Clock is missing ubuntu 15
How do I fix my locale issue?
Evaluating string "3*(4+2)" yield int 18 Is there a function the .NET framework that can evaluate a numeric expression contained in a string and return the result? F.e.:  string mystring = "3*(2+4)"; int result = EvaluateExpression(mystring); Console.Writeln(result); // Outputs 18   Is there a standard framework function that you can replace my EvaluateExpression method with? Is it safe to disable System Integrity Protection? While using OS X El Capitan 10.11.x, is it safe to disable System Integrity Protection? There are all these additional apps that modify folders and the dock that I want to install but you have to disable rootless first.  Good idea or bad idea? How would you show that if $ac≡bc$ $\mod m$ and $\gcd(c,m)=d$, then  $a≡b$ $\mod \frac{m}{d}$?  Any help would be much appreciated! Replaced wrong car in garage in GTA Online How was this character killed without Avada Kedavra? Somewhere in the provided answer:   $$\int \frac{1}{\sqrt{2-x^2}} dx = \sin^{-1}{\frac{x}{\sqrt{2}}}$$  How did they get that? What I have:   $$\frac{1}{\sqrt{2-x^2}} = \frac{1}{\sqrt{2(1-\frac{x^2}{2})}} = \frac{1}{\sqrt{2} \sqrt{1-\frac{x^2}{2}}}$$  $$\frac{1}{\sqrt{2}} \int \frac{1}{\sqrt{1-(\frac{x}{\sqrt{2}})^2}} = \frac{1}{\sqrt{2}} \sin^{-1}{\frac{x}{\sqrt{2}}}$$  So I have an extra $\frac{1}{\sqrt{2}}$ ... I probably had some stupid mistakes? Cannot select vertices from different object while in edit mode Whenever I enter edit mode, with 2 separate meshes (cubes), I can only select vertices/edges/faces of 1 mesh.  Example (the screen shot did not include the mouse cursor):    Also, when I enter edit mode with both meshes selected, one of the meshes has a red border and cannot be selected (it also has this border in Object mode): Can we get by as English speakers visiting Iceland? We're going to Iceland for the first time in September. Will we be able to get around ok just speaking English, or should we try to learn some rudimentary Icelandic? And is that even what their language is called? I am a beginner using QGIS (1.8.0 Lisboa) on a Mac (OS X 10.6.8 Snow Leopard). I work on a file with two layers in the following sequence (top to bottom):    a vector polygon layer with a few outlines of various buildings in France and Italy (CRS: EPSG:4326 - WGS 84 - "on the fly" re projection is activated ) a Google satellite layer uploaded via open layer plugin.   Sometimes when changing the scale (scrolling in and out) the Google layer updates a little wrong in size or position compared to the polygon layer. But as soon as I "pan" the map everything reconstructs right. Now the problem I have concerns the print composer.  The result of any kind of export - pdf, or image or svg - of my map (vector layer + Google layer in the background) differs from what is shown in the preview of the print composer: the vector layer and the Google layer positions are mismatching and in a different scale. I can send some pictures showing screenshots of the print composer preview and the final results if required.  I tried almost everything:    new files with different CRS settings "cache" update preview "render" update preview different paper sizes,  different scales,   The problem appears only using an open layer map (Google, OpenStreetMap...). If I try the same using two vector layer (shapefile) - one with the buildings, another one with the city in background - everything works out great.  ...exasperating! Since it is a real important research project I would be very grateful for some help and tips. I need to find node voltage at A. This seems like a trivial question, but when I set up the resistive voltage divider equations they are not equal to each other. Am I doing something wrong?  My equations are \$V_A = V_1(R3/(R3+R1)) = V_2(R3/(R3+R2))\$      I tried solving this problem with an LTSpice simulation and with the superposition method, but my answers did not match (although very close to each other). Is this because the simulator uses an approximation? Can someone compare results? Non-trivial cyclic group with unique generator Let $G$ be a non-trivial cyclic group with an unique generator. Show that $G$ has exactly two elements.   Let $g$ be a generator of $G$. My first idea to approach the problem was to show that if $|G|=n &gt; 2$ then there is an integer $k$ between 1 and $n$ such that $\langle g^k \rangle = G$ or, equivalently, $g \in \langle g^k \rangle$. My second idea was to analyse the problem in 2 separate cases. For the first one, if $n$ is prime, let $k$ be a positive integer then, by Lagrange's Theorem, $|g^k| \mid n$ and, therefore, $\langle g^k \rangle = n$. Hence, we must conclude that, if $n &gt; 2$ the generator cannot be unique. For the second case, where $n$ is composite, I was hoping to get to a contradiction, but could not advance any further. Is there a way to develop either of these ideas or is it necessary a new approach? Second-order non-linear ODE $2tx'-x=lnx'$  I differentiated both sides with respect to x:  $x'+2tx''=\frac {x''}{x'}$  Substituting $p=x'$,  $p+2tp'=\frac{p'}{p}$  But I have no clue what can I do from here on.  EDIT: $t$ is the non-dependent variable. 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. How do I match any character across multiple lines in a regular expression? The code below compiles, but has different behavior for the char type than for the int types.  In particular     cout &lt;&lt; getIsTrue&lt; isX&lt;int8&gt;::ikIsX  &gt;() &lt;&lt; endl;    cout &lt;&lt; getIsTrue&lt; isX&lt;uint8&gt;::ikIsX  &gt;() &lt;&lt; endl;    cout &lt;&lt; getIsTrue&lt; isX&lt;char&gt;::ikIsX  &gt;() &lt;&lt; endl;   result in 3 instantiations of templates for three types: int8, uint8 and char. What gives?  The same is not true for ints: int and uint32 which result in the same template instantiation, and signed int another.  The reason seems to be that C++ sees char, signed char and unsigned char as three different types. Whereas int is the same as a signed int. Is this right or am I missing something?  #include &lt;iostream&gt;  using namespace std;  typedef   signed char       int8; typedef unsigned char      uint8; typedef   signed short      int16; typedef unsigned short     uint16; typedef   signed int        int32; typedef unsigned int       uint32; typedef   signed long long  int64; typedef unsigned long long uint64;  struct TrueType {}; struct FalseType {};  template &lt;typename T&gt; struct isX {    typedef typename T::ikIsX ikIsX; };   // This  int==int32 is ambiguous //template &lt;&gt;            struct isX&lt;int  &gt;    { typedef FalseType ikIsX; };  // Fails template &lt;&gt;            struct isX&lt;int32  &gt;  { typedef FalseType ikIsX; }; template &lt;&gt;            struct isX&lt;uint32 &gt;  { typedef FalseType ikIsX; };   // Whay isn't this ambiguous? char==int8 template &lt;&gt;            struct isX&lt;char  &gt;  { typedef FalseType ikIsX; }; template &lt;&gt;            struct isX&lt;int8  &gt;  { typedef FalseType ikIsX; }; template &lt;&gt;            struct isX&lt;uint8 &gt;  { typedef FalseType ikIsX; };   template &lt;typename T&gt; bool getIsTrue(); template &lt;&gt;           bool getIsTrue&lt;TrueType&gt;() { return true; } template &lt;&gt;           bool getIsTrue&lt;FalseType&gt;() { return false; }  int main(int, char **t ) {    cout &lt;&lt; sizeof(int8) &lt;&lt; endl;  // 1    cout &lt;&lt; sizeof(uint8) &lt;&lt; endl; // 1    cout &lt;&lt; sizeof(char) &lt;&lt; endl;  // 1     cout &lt;&lt; getIsTrue&lt; isX&lt;int8&gt;::ikIsX  &gt;() &lt;&lt; endl;    cout &lt;&lt; getIsTrue&lt; isX&lt;uint8&gt;::ikIsX  &gt;() &lt;&lt; endl;    cout &lt;&lt; getIsTrue&lt; isX&lt;char&gt;::ikIsX  &gt;() &lt;&lt; endl;     cout &lt;&lt; getIsTrue&lt; isX&lt;int32&gt;::ikIsX  &gt;() &lt;&lt; endl;    cout &lt;&lt; getIsTrue&lt; isX&lt;uint32&gt;::ikIsX  &gt;() &lt;&lt; endl;    cout &lt;&lt; getIsTrue&lt; isX&lt;int&gt;::ikIsX  &gt;() &lt;&lt; endl;  }   I'm using g++ 4.something The vast majority of intelligent species in the Star Trek universe are bipedal, humanoid creatures.  From the lot I've seen of TOS, TNG, DS9, Voyager, Enterprise, and the movies, it seems that this coincidence goes largely unquestioned.  Metaknowledge grants that it is much easier to have human actors portray human-like beings, and so this was probably done due to budgetary/technological limitations.  However, I'm wondering if an in-universe reason for this was ever given or explored? Is there anything beyond subtle hints that Jack becomes the Face of Boe? I am interested in theoretical and practical considerations. Why does everyone do 9-overlord, not 10-overlord? What price should I charge for design services? I was hoping I would find some people in the industry that could help me decide what's the best price to charge to design (in this case) business cards.  What are standard prices for professional designers?  From a firm point of view? From a freelancer?  I don't want to overcharge clients but I don't want to ruin the industry by underselling my services.