too much light causes noise
How to avoid noisy renders in Cycles?
This is a  about DoS and DDoS mitigation.   I found a massive traffic spike on a website that I host today; I am getting thousands of connections a second and I see I'm using all 100Mbps of my available bandwidth.  Nobody can access my site because all the requests time out, and I can't even log into the server because SSH times out too!  This has happened a couple times before, and each time it's lasted a couple hours and gone away on its own.  Occasionally, my website has another distinct but related problem: my server's load average (which is usually around .25) rockets up to 20 or more and nobody can access my site just the same as the other case.  It also goes away after a few hours.  Restarting my server doesn't help; what can I do to make my site accessible again, and what is happening?  Relatedly, I found once that for a day or two, every time I started my service, it got a connection from a particular IP address and then crashed.  As soon as I started it up again, this happened again and it crashed again.  How is that similar, and what can I do about it? I'm new to blender and have been studying and starting with low poly modeling. Recently I changed my GPU from a GTX 960 to an RX 580. I uninstalled the drivers and installed new ones using DDU.  Problem: Rendering using OpenCL produces these unwanted lines. The attached image is a product of CPU + GPU render then the GPU only render, respectively. When I render using only the CPU the results are as expected, no unwanted black vertical lines, using only the GPU adds more lines on the image.  Any help is appreciated, thank you! Normally, it takes three votes to delete.  It still does, though the mouseover tip for a question with one delete vote cast on it already appears to be stuck at '1'    And then after casting a delete vote on it:    And if I've cast the first delete vote:    The above examples are from P.SE, and while I don't have the privs to verify this being the situation on other sites, this has been confirmed on at least SO and is likely network wide.    Child meta dups:   SO: I am relatively new to Java, and often find that I need to sort a Map&lt;Key, Value&gt; on the values.  Since the values are not unique, I find myself converting the keySet into an array, and sorting that array through array sort with a custom comparator that sorts on the value associated with the key.  Is there an easier way? Teleporting Castle I remember seeing a movie when I was younger, but can't find it online because I can't remember a whole lot about the story.  What I do remember is there was a group of soldiers trying to catch this castle that appeared only during the day and at the start of each new day it would teleport to a new random location.  I also remember the main character having this neat little flying blade disk that reminds me of something from the Predator movies that he could control with his mind.  Again I can't recall a lot about the movie, but if it sounds familiar I would be grateful.  Also it seems like at one point there were horses that ran so fast they caught fire! Site being repeatedly hacked: any useful tips for tracking down entry point? How to get horizontal black line when coloring cells? What is the correspondence between the conserved canonical energy-momentum tensor, which is $$ T^{\mu\nu}_{can} := \sum_{i=1}^N\frac{\delta\mathcal{L}_{Matter}}{\delta(\partial_\mu f_i)}\partial^\nu f_i - \eta^{\mu\nu}\mathcal{L}$$ (the four conserved Noether currents corresponding to four possible spacetime translations)  where $\{f_i\}_{i=1}^N$ are the $N$ matter fields in the theory, and we assume $f_i\mapsto\alpha^\nu\partial_\nu f_i$ for translations,  and stress-energy tensor from the Einstein-Hilbert action, which is: $$ T_{\mu\nu}\equiv-\frac{2}{\sqrt{-g}}\frac{\delta\mathcal{L}_{Matter}}{\delta g^{\mu\nu}} $$   In particular, how do you get that the two are equal (are they?) for Minkowski space, for which there is no variation in the metric? My thinking:    acceleration corresponds to a force which is instantaneous, so the acceleration of a rigid body can be rather spiky (non-smooth) velocity (angular velocity) describes the ratio of change of the distance(angle), so it is smooth in the real world.   Conclusion, it makes sense to  (e.g., simple averaging) a velocity signal (temporal velocity), but it does not make so much sense to do smoothing on acceleration signal. Am I right? What do the E and R prefixes stand for in the names of Intel 32-bit and 64-bit registers? How many squares on a 5-foot grid does a 5-foot radius spell affect? We had a situation come up regarding this term and how it affected spells.  In the spell Moonbeam, for example, it says a 5-foot radius cylinder appears. Does this mean that from the center of square it extends 2.5 feet into the next square hypothetically hitting up three squares or does this mean from the edge of one the target square to the five feet and five feet the other direction effectively covering only two squares for a total of 10 feet between total range of both squares?  I understand that radius means half the distance of a circle from the center point. The spell is not the issue but the understanding of radius as it pertains to the spell, as there are other spells that are worded similarly such as Fireball, etc.  Essentially we are asking, does the spell in the example effect one square or three? This would be saying the edge of the initial square is the point of origin and not the center of the square for the total distance of ten feet.  I had been working under the understanding that the radius is half of the distance and therefore dragging a ruler from the center of where I want the spell to take effect would get me the area of effect.  It's much easier to do this with Fireball, due to the larger area to effect, but this one has such a small area and therefore sparked the debate. We are using a grid system to mark the distance, etc. We play within the digital realm of roll20.com. What prevents photons from getting mass from higher order Feynman diagrams What is the lifetime of a static variable in a C++ function? Showing current taxonomy terms I've created a custom post type called "References" and a custom taxonomy "Genre".  I have 2 terms : Applications and Games.  My problem is that I'd like to show posts associated in Applications on a page (and the same for the games). I believe WordPress do this like doing the same for tags....  In fact, I just need to make a query and getting the current term of the page.  Here is what I tried but I get the same list for each terms page (Applications and Games) :  &lt;?php get_header(); ?&gt;           &lt;div class="container" role="main"&gt;                              &lt;h1 class="entry-title"&gt;&lt;?php single_cat_title(); ?&gt;&lt;/h1&gt; &lt;div class="entry-content ref"&gt;     &lt;?php      $loop = new WP_Query( array( 'post_type' =&gt; 'references' , 'genre' =&gt; '') ); ?&gt;     &lt;?php while ( $loop-&gt;have_posts() ) : $loop-&gt;the_post(); ?&gt;          &lt;div id="post-&lt;?php the_ID(); ?&gt;" &lt;?php post_class(); ?&gt;&gt;                  &lt;h2 class="entry-title"&gt;&lt;?php the_title(); ?&gt;&lt;/h2&gt;                  &lt;div class="ref"&gt;&lt;?php the_content(); ?&gt;&lt;/div&gt;          &lt;/div&gt;&lt;!-- #post-## --&gt;          &lt;?php the_post_thumbnail();?&gt;      &lt;?php endwhile; // end of the loop. ?&gt;  &lt;/div&gt;&lt;!-- .entry-content --&gt;           &lt;/div&gt;&lt;!-- #container --&gt;  &lt;?php get_footer(); ?&gt;   Hope someone can help me. I've Googled for a week now... How to know the motherboard BIOS version using the command line Ierator and for-each loop both we use for traverse no of items, I have used for-each many times but I am not clear about iterator, means when we should use ierator. I am studying salesforce workbook example..  global class CustomIterable implements iterator&lt;Account&gt;{    public List&lt;Account&gt; accs {get; set;}   public Integer i {get; set;}    public CustomIterable(){      accs =[SELECT Name fROM Account limit 5];      i = 0;              }   global boolean hasNext(){          if(i &gt;= accs.size()) {          return false;         } else {          return true;         }    }    global Account next(){          if(i == 8){return null;}          i++;          return accs[i-1];     } }   //------------  @isTest(seealldata=true) global class IteratorClass{     public static testmethod void main(){          IteratorClass obj = new IteratorClass();         Iterator&lt;Account&gt; acs =  obj.Iterator();         system.debug(acs);      }     global Iterator&lt;Account&gt; Iterator(){             return new CustomIterable();          }  } Prove existence of disjoint open sets containing disjoint closed sets in a topology induced by a metric. Easy curves in TikZ I find myself needing to draw lots of elegantly curved paths in TikZ. Ideally, I'd just specify a series of points, and TikZ would calculate the extra data itself to draw a nice series of curves passing smoothly through these points, perhaps with an optional "looseness" parameter that I could specify. But the only way I can find to draw nice curves is by explicitly giving control points, or by manually specifying in and out angles.  I can think up a simple algorithm to do this, which would certainly be within TikZ's power to perform: just choose the in and out angles in a simple fashion based on the relative angles between each adjacent pair of line segments.  Is something like this already built-in? Or can someone cook something up that does the job?  Edit: Jake has provided an answer using the plot [smooth] functionality. This is almost perfect! But it can't do what I need, because it doesn't let me specify tangent angles manually where needed, which is especially important at the beginning and end of the curve. I would have thought this would be a natural and straightforward addition to the existing plot [smooth] algorithm: for every coordinate, an optional angle should be able to be specified as an argument, which if supplied is treated as the tangent angle for the curve at that point. And while we're at it, it wouldn't hurt to also allow the tension to be modified along the path.  A minimal extension to the algorithm would just accept two optional parameters, for the curve tangent at the beginning and end. Integer reciprocals in arithmetic progression Let $m_1,m_2,\ldots,m_k$ be $k$ positive integers such that their reciprocals are in AP. Show that $k&lt;m_1+2$. Also find such a sequence.     Whatever way I tried, whichever formula I used, I could not eliminate the $m_k$ term, which I reckon would be the ideal scenario to find the solution. I am exhausted of any further ideas, please help. Thank you. how to change a pose lib using script I want to make a button that changes the active poselib to another one from the list, a specific one. I look in the console and can't see any operator. any ideas?