Installing Ubuntu alongside Windows⠀
How to reinstall Ubuntu keeping my data intact?
Got less output with print0 option on find? I have read the man page and other references, but I am still confused by the behavior of find with -print0 option.  -print0      This primary always evaluates to true.  It prints the pathname of              the current file to standard output, followed by an ASCII NUL              character (character code 0).   First command:  $ find /some/path/ -iname "*intro*jpeg" -o -iname "*intro*jpg" 2&gt; /dev/null /some/path//asdf199Intro-5kqlw.jpeg /some/path/199intro-2jjaj.JPEG /some/path/199intro-3.jpg /some/path/wuer199intro-4.JPG /some/path/xbzf199INTRO-1.jpg   Second command:  $ find /some/path/ -iname "*intro*jpeg" -o -iname "*intro*jpg" 2&gt; /dev/null -print0 /some/path/136intro-3.jpg/some/path/wuer136intro-4.JPG/some/path/xbzf136INTRO-1.jpg   I can see that the the filenames from the second command are null character separated, but why do I get 3 output as opposed to 5 above? center align equation in ‎\documentclass[11pt,twoside,fleqn]{book}‎ What sort of cheat sheets for a new DM lead to a better flowing 5e game of Dungeons and Dragons? The question is, what elements on a DM screen are essential? I'm new at playing and DMing, altough a lot of experience watching games, just got a group to play with now. Started with the starter set in 5E and the Lost Mine of Phandelver adventure, however I've noticed the game can come to a stop when checking the rules or how to do something, while getting the books and stuff like that. So I thought to make a DM screen with some cheat sheets, of the most usual things new players, and new DM's have doubts on, and how to make the game flow well without long rule-checking breaks. What are the essential things to have on that screen? So far this is what I found  but not sure if it has all I need or so much stuff that'll also make the game stop a lot while cheking it out. How can I reset all the bind keys in my Bash? I bound some keys by mistake, and they don't work any more, such as HOME, END, UP, DOWN, LEFT, RIGHT.  Is there a way to reset all the bound keys to their original state? (a.k.a. "god rays" and many other names) can be created in Blender Internal by checking the Halo checkbox in the lamp properties box.  How can I create a similar effect using Cycles? Can a possessive S be attached to nouns that are not human beings (or animals)? Can a possessive S be attached to nouns that are not human beings (or animals)?  For example, instead of saying "the back of the chair", can I say "the chair's back"?   I remember learning that not everything can get a possessive s, but this issue is not clear to me. Automatically make various multiple stroke colour the same as various underlying fill colours. I have auto traced a photograph in illustrator - its got thousands of vectors once I expand it and illustrator has converted each of them to a filled colour - I want to now trace the edges of them with a grungy brush but using the underlying fill colour. Where in illustrator can I stroke or outline these fills using the underlying colour - surely this is something that the program automatically does?   I've found this script online but don't know how to implement it. I'm new to this so any help appreciated. Many thanks.   James   var idoc = app.activeDocument;   var sel = idoc.selection;    for (i=0; i&lt;sel.length; i++) {       var ipath = sel[i];       ipath.stroked = true;       ipath.strokeColor = ipath.fillColor;   } I was looking for alternate proofs of the theorem that "a vector space $V$ of dimension greater than $1$ over an infinite field $\mathbf{F}$ is not a union of fewer than $|\mathbf{F}|$ proper subspaces" and possible generalizations.  A simple measure-theoretic proof over $\mathbb{R}$ is as follows: By countable additivity the sum of the measures of any collection of subspaces is zero since the measure of each subspace is zero, which is a contradiction.  I would like to look at proofs over arbitrary infinite fields and would like to know if similar statements hold for say modules (finitely generated or otherwise) over infinite rings. Elastic IP address on EC2 instance interface without 1:1 NAT Torque relationship to speed in a DC motor I have a conceptual doubt about torque-speed relation in a DC motors. It's probably a gap in my thinking but I'm posting this question anyway.  Torque and speed in a DC motor are said to be inversely proportional. But doesn't an increase in torque result in increase in Angular Acceleration and consequently, angular speed?  I know that back EMF/counter-EMF is responsible for the inverse relation but it seems counter intuitive to me. What happens to the angular acceleration, angular speed when the torque is increased and where does all that work go? Show that $\sum_{i=1}^n (x_i - \bar{x})(y_i - \bar{y}) = \sum_{i=1}^n (x_i - \bar{x})(y_i)$. Show that $\sum_{i=1}^n (x_i - \bar{x})(y_i - \bar{y}) = \sum_{i=1}^{n} (x_i - \bar{x})(y_i)$. I fell into this hole where I keep finding that $$\sum_{i=1}^n (x_i - \bar{x}) = \sum_{i=1}^n x_i - \sum_{i=1}^n \bar{x} = n\bar{x} - n\bar{x} = 0$$ This seems true, but I know that I am missing something, since this implies that covariance is always zero, which is obviously not true. If I use  \usepackage[colorlinks]{hyperref}   I get colored links for \cite (not good for printing or even viewing) but table of content looks fine.  If I use  \usepackage[colorlinks=false]{hyperref}   I get \cite  links in black with a colored frame (this looks very good) but the table of content looks strange with extra long boxes.  What are my other options? Can you have two styles in different parts of a document?   How do you make the page numbers in TOC to be the links instead of the section headers? Prove that $\lfloor\lfloor x/2 \rfloor / 2 \rfloor = \lfloor x/4 \rfloor$ What is the best way to "carve" a terrain created from a heightmap? I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it.    That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons.  What would be the best/easiest way to do that ? I already think about several solutions :  Solution 1  1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values.  2) Carve holes in the voxels as i want (easy too).  3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes).  4) Reduce (decimate) polygons created in 3).  This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ?  Solution 2  1) Create some triangle mesh from the heighmap (easy).  2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh.  3) apply some procedure to reduce polygons (optional).  Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh  every time a boolean operation is applied. Why do we say "Eastern Europe" but "East Asia"? Given two equivalent norms, convergence in one implies convergences in other. Suppose we have two equivalent norms, $\|\cdot \| \sim \left\vert\!\left\vert\!\left\vert \cdot\right\vert\!\right\vert\!\right\vert$. We assume that $x_n \rightarrow x $ in $(X,\|\cdot \|)$. Show that $x_n \rightarrow x $ in $(X,\left\vert\!\left\vert\!\left\vert \cdot\right\vert\!\right\vert\!\right\vert)$  We observe since the norms are equivalent, there exits constants $\alpha, \beta$, such that $\alpha \|\cdot \| \leq \left\vert\!\left\vert\!\left\vert \cdot\right\vert\!\right\vert\!\right\vert \leq \beta \|\cdot \|$, with $0 \lt \alpha \leq \beta$  Since, $x_n \rightarrow x$ in $(X,\|\cdot \|$) we know that for all $\epsilon&gt;0, \exists K(\epsilon)$ such that for n>$K(\epsilon),$ we have $\|x_n -x\| \leq \epsilon$  Since, we know $\beta \gt 0$ , then $ \beta \|x_n -x\| \leq \beta \epsilon$, Thus we see that $\left\vert\!\left\vert\!\left\vert x_n-x\right\vert\!\right\vert\!\right\vert\leq \beta \epsilon$.  This is how far I've gotten, our goal to is to find a a $J(\epsilon)$ such that for all $\epsilon&gt;0, \exists J(\epsilon)$ such that for n>$J(\epsilon),$ we have $\left\vert\!\left\vert\!\left\vert x_n-x \right\vert\!\right\vert\!\right\vert \leq \epsilon$  My candidate for $J(\epsilon$) is $J(\epsilon) = \frac{K(\epsilon)}{\beta}$ from my above argument, but I'm not exactly sure how to validate this. If someone could help me on the proof, it would be very appreciated. I believe I'm pretty close, just missing something small. I'm a US passport holder. What documents do I need when I fly from the U.S. to Germany?  Assume I'm going for a few weeks of vacation.  Obviously I need my passport.  What about a "visa"?  Anything else? The  prohibited the development or use of cloaking technology by the Federation. This treaty was a peace treaty and use of cloaking technology in one's own space couldn't disturb peace. Plus, the Romulans already had cloaking technology, so banning it was unfair for the Federation. So, why was this ban introduced?  Another thing: There were many things to ban, but why cloaking technology? If a friend wants to transfer $7000 to me, what is the best way to do it, especially if we don't share the same banks? We could do wire transfer, but that comes with its own fees. Could we also do direct deposit? Paypal doesn't allow such large lump sum transfers.  This would be US-to-US transfer. Shortest distance between $2$ lines with direction vectors Let L1 be the line passing through the point $P_1=(−11, 10, −1)$ with direction vector $\vec d_1=\begin{bmatrix}−2\\ 3\\ −1\end{bmatrix}t$, and let $L_2$ be the line passing through the point $P_2=(−8, 9, 10)$ with direction vector $\vec d_2=\begin{bmatrix}−1\\ 3\\1\end{bmatrix}t$. Find the shortest distance, $d$, between these two lines, and find a point $Q_1$ on $L_1$ and a point $Q_2$ on $L_2$ so that $d(Q_1,Q_2) = d$.   I dont really understand how to properly approach this question, how do i start?