linear algebra – is this always true?

Is it always true that

$$
216 left ( sum_ {i = 1} ^ {6} x_ {i, 1} right) left ( sum_ {i = 1} ^ {6} x_ {i, 2} right) left ( sum_ {i = 1} ^ {6} x_ {i, 3} right) left ( sum_ {i = 1} ^ {6} x_ {i, 4} right) left ( sum_ {i = 1} ^ {6} x_ {i, 5} right) left ( sum_ {i = 1} ^ {6} x_ {i, 6} right) ge left ( sum_ {i, j = 1} ^ {6} x_ {i, j} right) ^ {3} $$
for each $ 6 $ by $ 6 $ symmetrical matrix $ left (x_ {i, j} right) _ {6 times6} $
With $ 0 <x_ {i, j} <1 $ to the $ i ne j $ and $ x_ {i, i} = 1 $ ?
Thanks a lot!

French – True Boost | Proxies-free

True boost Since a pound of excess fat contains 35,000 calories, it takes about a fortnight to lose a pound by simply jogging. That doesn't mean that jogging is unattractive. It can be a very slow and steady technique to lose unwanted pounds and lose the accumulated fat in your stomach. However, you can make further progress by using other methods as the calories are regulated.

How to increase YouTube views

So you want to get more people to visit your blog or website. To do this, you need to know how to increase YouTube views. But how is that achieved? Well it's easy; First of all, you need to write excellent and relevant content that gets a lot of traffic, and also get people to like your videos.

Now some people think that increasing YouTube views means placing your video on YouTube in the top ten. Yes, it is true that if you have a great video with a lot of traffic and a lot of likes, you will be shown on the YouTube homepage. You can increase your views by buying Youtube views. You can also go to the search engine and type "YouTube Videos" to see what's coming. It may surprise you that many other people have also uploaded their videos to YouTube. Your video may have appeared on the first page of YouTube, which you will appreciate. After all, it's your video, and you just want people to see and like it.

You should also make sure that you have the best possible video quality. Many people will watch the video and will not bother to watch your video. However, if you upload an excellent video, your video will be checked. You can also use Flash to add the Flash videos to your video and give it a professional look. Finally, you can create your own YouTube channel at any time and upload it to the YouTube website so users can come to you if they like your videos.

Air Travel – I've been told that Americans can reset their 90-day Schengen border in Poland by e.g. Ukraine for at least 24 hours. Is that true?

I heard this from two different people in two different situations during my stay here in Poland. I actually didn't ask any of them about it. They told me alone on several occasions. These people don't know each other either and both said they know Americans who do this all the time. I have no reason to believe that they would mislead me, but I am curious where exactly I can find more information.

Does anyone know exactly what he is referring to?

And what could be the consequence if you then travel to other Schengen countries?

Unit – If Rigidbody.isKinematic True Collider is set, it will no longer work

I have a manipulated 2D character and used Collider2D / Rigidbody2D / HingeJoint2D to implement body parts for Ragdoll.

It works fine, but I only had to do Ragdoll physics when the character is dead. So I created a script called RagdollController to easily control Ragdoll-related functions:

using UnityEngine;
using UnityEngine.Experimental.U2D.IK;

public class RagdollController : MonoBehaviour {
    (SerializeField) private IKManager2D m_IKManager;
    (SerializeField) private Transform() m_RagdollTransforms;
    private Rigidbody2D() m_Rigidbodies;
    private HingeJoint2D() m_Joints;

    void Setup() {
        m_Rigidbodies = new Rigidbody2D(m_RagdollTransforms.Length);
        m_Joints = new HingeJoint2D(m_RagdollTransforms.Length);

        for (int i = 0; i < m_RagdollTransforms.Length; i++) {
            m_Rigidbodies(i) = m_RagdollTransforms(i).GetComponent();
            m_Joints(i) = m_RagdollTransforms(i).GetComponent();
        }
    }

    public void Enable() {
        if (m_Rigidbodies == null) {
            Setup();
        }

        m_IKManager.enabled = false;

        foreach (Rigidbody2D rbody in m_Rigidbodies) {
            rbody.isKinematic = false;
            rbody.gravityScale = 1.0f;
        }

        foreach (HingeJoint2D joint in m_Joints) {
            joint.enabled = true;
        }
    }

    public void Disable() {
        if (m_Rigidbodies == null) {
            Setup();
        }

        m_IKManager.enabled = true;

        foreach (Rigidbody2D rbody in m_Rigidbodies) {
            rbody.isKinematic = true;
            rbody.gravityScale = 0.0f;
        }

        foreach (HingeJoint2D joint in m_Joints) {
            joint.enabled = false;
        }
    }
}

An important part is the Disable method:

public void Disable() {
    if (m_Rigidbodies == null) {
        Setup();
    }

    m_IKManager.enabled = true;

    foreach (Rigidbody2D rbody in m_Rigidbodies) {
        rbody.isKinematic = true;
        rbody.gravityScale = 0.0f;
    }

    foreach (HingeJoint2D joint in m_Joints) {
        joint.enabled = false;
    }
}

The "Disasble" method iterates internal rigid bodies and joints and sets isKinematic to "true" to prevent the physics from working. Also, disable each hinge joint to prevent the joint physics from working.

However, when I start the game and call Disable (), the character just falls through the floor. Note that the structure of the character looks like this:

(Enemy) - Rigidbody2D and Scripts that controlling character
   └ (Mesh) - IKManager2D
       └ (Body) - SpriteRenderer/SpriteSkinEntity/SpriteSkin
       └ (Head) - SpriteRenderer/SpriteSkinEntity/SpriteSkin
       └ (LeftArm) - SpriteRenderer/SpriteSkinEntity/SpriteSkin
       └ (RightArm) - SpriteRenderer/SpriteSkinEntity/SpriteSkin
       └ (Root)
            └ (Stomach) - From here, every child has Collider2D/Rigidbody2D/HingeJoint2D
                 └ (Chest)
                      └ (Head)
                      └ (UpperArmL)
                             └ (LowerArmL)
                      └ (UpperArmR)
                             └ (LowerArmR)
                 └ (UpperLegL)
                        └ (LowerLegL)
                 └ (UpperLegR)
                        └ (LowerLegR)

Root of Enemy GameObject does not have a collider, but legs, so that the character can stand on the floor by default.

However, if I set rigidbody.isKinematic = true, the colliders in the legs and all other bones simply won't work and the character will simply fail.

I have no idea why disabling rigid bodies affects Collider. I can temporarily fix the problem by adding a simple Box Collider 2d near the character's foot and only activating it when the character is still alive (means that deactivation will occur when the character is dead).

That way, my character doesn't fall through the floor, so you might think the problem is solved, but there is a big problem because if isKinematic = false is not set, Raycast2D will not hit anything (it just hits the collider you just added, completely useless to prevent falling).

I want to keep my colliders in all parts of my body: head / stomach / chest / arms / legs to enable precise hit detection (I used a collider with a single capsule, but the hit detection was terrible). Am I doing it wrong or is it a glitch?

How do I get my collider up and running even when Rigidbody2D is turned off? Use Unity 2019.1.0f2 and 2D animation package@2.1.0, 2D-IK package@1.1.0.

Asymptotic values ​​of k that make this true, $ log ^ k n in Omega ( sqrt n) $

I have seen some algorithms with complexities like $ log ^ 3 n $ and $ sqrt n $, To get a better idea of ​​how to compare them, I wanted to know for which values ​​of $ k $ does $ log ^ k n in Omega ( sqrt n) $ hold true?

I guess $ k $ should be a function of $ n $, Because if it were a constant $ C_1 $We could always find a bigger constant $ C_2 $ that makes the previous statement wrong.

I tried that.

$ log ^ k n in Omega ( sqrt n) $

$ log ^ {2k} n in Omega (n) $

$ log ( log ^ {2k} n) in Omega ( log n) $

$ 2k log log n in Omega ( log n) $

From here I can see if $ k $ is $ log n $, then $ 2 log n log log n in Omega ( log n) $ is true.

However, I doubt that this is a close bond.

java – Set the Boolean flag to true if a variable with a certain value occurs twice for each loop

How to write this with clean code rules:

orderLines is a list of associated objects from JSON in a specific ORDER.
I want to check if SECTION appears the second time in my for loop when I have to set my sectionAppearedSecondTime flag to true because I have to call a different method (setList ()) in each IF with one of two parameters depending on my flag ,

How does it work? With a counter? If a counter = 2, then change the flag to true? In this case, what is the most professional approach?

 boolean sectionAppearedSecondTime = false;
    for (OrderLine orderLine : orderLines) {

                    if (orderLine.getBase()) {
                        //do something
setList(list1 OR list2 depending on the flag)
                    } else if (orderLine.getSection()){
                        if(orderLine.getSection() appeared the second time, then){
    sectionAppearedSecondTime = true;
setList(list1 OR list2 depending on the flag)
    }
                    } else if (orderLine.getSpecialty())) {
                        //do something
setList(list1 OR list2 depending on the flag)
                    } else if ...
                    }

python – Is there a way in tkinter to display the icon in the Windows taskbar with root.overrideredirect (True)?

When I use root.overrideredirect (True) with tkinter in Python, the script does not appear in the Windows taskbar. Is there a way to display this script's icon in the system tray? My goal is to create a custom title bar …