, x="year", y="lifeExp", title='Life expectancy in Canada')
fig.show()

python – Planned Economy Bakery – Trying to scale a nested loop with a heap

Let’s say you are living in a controlled economy where there is a baker in town, and every day he bakes a random number of loaves of bread (sometimes the oven breaks, or he has less ingredients). The people in the town queue up to buy a loaf of bread (you can only buy one loaf) based on a pre-assigned ticketing system. Your position in the queue is constant every single day.

There are more people in the queue than loaves of bread available. The bread is ready at different times each day, and some people in the queue need to be at work. If the bread isn’t ready before they have to leave for work, they leave the queue and the next person in line takes their place. But they still have their original queue ticket. The values in the people list are the number of hours before the person in the queue has to leave for work

I want to know what is the number on the last ticket given to the baker each day before he runs out of loaves of bread.

I can get my existing code to work for relatively small numbers of people, but if there are millions of people, lots of days (planned economies plan for 5 years ahead), you get the picture.

def BakerQueue(loaves, people, bake_time):
got_some_bread = ()
for b in bake_time:
    counter = 0
    for p in range(len(people)):
        if people(p) >= b:
            counter += 1
            if counter == loaves:
                got_some_bread.append(p + 1)
                counter = 0
                break
            elif p == len(people) - 1:
                got_some_bread.append(0)
                break
        elif counter < loaves and p == len(people) - 1:
            got_some_bread.append(0)
            counter = 0
return got_some_bread

So I thought about implementing a priority queue using the heapq library, however, I need to maintain the original ticket order, so I thought to create a list of tuples with the values and the index and convert to a heap and pop the top person off of the heap if they have gone to work or if they have gotten a loaf of bread and there are still loaves available. This is the point where I begin to fail. I only care which ticket number got the last loaf of bread each day

unity – Why is my sine based scale animation not changing?

I followed the code at this YouTube channel: https://www.youtube.com/watch?v=OR0e-1UBEOU&t=4178s, and did some modification on the code so that the scale of the bird will change during projectile using the absolute sine function under the if statement.

I’m using the scale (16/20)*|sin(distance)| for my x and y component. However, when I launch the game, the scale stays as 0 along the path. Why is my scale staying as a constant zero?

using UnityEngine;
using UnityEngine.Assertions.Must;
using UnityEngine.SceneManagement;

public class Bird : MonoBehaviour
{   
    Vector3 OldPosition;
    Vector3 DistanceDifference;
    float TotalDistance = 0;
    Vector3 _initialPosition;
    private bool _birdWasLaunched;
    (SerializeField) private float _launchPower = 500;

    void start()
    {
        OldPosition = transform.position; 
    }
    
    private void Awake()
    {
        _initialPosition = transform.position;

    }

    void Update()
    {   
        if (_birdWasLaunched && GetComponent<Rigidbody2D>().velocity.magnitude > 0.1)
        {
            DistanceDifference = transform.position - OldPosition;
            TotalDistance += DistanceDifference.magnitude;
            OldPosition = transform.position;
            transform.localScale = new Vector3((16/20)*Mathf.Abs(Mathf.Sin(TotalDistance/5)), (16/20)*Math.Abs(Mathf.Sin(TotalDistance /5)) , Mathf.Sin(TotalDistance /5));   
        }

        if (transform.position.y > 15.00 || transform.position.y < -15.00 || transform.position.x > 18 || transform.position.x < -18)
        {
            string currentSceneName = SceneManager.GetActiveScene().name;
            SceneManager.LoadScene(currentSceneName);
        }
    }

    void OnMouseDown()
    {
        GetComponent<SpriteRenderer>().color = Color.red;
    }

    private void OnMouseUp()
    {
        GetComponent<SpriteRenderer>().color = Color.white;
        Vector2 directionToInitialPosition = _initialPosition - transform.position;
        GetComponent<Rigidbody2D>().AddForce(directionToInitialPosition * _launchPower);
        GetComponent<Rigidbody2D>().gravityScale = 1;
        _birdWasLaunched = true;
    }

    private void OnMouseDrag()
    {
        Vector3 newPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        transform.position = new Vector3(newPosition.x, newPosition.y);
    }
}

unity – Why i get scale bigger than 1 and projectile direction seem distorted?

I followed the code at YouTube channel https://www.youtube.com/watch?v=OR0e-1UBEOU&t=4178s and did some modification on the code so that the scale of the bird will vary during projectile using the sine function under the if statement. The bird original scale size for the x component is 0.137265 and y component is 0.1635102 while z component = 1 but it looks like I getting a scale which is bigger than 0.137265sine(distance), since sin function have a max and min value of 1 and 0, isn’t that my x component scale should be in the boundary 0<scale.x<0.137265? For the second issue, I use transform.localScale = new Vector3(TotalDistance/50, TotalDistance /50 , TotalDistance /50), so that the scale increase in proportion to the distance travel along the path. It looks like the projectile tend to follow a straight line more than a parabolic curve, I couldn’t figure out why.

using UnityEngine;

using UnityEngine.Assertions.Must;

using UnityEngine.SceneManagement;

public class Bird : MonoBehaviour

{   Vector3 OldPosition;
    Vector3 DistanceDifference;
    float TotalDistance = 0;
    Vector3 _initialPosition;
    private bool _birdWasLaunched;
    (SerializeField) private float _launchPower = 500;

    void start()
    {
        OldPosition = transform.position; 
    }
    

    private void Awake()
    {
        _initialPosition = transform.position;

    }

    
        void Update()
        {   

       
        if (_birdWasLaunched &&
                 GetComponent<Rigidbody2D>().velocity.magnitude > 0.1)
        {
            DistanceDifference = transform.position - OldPosition;
            TotalDistance += DistanceDifference.magnitude;
            OldPosition = transform.position;
            transform.localScale = new Vector3(Mathf.Sin(TotalDistance/5), Mathf.Sin(TotalDistance /5) , Mathf.Sin(TotalDistance /5));
               
        }

        if (transform.position.y > 15.00 ||
            transform.position.y < -15.00 || transform.position.x > 18 || transform.position.x < -18)
        {
            string currentSceneName = SceneManager.GetActiveScene().name;
            SceneManager.LoadScene(currentSceneName);
            

        }
        }

    

    void OnMouseDown()
    {
        GetComponent<SpriteRenderer>().color = Color.red;


    }



    private void OnMouseUp()
    {
        GetComponent<SpriteRenderer>().color = Color.white;
        Vector2 directionToInitialPosition = _initialPosition - transform.position;
        GetComponent<Rigidbody2D>().AddForce(directionToInitialPosition * _launchPower);
        GetComponent<Rigidbody2D>().gravityScale = 1;
        _birdWasLaunched = true;


    }

    private void OnMouseDrag()
    {
        Vector3 newPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        transform.position = new Vector3(newPosition.x, newPosition.y);
        

    }
}

windows 10 – Is there a way to scale down a monitor? (Win 10)

I just got a second monitor, which one that is a bit old, but does the work. Its resolution is 1024×768. My main monitor is 1920×1080.
The thing is that the second monitor looks like if it was zoomed in or scaled bigger. I found out that if I change the resolution to a bigger one it zooms out as I would want it, but it does not display some things like the start menu or even the taskbar properly.
Is there a way I can make the second monitor be scaled like the first one? Even if I try merging both displays with AMD’s Eyefinity feature, It seems to set up in the wrong way (Monitor with more resolution has black bars)

Image. Note that in the right display everything looks bigger