Ihave been allocated a spatial analyst licence for Arc Pro by our administrator and seem to be able to use the image classification tools in ArcToolbox. Before this I need to generate training areas for a maximum likelihood supervised classification but the image classification tools are greyed out including the wizard - this seems the only way to generate training areas within Pro, and I'd like to do it that way. Any ideas as to why I can't see the tools? I am trying to also check if there is an issue with the install as well, but for now I'm puzzled.
As I've explained above the image classification tools are greyed out and unselectable. I have read the documentation you have posted, but the greying out of the tools prevents both approaches being tried. I am assuming that this has something to do with the status of the spatial analyst extension/installation as I do have the extension assigned by our administrator from AGOL. I can see no documentation now on how to ensure that the extension is present and enabled in Pro. As you noted, it used to be a case of manually enabling it in ArcMap, but this is no longer the case in Pro.
Will be good to see how you get on. In the meantime I am performing an unsupervised classification using Toolbox and working back from there, rather than defining training areas first. The other alternative is trying dedicated remote sensing software, which I may be able to access.
I just check again Jorgen, Spatial Analyst licensed, a *.tiff as an image, but the wizard remains inaccessible but the Classification tools are... even though it was a multiband tiff but not displaying as rgb
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
Hi all,
I've recently started using Prime Lite 20.1.1 (after using v13.x in recent years).
However, when i place a megafunction device in my schematic design, i no longer see/get a prompt to use the megafunction wizard - this is usually where i set the amount of bits needed and remove pin functions that i won't need etc.
Has the Megafunction wizard completely gone? or do i have to re-enable it in a menu somewhere?
When you add an IP by double-clicking, depending on the IP, you will either get the new IP Parameter Editor or you may still see the Megawizard on some IP, though that will probably eventually go away.
Hi sstrell,
ok, thanks.
When i double-click on an IP item (e.g. lpm_counter) it opens a window prompting me to "Save IP variation". it doesn't mean anything to me.
How do i actually place an IP function from the IP list on the right into my schematic design?
Additionally, as i look through the IP listing, there doesn't seem to be too many components to use when i compare it to the component listing in the normal 'place component' window.
Am i completely missing something? or do i have to go back to Quartus 13 to use the 100's of devices that i'm used to?
There is a difference between what you see in the schematic editor and what you see in the IP Catalog. Parts in the schematic editor are mostly pretty basic, primitives and other simple logic that can be added to a schematic without any parameterization required.
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