Backups – Drush bam targets were not found

I'm trying to get an existing Drupal project running with MAMP, but if you did not know it, it will not work (like most Drupal projects).

Basically, a new instance of Drupal is running, but I'm trying to restore the database from an existing backup.

When I try to do this through the UI, the page just reloads without explaining what may have gone wrong. If I try and do it manually from the command line drush bam-restore --root db manual "YoungThinkersProgram-2018-02-15T20-54-23.mysql.gz" I get the mistake Command bam-restore was not found. Pass --root or @siteAlias ​​to run Drupal-specific commands,

Of course, when I add these flags, there is the same exact output without any additional information.

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pathfinder – Can we remove targets from weighing infusion with Strength or Escape Artist exams?

No, Weigh the infusion Allows users to still perform strength or escape artist checks to finish the process.

If Weigh the infusion We will not have the same rules to achieve that Entanglement of the infusion it would say that. Actually, it probably would not bother the reference Entanglement of the infusion Anyway, because that would be confusing and misleading.

On the other hand, an attack on the entanglement is not possible because there are none.

directx – Error X4016: SV_InstanceID semantics can not be used with 10Level9 targets

I am using a variant of the D3D12 UWP template included in the VS2017 Community Edition and have two related questions:

If I add This italicized and bolded code For the vertex shader signature, I get an X4016 error:

PixelShaderInput main (input for VertexShaderInput, uint InstanceID: SV_InstanceID)

The full text of the error is:
Error X4016: SV_InstanceID semantics can not be used with 10Level9 targets

I do not understand what that means, because when the template calls D3D12CreateDevice, D3D_FEATURE_LEVEL_11_0 is set.

For this post I am Think SV_InstanceID is supported in DX11 and higher:

If I use a D3D12 template that sets D3D_FEATURE_LEVEL_11_0 in the D3D12CreateDeveice call, why does the template think I have a 10Level9 target?

Where can I change the template to use a target that is compatible with the SV_InstanceID semantics in the vertex shader?

NOTE: I'm trying to follow the example of Frank Luna's "3D Game Programming with DirectX 12" text by handing the instance ID to the vertex shader.

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To scratch the Google search engine for hyperlinks or anchor text targets


I banged my head how to do that ..

can someone help

How can I scratch Google for this:

For example, I want to search for a website that points to

How can I do it?

"" site:

It worked well and still works a bit, but Google has made it much harder to find backlinks these days. You can use a paid tool like majestic.

You can also get a free Mozi API and reach the limit of 1000 allowed with the Backlink Checker addon.

I checked your videos and tried the merge thing .. but it can only find a few backlinks .. why so? Hmmm

Majestically tried, but it only shows visible links. I'm looking for Alinks blocking Majestic / Ahrefs

dnd 5e – Are "all targets within a diameter of an X-unit (circle)" equal to "all targets must be within an X-unit"?

Several sayings – or higher versions of spells – have a language like this one (Charm person At higher levels of the Player's Handbook):

The creatures must be less than 30 feet apart when sighted.

I think the above statement is synonymous with "The creatures must be 30 feet in diameter (ie, a 15 foot radius)."

When playing with such spells and using figures and mats, I and others sometimes started to measure distances between target pairs instead of just dropping a 30-foot (30-foot) circular template to see if they were all fit in

Do I understand that correctly and? Are the two sentences in my title exactly the same?

Note 1: I understand the difference between a particular area of ​​effect such as a circle or a sphere and the sighting of certain creatures within a range.

Note 2: A similar language is displayed in other editions, for example cure mild wounds from Player's Handbook v3.5: "A creature / level of which no two can be more than 30 feet apart."

dnd 5e – In the case of Upcasting Cause, do the targets have to be 30 meters away from all other targets or just one target?

The Cause anxiety Spell says the following about the upcasting (highlighting my):

If you use this spell with a 2nd-level or higher spell slot, you can target an additional creature for each level above the 1st level. The creatures must be less than 30 feet apart when sighted.

Other spells, such as Charm personhave identical restrictions on upcasting. If you apply such a spell on the 3rd level (up to 3 targets), you can chain the spell so that each target is within 30 feet of another target, but two of them are not at a distance from 30 feet apart.

Visualization (X = targets, C = caster):

X <--30ft--> X <--30ft--> X
^ ---------- 65ft ----------- ^

To clarify, my question is whether each creature must be within 30 feet each another goal, if it is enough, if they are within 30 at least one different goal. Just assume that all targets are within 60 feet of the caster, that's not the problem here.

Would this fulfill the condition given by the spell?

c ++ – Set multiple render targets with OMSetRenderTargets with ComPtr

I've recently decided to remove pretty much all raw pointers from my Direct3D code, and I've encountered a problem with using them ComPtr Template with several render Aims.

Microsoft recommends using ComPtr held for D3D unique_ptr or shared_ptr, But her example also shows how to use it OMSetRenderTargetsbut I could not really find something to use when binding an array of managed objects.

Here is a code of my current solution:

Class texture {
void Initialize (const Bitmap & Bitmap) {/ * ... * /}

ID3D11ShaderResourceView * GetShaderResourceView () const {return this-> m_pResourceView; }
ID3D11RenderTargetView * GetRenderTargetView () const {return this-> m_pTargetView; }
ID3D11Resource * GetTextureResource () const {return this-> m_pTexture; }

ID3D11Texture2D * GetTexture2D () const {return static_cast(this-> m_pTexture); }

ID3D11ShaderResourceView * m_pResourceView;
ID3D11RenderTargetView * m_pTargetView;
ID3D11Resource * m_pTexture;

Class renderer {
void Initialize (const Window & targetWindow) {/ * ... * /}

void SetDepthStencilView (ID3D11DepthStencilView * pDepthStencilView = nullptr) {
if (! n && pRenderTargetView == nullptr) {
m_renderTargetViews[0] = m_myRenderTargetView;
} else {
m_renderTargetViews[n] = pRenderTargetView;

void SetRenderTargetView (ID3D11RenderTargetView * pRenderTargetView = nullptr, size_t n = 0) {
if (pDepthStencilview == nullptr) {
m_depthStencilView = m_myDepthStencilView;
m_depthStencilView = pDepthStencilview;

void ApplyRenderTargetView (size_t count = 1) {
m_renderTargetViewCount = number < RENDER_TARGET_MAX ? count : RENDER_TARGET_MAX;
        m_deviceContext->OMSetRenderTargets (m_renderTargetViewCount, m_renderTargetViews, m_depthStencilView);

ID3D11 device * m_device; // device context, swap chain, raster state, etc.
ID3D11RenderTargetView * m_renderTargetViews[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT], * m_myRenderTargetView; // This is the screen as standard
size_t m_renderTargetViewCount;
// depth template buffer etc ...

void some_use_case (renderer & rendering) {
Texture colorMap;
Texture normalMap;
Texture positionMap;

render.SetRenderTargetView (colorMap.GetRenderTargetView (), 0);
render.SetRenderTargetView (normalMap.GetRenderTargetView (), 1);
render.SetRenderTargetView (positionMap.GetRenderTargetView (), 2);

// ... render geometry
// ... render post effects

Keep track of tracking and sharing resources, and it makes sense to introduce a smart pointer solution here. How could I replace the pointer definition and how can I bind it? m_renderTargetViews to OMSetRenderTargets?