hard drive: Windows storage spaces that use more space than the content it contains

I am trying to understand how storage spaces work when it comes to available space in parity spaces. I set up a group, created a space and moved about 20 GiB of data. Then I deleted the data, emptied the trash and optimized the use in the Storage Spaces user interface. Currently it still shows that about ~ 50 GiBs are being used. Why is that?

Here is the storage space configuration: Storage space configuration

Here is the dialog that shows the use: Dialogue on the use of space

python 3.x – Unwanted space characters and I can't understand why (Python3)

beginner here. Learning Python through a book called "Breaking encrypted with Python". As part of a simple encryption program, I wrote this (this is just the beginning):

import pyperclip

fg = lambda text, color: "33(38;5;" + str(color) + "m" + text + "33(0m"
bg = lambda text, color: "33(48;5;" + str(color) + "m" + text + "33(0m"

# Simple usage: print(fg("text", 160))

msg = input('nnEnter your secret:nn')

msg_len_int = len(msg)

msg_len_str = str(len(msg))

print('nnChoose key (has to be less than', fg((msg_len_str), 40), '): ')

key = input('nnChoose your here: ')

As a result I get this:

enter the description of the image here

I can't understand why I have 2 space characters that I didn't put, one before and one after fg((msg_len_str).

dg. differential geometry: $ C ^ { infty} (M) $ is dense in the space weighted Sobolev $ W_ {X} ^ {1} (M) $?

Leave $ M $ be a compact collector without boudary and $ X_ {1}, ldots, X_ {m} $ be the true soft vector fields in $ M $. Consider the following weighted Sobolev space:
$$ W_ {X} ^ {1} (M) = {f in L2} (M) | X_ {j} f in L ^ 2 (M) , 1 leq j leq m }. $$
We can prove that $ W_ {1} (M) $ It is a Hilbert space. My question is: Can we say that $ C ^ { infty} (M) $ dense in $ W_ {1} (M) $?

I found some results on the previous question. For a bounded domain $ Omega $ in $ mathbb {R} ^ n $, Meyers-Serrin theorems for associated function spaces
with a family of vector fields they were studied by N. Garofalo and D.M. Nhieu in (1), which shows that space
$$ overline {C ^ { infty} ( Omega) cap W_ {X} ^ {1} ( Omega)} ^ { | cdot | W X X 1 = W X X 1 ( Omega). $$
Is this result also valid for a compact collector without boudary? Thank you!

(one) Garofalo, Nicola; Nhieu, Duy-Minh, Lipschitz continuity, smooth global approximations and extension theorems for Sobolev functions in Carnot-Carathéodory spacesJ. Anal. Maths. 74, 67-97 (1998). ZBL0906.46026.

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unity – Render Mode "Screen Space – Camera" inflates the prefabricated buttons so that they no longer fit on the canvas, help

When referring to a previous publication (link) and when using the solution, I found a situation that I do not understand when when I set the canvas in "Screen space – Camera" instead of "Screen space – Overlay" as it has Having set the original post, my buttons in the context menu inflate to a size that is larger than the canvas itself. I try to manually change the size of the prefabricated button to a reasonable size, however, it seems that the width will not allow me to modify it. And changing the rendering to Overlay itself will require a good amount of reworking of existing assets for things to work properly.

So my question is this, what does it take to keep the "Screen space – Camera" as the rendering mode, but still have the size of the buttons accordingly?

Paste previous content for reference:

Create content panel
(This panel will be a container for our context menu buttons)

Create new UI panel
Set the anchor in the lower left
Set the width to 300 (as desired)
Add a new Vertical Design Group component to a panel and set Secondary alignment in the upper center, Expand secondary force to width (not height)
Add a new Content Size Fitter component to a panel and set Vertical Fit to Min Size
Save it as prefabricated
(At this point, our Panel will be reduced to one line. It is normal. This panel will accept buttons as secondary elements, align them vertically and stretch to the height of the summary content)

Create sample button
(This button will be instantiated and customized to show context menu items)

Create new UI button

Set the anchor in the upper left corner
Add a new component Design element to a button, set Minimum height to 30, Preferred height to 30

Save it as prefabricated

Create ContextMenu.cs script

(This script has a method that creates and displays the context menu)

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

(System.Serializable)
public class ContextMenuItem
{
    // this class - just a box to some data

    public string text;             // text to display on button
    public Button button;           // sample button prefab
    public Action action;    // delegate to method that needs to be executed when button is clicked

    public ContextMenuItem(string text, Button button, Action action)
    {
        this.text = text;
        this.button = button;
        this.action = action;
    }
}

public class ContextMenu : MonoBehaviour
{
    public Image contentPanel;              // content panel prefab
    public Canvas canvas;                   // link to main canvas, where will be Context Menu

    private static ContextMenu instance;    // some kind of singleton here

    public static ContextMenu Instance
    {
        get
        {
            if(instance == null)
            {
                instance = FindObjectOfType(typeof(ContextMenu)) as ContextMenu;
                if(instance == null)
                {
                    instance = new ContextMenu();
                }
            }
            return instance;
        }
    }

    public void CreateContextMenu(List items, Vector2 position)
    {
        // here we are creating and displaying Context Menu

        Image panel = Instantiate(contentPanel, new Vector3(position.x, position.y, 0), Quaternion.identity) as Image;
        panel.transform.SetParent(canvas.transform);
        panel.transform.SetAsLastSibling();
        panel.rectTransform.anchoredPosition = position;

        foreach(var item in items)
        {
            ContextMenuItem tempReference = item;
            Button button = Instantiate(item.button) as Button;
            Text buttonText = button.GetComponentInChildren(typeof(Text)) as Text;
            buttonText.text = item.text;
            button.onClick.AddListener(delegate { tempReference.action(panel); });
            button.transform.SetParent(panel.transform);
        }
    }
}

Attach this script to a Canvas and complete the fields. Drag and drop the prefabricated ContentPanel to the corresponding space, and drag Canvas to the Canvas slot.

Create ItemController.cs script

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class ItemController : MonoBehaviour
{
    public Button sampleButton;                         // sample button prefab
    private List contextMenuItems;     // list of items in menu

    void Awake()
    {
        // Here we are creating and populating our future Context Menu.
        // I do it in Awake once, but as you can see, 
        // it can be edited at runtime anywhere and anytime.

        contextMenuItems = new List();
        Action equip = new Action(EquipAction);
        Action use = new Action(UseAction);
        Action drop = new Action(DropAction);

        contextMenuItems.Add(new ContextMenuItem("Equip", sampleButton, equip));
        contextMenuItems.Add(new ContextMenuItem("Use", sampleButton, use));
        contextMenuItems.Add(new ContextMenuItem("Drop", sampleButton, drop));
    }

    void OnMouseOver()
    {
        if(Input.GetMouseButtonDown(1))
        {
            Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
            ContextMenu.Instance.CreateContextMenu(contextMenuItems, new Vector2(pos.x, pos.y));
        }

    }

    void EquipAction(Image contextPanel)
    {
        Debug.Log("Equipped");
        Destroy(contextPanel.gameObject);
    }

    void UseAction(Image contextPanel)
    {
        Debug.Log("Used");
        Destroy(contextPanel.gameObject);
    }

    void DropAction(Image contextPanel)
    {
        Debug.Log("Dropped");
        Destroy(contextPanel.gameObject);
    }
}

Create a sample object in the scene (i.e., Cube), place it to be visible to the camera and attach this script to it. Drag and drop prebuilt sampleButton to the corresponding slot.

rigid body: how do I label an empty space for a boolean & # 39; InAir & # 39 ;?

I have been working with the configuration of my game to get the perfect jump height, gravity and movement that suits the player, however, my problem is that my player essentially floats to the ground, when I want them to fall much faster (It's a 3D game) but I don't want to alter gravity for the player anymore.

What I have done is create 2 additional Boolean along with my Boolean grounded, one for In Air and one for Extra Gravity, and this is where my problem comes in.

I have no idea how to set a label in the empty space in the air, and I was wondering if anyone knew how to do this, or if there is a better method to detect when my player is in the air.

This is what my script looks like now:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerScript : MonoBehaviour
{
    public float movementSpeed = 5f;
    public float jumpForce = 7;
    public float jumpSpeed = 7;
    public Rigidbody rigidbody;
    private Vector3 input;
    public GameObject Player;
    public bool grounded;
    public bool inAir;
    public float ExtraGravity;


    // Use this for initialization
    void Start()
    {
        var rigidbody = GetComponent();
        var col = GetComponent();
        Player = GameObject.FindWithTag("Player");
    }
    void FixedUpdate()
    {
        if (Input.GetKeyDown("space"))
        {

            if (grounded)
            {
                Debug.Log("Spacebar pressed");
                rigidbody.AddForce(0, jumpForce, 0);
            }

            if(inAir)
            {
                Vector3 vel = rigidbody.velocity;
                vel.y -= ExtraGravity * Time.deltaTime;
                rigidbody.velocity = vel;
            }

        }
    }

    // Update is called once per frame
    void Update()
    {

        if (Input.GetKey("w"))
        {
            transform.position += transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed * 5.5f;
        }
        else if (Input.GetKey("s"))
        {
            transform.position -= transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed * 4.5f;
        }
        else if (Input.GetKey("d"))
        {
            transform.position += transform.TransformDirection(Vector3.right) * Time.deltaTime * movementSpeed * 5.5f;
        }
        else if (Input.GetKey("a"))
        {
            transform.position -= transform.TransformDirection(Vector3.right) * Time.deltaTime * movementSpeed * 5.5f;
        }


        if (Input.GetKey(KeyCode.LeftShift))
        {
            transform.position += transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed * 20.5f;
        }

    }

    void OnCollisionStay(Collision collision)
    {
        if (collision.gameObject.CompareTag("Floor"))
        {
            grounded = true;
        }
    }

    void OnCollisionExit(Collision collision)
    {
        if (collision.gameObject.CompareTag("Floor"))
        {
            grounded = false;
        }
    }

}

Receptive tables: adjust the row count to fit the available space

I am designing a screen with tabular data and trying to explain to the developers what is required. First of all, I want to make sure that my design is feasible.

My objective is …

  1. Have tabular data on the screen, including filters and paging.
  2. Filters should be at the top and near the header row
  3. The header row should always be visible.
  4. The pagination control should always be visible near the bottom row shown
  5. Row height is set at 36px

So, for responsiveness, this leaves only the number of rows shown as a variable. If there is space to display only three rows while all mandatory controls are visible, only three rows will be displayed. If the same is represented on a larger screen and there is room for 25 rows, show 25. The user should always be able to expect that the mandatory controls are approximately in the same place, regardless of the size of the property.

So, do you have any examples of this that I can send to the development team?

Thank you

algorithms: reorganize the elements to reduce fragmentation and lost space

I have a segment with some compensation at irregular intervals.

There are articles of various lengths inside. Items cannot be placed randomly. Instead, your left side should match some displacement.

Items are free to go beyond expenses.

As you can see in this image, element number 3 is long enough to go through a displacement, which is shown with a dotted line.

I also have some special type of compensation that I will call "barrier" in which the elements cannot pass and cannot be placed:

A final restriction is that the elements cannot overlap each other:

Items can be moved one at a time. So I can pick up an item and place it in another place as long as no restrictions are violated.

I am trying to find an algorithm / solver / optimizer that finds a sequence of steps good enough to reduce fragmentation and compact these elements. It follows that this procedure will reduce the empty space between the elements and the compensations:

Can you give any suggestions on how I would approach a problem like this or point me in the right direction, give some ideas, name algorithms to get inspired, etc.?

Functional analysis: tracking and reverse tracking of second order in space with Gibbs measurement

To consider $ (t, x) in (0, T) times ( mathbb {R} ^ d, d mu) $where the measure $ d mu (x) = K – 1 exp (-U (x)) dx $ it is a reasonable measure of Gibbs (it satisfies an inequality of Poincaré or log-Sobolev. You can, for simplicity, start with the Gaussian $ d mu (x) = (2 pi) ^ {- frac {d} {2}} exp (- dfrac {| x | ^ 2} {2}) dx $) We define Sobolev spaces $$ L ^ 2 (I times mu) = {f: int _ { mathbb {R} ^ d} int_0 ^ T f (t, x) ^ 2 dtd mu (x) < infty } $$ Y $$ H ^ 1 (I times mu) = {f: f, partial_t f, nabla_x f in L ^ 2 (I times mu) } $$ Y $ H ^ 2 (I times mu) $ In a similar way. Now, given any $ f in H ^ 1 (I times mu) $we can find $ u in H ^ 2 (I times mu) $such that $$ u (t = 0, cdot) = u (t = T, cdot) = 0 $$ Y $$ partial_t u (t = 0, cdot) = f (0, cdot), partial_t u (t = T, cdot) = f (t = T, cdot), $$ such that $$ | u | _H ^ 2 (I times mu)} le C | f | H ^ 1 (I times mu)}? $$

Cryptography: Are BTC private keys distributed evenly in a 256-bit space?

If we assume that there are ~ 2 ^ 96 private keys for EVERY bitcoin address (2 ^ 256-160) and we assume that cryptography is considered a good property of each hash function if it evenly distributes the values ​​in its codomain (the function's domain SHA256 is the domain of RIPEMD160).

Does that mean that HALF of the ~ 2 ^ 96 private keys is in the first 2159 and another HALF is in the space 2 ^ 160 – 2 ^ 256?