I realize there are some things I don't know how to do. I previously had an addon for 2.79 that helped with UV layouts and it isn't available in 2.8. If I have basic shapes with increased detail, what are the steps to get the UVs back to a square with evenly spaced verts? If I'm trying to create a mesh I can use as a base to create vfx.
I have this setup:   The mesh is only the visible top side, with a mirror modifier for the bottom part. Now I want to unwrap it like in the picture. I want the inner circle (red) to go to the top of the UV map...  The problem is that no matter what automatic unwrapping I use, it never works as intended.  The closest I've gotten was by using "follow quads", but that skewed the UV map a lot:   I used the result from the second image and manually adjusted the vertices with a lot of scaling and "align auto", but its very far from perfect as you can see in the first image.  Here's what I want exactly:   The uv vertices should be distributed evenly (horizontally) The middle line (yellow) should be on a "natural" y height (so there's no stretching)   I hope it's clear what I want to achieve. I'm sure there must be some automatic way to perfectly align and distribute the UVs in this way.  By the way: If you look closely you can see that I already placed a uv seam (aligned with the green y axis in the screenshot) but that didn't really help.
Let $A$ and $B$ be two sets of real numbers. Define the distance from $A$ to $B$ by $$\rho (A,B) = \inf \{ |a-b| : a \in A, b \in B\} \;.$$ Give an example to show that the distance between two closed sets can be $0$ even if the two sets are disjoint. How to install ns2 on Ubuntu Proving $\mathbb{Q}$ isn't homeomorphic to $\mathbb{Z}$ Is kryptonite made of the element krypton? I have a  with a fingerprint reader:    How to make Ubuntu recognise it and use it for login?  I already tried:  sudo add-apt-repository ppa:fingerprint/fingerprint-gui sudo apt-get update   ... but this GUI did not recognizes my device. Does anyone knows any other option? I am new to Game Development, All I have developed is some 2d Games, using Game Maker by . There game development is much more easy, just as simple as Drag and Drop. But, Now I wish to evolve in Game Development, and wanna try some hands with the common programming languages like, Java, C++ or C. In order to achieve this, I came around the first topic, Game Engine. So, What is Game Engine.? That is a broad question, with various answers. I came out with some conclusion after reading various links,  Wikipedia: A game engine is a system designed for the creation and development of video games. The core functionality typically provided by a game engine includes a rendering engine for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph.  It exists to abstract the (sometime platform-dependent) details of doing common game-related tasks, like rendering, physics, and input, so that developers (artists, designers, scripters and, yes, even other programmers) can focus on the details that make their games unique. Engines offer reusable components that can be manipulated to bring a game to life. Loading, displaying, and animating models, collision detection between objects, physics, input, graphical user interfaces, and even portions of a game's artificial intelligence can all be components that make up the engine.  Now what I understand is, Game Engine takes care of all the common work, like physics, loading etc... As far my question is concerned, what is a Game Engine (Programmatically)? Is it a Library? With pre-defined functions and classes, which can be inherited? Or what so ever, what is it? I'm very new to classical propositional logic, and my lecturer is using a system with the following axioms:  A1. X→(Y→X)  A2. (X→(Y→Z))→((X→Y)→(X→Z))  A3. (¬Y→¬X)→(X→Y)  Use uniform substitution and Modes Ponens (MP) as rule of inference. Deduction Theorem also allowed.  I'd like to deduce the following:  (a) X, Y ⊢ ¬(X→(¬Y)) (conjunction, but expressed in terms of NOT and IMPLIES)  (b) X→((X→Y)→Y)  (c) (X→Y)→(((¬Y)→X)→Y)  (d) (((¬Y)→X)→Y)→(X→Y)  Remark: The last two are to show that the axiom (A3) can be replaced with a different axiom:  B3. (¬Y→¬X)→(((¬Y)→X)→Y).  Solution: Bram28 proves (b) and (c) below. I demonstrate (a) and (d).  (d) is alright; first, I claim that X, ((¬Y→X)→Y) ⊢ Y.  Axiom (A1) gives ⊢X→(¬Y→X) so that ((¬Y→X)→Y)⊢X→Y by Hypothetical Syllogism (HS), which Bram28 shows to be valid.  Now that we have ((¬Y→X)→Y)⊢X→Y just apply the deduction theorem to get what we want: ⊢((¬Y→X)→Y)→(X→Y).  (a) is slightly trickier. Axiom (A1) gives ⊢ Y→(X→Y) so that X, Y ⊢ (X→Y).  Next, by part (b), we have as a theorem that ⊢X→((X→¬Y)→¬Y).  Therefore X, Y ⊢(X→¬Y)→¬Y.  But ⊢(¬¬(X→¬Y))→(X→¬Y) by DN Elim, which Bram28 shows to be valid.  By HS, X, Y ⊢(¬¬(X→¬Y))→¬Y.  By Axiom (A3) and MP, X, Y ⊢(Y→¬(X→¬Y)).  Also, rather trivially X, Y ⊢Y.  Finally by MP we conclude X, Y ⊢¬(X→¬Y) as required. Is there a way to "auto login" in PuTTY with a password? Is there a way to configure a password for a stored session in ?  I know there is the capability to specify an "auto-login username" (under Connection/Data), but is there a way to do the same with the password? 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! Correct the "about" page to reference the new "on hold" policy Why doesn't my flash fire from the hot shoe trigger? I have a Yongnuo YN-560 III and a pair of RF-603II (C3) triggers. I have a Canon Rebel T5i.   I put one trigger on the hot shoe.  When this trigger is in TX mode I get a blue comm light and I can fire a test flash using the large test button on the trigger. But when I press the shutter button to take a picture, there's no flash.  The trigger and flash are on Channel 1. The trigger on the hot shoe is set to TRX. TX is fine, TRX gives me no flash. The flash and camera are in M mode.  I don't have a trigger on the flash because the Mark III has a built-in trigger The problem seems to be the camera.  The trigger can talk to the flash but the camera is not sending a flash command through the trigger in the hot shoe to the flash.  Grateful for anything you could suggest. Finding the closest Geometry in PostGIS Seeking podcasts related to geospatial technologies? I would like to make a list of podcasts related to geospatial technologies.  Do you listen to any that you find interesting and informative? A formula for the roots of a solvable polynomial Let $F$ be a field and $p(x)\in F[x]$ a separable polynomial, denote $K$ as the splitting field of $p$ and assume that $K/F$ is Galois with a solvable Galois group.  I don't understand if this imply of any formula (in radicals) for the roots of $p$ (however, I do understand how a formula would imply that $p$ is solvable by roots).  Is there some kind of a way to obtain the roots of a solvable polynomial ? It has come to the point in my computing program now where I have 5 swinging pendulums that are all modified at once by slider values. These values are drawn onto the from and passed through the class pendulum. To change the values the update button is run, and their is a default option to use a setup that works. The values are also shown on screen through some simple labels. The zero button sets all values (except length) to zero.  The values for each pendulum drawn is:   String length angle Acceleration (angular) Angluar velocity Damping or friction Gravity   My calcuations for these values: (Bob = the weight at the end of the string, and there are X and Y Co-ordiantes for it.  bobX = originX + (Math.Sin(angle) * length);         bobY = originY +(Math.Cos(angle) * length);   Caclulate Acceleration:  Angular Acceleration = (-1 * gravity / length) * Math.Sin(angle);    Increment Velocity:          Angular Velocity += Angluar Acceleration;   Increment Angle          angle += AngularVelocity;   Friction action, pendulum eventually 0's          AngularVelocity*= damping;   Now my next task is to make the pendulums collide "realistically" and recreate a newtons cradle type effect. I've looked into elastic collision solutions on particle e.g. here is an excellent example:    I've also looked at the raw physics behind it  but my brain couldn't get to grips with the raw physics side of things.  So I'm wondering if anybody could help me figuring out the theory for the collisions.  My current idea is when the co-ordinates meet the velocity will simply change polarity e.g. +10 to -10 in the opposing pendulum. Am I correct here?  If you are into code I've posted the code on stack overflow This is a canonical question and answer developed by the community to help address common questions. If you've been directed here, or your question has been closed as a duplicate, please look through the resources here and use them to shape more specific questions. To browse all canonical questions and answers, navigate to the  tag. This question and answer is owned by the community! If you can improve it and make it more useful, you're welcome to edit it. I am building a trigger, a unit test, or other Apex code. I'm working with sObject records, and trying to access related record information. For example, I might have a structure like this: Account a = new Account(Name = 'Test'); insert a;  Opportunity o = new Opportunity(Name = 'Donation', AccountId = a.Id); insert o;  System.assertEquals(o.Account.Name, 'Test', 'Correct Account associated'); // Assertion fails!  Or, in a trigger, I might be aiming for something like this: trigger ContactTrigger on Contact (after insert) {     for (Contact c : Trigger.new) {         if (c.Account.Name == 'Test') {             // Take some action here         }      } }  Why doesn't this work? Why am I getting null values, or NullPointerExceptions? I'm playing around with height maps (bitmaps), trying to create some of my own in my game, and for that I need to implement some basic drawing methods. I've quickly realized that drawing straight lines isn't as basic as I thought.  It simple's if your points share an X or Y coordinate, or if they are aligned so you can draw a perfectly diagonal line. But in all other cases its trickier.  What algorithm do you use to determine what pixels need to be coloured for it to become a "straight" line ? Prove that if $d$ divides $n$ then $φ(d)$ divide $φ(n)$ for $φ$ denotes Euler’s $φ$-function.  I know that $d|n$ mean there exists some integer $k$ such that $n=kd$, but how can I use this to prove $φ(d)$ divide $φ(n)$ I forgot my password of a TrueCrypt file I used a few years ago.  How would I go about 'cracking' it? I'm not sure if there is a way to attack it or if it can only be done by brute-force. I used it on a Mac. I still have the Mac I used it on, but of course turned that off many times since I used it.   I have a passphrase that I thought would relate to this file. Maybe I used some variant of it. But might be something completely different. I have some other words that I might have used, but would need give it another thought how I could have used those.  Is there an automated way to test variations on what I think the passphrase was to regain access to the volume? Is there any other way I might regain access? Upper bound for norm of Hilbert space operator It is a standard result that for a bounded self-adjoint operator $T$ on a complex Hilbert space $H$, we have $\|T\|=\sup_{\|x\|=1}|\langle Tx,x\rangle|:=M(T)$, where $M(T)$ is called the  of $T$. It seems that for any bounded operator on $H$, we have $||T||\leq 2M$. Why is that so?