Addressing of flagged posts which need moderator intervention Specifically, when a post is flagged as in need of moderator intervention what does it mean? A while ago, this happened:    Little backstory:  I asked a question which was related to a question supplied in the comments but did not answer me. Following that, I received a private feedback to review if that answers my questions or not. Obviously, I clicked on no and pressed submit. Also notified the user who marked it as duplicate and edited the question to make it look pointed towards the author's intent(me). After a few hours, I saw my post taken down as a [duplicate] and Comments on the post deleted?. Upon flagging the post for moderator intervention, it was declined with the above message. No custom comments were put as well. This of course looks like a custom message, but was my flag a standard one?  I have read the thread  but unfortunately it's a continuation to :  and has answers which genuinely could not address what I have asked.
What are acceptable reasons for flagging as "Requires Moderator attention"? After reading , I feel I don't quite understand this function. What are the guidelines for flagging a question as &quot;Requires Moderator attention&quot;?
I am really having trouble working a problem in my course. I will post it and then add what I have thought etc.  Let p be an odd prime, then using the Euclidian Algorithm, calculated the GCD of of $x^{p-1}-1$ and $x^2+1$ in $\mathbb{Z} / p\mathbb{Z}[x]$  Also, how does $p=1 (mod4)$ tell us that  $-1$ is a square in $\mathbb{Z} / p\mathbb{Z}$, infact that $-1$ is a square here if and only if $p=1(mod4)$.  My thoughts:   I know that $$x^{p}-x=(x)(x-1)(x-2)…(x-(p-1))$$ and so that in this sense our roots will be the congruence classes of $1,2,…p-1$  and also that $$x^{p-1}-1=(x-1)(x-2)…(x-(p-1))$$  But I get lost when trying to apply the EA to these polynomials,  like how can I do it when p is arbitrary?  Preferably id like to be able to understand/see how to do the first part first i.e. using division with residue and then move on to the second part. Any insight/hint or solution to this would be great,  Thank you all  Update:  When I try to do division with residue, I just get  $$x^{p-1}-1=(x^2+1)(x^{p-3}-x^{p-5}+x^{p-7}-x^{p-9}...)$$  for example,  $p=7$  $$(x^{6}-1)=(x^2+1)(x^4-x^2+1)$$  for $p=11$  $$(x^{10}-1)=(x^2+1)(x^{8}-x^{6}+x^{4}-x^{2}+1)$$  which for specific cases tells me that 1 is the gcd, but I dont know how to generalize that for the case with arbitrary prime p. Why shouldn't I use "Hungarian Notation"? What's a way to implement a flexible buff/debuff system? Overview:  Lots of games with RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit."  The specifics of each type of buff aren't really relevant.  I'm looking for a (presumably object-oriented) way to handle arbitrary buffs.  Details:  In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc.  Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded.  Then each character could have a vector of buffs currently applied.  Does this solution make sense?  I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions".  That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra.  And there's more complicated situations that ideally I could control.  I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want.  As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language.  Thoughts?  Has anyone here designed a fairly robust buff system before?  Edit: Regarding Answer(s):  I selected an answer primarily based on good detail and a solid answer to the question I asked, but reading the responses gave me some more insight.  Perhaps unsurprisingly, the different systems or tweaked systems seem to apply better to certain situations.  What system works best for my game will depend on the types, variance, and number of buffs I intend to be able to apply.  For a game like Diablo 3 (mentioned below), where nearly any bit of equipment can change a buff's strength, the buffs are just character stats system seems like a good idea whenever possible.  For the turn-based situation I'm in, the event-based approach may be more suitable.  In any case, I'm still hoping someone comes along with a fancy "OO" magic bullet which will allow for me to apply a +2 move distance per turn buff, a deal 50% of damage taken back to the attacker buff, and a automatically teleport to a nearby tile when attacked from 3 or more tiles away buff in a single system without turning a +5 strength buff into its own subclass.  I think the closest thing is the answer I marked, but the floor is still open.  Thanks to everyone for the input. Two identical files; Apache says one is forbidden Clever bounty reputation hack I say "hack" in the most favorable light. It's a clever idea and theoretically beneficial.  I noticed that an old question of mine suddenly started getting a lot of renewed attention. The question had been answered, with an answer accepted. But another user added a well reasoned and insightful answer to the list. He also opened a +100 bounty on that question.  The resulting increased attention quickly got his answer quite a lot of up-votes. Well more than the 100 points he had spent on the bounty. Therefore, he gets a net rep profit out of the transaction.  So here's the hack:   Find an interesting question Research and provide a very good answer Open up a bounty on that question to attract attention and votes to your new answer Profit!!!   2 and 3 may be out of order--I didn't see the timing of it. But either way, assuming he gets more than 10 votes, he still gets increased rep out of the deal.  I don't think this is necessarily bad for SO - it does generate some useful discussion and insightful answers. Plus you can increase your own rep very rapidly by making your answers highly visible, and therefore frequently voted upon.   However, it does slightly change the meaning and purpose of bounties away from starting a discussion and toward self-promotion. Still, interesting. How to roll the viewport? How do I rotate the viewport around the local (to the view port) - Z axis?  Basically what you would  get if you were to hit R with the camera selected in camera view. Proof of centripetal acceleration formula ($a_c = v^2/r$) for non-uniform circular motion The formula for centripetal (radial) acceleration is well known, and there exist many proofs for it: $$||a_c|| = \frac{||v||^2}{r}$$  However, all the proofs I've seen rely on the fact that it is uniform circular motion and the magnitude of the tangential velocity vector does not change. For instance, take the classic proof using similar triangles — the similarity can only be established if the final tangential velocity vector and the initial one are of the same length.  In addition, take  calculus based proof from Khan Academy, outlined as follows:     For this proof to work, $(d\theta / dt)$ must be considered a constant, $\omega$, that does not depend on time. In the case of non-uniform circular motion, however, this is not always true as since there exists a tangential acceleration along with a radial one, $\omega$ must depend on time and is not necessarily a constant value.  Intuitively I understand that the centripetal/radial acceleration depends only on the difference in orientation between two tangential velocity vectors, and that their magnitudes do not matter -- hence the formula intuitively holds true in the non-uniform case. However, how would you go about modifying either of the proofs presented so that they are still valid in this case? Or alternatively, is there another proof that holds valid even when there exists tangential acceleration?    As per the suggestion of one of the answers, I let $\omega$ vary with time and took its derivative as $\alpha(t)$. This is my work so far. Unfortunately, I am stuck after the last step.  \begin{align} \overset{\rightharpoonup }{p}(t) &amp;= r \cos (\theta (t))\cdot\hat{i}+r \sin (\theta (t))\cdot\hat{j} \\ \overset{\rightharpoonup }{v}(t) &amp;= -r \sin (\theta (t))\cdot\omega(t)\cdot\hat{i}+r \cos (\theta (t))\cdot\omega(t)\cdot\hat{j} \\ \overset{\rightharpoonup }{a}(t) &amp;= (-r \cos(\theta(t))\cdot\omega(t)^2 - r \sin(\theta(t))\cdot\alpha(t))\hat{i} \\ &amp;+ (-r \sin(\theta(t))\cdot\omega(t)^2 + r \cos(\theta(t))\cdot\alpha(t))\hat{j} \end{align}     From here on, $\theta(t)$ is represented as just $\theta$ for brevity   and clarity   $$\overset{\rightharpoonup }{a}(t) = -\omega(t)^2(r \cos\theta\cdot\hat{i} + r \sin\theta\cdot\hat{j}) -\alpha(t)(r \sin\theta\cdot\hat{i} - r \cos\theta\cdot\hat{j})$$ How do I add Python to the Windows PATH? I want to be able to run Python commands from the Windows CMD. However, if I don't specify Python's full path for each command, I get an error saying "Python is not recognized as an internal or external command, operable program or batch file."  How do I add Python to the Windows PATH permanently? Converting an array of objects to an array of their primitive types If you have an array of Java objects which have a primitive type (for example Byte, Integer, Char, etc).  Is there a neat way I can convert it into an array of the primitive type?  In particular can this be done without having to create a new array and loop through the contents.  So for example, given  Integer[] array   what is the neatest way to convert this into  int[] intArray   Unfortunately, this is something we have to do quite frequently when interfacing between Hibernate and some third party libraries over which we have no control.  It seems this would be a quite common operation so I would be surprised if there's no shortcut.  Thanks for your help! What does "\" mean in math In a Linear Algebra textbook I am reading, the following is stated: $b\notin \operatorname{span}(A \cup \{a\})\setminus \operatorname{span}(A)$. It does so without explaining what "$\setminus$" means. I apologize if this question does not belong here but I just want to understand what it means. I can close the question if someone just comments on its meaning. "Where" exactly are complex numbers used "in the real world"? I want to prove, that $GL(n,K)$ is open in $M(n,K)$, where ($K=\{\mathbb{R},\mathbb{C},\mathbb{H}\}$.  For the prove I don't want to use that the determinant is continous. Alternativly I assume a submultiplicative norm.  First step: Define $U_A:=\{B\in M(n,K):\Vert A-B\Vert&lt;\frac{1}{\Vert A^{-1}\Vert}\}$ and show that it is a neighbourhod of $A$ in $M(n,K)$.  Second step: I show that the series $\sum_{k\ge0}(1-A^{-1}B)^kA^{-1}$ converges absolutely and the limit is inverse to $B$.  For the second step I should use the Neumann series, right? But I have some problems with the first step. Any help? I'm trying to make a liquid simulation with Mantaflow where the flow of the liquid respects the flow object's local rotation, so it looks like water spraying in different directions. It looks like the options on the flow object only work for 'world' coordinates and doesn't take into account the coordinates of the object. How do I make the water 'fire' (like a hose) into a specific direction that uses local coordinates instead of world ones? I am trying to customize the legend for this graph. First of all, I would like the legend width to be equal to the x-axis width. At the moment, I am setting the width of the legend via      /tikz/every even column/.append style={column sep=1.0cm}   and I could manually adjust this value so that length equals the x-axis width, but I guess that there is a more elegant way to set the width of the legend.  Second, I don't really like the little color rectangles in the legend. I only want one rectangle in front of every entry and not two. This rectangle does not need to have a border and should be vertically centred with the text. The alignment seems to be okay for the rectangle closer to the text, but not for one the far left.   Update: Thanks to Christian Feuersänger's comment, there is possibility to change the rectangles via   legend image code/.code={%     \draw[#1, draw=none] (0cm,-0.1cm) rectangle (0.6cm,0.1cm);   or what Gonzalo Medina proposed  legend image code/.code={%     \draw[#1, draw=none, /tikz/.cd, bar width=3pt, yshift=-0.2em, bar shift=0pt] %     plot coordinates {(2*\pgfplotbarwidth,0.6em)};   Third, I would like to the legend entries to start next to the text "Legend:".  I don't really know if with these requirements it still makes sense to use legend or if it would be better to add everything manually via after end axis/.code and \ref{label}.  Graph    MWE  \documentclass{article} \usepackage{pgfplots} \pgfplotsset{compat=newest}  \begin{document} \begin{tikzpicture}     \begin{axis}[                 ybar,                 height=6cm,                 title={Some plot},                 width=12cm,                 axis on top,                 y axis line style={opacity=0},                 axis x line*=bottom,                 tick align=inside,                 tick style={draw=none},                 xtick=data,                 ymajorgrids,                 major grid style={draw=white},                 xtick={1,2,3,4},                 legend style={                     at={(0.0,-0.15)},                     anchor=north west,                     legend columns=-1,                     /tikz/every even column/.append style={column sep=1.0cm}                         },             ]                    \addlegendimage{empty legend}             \addlegendentry{\textbf{Legend:}}                                \addplot coordinates {                 (1, 0.2064)                 (2, 0.3961)                 (3, 0.5961)                 (4, 0.7961)}; \addlegendentry[text width=45pt, text depth=]{legend a}             \addplot coordinates {                 (1, 0.3064)                 (2, 0.4961)                 (3, 0.6961)                 (4, 0.8961)}; \addlegendentry[text width=65pt, text depth=]{lengend b}     \end{axis}  \end{tikzpicture} \end{document} Metropolis is not working I tried to use the metropolis beamer theme, but I got the following error  ! Package beamerfontthememetropolis Error: Patching section title failed. See the beamerfontthememetropolis package documentation for explanation. Type H &lt;return&gt; for immediate help.... \patchcmd Admob SMART_BANNER size Is it safe to put hot food in the fridge? I heard that putting really warm food in the fridge right after cooking it is not the right thing to do. It might cause bacterial growth? Is this true? While dabbling in Clojure I've written a very basic program to echo whatever the user types into it. However, it doesn't run in a way that I'm perceiving to be natural. Here's the code:  (defn goo []   (print "echo&gt; ")   (def resp (read-line))   (print resp) )   I would expect the code to run like this (for me typing in foo as the input to read-line):  user=&gt; (goo) echo&gt; foo foonil   But instead, the echo and read-line is switched:  user=&gt; (goo) foo echo&gt; foonil   Why does this happen? Is there a subtlety I'm missing?  EDIT: From Joe's answer, the updated correct solution is:  (defn goo []   (print "echo&gt; ")   (flush)   (def resp (read-line))   (print resp)   (flush) )   Also, the flushes aren't necessary if you use println instead of print. What does the term "86'd" relate to? What does it mean when someone or something is referred to as being "86'd"? Best way to make family photo album in LaTeX I use LaTeX for my research publishing and would like to make a Christmas photo album that I could send to a print shop. It occurred to me to try it with LaTeX this time (yes I know, the print version won't get delivered by Christmas). Among other reasons, it will look like I'm working on code! But I would benefit from some templates etc. and haven't had luck finding any.  Can anyone recommend resources for building a family photo album in LaTeX?