ArcMap Hyperlinks vs HTML Popups
How to add multiple relative hyperlinks to single point in ArcGIS for Desktop with Basic level license?
Why doesn't Normal[] work on GeometricTransformation? Insert eps graphics with graphicx (file not found) Name for a word whose sound is contrary to its meaning CentOS 7 DVD ISO vs Everything ISO different Is "princessship" a real word? Are there any other words which have the same letter 3 times consecutively? If you hash a string using SHA-256 on your computer, and I hash the same string using SHA-256 on my computer, will we generate the same value? Does the algorithm depend on a seed (so we'd both need the same seed) or some other such parameter?  edit:  To clarify, by 'string' I meant 'the same byte input', which as the comments and @ispiro's answer point out, may be different for the same character string depending on the encoding. What's the point of Hamiltonian mechanics? I've just finished a Classical Mechanics course, and looking back on it some things are not quite clear. In the first half we covered the Lagrangian formalism, which I thought was pretty cool. I specially appreciated the freedom you have when choosing coordinates, and the fact that you can basically ignore constraint forces. Of course, most simple situations you can solve using good old $F=ma$, but for more complicated stuff the whole formalism comes in pretty handy.  Then in the second half we switched to Hamiltonian mechanics, and that's where I began to lose sight of why we were doing things the way we were. I don't have any problem understanding the Hamiltonian, or Hamilton's equations, or the Hamilton-Jacobi equation, or what have you. My issue is that I don't understand why would someone bother developing all this to do the same things you did before but in a different way. In fact, in most cases you need to start with a Lagrangian and get the momenta from $p = \frac{\partial L}{\partial \dot{q}}$, and the Hamiltonian from $H = \sum \dot{q_i}p_i - L$. But if you already have the Lagrangian, why not just solve the Euler-Lagrange equations?  I guess maybe there are interesting uses of the Hamiltion formalism and we just didn't do a whole lot of examples (it was the harmonic oscillator the whole way, pretty much). I've also heard that it allows a somewhat smooth transition into quantum mechanics. We did work out a way to get Schrödinger's equation doing stuff with the action. But still something's not clicking.  My questions are the following: Why do people use the Hamiltonian formalism? Is it better for theoretical work? Are there problems that are more easily solved using Hamilton's mechanics instead of Lagrange's? What are some examples of that? Do lens hoods need to be matched to focal length? Is it true that not all generic lens hoods work on all lenses (provided the filter diameter matches, of course)? I read that the focal length plays a role in it - but I cannot find such readings on any lens hoods I see available online. How come unpolarized light does not undergo destructive interference? As far as I know, unpolarized light is defined as light which has no clear axis of polarization, but electric field vectors in all directions. However, I also know that electric fields can be superpositioned. So this leads me to the conclusion that if unpolarized light has equal $\vec E$ vectors in all directions, they should cancel.   Obviously, though, this is wrong (we've got light!). What's the explanation? Why is my text pixelated? Within my game I have some cubes with text which render fine. In addition to the cubes I want to display some static text, e.g. the current score. The score text has the camera as parent and a copy rotation constraint on the camera. While this concept works fine in principle, the score text is displayed very pixelated. I already increased the font size to 50 and made the text smaller by scaling it down, but it still doesn't show nicely. The score text is about 11 Blender units away from the camera. If I move the score text further away, it displays better, but then the text interferes (collides) with the cubes. What could I do to improve the quality of this text? Download . Open the SSCCE in Blender 2.70. Hover your mouse over the 3D viewport. Press P to start game engine. Part of a fingernail known as the  is informally known as the "quick".  It is referenced in the saying "cut to the quick".  What is the etymology of the word quick as in reference to the fingernail? Hamiltonian Monte Carlo for dummies Could you provide a step-by-step for dummies explanation of how Hamiltonian Monte Carlo work?  PS: I've already read the answers here, , and here, , and here,  and they do not address it in a step-by-step way. Building where clause based upon parameters To quantize a scalar field theory with the action:  $$S=\int \mathrm d^Dx\mathscr{L}(\phi,\partial_\mu\phi)=\int \mathrm dx^0L(\phi,\partial_0\phi)$$  we promote $\phi(\vec{x})$ and $\pi=\frac{\delta L}{\delta(\partial_0\phi)}=\pi(\vec{x})$ to be field operator at fixed time $x^0$ (with the canonical commutation relation $[\phi(\vec{x}),\pi(\vec{y})]=\delta^{D-1}(\vec{x}-\vec{y})$), then we use the classical equation of motion to find $\phi$ and $\pi$ at all time.  What principles lie behind this? Why can we assume that the field operators satisfy the classical equation of motion?    By example if we have a classical theory with $S=\int \,\mathrm dtL(\phi,\partial_t\phi)$, momentum $\pi=\frac{\delta L}{\delta(\partial_t\phi)}$ hamiltonian $H=\pi\phi-L$, the classical equation of motion is:  $$\frac{\mathrm d\phi}{\mathrm dt}=\frac{\delta L}{\delta(\partial_t\phi)}$$  When we do the canonical quantization, we promote $[\phi,\pi]=\delta(\vec{x}-\vec{y})$ and the equation of motion for $\phi$ is $$\frac{\mathrm d\phi}{\mathrm dt}=i[H,\phi]$$  Why should $i[H,\phi]$ has the same form as $\frac{\delta L}{\delta(\partial_t\phi)}$? This fact comes from where? Explicitly finding the sum of $\arctan(1/(n^2+n+1))$ This is from a GRE prep book, so I know the solution and process but I thought it was an interesting question: Explicitly evaluate $$\sum_{n=1}^{m}\arctan\left({\frac{1}{{n^2+n+1}}}\right).$$ Show bounded and convex function on $\mathbb R$ is constant Is it possible to skip releases during an upgrade? Possible Duplicate:          Is it possible to upgrade a 10.04 lucid installation to 11.04 Natty, without upgrading to 10.10 first? What about other versions? TikZ: What EXACTLY does the the |- notation for arrows do? I am currently trying to work out how the perpendicular arrows  work, and I fail.  Taking:  \draw [arrow] (node1) -- node[sloped, above] {Caption} (node1 |- node2.north west);   I suspected that the notation meant: Draw an arrow from node 1, to the north-west corner of  node 2. Make the arrow perpendicular to node 1.  Further attempts to draw arrows told me: No, that's not it. I have sadly failed to figure out what exactly the notation is supposed to be doing though! Is there any "explanation for dummies" that will lead me to understand what exactly    node1 |-   Is supposed to do?  Thanks! This question is the converse to:    In Overleaf LaTeX Editor, if you type some markup that the autocomplete does not recognise, it gets added to the autocomplete. 99% of the time this is great.  However, if you mistype something, such as \bodl instead of \bold, you will forever have \bodl come up as the first suggestion when inputting \bo...!   As the length of the document increases, and the number of typos goes up, the number of incorrect suggestions quickly starts to outweigh the benefit of the autocomplete, which is a real shame.  How can I remove these typos from the autocomplete? If you cast Blindness/Deafness as a 3rd level spell, can you target one creature with both effects?