I labeled my lemma with \label{lem1} and referred to it later using \autoref{lem1}. However, what was printed was "Theorem 2.1" where it should really say "Lemma 2.1". How do I fix this?  \documentclass[a4paper, 12pt, twoside]{thesis} \usepackage{verbatim}  \usepackage{amssymb,amsmath} \usepackage{amsthm,amsfonts,amscd,amsrefs} \newtheoremstyle{component}{}{}{}{}{\itshape}{.}{.5em}{\thmnote{#3}#1}     \theoremstyle{component}     \newtheorem*{component}{}  \begin{document} \begin{lemma} \label{lem1} This is a lemma. \end{lemma}  By \autoref{lem1}, we have..  \end{document}
When I define amsthm theorem environments with shared counters, autoref messes up the names of the references. For example, in the output below, we should have "Definition 2" instead of "Theorem 2".  \documentclass{article}  \usepackage{amsthm} \usepackage{hyperref}  \theoremstyle{theorem} \newtheorem{theorem}{Theorem} \theoremstyle{definition} \newtheorem{definition}[theorem]{Definition}  \begin{document}  \begin{theorem} \label{wonderful-theorem} This is a wonderful theorem. \end{theorem}  \begin{definition} \label{awesome-definition} This is an awesome definition. \end{definition}  Look at the wonderful \autoref{wonderful-theorem} and the awesome \autoref{awesome-definition}.  \end{document}
How can I play around targeted discard? Many decks in competitive Magic have access to targeted discard spells, like  and .  Against counterspells, you can rely on a variety of tricks like baiting counters, bottlenecking your opponent's mana, and good old-fashioned counter wars. Targeted discard cards allow your opponent to attack your hand on the very first turn of the game, and go right for your key cards &mdash; and it can often be backbreaking when your opponent takes away a crucial card like a combo piece or a sweeper.  What tricks and tactics can you employ, either during deck-building or in play, to play around an opponent's targeted discard?  (I know that one of the answers is going to be . That's excellent, but please also include approaches that work in formats without free countermagic.) Can I load a 32 bit DLL into a 64 bit process on Windows? Relationship between gamma and chi-squared distribution If $$Y=\sum_{i=1}^{N}X_i^2$$ where $X_i \sim \mathcal{N}(0,\sigma^2)$, i.e. all $X_i$ are i.i.d. normal random variables of zero mean with same variances, then $$Y \sim \Gamma\left(\frac{N}{2},2\sigma^2\right).$$  I know the chi-squared distribution is a special case of the gamma distribution, but could not derive the chi-squared distribution for random variable $Y$. Any help, please? I've noticed this issue on a handful of other communities, but making the browser window narrow (mine is 1080x960) makes the .post-layout and #sidebar elements overlap. Maybe something to do with the grid CSS? The #mainbar element seems to be the correct width and changing the .post-layout's overflow-x to auto seems to "fix" it  From retrocomputing:    From this post, because we are meta after all:    Specs:   Google Chrome Version 78.0.3904.108 (Official Build) (64-bit) Ubuntu 18.04.3 LTS Correct position of "only" Which is grammatically correct?  I can only do so much in this time.  or  I can do only so much in this time. One of my laptop's keys has fallen off. Is there any way I can remap another key to serve as that key?  I'll 'sacrifice' the other key because I never use it. How to install World of Warcraft? Where do Orc babies come from? I've not seen/read any female Orcs mentioned in the movies or in the books. In one of the movies, an Uruk-hai is momentarily shown emerging from a giant, grown-Orc sized flesh packet. So are they created with spells, or do they follow the Standard Reproductive Model. sum numbers in different lines in shell i have 8000 lines similar to this   &lt;Flow flowId="1" timeFirstTxPacket="+0.0ns" timeFirstRxPacket="+924100.0ns" timeLastTxPacket="+199984927558.0ns" timeLastRxPacket="+199675473275.0ns" delaySum="+2287566662167.0ns" jitterSum="+65280162191.0ns" lastDelay="+3511349483.0ns" txBytes="161956" rxBytes="116536" txPackets="3125" rxPackets="2251" lostPackets="640" timesForwarded="0"&gt;   and what i need to do is summing rxPackets in each line together and txPackets too   i mean total sum of them in 8000 lines  thanks in advance  &lt;Flow flowId="1" timeFirstTxPacket="+0.0ns" timeFirstRxPacket="+924100.0ns" timeLastTxPacket="+199984927558.0ns" timeLastRxPacket="+199675473275.0ns" delaySum="+2287566662167.0ns" jitterSum="+65280162191.0ns" lastDelay="+3511349483.0ns" txBytes="161956" rxBytes="116536" txPackets="3125" rxPackets="2251" lostPackets="640" timesForwarded="0"&gt;  &lt;Flow flowId="2" timeFirstTxPacket="+3000000.0ns" timeFirstRxPacket="+3254190.0ns" timeLastTxPacket="+199988489445.0ns" timeLastRxPacket="+199631899307.0ns" delaySum="+12081144328484.0ns" jitterSum="+105606015634.0ns" lastDelay="+9407845452.0ns" txBytes="251896" rxBytes="124840" txPackets="4867" rxPackets="2413" lostPackets="1757" timesForwarded="0"&gt;  &lt;Flow flowId="3" timeFirstTxPacket="+4000000.0ns" timeFirstRxPacket="+4254098.0ns" timeLastTxPacket="+199971756470.0ns" timeLastRxPacket="+198959480315.0ns" delaySum="+5150205600987.0ns" jitterSum="+74009967633.0ns" lastDelay="+9862217799.0ns" txBytes="163044" rxBytes="90532" txPackets="3150" rxPackets="1751" lostPackets="1013" timesForwarded="0"&gt; I think my question relates to a fundamental of 3D modeling that I haven't picked up on yet. It's very simple:  Let's say I have a flat quad. A plane on the XY plane inserted into am empty blender file is a great example. Now let's say I start moving each of the 4 vertices around on in any direction, especially the Z axis.   At this point, there would still be one face, but its extremely unlikely that the face would be planar (I just learned this word). So blender does its best to make sense of what this should look like.  The problem I'm having is that it seems like my quads are always like this, but they never look the way I want. There are edges and seams that look like they are dangling in space, and what tends to happen is that my mesh looks great when viewed from most angles, but if you look at it from just the right angle, you notice the dangling edges or sometimes even some kind of impossible geometry. And so I might try to nudge the problematic vertices around, but this often seems to either make it worse, or just hide the bad geometry until you see it from a different angle.  For me, this always seems to happen whenever I'm trying to move vertices to add roundness to something that is originally square.   There is another question on here about how to actually flatten the quads. That's great, and I might use some of the techniques mentioned there. My question is:   Why does this happen? (Can someone explain this better?) What are some tips and tricks to avoid this situation? What are some tips and tricks to mitigate this situation?   EDIT Here is an illustration:  The overall mesh as viewed from a distance looks decent (for my skill level)    But if you get closer and look from a certain angle...    Super close up:    The "edge" that is pointed to by the arrow is not actually an edge, but some kind of artifact created when blender tries to show the quad. The way the vertices are positioned, it shouldn't actually be possible to see the sliver of the face that I marked in red, since this face is supposed to be around the corner from the edges. The edges should form the silhouette on the right side of my figure.     Here is the side view. Maybe it is the angled topology that skews the face in a funny way?  But I'm not looking for help with this one particular issue, but rather a better understanding of why this happens, and ideas to prevent this in future models. Make specific color in a texture transparent I am working with very old model files that have BMP textures. The designers did not use a transparency in the textures or a separate alpha b/w texture. They used a specific color value that was then removed by the engine to create a transparency, similar to a chroma key. In this case, all textures used a bright purple/pink color.   I cannot modifying the original texture images by converting them to PNG and add an alpha. I would like to figure out how to do it all in nodes.  The goal is to have this value keyed out and transparent. I have been messing around in the shader editor and cannot figure this out.  I've also been looking around online and in this forum, but the only search terms I can think of are chroma-keying which only results in Compositing results, which I don't believe is what I'm looking for.  Here is an example of the texture (its very small) and it's context:      Any help or direction would be much appreciated! I installed Fedora 15 on my laptop and deleted XP (at least I think XP is deleted).  Then I installed Ubuntu as dual boot with Fedora 15.  Now I want to remove Fedora 15 and leave only Ubuntu (and XP if it is still available).  Can anyone help with the steps to uninstall Fedora?  Please give me simple steps to follow, I'm a nooby.  Thanks! on the premise that it "wasn't getting any attention" and now it has gotten a bunch of helpful answers which all help me in some ways making it impossible for me to decide which one to award the bounty to.  Shouldn't there be an option to award the bounty equally among selected answerers, especially in this case where was getting no answers whatsoever before the bounty, or am I overthinking it and should award it to the first answer? "Use Option as Meta key" with ability to type the # symbol I am using Terminal version 2.5, where I have two requirements:  I need to be able to type the Meta key. I need to be able to type the # character, too (Option+3 for the UK keyboard layout)  How can I satisfy both of these? By default, (2) is satisfied, but (1) is not. I can then turn on &quot;Use Option as Meta key&quot;, which satisfies (1), but breaks requirement (2). How can I have both? (It shouldn't be so hard for me to just be able to type.) Edit: what I'm looking for, for example, might be a way to just &quot;Use Option as Meta key&quot; for the left/right Option key, or a way to override the &quot;Use Option as Meta key&quot; for the sole exception of the # character. long long implementation in 32 bit machine As per c99 standard, size of long long should be minimum 64 bits. How is this implemented in a 32 bit machine (eg. addition or multiplication of 2 long longs). Also, What is the equivalent of long long in C++. Does $\pi$ contain all possible number combinations? Prove that negative absolute temperatures are actually hotter than positive absolute temperatures Could someone provide me with a mathematical proof of why, a system with an absolute  (such that of a spin system) is  than any system with a positive temperature (in the sense that if a negative-temperature system and a positive-temperature system come in contact, heat will flow from the negative- to the positive-temperature system). What does the function f: x ↦ y mean? I am doing , and am having a few problems with function notation. I understand the form f(x).  What does the form f: x ↦ y mean? Could you also give one or two examples?  And, if possible, state your source. Thank you. How to convert a std::string to const char* or char*? How to control object's path follow speed based on its position