A list of puns related to "Generic object of dark energy"
I have a table of order information in this format:
Orders Table:
(Column names) Order ID - Products
Example:
12345 - [{βproduct_nameβ: βLampβ},{βproduct_nameβ:βTableβ}]
67890 - [{βproduct_nameβ: βTVβ}]
So I would like to have a SQL / Snowflake SQL query to extract out this table information to a new table with the primary key being the order ID like this:
Order ID - Product Name
12345 - Lamp
12345 - Table
67890 - TV
Title might sound confusing. I made a playground example with comments that should explain it in better details.
Thanks in advance
Secondary question: In case someone is willing, could he write here what he knows they are doing or what he thinks they are doing?
It's for the science... yhea, science.
Hi everyone- I donβt frequent this sub or practice witchcraft, but I do have kind of a strange question that Iβm hoping youβll be able to understand and answer.
Tomorrow Iβm getting a new/new to me vehicle. Itβll be the second one that Iβve had since I turned 16 and started driving. I have always felt a connection of some sort to the car I currently drive, and I really think that he has a real energy. Always starting up even in the cold, seeming easier to drive after I put gas in him, etc.. Just a real palpable soul to him. (Please stop me if I sound totally off my rocker)
My question is if thereβs a way to transfer the βsoulβ thatβs in my current vehicle to the one Iβm going to be getting tomorrow. A prayer or chant of some kind? Does that exist? Does this make sense? Can anyone at least relate? π
(From the Screenrant Pitch Meeting:
https://youtu.be/jAX2uc5vFdc?list=PL95zehbEXm7ccdYbOVwG6WmHquPs13ifb&t=191
Idk if it's been suggested before this or not, but I can't find it so I assume not.)
This should also result in each of these generic humans like Tom Cruise being killed, one by one, by the monsters like a slasher movie.
This way you wouldn't be ripping off of the Avengers formula, you'd be subverting it.
Iβm pretty new to Unity, but not new to programming. Iβve created a bunch of generic controllers for my game. Things like βHealthControllerβ and βCollisionControllerβ that take some generic arguments. The idea being that if I make a new enemy or something, I can just slap on whatever I want it to do. But this means a single game object can run 3-4 of these controllers. Iβm a bit worried this is a heavy cost for the engine though versus other ways to go about it.
Should I be doing this? Iβm also thinking maybe I can move this logic to a strategy pattern and just have one generic controller that takes in strategy references so I keep things easy to configure later through data.
I just donβt know the dos and donts yet and hoping for some advice here on creating optimal reusable components.
#Introduction
This is one of my favourite generic Elemental Well builds right now. It works for any subclass and you don't need to worry about matching your subclass element to anything. The majority of mods for this build are also generic, meaning you don't need to have a large element variety of masterwork armor.
The focus of the build is ability regeneration. Matching Elemental Wells give you 10% ability energy to all abilities and this can stack with no cooldown. With a single ability kill (grenade/melee/super) you generate 4 Wells which equals 40% ability charge for all of your abilities (grenade/melee/class). For classes with some built in regeneration or paired with an exotic that refunds ability cooldown you'll have more ability energy than you know what to do with. With the recent increases to ability cooldowns and Elemental Wells giving reductions based on percentage these are even more effective than ever.
#The Build
The build itself is quite simple and only requires a single solar armor piece. The rest can be any element.
Bountiful Wells x1 (Solar)
Elemental Well Generator of choice up to x3 (Melee Wellmaker, Elemental Ordnance, Elemental Light)
Wild Card to help round out the build. (Well of Ordnance for even more grenade energy, Enduring Wells for longer lasting Wells, another generator for more Wells from your secondary ability etc etc.)
#How It Works
The core of the build is using Bountiful Wells to generate multiple Wells per ability kill. Stack up Elemental Ordnance x3 with Bountiful Wells and each grenade kill will spawn 4 Elemental Wells which in total will give ALL your abilities 40% energy. When using Bountiful Wells it generates Wells equal to the amount of generators you have +1 up to a max of 4. So having 3 grenade generators makes 4 Wells per grenade kill, having 1 melee generator makes 2 Wells on melee kill etc.
You have a potential of 4 slots for generators so you can mix and match them to get the most out of your playstyle. I usually run 3 grenade generators along with Enduring Wells just to make sure I can collect them more reliably but the choice is up to you!
#Benefits
Generic mods require little investment into masterworked armor.
Very basic gameplay loop that passively gives you gain without complex activation methods or timed damage windows.
Your allies gain the same benefits you do for free! If they match your subclass they're also getting 40% ability charge for all abilities on pickup and
https://www.scmp.com/news/china/science/article/3158627/chinas-lunar-rover-yutu-2-mission-investigate-mystery-object-far
Theres always been chatter of a secret alien "base" on the dark side of the moon so i thought this was interesting.
Ok so I watched a video from the YouTube channel βHow Ridiculousβ. They built a giant 3000kg hammer standing 7 meters tall standing at a 90 degree angle. What they do is they release the hammer and make it fall onto random objects. What I wanted to work out is how much energy the hammer has when it impacts. I tried working it out using the formula for GPE and got a value of 323,253 J. I donβt know if this is correct however due to it not being a falling object but itβs rotating through 90 degrees. Could someone help me out?
Video link: We Built a GIANT Hydraulic Hammer That Smashes (How Ridiculous)
My working out: The object falls a total height of around 10.995m based on the circumference of the arc from the height (7m) and the roughly 90 degree fall.
GPE = 3000kg x 9.8N/kg x 10.995m = 323,253 J
Hello! My boyfriend just woke me up and told me he had repeating nightmares about an item that he kept finding in them. Shortly after he found this item, the same entity came to kill him. The entity seemed familiar and had a strange voice. He woke up with fear of something in the bedroom and woke me up to cleanse it. I have put protective crystals in the bedroom, put my protection jar on the bedstand and smoke cleansed our entire house. We both still feel a heavy energy in our bedroom but the rest of the house seems normal. My boyfriend (who is a sceptic btw) feel someone pushing him on de shoulders when he enters the bedroom, he also feels like someone is watching from outside. What else can i do right now to make it go away?
Edit, my boyfriend just mentioned he worked on an abondend worksite today. Now that he said that i did feel most dark energy coming from the clothes he wore today. I already cleansed him but he still feels the dark energy en someone pushing.
So say I have a settings object which stores all the callable objects, so it should look something like
struct Callback;
struct settings {
Callback header_cb;
Callback body_cb;
};
struct Callback {
// Implementation
template<typename... Args>
int Call(Args... args){
// callableObject(args...);
};
};
Is it possible to implement something of that sort. Initially I though I could use std::function
but that too needs type to create the object.
The name "generic object holder" might not be the best one, but let me describe the problem; I want to have a facility that:
The needs stems from use cases like:
If all this sounds a bit abstract let me show what I'm thinking as a first implementation:
template <class T> class alignas(T) Holder
{
char _data[sizeof(T)];
bool initialized = false;
void destroy() {
if (initialized) {
(reinterpret_cast<T*>(_data))->~T();
initialized = false;
}
}
public:
~Holder() { destroy(); }
template <class... Args> void make(Args &&...args) {
destroy();
new (_data) T(std::forward<Args>(args)...);
initialized = true;
}
T *operator->() & {
return initialized ? (reinterpret_cast<T*>(_data)) : nullptr;
}
};
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