Getting strange output on commands that used to work

I have used the following code before and it worked then but now it seems to default to the word Function, and some of the other commands are giving results like All when they used to work.

Would you help clarify what’s going on?

 usaStateCases[s_] :=       Select[data, MatchQ[Interpreter["USState"][s], First[#]] &][         All, #ConfirmedCases["LastValue"] &] // Normal // First          usaStateDeaths[s_] :=       Select[data, MatchQ[Interpreter["USState"][s], First[#]] &][         All, #Deaths["LastValue"] &] // Normal // First          usaStateCases["California"]  

This used to work but now, the output of the last line is Function


Use a Cell Phone Number Listing to Get the Truth Behind Your Spouse’s Strange Calls

Google will inform you that many people are currently the usage of the online reverse cellular phone appearance up directory today and  Phone Number List . There can be several reasons for utilizing the carrier among the ones the maximum common are finding out whom a prank caller is or if a spouse is cheating. Reasons range from all of us, but either manner what their motive, the manner they get entry to the online opposite cell cellphone research is the same manner.

[Image: Bahamas-Phone-List.jpg?w=1000&ssl=1]

An on line reverse cellular Bahamas phone number list  lookup provider is said to be the very nice manner due to its comfort and in cost as compared to the numerous other methods that could price you a fortune and are difficult to apply.

Among services provided to, you that provide the same facts’s as a opposite cell smartphone look up are as follows:

Detective – They will follow your accomplice and supply the desired facts however are you able to truly have the funds for what they’re going to charge for this? In addition, possibilities are your spouse will discover.

Reading the frame language of your partner- if you may do this you possibly might not have married them to start with.

Therefore, with the available options the handiest one that makes experience is the opposite cell telephone online lookup. Just honestly pay for a one-time search. Input the suspect number click on on seek now and within a few seconds, you may recognise who is at the other give up of that mysterious telephone call. You can ease your thoughts and both confront your partner or let dozing puppies lie.

Strange Postgresql behaviour on start

Centos 8.3, postgresql 12 (i tried even 10, same thing). I have set the permission of the data directory as postgres:postgres. if i start the service from systemctl, it gives me “creation of lock file “” failed: Permission denied”. if i copy the command from postgresql.service (postmaster -D /data/pgdata) and i run from the console as postgres user, it works, and the is correctly created. I have no ideas, because it’s not a permission problem…

thank you in advance

Using ScalingFunctions to ListPlot data in specific range and also to print FrameTicks with appropriate precision, gives strange fluctuations

Through the following code, we generate Tp1:

In[1]:= tempPV = (   3 \[Pi]^(2/3) + 6 6^(2/3) P \[Pi] V^(2/3) -     6^(2/3) V^(     2/3) (-3 + Sqrt[       9 + (4 6^(2/3) \[Pi]^(4/3) q^2)/(        V^(4/3) \[Beta]^2)]) \[Beta]^2 +     3 6^(2/3) V^(     2/3) \[Beta]^2 Log[      1/6 (3 + Sqrt[         9 + (4 6^(2/3) \[Pi]^(4/3) q^2)/(V^(4/3) \[Beta]^2)])])/(   6 6^(1/3) \[Pi]^(4/3) V^(1/3));  In[2]:= \[Beta]in = 0.01; \[Beta]fi = 100; \[Beta]st = 0.005; Table[   xlog[\[Beta]] = Log[10, \[Beta]]   , {\[Beta], \[Beta]in, \[Beta]fi, \[Beta]st}];  In[6]:= parap1 = {q -> 0.1, V4 -> 5000}; parap2 = {T2 -> 15, q -> 0.1, V2 -> 10000}; parap4 = {T4 -> 5, q -> 0.1, V4 -> 5000};  In[9]:= Table[    pressp2[\[Beta]] =     P /. Solve[(tempPV - T2 == 0) /. V -> V2 /. parap2, P][[1]];(*p1=   p2*)   pressp4[\[Beta]] =     P /. Solve[(tempPV - T4 == 0) /. V -> V4 /. parap4, P][[1]];(*p3=   p4*)   Tp1[\[Beta]] =     T1 /. Solve[(tempPV - T1 == 0) /. V -> V4 /. parap1 /.         P -> pressp2[\[Beta]], T1][[1]];   , {\[Beta], \[Beta]in, \[Beta]fi, \[Beta]st}];  In[10]:= mi =   Min[Table[Tp1[\[Beta]], {\[Beta], \[Beta]in, \[Beta]fi, \[Beta]st}]] ma = Max[Table[    Tp1[\[Beta]], {\[Beta], \[Beta]in, \[Beta]fi, \[Beta]st}]]  Out[10]= 11.9083  Out[11]= 11.9083  In[12]:= ListPlot[  Table[{xlog[\[Beta]],     Tp1[\[Beta]]}, {\[Beta], \[Beta]in, \[Beta]fi, \[Beta]st}],   ScalingFunctions -> {Rescale[#, {mi, ma}, {0.`, 1.`}] &,     Rescale[#, {0.`, 1.`}, {mi, ma}] &}, Joined -> True, Frame -> True,   FrameStyle -> Black,   BaseStyle -> {FontSize -> 14, PrintPrecision -> 11},   FrameLabel -> {"\!\(\*SubscriptBox[\(log\), \(10\)]\) (\[Beta])",     "\!\(\*SubscriptBox[\(T\), \(1\)]\)"}, RotateLabel -> False,   PlotStyle -> {Blue, Thickness[0.006]},   PlotRange -> {{-2, 2}, {mi, ma}}, Axes -> None, AspectRatio -> 0.8,   ImageSize -> 400, FrameTicks -> {{ticks, None}, {Automatic, None}}]  

The result is the following plot:

enter image description here

As it is clear there is a strange fluctuation for $ log_{10}^{\beta}=1-2$ . As it should be a smooth decreasing plot, what is the origin of these fluctuations? How to fix this possibly numerical error?

Strange data size when generating a very large word list with Crunch

While trying out the wordlist generator crunch in Kali Linux 2020.1 I came across the following behaviour:

root@kali:/home/kali# crunch 10 10 \ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890,.-:! -o chars.txt Crunch will now generate the following amount of data: 1604471776359824323 bytes 1530143524513 MB 1494280785 GB 1459258 TB 1425 PB Crunch will now generate the following number of lines: 1822837804551761449  root@kali:/home/kali# crunch 10 10 \ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890,.-: -o chars.txt Crunch will now generate the following amount of data: 17251705690018753536 bytes 16452508630770 MB 16066902959 GB 15690334 TB 15322 PB Crunch will now generate the following number of lines: 1568336880910795776 

How come removing the exclamation mark blows up the calculated wordlist size to 15322PB in contrast to being 1425PB if it were to be included?

For me this very much looks like a bug in the code.

Strange ufw logs

When securing my device (ubuntu) I noticed strange ufw logs. I am behind a router which should be blocking these kinds of requests? I realise these are using port 443 but I was under the impression that my outgoing connections to a website shouldn’t produce incoming connections to me.

[UFW BLOCK] IN=wlp1s0 OUT= MAC=b0:fc:36:e0:0f:2d:2c:30:33:34:bf:32:08:00 SRC= DST=<my ip> LEN=40 TOS=0x00 PREC=0x00 TTL=123 ID=0 DF PROTO=TCP SPT=443 DPT=43648 WINDOW=0 RES=0x00 RST URGP=0 

Other info:

  • There was only one other device connected to the network.
  • This router was recently reset. upnp is disabled.
  • Recently plugged a usb stick into the pc.
  • I have all incoming connections blocked and only allow http, https and dns out.

Monogame Rectangle Collision Strange Behavior

So I’m making part of the original Legend of Zelda and I’m working on collisions. I want to get the this grey box to collide with the green box (and not be able to go into it). It works when I approach from the bottom, but when I approach from the left it doesn’t detect a collision until right after this point: enter image description here I used the hitbox rectangles as the destination rectangles for these sprites, so I know they have to be intersecting when they visually intersect, but they do not. I am using the Rectangle.Intersects method to detect the intersection, then Rectangle.Intersect to get the rectangle of the intersection. Here’s some of the code where rightTop is the green rectangle and collidable is grey:

public void CheckCollision(ICollidable collidable)     {         if (collidable.GetHitBox().X > maxX)         {             if (!rightOpen)             {                 collidable.SetPosition(maxX, collidable.GetHitBox().Y);                 collidable.BorderCollision();             }             else if (rightTop.Intersects(collidable.GetHitBox()))             {                 Rectangle intersection = Rectangle.Intersect(rightTop, collidable.GetHitBox());                if (intersection.Width > intersection.Height)                 {                     collidable.SetPosition(collidable.GetHitBox().X, rightTop.Bottom);                 }                 else if (intersection.Height > intersection.Width)                 {                     collidable.SetPosition(rightTop.Left-collidable.GetHitBox().Width, collidable.GetHitBox().Y);                 }                  else                 {                     collidable.SetPosition(rightTop.X, collidable.GetHitBox().Y);                 }             }          }      } 

I’m seeing strange names in my list of docker containers, is someone having fun at docker or is that from hackers?

I’m trying to run a docker and it fails for various reasons. As I check my list of dockers (docker ps -a), I see those names:

pedantic_gauss recursing_feynman adoring_brattain suspicious_tesla gallant_gates competent_gates elated_davinci ecstatic_mahavira focused_mirzakhani 

I use docker-compose and I’m sure we do not have such names in our setup files. Is that just something docker people thought would be fun to do?! I searched on some of those names and could not really find anything useful, although it looks like these appear on many sites, somewhat sporadically.

WP_Query with LIKE returns strange query

IN works quite fine for comparison though

                'key' => 'customdata',                  'value' => $  arraydata,                  'compare' => 'IN'              ), 

but when i try below with LIKE it returns strange result with long codes and also no record is found against it. Any help much appreicated


                'key' => 'customdata',                  'value' => $  arraydata,                  'compare' => 'LIKE'              ) 

$ loop = new WP_Query($ loopArray); echo “Query: {$ loop->request}”;

OpenGL Strange mesh when animating Assimp

I’m trying to animate a skeletal mesh. The mesh loads with no problems and all is set up correctly. My problem is that when I calculate the matrix for a given keyframe the mesh go nuts.

Here is na image of the problem.

enter image description here

The mesh on the right is using the boné transform as the final matrix. the ne one the left is using the matrix calculated from keyframes. I don’t know where i’m going wrong with this.

Here is my code:

The Animation Clip where all keyframes are stored:

Matrix4 AnimationClip::GetTransform(Bone *bone, float deltaTime) { Channel* channel = channels[bone->name]; if (channel == nullptr)     return bone->transform; else     return channel->Update(deltaTime); }  ///////////  Channel::Channel(aiNodeAnim* animNode) { name = string(animNode->;  for (GLuint k = 0; k < animNode->mNumPositionKeys; k++) {     aiVectorKey vec = animNode->mPositionKeys[k];     positions.push_back(         Keyframe<Vector3>(         (float)vec.mTime,             Vector3(vec.mValue.x, vec.mValue.y, vec.mValue.z))); }  for (GLuint k = 0; k < animNode->mNumScalingKeys; k++) {     aiVectorKey vec = animNode->mScalingKeys[k];     scalings.push_back(         Keyframe<Vector3>(         (float)vec.mTime,             Vector3(vec.mValue.x, vec.mValue.y, vec.mValue.z))); }  for (GLuint k = 0; k < animNode->mNumRotationKeys; k++) {     aiQuatKey vec = animNode->mRotationKeys[k];     rotations.push_back(         Keyframe<Quaternion>(         (float)vec.mTime,             Quaternion(                 vec.mValue.x,                 vec.mValue.y,                 vec.mValue.z,                 vec.mValue.w))); } }  Matrix4 Channel::Update(float animTime) { return     CalculatePosition(animTime) *     CalculateRotation(animTime) *     CalculateScaling(animTime); }  Matrix4 Channel::CalculatePosition(float animationTime) { return      Matrix4::CreateTranslation(         CalcInterpolatedPosition(animationTime)); }  Vector3 Channel::CalcInterpolatedPosition(float animationTime) { if (positions.size() == 1)     return positions[0].value;  GLuint positionIndex = FindPosition(animationTime); GLuint nextPositionIndex = (positionIndex + 1);  float deltaTime =      positions[nextPositionIndex].time - positions[positionIndex].time; float factor =      (animationTime - (float)positions[positionIndex].time) / deltaTime;  Vector3 startPos = positions[positionIndex].value; Vector3 endPos = positions[nextPositionIndex].value;  Vector3 delta = endPos - startPos;  return startPos + delta * factor;//Vector3::Lerp(startPos, endPos, factor); }  GLuint Channel::FindPosition(float AnimationTime) { for (GLuint i = 0; i < positions.size() - 1; i++) {     if (AnimationTime < (float)positions[i + 1].time)         return i; } return 0; } 

And Here is my Skinned Mesh code where I’m fetching the keyframes:

void SkinnedMesh::BoneTransform( double delta,  vector<Matrix4>& transforms, AnimationClip *anim) { Matrix4 identity_matrix = Matrix4::Identity();  float ticksPerSecond =      anim->ticksPerSecond == 0 ? 25.0f : anim->ticksPerSecond;  double time_in_ticks = delta * ticksPerSecond; float animation_time =      fmod((float)time_in_ticks, anim->duration);  UpdateTransforms(     animation_time,      anim,      rootBone,     identity_matrix);  transforms.resize(m_num_bones);  for (GLuint i = 0; i < m_num_bones; i++)     transforms[i] =          m_bone_matrices[i].final_world_transform; }  void SkinnedMesh::UpdateTransforms( float p_animation_time, AnimationClip *anim, Bone *parentBone, Matrix4& parentTransform) { Matrix4 boneTransform =// parentBone->transform;     anim->GetTransform(parentBone, p_animation_time);  Matrix4 global_transform =     parentTransform * boneTransform;  if (m_bone_mapping.find(parentBone->name) !=     m_bone_mapping.end()) // true if node_name exist in bone_mapping {     GLuint bone_index = m_bone_mapping[parentBone->name];     m_bone_matrices[bone_index].final_world_transform =         m_global_inverse_transform *         global_transform *          m_bone_matrices[bone_index].offset_matrix; }  for (vector<Bone*>::iterator it =     parentBone->children.begin();     it != parentBone->children.end();      it++) {     UpdateTransforms(         p_animation_time,         anim,         (*it),          global_transform); } }  void SkinnedMesh::Render(Shader* shader, AnimationClip *clip) { vector<Matrix4> transforms; BoneTransform(     (double)SDL_GetTicks() / 1000.0f,     transforms,     clip);  for (GLuint i = 0; i < transforms.size(); i++) {     GLfloat values[16];     Matrix4::ValuePointer(transforms[i], values);      string a = "jointTransforms[";     a.append(to_string(i));     a.append("]");      glProgramUniformMatrix4fv(         shader->GetID(),         shader->GetUniformLocation(a.c_str()),         1,         GL_FALSE,          (const GLfloat*)values); }  for (unsigned int i = 0; i < meshes.size(); i++)     meshes[i]->Render(shader); } 

It seems the matrices are all wrong and therefore deforming the mesh. Can you help me?


The Meh on the right has this code :

Matrix4 AnimationClip::GetTransform(Bone *bone, float deltaTime) { Channel* channel = channels[bone->name]; if (channel == nullptr) return bone->transform; else return bone->transform;