Calculate using angles worksheets

Compensation for Facial Scarring as a Signed Model?

2024.05.21 16:37 Trick_Ad_4388 Compensation for Facial Scarring as a Signed Model?

Hey ,
1 year ago I was beat up and sustained facial scars and a small hole in my ear, and as a signed model, this is quite a concern for my career. I'm trying to understand how much extra compensation I might be entitled to due to the impact on my work?
Context:
Questions:
  1. What factors typically influence the compensation amount for facial scarring in the modeling industry?
  2. Can I ask for more in claim due to being a model and it affecting me getting booked?
  3. Can I ask for compensation for surgery to even my skin tone and get rid of scarring?
Contract:
Medical Treatment and Rehabilitation: "The insurance can provide compensation for reasonable costs of care necessary due to an accidental injury. This can include treatments such as microneedling and laser treatment, as long as they are prescribed by a licensed doctor or specialist as part of the rehabilitation."
"To receive compensation for these treatments, they must be approved by (insurance) before the treatment begins. This means you need to submit a treatment plan or recommendation from your doctor to (insurance) for approval."
Compensation for Aesthetic Consequences: "If an accidental injury covered by the insurance heals with permanent disfiguring scars or other lifelong aesthetic consequences, the benefit provides compensation calculated according to the table used by the insurance industry and in effect when the compensation is paid out."
"The compensation is paid out when further significant improvement cannot be expected through healing or treatment. However, the compensation is provided no earlier than 1 year and no later than 3 years from the date of the accident."
Conditions for Compensation: "Costs for care and treatment are only compensated if they are necessary and reasonable. You must be able to demonstrate that the treatments are medically justified to improve your appearance following an accidental injury."
Any thoughts or advice would be greatly appreciated. Thanks! (:
submitted by Trick_Ad_4388 to LegalAdviceUK [link] [comments]


2024.05.21 16:37 LajosvH Why would I work overtime?

my crappy job pays me 15.22€/hour before taxes. Today, my ‚boss‘ (the dude in charge of this particular shift) asked very sweetly if we (including me) could stay an hour or two longer because we‘re short staffed. I could use some more additional money, even if it‘s just a little over 30€
then I realized: my actual wage is minimum wage (12.41€/hour in Germany) with an added voluntary pay on top to make the job more attractive. any calculation of additional pay (working after 8pm increases your wage by 25% percent for the hours after 8; work on Sunday increases pay by 50%, and work on a holiday by 100% (no, they don‘t stack)) — any calculation of additional pay happens on the basis of 12.41€ and not 15.22€
even more fucked up: overtime doesn‘t get paid out or amasses or anything like that. it is transformed into vouchers that can be used at the company; it‘s being advertised as ‚tax free!‘ (and since it‘s a supermarket, the argument is: well, you gotta buy groceries anyway, right?) which, of course, also means: tax free for my employer and money not paid into my retirement (haha, good one, I know) — the calculation is on the basis of 12.41€. so I‘d have to change my plans for today, work a crappy shift in a crappy job for two more hours to no not even get 25€ in the shape of a voucher to be used for my employer (so it‘s their money going from one pocket into the other)
because they‘ve only hired me for 30 hours/week, I don‘t even reach 20k/year, even with government wage subsidies social support. in the state with the highest average wage (almost 50k/year)
so let‘s recap: the work sucks ass, they stiff me on my money, overtime is less valuable than regular working hours, and I‘m still on fucking welfare. why — the fuck — would I work overtime?
„sorry boss, no can do, already got plans“ was my answer by the way
submitted by LajosvH to antiwork [link] [comments]


2024.05.21 16:35 The_Bwoiz Is it possible to perform hand calcs on reaction forces on rivets in a complex liquid storage tank?

Hello
I am currently doing an internship with a structural engineering company over the summer.
I have been tasked with performing "hand calcs" to determine the reaction forces on the rivets in a liquid storage tank.
The tank has asymmetrical complex geometry, internal pressure, thermal loading, and remote loading acting on it.
When I try to use methods I have learnt in material science/Statics/mechanics of materials, I have to make too many assumptions that yield clearly inaccurate and incorrect results. When trying to incorporate the complexities, I seem to have to use FEA.
Is it even possible to do this kind of calculation without software? Or am I overcomplicating the task? I have been studying/researching/attempting for the past week and cannot come up with a proper solution.
Any advice on how to proceed/how this works would be greatly appreciated.
Thanks
submitted by The_Bwoiz to StructuralEngineering [link] [comments]


2024.05.21 16:33 Yasss13 I need help to do this project

I need a frequency meter project that captures a signal applied to the CCP module and calculates the frequency of the applied signal. Frequency and period must be viewed on a 16x2 LCD. Use the PIC16F877A in C language in MPLAB, can someone help me?
I didn't have a basis in this language, so I don't know how to do it
submitted by Yasss13 to learnprogramming [link] [comments]


2024.05.21 16:32 TheArctopus A new way to flicker strike - CoC Bodyswap of Sacrifice

A long time ago, I came across a beautiful build. Bodyswap when linked with summon phantasm on kill gained the minion tag and could then be used with Null's Inclination, and for a brief, glorious window there was a flicker-esque build. I cannot for the life of me find any footage of this build or even evidence the build existed and I didn't simply dream it, but I distinctly remember seeing a ranger blast through Underground Sea with a dozen bodyswaps every second. And then another Null's Inclination build appeared: Wormblaster. Null's was hit with a hefty nerf, gaining a significant trigger cooldown. Flicker Bodyswap was killed before I ever had a chance to try it.
When the new Bodyswap of Sacrifice gem was revealed, I saw the 'minion' tag on the gem and immediately tried to recreate the build. The numbers, sadly, weren't there. Without targeting a minion, it just didn't do any damage, and I eventually gave up on using Null's altogether. The idea went on the backburner for a while, but it was still there, itching at the back of my mind. This league I resolved to make it work, and eventually struck upon the idea of Cast on Critical Strike to replace clunky on-kill triggers.
After many, many failed PoB's, I came up with something that looked viable, and a week later, I had this.
https://www.youtube.com/watch?v=v4StIXUy-yw - epilepsy warning. Just a plain unjuiced T16 for demonstration purposes.
PoB: https://pobb.in/NfNRRksoikSO
Build breakdown:
This is a cast on crit Bodyswap of Sacrifice elementalist built costing approximately 120 divines, including the Mageblood. I did, however, craft many of the pieces of gear myself - in fact, the only gear piece I didn't craft is the helmet. As a result, some of the gear is a bit wonky, but this is probably my last build of the league and I'm getting the itch to play other games.
Pros:
Cons:
Skills:
Uniques:
Passive Tree/Ascendancy:
As I cannot run golems, there's pretty much only one way to build elementalist. Mastermind of Discord/Heart of Destruction/Shaper of Storms for lots of damage, Bastion of Elements for some much-needed EHP and reflect immunity.
The passive tree is pretty basic, with one very important exception. See the note at the end.
The cluster jewels are pretty important here, there's no easy way to get enough global critical strike chance. Make sure one of the elemental damage large cluster jewels has Doryani's Lesson, and Corrosive Elements if (like me) you don't have a level 5 Awakened Fire Penetration. A 3-passive reservation cluster with Uncompromising gives just enough reservation to run everything. Clusters are a good place to pick up enough dexterity to run everything, as I take hardly any on the rest of the tree.
A note on mana:
Raise Zombie costs a lot of mana. Getting it to a reasonable mana cost to trigger repeatedly without turning off manaforged arrows was a puzzle that took a while to solve. I take a total of 56% reduced mana cost of skills on the tree, another 6% on my gear, and a level 16 (I think this could be 20, but it doesn't make any difference, really) 0 quality inspiration giving another 32% supporting RoAoS+Raise Zombie for a total of 94% reduced mana cost. The Bodyswap setup, however, runs a 20/20 inspiration which gives 39% reduced mana cost for a total of 101% reduced. This is the only way I could find to sustain mana while still have Rain of Arrows cost any amount of mana, and importantly have the bodyswap rain of arrows cost so little that it triggers with every single attack.
Conclusion:
On the whole, I built this because I could, not because I should. There's much better ways to spend 150 divines. It is, however, fun and unique. I haven't - yet - tried in in T17s or against ubers, and I don't expect it will fair well, but neither did I build it with aspirational content in mind. If anyone does choose to build this, please temper your expectations.
submitted by TheArctopus to PathOfExileBuilds [link] [comments]


2024.05.21 16:30 saasfin View of the Major Indices

Indices and ETFs performance for today

Major Indices

Stock market indices are a collection of stocks that are used to track the overall performance of a particular stock market or segment of the market. They are essentially a statistical measure of the value of a group of stocks, calculated by combining the prices of the individual stocks into one number.
submitted by saasfin to stockstobuytoday [link] [comments]


2024.05.21 16:26 Nxc06 Nuggets retool to add depth. Nets add a 2nd option behind Mikal.

Nuggets retool to add depth. Nets add a 2nd option behind Mikal. submitted by Nxc06 to NBAtradeideas [link] [comments]


2024.05.21 16:23 Confident-Trifle-651 Farming oasis

I've been trying to figure out the intricacies of oasis farming but I'm struggling a bit and was wondering if there was some more general advice I should be following. A few things I've noticed so far (which youre free to correct me on):
  1. You can't send the hero alone, otherwise you lose hp too fast for leveling up to fix (without spending silly amounts of gold)
  2. Even with overwhelming troop numbers you often lose too many troops to justify clearing the oasis, and the opportunity cost of losing troops is very high, especially early on (since we don't only use troops for clearing oasis but also for farming oasis and players). Even if you'd "make money" clearing the oasis, you have to consider the time taken to train the troops etc. I have settled on roughly only raiding an oasis if I stand to gain 4x what I lose, but I just can't fathom how people are raiding so much more than me currently. I tend to be making around an eigth of what the top player on the server is raiding. I am pretty active but solo on the account, however I feel bottlenecked by hero hp and number of troops more so than activity, so clearly I'm doing something suboptimally.
That leads us to the broad solution which is: exploit the way that the game calculates troop losses in order to minimize both troop losses and hero hp loss. From what I've read, there is a formula which calculates the percentage of troops that you lose in an attack based on the ratio between your attacking strength and the defensive strength of the troops you attack. Having done a load of simulations, it seems as though this percentage of troops rounds down. What this leads to is a situation where if you send a variety of different troops, and the percentage of troops you stand to lose doesn't equate to a whole number of troops, you won't lose any (or you will lose fewer troops than if you were to send a few extra, somewhat counterintuitively).
Just to really emphasise the point, imagine your attacking army was supposed to lose 20% of their troops based on the relative strength formula. If you only send 4 troops, you wouldn't lose any as 20% of 4 is 0.8. If you however sent 5 troops, you'd lose 1, since 20% of 5 is 1. This extends across your whole army, and so if you were to send 4 troops of every type available and the calculation was 20%, you wouldn't lose any, but if you sent 5 of each (which would change the calculation a little, though often not enough to have an effect) you'd lose 1 of each.
Naturally then, it seems that the most efficient way of raiding oasis for the troop bounty is to send just enough troops of as many different types as possible to maximise your offensive strength and reduce the amount of damage your hero takes. For some troops, this probably isnt worth doing as it takes time to train and research them early in the game and adding say 4 spearman for +40 attack is not going to make much of a difference.
Even with all of this, I am still way behind. A lot of the time, simply the damage done to the hero by oasis troops is too much to justify even with this strategy. What am I missing? One consideration is that some players are using alt accounts in order to clear an oasis to a safe level, to then losslessly raid it with their main account? Even then though, there is an extremely limited amount of troops in oasis especially early on, and there is heavy competition. It seems wasteful to take some of those resources on an alt account?
Final question - all the early high raiders seem to be huns, presumably because on average their troops have the highest attacking power and so a full spread of each troop produces the highest attacking power in order to take out oasis with minimal cost/hero dmg. What troops should I prioritize building as hun in the early game? After you have around 30 of everything, should I prioritize marksman for versatility and speed, or simply build mercs as they are the cheapest per carry capacity and therefore best for continuous micro farming? I see some people building steppe, but this just seems bad as they are extremely expensive and seem to be just straight up worse than marksman given the lack of defensive capability for similiar cost/ speed/carry (and usually those I see building steppe are just random 300 pop villages who clearly arent that competetive)
Sorry this is so long. TLDR: how do I get better at raiding in the early days of server.
submitted by Confident-Trifle-651 to travian [link] [comments]


2024.05.21 16:22 firebird8541154 Thoughts on a new Cycling App I'm developing?

I'm reaching out because I'm looking for some validation for this idea I've been building a proof of concept of.
A little about me to set some context, I, along with my roommates, make free cycling related tools in our spare time, including a routing tool, https://sherpa-map.com, a physics simulator tool for cycling, https://sherpa-map.com/cycling-route-calculator.html, and a GPX activity racer tool https://sherpa-map.com/activity-racer.html .
I've made a few others as well, but this post isn't about that, I just wanted to showcase the fact that I can build the upcoming idea, but I'm wondering if it would be worth it to develop it for anyone else.
The idea:
A phone app that lets users import a route GPX file and/or start an activity. The app is designed to work entirely offline, in your pocket, without much of a GUI, providing voiced turn-by-turn directions if following a route.
While you are riding, it allows you to ask questions or give commands into your Bluetooth headset, like, "What's the distance until the next aid station?", "Route me back to the beginning on the flattest possible route.", "What's my best 20-minute normalized power so far?", "What's my current distance?", "What's my net elevation gain?", "What mile has the beginning of the biggest climb on the route?".
Utilizing the physics simulator code and your riding so far, it could even determine when you'll be where, so you can ask, "How much longer until I'm back on pavement?", "When should I start heading back to avoid the sun going down when cycling?".
I also plan on having it continuously monitor and analyze your ride, so if you finish a climb it can recognize this and state "Nice job! You managed 340 watts for 3 minutes up the last 300ft climb!".
Basically, the idea is, that this could replace your head unit (or accompany it nicely).
I even intend it to have rerouting capabilities, i.e. "take me to the nearest gas station".
So far, I've managed to develop a functioning Android app that works entirely offline, monitoring for speech using webRTCVAD, recording speech to memory, transcribing speech using a specially trained Mozilla Deepspeech model, on the phone, tokenizing the transcription with a WordPeice algorithm, and feeding it to a specially trained BERT Tensorflow model which maps your intent to a particular function.
I plan on developing this app no matter what for my purposes as I feel having practically limitless knowledge of the entire route, and the activity thus far, as well as voiced turn-by-turn directions that function entirely offline could help me with upcoming gravel races. However, if people find this concept interesting, I'd buy a MacBook to make an IOS version and flesh out the interface to be more user-friendly and have things like, a login, a connect with Strava feature, etc.
submitted by firebird8541154 to cycling [link] [comments]


2024.05.21 16:21 Antonio1901- [A level Maths] Forces in 2D. How do I answer part b?

[A level Maths] Forces in 2D. How do I answer part b? submitted by Antonio1901- to HomeworkHelp [link] [comments]


2024.05.21 16:21 MD-jojo High latency and audio/performance stutter when gaming ?

so I've had this problem for about 3 weeks now , it started when I was playing Helldivers 2 and the audio randomly started stuttering and lagging like hell, I didn't really care bc it was pretty rare and not that bad, but at some point it just started affecting other games and just about anything.
I tried to look around and fix it and have tried several tips and tricks to get rid of it (I use a laptop btw): -disabling the Realtek PCIe GbE Family Controller driver (helped a lot after this it stopped stuttering at all times) -followed everything here https://www.reddit.com/techsupport/comments/13avw59/fix_for_high_dpc_latency_wdf01000_ntoskrnl/ -tried this too
View: https://youtu.be/2KUz8J8PRSI
-tried this
View: https://youtu.be/S8pmiwLfMlg
-Disabling the WLAN driver does not do much plus I need it so can't get rid of that -disabling high precision event timer (kinda did nothing idk) -The Bios is already up to date (it was that way when I checked) -I didn't mess around in Bios yet if that matters -chipset driver is already up to date -I even tried the whole Interrupt Affinity Policy Tool, but that only made my computer worse so I just reverted back to normal
I also use Voicemeeter Potato which I noticed that it does increase latency a bit but it's not the core problem as I still get stuttering even without it running.
So at this point there's no stuttering when using the computer for normal things YT etc but once I start playing a game no matter how performance heavy it is the stuttering will happen at some point.
Laptop specs: Processor 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz 2.69 GHz Installed RAM 16.0 GB (15.7 GB usable) System type 64-bit operating system, x64-based processor GPU NVIDIA GeForce RTX 3050 Laptop GPU iGPU Intel(R) UHD Graphics
Latencymon out of games:
View: https://imgur.com/r884npL
Latencymon while gaming:
View: https://imgur.com/wzl8hD1
Latencymon report: CONCLUSION _________________________________________________________________________________________________________ Your system appears to be having trouble handling real-time audio and other tasks. You are likely to experience buffer underruns appearing as drop outs, clicks or pops. One or more DPC routines that belong to a driver running in your system appear to be executing for too long. At least one detected problem appears to be network related. In case you are using a WLAN adapter, try disabling it to get better results. One problem may be related to power management, disable CPU throttling settings in Control Panel and BIOS setup. Check for BIOS updates. LatencyMon has been analyzing your system for 0:54:50 (h:mm:ss) on all processors.
_________________________________________________________________________________________________________ SYSTEM INFORMATION _________________________________________________________________________________________________________ Computer name: IDK OS version: Windows 11, 10.0, version 2009, build: 22631 (x64) Hardware: ASUS TUF Gaming F15 FX506HC_FX506HC, ASUSTeK COMPUTER INC. BIOS: FX506HC.311 CPU: GenuineIntel 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz Logical processors: 12 Processor groups: 1 Processor group size: 12 RAM: 16106 MB total
_________________________________________________________________________________________________________ CPU SPEED _________________________________________________________________________________________________________ Reported CPU speed (WMI): 2688 MHz Reported CPU speed (registry): 2688 MHz
Note: reported execution times may be calculated based on a fixed reported CPU speed. Disable variable speed settings like Intel Speed Step and AMD Cool N Quiet in the BIOS setup for more accurate results.
_________________________________________________________________________________________________________ MEASURED INTERRUPT TO USER PROCESS LATENCIES _________________________________________________________________________________________________________ The interrupt to process latency reflects the measured interval that a usermode process needed to respond to a hardware request from the moment the interrupt service routine started execution. This includes the scheduling and execution of a DPC routine, the signaling of an event and the waking up of a usermode thread from an idle wait state in response to that event.
Highest measured interrupt to process latency (µs): 2141.50 Average measured interrupt to process latency (µs): 10.106213
Highest measured interrupt to DPC latency (µs): 2080.10 Average measured interrupt to DPC latency (µs): 4.051279
_________________________________________________________________________________________________________ REPORTED ISRs _________________________________________________________________________________________________________ Interrupt service routines are routines installed by the OS and device drivers that execute in response to a hardware interrupt signal.
Highest ISR routine execution time (µs): 367.754464 Driver with highest ISR routine execution time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation
Highest reported total ISR routine time (%): 0.021302 Driver with highest ISR total time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation
Total time spent in ISRs (%) 0.021363
ISR count (execution time <250 µs): 551197 ISR count (execution time 250-500 µs): 0 ISR count (execution time 500-1000 µs): 32 ISR count (execution time 1000-2000 µs): 0 ISR count (execution time 2000-4000 µs): 0 ISR count (execution time >=4000 µs): 0
_________________________________________________________________________________________________________ REPORTED DPCs _________________________________________________________________________________________________________ DPC routines are part of the interrupt servicing dispatch mechanism and disable the possibility for a process to utilize the CPU while it is interrupted until the DPC has finished execution.
Highest DPC routine execution time (µs): 2895.738839 Driver with highest DPC routine execution time: dxgkrnl.sys - DirectX Graphics Kernel, Microsoft Corporation
Highest reported total DPC routine time (%): 0.036152 Driver with highest DPC total execution time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation
Total time spent in DPCs (%) 0.152295
DPC count (execution time <250 µs): 2867912 DPC count (execution time 250-500 µs): 0 DPC count (execution time 500-10000 µs): 29967 DPC count (execution time 1000-2000 µs): 146 DPC count (execution time 2000-4000 µs): 3 DPC count (execution time >=4000 µs): 0
_________________________________________________________________________________________________________ REPORTED HARD PAGEFAULTS _________________________________________________________________________________________________________ Hard pagefaults are events that get triggered by making use of virtual memory that is not resident in RAM but backed by a memory mapped file on disk. The process of resolving the hard pagefault requires reading in the memory from disk while the process is interrupted and blocked from execution.
NOTE: some processes were hit by hard pagefaults. If these were programs producing audio, they are likely to interrupt the audio stream resulting in dropouts, clicks and pops. Check the Processes tab to see which programs were hit.
Process with highest pagefault count: avp.exe
Total number of hard pagefaults 92433 Hard pagefault count of hardest hit process: 26407 Number of processes hit: 233
_________________________________________________________________________________________________________ PER CPU DATA _________________________________________________________________________________________________________ CPU 0 Interrupt cycle time (s): 153.016915 CPU 0 ISR highest execution time (µs): 244.198661 CPU 0 ISR total execution time (s): 6.338876 CPU 0 ISR count: 508177 CPU 0 DPC highest execution time (µs): 2895.738839 CPU 0 DPC total execution time (s): 34.144313 CPU 0 DPC count: 2332420 _________________________________________________________________________________________________________ CPU 1 Interrupt cycle time (s): 46.672745 CPU 1 ISR highest execution time (µs): 367.754464 CPU 1 ISR total execution time (s): 1.733128 CPU 1 ISR count: 39005 CPU 1 DPC highest execution time (µs): 2470.526786 CPU 1 DPC total execution time (s): 8.634517 CPU 1 DPC count: 59384 _________________________________________________________________________________________________________ CPU 2 Interrupt cycle time (s): 38.284653 CPU 2 ISR highest execution time (µs): 259.622024 CPU 2 ISR total execution time (s): 0.360766 CPU 2 ISR count: 4012 CPU 2 DPC highest execution time (µs): 1187.750744 CPU 2 DPC total execution time (s): 2.028144 CPU 2 DPC count: 50305 _________________________________________________________________________________________________________ CPU 3 Interrupt cycle time (s): 26.907453 CPU 3 ISR highest execution time (µs): 181.504464 CPU 3 ISR total execution time (s): 0.003805 CPU 3 ISR count: 35 CPU 3 DPC highest execution time (µs): 1415.736607 CPU 3 DPC total execution time (s): 0.400013 CPU 3 DPC count: 9659 _________________________________________________________________________________________________________ CPU 4 Interrupt cycle time (s): 38.320740 CPU 4 ISR highest execution time (µs): 0.0 CPU 4 ISR total execution time (s): 0.0 CPU 4 ISR count: 0 CPU 4 DPC highest execution time (µs): 1544.733631 CPU 4 DPC total execution time (s): 1.524181 CPU 4 DPC count: 76999 _________________________________________________________________________________________________________ CPU 5 Interrupt cycle time (s): 26.617423 CPU 5 ISR highest execution time (µs): 0.0 CPU 5 ISR total execution time (s): 0.0 CPU 5 ISR count: 0 CPU 5 DPC highest execution time (µs): 1457.822173 CPU 5 DPC total execution time (s): 0.796222 CPU 5 DPC count: 22235 _________________________________________________________________________________________________________ CPU 6 Interrupt cycle time (s): 167.894278 CPU 6 ISR highest execution time (µs): 0.0 CPU 6 ISR total execution time (s): 0.0 CPU 6 ISR count: 0 CPU 6 DPC highest execution time (µs): 1500.904018 CPU 6 DPC total execution time (s): 5.632684 CPU 6 DPC count: 167201 _________________________________________________________________________________________________________ CPU 7 Interrupt cycle time (s): 30.226556 CPU 7 ISR highest execution time (µs): 0.0 CPU 7 ISR total execution time (s): 0.0 CPU 7 ISR count: 0 CPU 7 DPC highest execution time (µs): 1382.883929 CPU 7 DPC total execution time (s): 0.768749 CPU 7 DPC count: 24288 _________________________________________________________________________________________________________ CPU 8 Interrupt cycle time (s): 35.408687 CPU 8 ISR highest execution time (µs): 0.0 CPU 8 ISR total execution time (s): 0.0 CPU 8 ISR count: 0 CPU 8 DPC highest execution time (µs): 1709.463542 CPU 8 DPC total execution time (s): 1.125550 CPU 8 DPC count: 31608 _________________________________________________________________________________________________________ CPU 9 Interrupt cycle time (s): 29.257713 CPU 9 ISR highest execution time (µs): 0.0 CPU 9 ISR total execution time (s): 0.0 CPU 9 ISR count: 0 CPU 9 DPC highest execution time (µs): 821.176339 CPU 9 DPC total execution time (s): 0.793745 CPU 9 DPC count: 14617 _________________________________________________________________________________________________________ CPU 10 Interrupt cycle time (s): 36.044704 CPU 10 ISR highest execution time (µs): 0.0 CPU 10 ISR total execution time (s): 0.0 CPU 10 ISR count: 0 CPU 10 DPC highest execution time (µs): 1023.575149 CPU 10 DPC total execution time (s): 3.208692 CPU 10 DPC count: 95016 _________________________________________________________________________________________________________ CPU 11 Interrupt cycle time (s): 29.180704 CPU 11 ISR highest execution time (µs): 0.0 CPU 11 ISR total execution time (s): 0.0 CPU 11 ISR count: 0 CPU 11 DPC highest execution time (µs): 987.518601 CPU 11 DPC total execution time (s): 1.085984 CPU 11 DPC count: 14296 _________________________________________________________________________________________________________
submitted by MD-jojo to GamingLaptops [link] [comments]


2024.05.21 16:19 FauxGrunt Steering wheel players are faster, they just need a better tune.

Dear Forza Horizon players, steering wheel players are faster than controller players. After hearing that, controller players will think there are very few steering wheel players. Steering wheel players will either think I’m lying or they’ll think that they’re just bad at playing with a steering wheel. It really all comes down to the tune. There are much more controller players than steering wheel players, so every tune that’s made favors controller players. It’s hard to find a good tune for a steering wheel that’s faster than a tune for a controller. If you don’t believe me or want to know why I’m saying what I’m saying, read this next paragraph. If you want me to quit yapping, skip this next paragraph.
There is an argument about ABS and TC slowing you down because it gives you less engine and braking power, but what I’m talking about is a lot bigger than that difference. Controller players hardly get any steering control over their car. They use a joystick that moves about a quarter of an inch to half an inch on each side. This means pretty much the only decision controller players have is no turning or maximum turning angle. Maximum steering angle slides the tires, making the car slow down. Good controller tunes are made to counter this. They have soft suspension, soft rebound and bump stiffness, and soft anti-roll bars. When the player turns the steering wheel to max steering angle immediately, they still get a normal amount of grip for a short time. They get the grip until the car body rolls to the side completely. This is why they spam the joystick a bunch of times in the direction they want to turn. It acts as its own traction control while turning. However, soft suspension is very bad for steering wheel players. You have to trail brake too much to keep the car stable through the corner. Having stiffer suspension, rebound and bump stiffness, and anti-roll bars, the car can be thrown around more. It becomes more like a race car, where the car doesn’t have to be stabilized as much.
I’m not that experienced of a tuner or driver, but after finding this out, I created my own tunes and have been doing very well. For the trial for this week, MX-5 Drive, I have created a tune for every single car that can be used for the trial. My best attempt at the first race of the trial, even with a couple mistakes, ended with a time of 04:22.831 with the 2005 Mazdaspeed MX-5. I think it’s a decently impressive time, and it made all my teammates DNF. I have posted all of my tunes for each car as “Trial” and it’s under the name FauxGrunt652159. The good tune for the Mazdaspeed was posted on 5/19/2024. You can either use my name to search for tunes or you can follow my Xbox account, FauxGrunt652159, so that they show up first when searching for tunes. I can’t promise I’ll make a bunch of tunes for upcoming trials. If I get some attention from this post, I’ll start making a lot. Steering wheel players, I encourage you to try this out. Let me know if I’m right or wrong.
submitted by FauxGrunt to forza [link] [comments]


2024.05.21 16:19 FauxGrunt Steering wheel players are faster, they just need a better tune.

Dear Forza Horizon players, steering wheel players are faster than controller players. After hearing that, controller players will think there are very few steering wheel players. Steering wheel players will either think I’m lying or they’ll think that they’re just bad at playing with a steering wheel. It really all comes down to the tune. There are much more controller players than steering wheel players, so every tune that’s made favors controller players. It’s hard to find a good tune for a steering wheel that’s faster than a tune for a controller. If you don’t believe me or want to know why I’m saying what I’m saying, read this next paragraph. If you want me to quit yapping, skip this next paragraph.
There is an argument about ABS and TC slowing you down because it gives you less engine and braking power, but what I’m talking about is a lot bigger than that difference. Controller players hardly get any steering control over their car. They use a joystick that moves about a quarter of an inch to half an inch on each side. This means pretty much the only decision controller players have is no turning or maximum turning angle. Maximum steering angle slides the tires, making the car slow down. Good controller tunes are made to counter this. They have soft suspension, soft rebound and bump stiffness, and soft anti-roll bars. When the player turns the steering wheel to max steering angle immediately, they still get a normal amount of grip for a short time. They get the grip until the car body rolls to the side completely. This is why they spam the joystick a bunch of times in the direction they want to turn. It acts as its own traction control while turning. However, soft suspension is very bad for steering wheel players. You have to trail brake too much to keep the car stable through the corner. Having stiffer suspension, rebound and bump stiffness, and anti-roll bars, the car can be thrown around more. It becomes more like a race car, where the car doesn’t have to be stabilized as much.
I’m not that experienced of a tuner or driver, but after finding this out, I created my own tunes and have been doing very well. For the trial for this week, MX-5 Drive, I have created a tune for every single car that can be used for the trial. My best attempt at the first race of the trial, even with a couple mistakes, ended with a time of 04:22.831 with the 2005 Mazdaspeed MX-5. I think it’s a decently impressive time, and it made all my teammates DNF. I have posted all of my tunes for each car as “Trial” and it’s under the name FauxGrunt652159. The good tune for the Mazdaspeed was posted on 5/19/2024. You can either use my name to search for tunes or you can follow my Xbox account, FauxGrunt652159, so that they show up first when searching for tunes. I can’t promise I’ll make a bunch of tunes for upcoming trials. If I get some attention from this post, I’ll start making a lot. Steering wheel players, I encourage you to try this out. Let me know if I’m right or wrong.
submitted by FauxGrunt to ForzaHorizon [link] [comments]


2024.05.21 16:17 FauxGrunt Steering wheel players are faster, they just need a good tune.

Dear Forza Horizon players, steering wheel players are faster than controller players. After hearing that, controller players will think there are very few steering wheel players. Steering wheel players will either think I’m lying or they’ll think that they’re just bad at playing with a steering wheel. It really all comes down to the tune. There are much more controller players than steering wheel players, so every tune that’s made favors controller players. It’s hard to find a good tune for a steering wheel that’s faster than a tune for a controller. If you don’t believe me or want to know why I’m saying what I’m saying, read this next paragraph. If you want me to quit yapping, skip this next paragraph.
There is an argument about ABS and TC slowing you down because it gives you less engine and braking power, but what I’m talking about is a lot bigger than that difference. Controller players hardly get any steering control over their car. They use a joystick that moves about a quarter of an inch to half an inch on each side. This means pretty much the only decision controller players have is no turning or maximum turning angle. Maximum steering angle slides the tires, making the car slow down. Good controller tunes are made to counter this. They have soft suspension, soft rebound and bump stiffness, and soft anti-roll bars. When the player turns the steering wheel to max steering angle immediately, they still get a normal amount of grip for a short time. They get the grip until the car body rolls to the side completely. This is why they spam the joystick a bunch of times in the direction they want to turn. It acts as its own traction control while turning. However, soft suspension is very bad for steering wheel players. You have to trail brake too much to keep the car stable through the corner. Having stiffer suspension, rebound and bump stiffness, and anti-roll bars, the car can be thrown around more. It becomes more like a race car, where the car doesn’t have to be stabilized as much.
I’m not that experienced of a tuner or driver, but after finding this out, I created my own tunes and have been doing very well. For the trial for this week, MX-5 Drive, I have created a tune for every single car that can be used for the trial. My best attempt at the first race of the trial, even with a couple mistakes, ended with a time of 04:22.831 with the 2005 Mazdaspeed MX-5. I think it’s a decently impressive time, and it made all my teammates DNF. I have posted all of my tunes for each car as “Trial” and it’s under the name FauxGrunt652159. The good tune for the Mazdaspeed was posted on 5/19/2024. You can either use my name to search for tunes or you can follow my Xbox account, FauxGrunt652159, so that they show up first when searching for tunes. I can’t promise I’ll make a bunch of tunes for upcoming trials. If I get some attention from this post, I’ll start making a lot. Steering wheel players, I encourage you to try this out. Let me know if I’m right or wrong.
submitted by FauxGrunt to ForzaHorizon5 [link] [comments]


2024.05.21 16:17 GimboSli Do not use Shopify Balance!

To my younger me and fellow entrepreneurs. Do not use Shopify Balance, or any bank solution provided by Shopify. They don't have support, take responsibility, or anything. Whatever you face you are left with regular support who don't know anything about it. Just don't! Trust me. Keep your money in your bank account. They need better and more efficient support.
submitted by GimboSli to shopify [link] [comments]


2024.05.21 16:16 0mbre Issue with dynamic box sized on a Raymarching scene

Hi All,
I have the following ray marching scene:
https://www.shadertoy.com/view/XXc3Wn
I notice that when the height of the boxes is dynamic (here I am using and random function for the example but could be other types of calculation) some weird glitch start appending on the box SDF.
I've tried to make smaller steps in the Raymarching loop, that does improve things but I can never get rid of it 100% without seriously impacting performances.
Any ideas on what might be going on ?
Thanks a tone
https://preview.redd.it/oa3foq9wfs1d1.png?width=408&format=png&auto=webp&s=7f79e1c5042fab85e8ce36b72d8a643cceb61c3e
submitted by 0mbre to GraphicsProgramming [link] [comments]


2024.05.21 16:14 Red5T65 FEH New Heroes Banner Idea: Solmic Party

FEH New Heroes Banner Idea: Solmic Party
I'd say most people figure that the next Engage New Heroes Banner is going to be Solm for obvious reasons, considering it's the last major nation and the timing lines up for it to be one of the summer month New Heroes banners. With that in mind, here's my ideas for it. First up, Timerra!
https://preview.redd.it/ivg6qz7tbs1d1.png?width=720&format=png&auto=webp&s=2a41664c3cf30c875d8360566cea015cc5d6ab1d
HP/Def superboons, Spd/Res superbanes
PRF: Sentinel’s Spear: 16 Might. Grants Def +3. If foe initiates combat or foe’s HP ≥ 50% at start of combat, grants Atk/Spd/Def/Res +5 to unit during combat, Special cooldown charge +1 per unit’s attack, (only highest value applied; does not stack) foe cannot make a follow-up attack, and if unit’s Def > foe’s Def, grants Special cooldown count -1 to unit before unit’s first attack, inflicts Special cooldown count +1 on foe before foe's first attack, unit deals damage = difference between stats, (max 10) and reduces damage from foe’s attacks and area-of-effect specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit’s attack triggers Special, reduces damage from foe’s attacks by 40%, and further reduces damage from foe’s attacks by 20% of unit’s Def.
Spd/Def Finish doesn't exist yet but it works the same as all the other Finish skills.
Pretty simple godlance set-up, all things considered, but there's honestly not much else you can do with her; admittedly she doesn't actually have slaying cuz of her Def stack but she also has in-combat Special jump so that's useful. Also she has Scowl off a Def check which as you can probably guess she will usually win fairly handily, which helps her survivability a lot.
Next, here's Panette!
https://preview.redd.it/3icnyqb5cs1d1.png?width=720&format=png&auto=webp&s=785ed4cefb032d4db11e9865f3efcc4767d4e278
Atk/Res superboons, HP superbane
PRF: Blood Rage Axe: 16 Might. Accelerates Special trigger (cooldown count -1). At start of turn, deals 1 damage to unit and allies within 2 spaces of unit. At start of combat, if unit’s HP ≤ 99%, grants Atk/Def +7 to unit during combat, and Special cooldown charge +1 per attack (only highest value applied; does not stack), unit makes a guaranteed follow-up attack, and reduces damage from foe’s first attack by 40%, and if unit’s attack triggers Special, unit deals damage = 20% of missing HP per attack. If unit’s Atk > foe’s Atk, grants Special cooldown count -1 to unit before unit’s first attack, nullifies foe’s effects which prevent unit’s follow-up attack, unit deals damage = 15% of unit’s Atk, and reduces damage from foe’s attacks by 15% of unit’s Atk. After combat, if unit attacked, deals 1 damage to unit.
Wrath 4: Inflicts Atk/Def -4 on foe during combat. If unit’s HP ≤ 99% and unit’s attack can trigger unit’s Special, grants Special cooldown count -1 before unit’s first attack, unit deals damage = 20% of unit’s Atk and nullifies foe’s skills which “reduce damage by X%” when Special triggers. (Includes skills which affect area-of-effect Specials) After combat, grants Special cooldown count -1 to unit.
As you'd expect out of Panette, her claim to fame is a Wrath build, and while she doesn't have Vantage to really complete the set, she does still have all the Special jumping you could ever need; with Wrath active and winning an Atk check she gets -2 CD before she actually attacks, and comboed with the precharge from Pulse and slaying means she gets off 4 CD Specials on her first hit. As with most units based around being at not full HP, she also automatically gets herself below that mark in the same way the Bernadettas do.
After Panette, it's her older brother Pandreo!
https://preview.redd.it/mpdvdezlds1d1.png?width=720&format=png&auto=webp&s=d63c6f96cd814df13a8668239d15e53f071d18d8
Atk/Res superboons, HP/Spd superbanes
...Unfortunately we can't all be winners, and Pandreo is suffering the fate of the banner demote. Here's the staff:
Party Baton+: 12 Might. Grants Res +3. If unit initiates combat, or unit is within 3 spaces of an ally, grants Atk/Spd/Res +X to unit during combat, (X = 3 + number of allies within 3 spaces) and reduces damage from foe’s attacks during combat by Y% (Y = 20 + number of allies within 3 spaces × 10%, max 40%).
If he wasn't a Demote he'd get Wrathful Staff in weapon, damage on Special, an actually damaging Special, Dazzling Shift, and Res Ploy 4 (which works like the other single stat Ploys)
Finally, to cap off the banner, Attuned Fogado!
https://preview.redd.it/txr53llzes1d1.png?width=720&format=png&auto=webp&s=38b8db94b246c686e739daf2da47ef9d888d88f3
HP/Res superboons, Spd superbane
The kit may be a bit overplayed, but the skills certainly aren't.
PRF: Charmer’s Bow: 14 Might. Accelerates Special trigger (cooldown count -1). At start of turn, deals 1 damage to unit and allies within 2 spaces of unit. If unit initiates combat, unit is within 2 spaces of an ally, or unit’s HP ≤ 99% at start of combat, grants Atk/Spd +6 to unit during combat, and grants the following effects based on how many of those 3 conditions apply: if ≥ 1, inflicts Special cooldown charge -1 per attack on foe; if ≥ 2, foe cannot make a follow-up attack, and calculates damage using lower of foe’s Def or Res; if = 3, unit attacks twice. If unit’s attack triggers Special, unit deals +10 damage when Special triggers.
PRF Special: Back At You: 3 CD. Boosts damage by 50% of damage dealt to unit. Reduces damage from foe’s attacks by 40%, and additionally boosts damage by total damage reduced. (From any source, including other skills; resets at end of combat) (Skill is not inheritable.)
S/D Far Trace 4: Enables【Canto (Rem.; Min 1)】. Inflicts Spd/Def -4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat.
Attuned Skill: Desperate Echo: If user's HP ≤ 50% and user initiates combat, user makes follow-up attack before foe's counterattack.
As you can probably guess based on the kit, Fogado's primary focus is based around taking hits and retaliating from low HP and bowling you over with the fact he was at low HP (and you hit him), literally the living embodiment of "why are you hitting yourself?"
It's an annoying-ass playstyle considering how much he kites, but hey, it works.
Edit: Nudge+ on Fogado is an error, disregard it. It was an artifact from Pandreo.
Speaking of Pandreo, if he's not the banner demote, they could make Bunet that (or an auto-demote). Here's what I think that'd look like:
https://preview.redd.it/6a7k4ualhs1d1.png?width=720&format=png&auto=webp&s=805e1bb1dc995e497efc9008888084554711cbd2
Spd/Res superboons, Atk superbane
Weapon: Chef's Knife+: 14 Might. If an Assist skill is used by unit or targets unit, grants Atk/Def/Res +5 and Special cooldown count -1 to unit and target ally or unit and targeting ally, and if unit is within 2 spaces of an ally during combat, grants Atk/Def/Res +5 to unit and nullifies unit’s penalties during combat. Allies within 2 spaces receive Atk/Def/Res +3 during combat.
If nothing else he's Flow Guard fodder I guess?
submitted by Red5T65 to FireEmblemHeroes [link] [comments]


2024.05.21 16:14 SonnePer Beginner question about assembling and router tool use

Beginner question about assembling and router tool use
Hello everyone!
First of all some disclaimers. I am :
  • a complete beginner in woodworking. I apogologies if this thread is'nt the right place for this
  • awfull at drawing and hand writing
That being said, I am currently working on building a case for a fightstick which would be composed of a square frame, a top plate, a back plate.
But I have several questions about this project which I'll tried to explain using the numbers on my drawing.
First of all, I recently bought a router tool, which I think could be usefull for this project.
  • As you can see in my drawing number 3 I'm thinking about "drilling" (not sure about the term sorry ) rails in my frame parts so I could just fix the plate on them. Top plate would be glued for esthetic reason, back plate would be screwed so it can be removed. I'm wondering if I should machine those pieces before assembling them or is it ok/better to do it after? I'm afraid of the vibrations dislocating everything. Also, would it be easier to fix the router tool under the table for this kind of work ? Same question goes for the outside chamfer of the frame.
  • my second question is about assembling (drawing number 2), I'm looking for 45° assembling angles for esthetic reasons but I know it's one of the weakest way to do. Should I try to put some reinforcment ? I only worked with trunnion so far and it went well, but never with 45° angle (and I have no dominos), would it still work with such thin wood thickness?
  • last and may be less important, as you can see in the drawing 1 bis, I'm thinking that a round shape corner top plate would be more esthetic. Is it hard to do for a beginner? Can I use the router tool to do so?
Sorry for the long text and poor drawing and again, excuse me if it is not the beginner thread (I did'nt found an active one).
Have a nice day all
submitted by SonnePer to woodworking [link] [comments]


2024.05.21 16:13 dude0308 Online Christoffel Symbols Calculator

I've launched the very first mathematical web application with a Graphical User Interface (GUI) capable of calculating Christoffel Symbols (both first and second kinds) and associated Tensors (Riemann, Ricci, and Einstein) in a matter of just a few seconds!
I'm hopeful this application will be used by students, professors, or really anyone interested in astrophysics and/or math to practice and experiment with different space-time models.I would love to hear from you if you have any suggestions, feedback, or criticism.
Link: https://christoffel-symbols-calculator.com/
submitted by dude0308 to learnmath [link] [comments]


2024.05.21 16:12 robml Why do all proofs of the drunkard random walk begin by deriving the probability of absorption instead of the complement?

You've probably seen this problem before (the 1D case): a drunk man is standing on the edge of a cliff, he has a p probability of walking left (off the edge) or taking a step right away from the edge by probability (1-p). What is his chance of escape?
When I first saw this question I immediately wanted to prove the probability of survival, and my go to was a recursive form. Unfortunately, I couldn't derive one without an infinite series that wasn't clear to me.
So I searched up proofs. And every single one starts with calculating the absorption rate (the probability of walking off the edge) and then using its complement for survival.
Although I get why that's acceptable, my curiosity bothers me in not knowing how we would prove it from the other end (starting by calculating the probability of surviving directly) and if it's even possible.
Anyone have any ideas?
submitted by robml to askmath [link] [comments]


2024.05.21 16:10 PurpleElderberry53 Am I really disordered?

I used to think I was disordered but lately I just feel like I'm doing a science experiment.
Like I'm eating >! 600!< kcals/day and now I've started fasting as well.
And I really like the number aspect of restricting. Counting and calculating just makes me happy. And I guess I'm just seeing how quickly I can lose weight until I reach my gw. My gw is only slightly uw (>! 17.1!<) so I really don't think it's an issue. And that if I was actually disordered it would be lower?
I really feel like I'm not disordered now (def was like 2 years ago tho).
I would really like y'alls opinions on this.
submitted by PurpleElderberry53 to EDAnonymous [link] [comments]


2024.05.21 16:10 MarcWau123 How to calculate total expected tornados for given SPC probability?

Is there a way to easily estimate the total expected tornados in a given area using the SPC probabilities?
I am wondering if the SPC provides the area of the different probability zones (total area of the 15%, 10%, 5%, etc.) to be able to estimate the total expected tornados. I understand there is an X% chance of a tornado within 25 miles of a given point, but I want to be able to convert that to X amount of expected tornados in the given probability zone. Maybe there is already resource that calculates this?
submitted by MarcWau123 to tornado [link] [comments]


http://activeproperty.pl/