Conditional Variance Question in the book Introduction to Probability SECOND EDITION

I read the book of Introduction to probability SECOND EDITION by John N. Tsitsiklis et al. and in Sec. 4.3 Conditional Waiting and Variation Revalidation, I think the $ var (X | Y) $ is not $ nY (1-Y) $ but $ nY (1-nY) $.

enter the description of the image here

I understand that since $ var (X | Y) = E (X ^ 2 | Y) -[E[X|Y]]^ 2 $ and $ E[X|Y]= nY $ and $ E (X ^ 2 | Y) = nY $, so $ var (X | Y) = nY (1-nY) $ rather $ nY (1-Y) $.

How do you think about it?

Sikuli not able to find the icons in the Unity launcher

Sikuli can not find the icon in the Launcher. I've used the click function and in parentheses screen capture of the icon, but when the sikuli works, it gives an error like [error] FindFailed (icon.png: (45x54) in S (0)[0,0 1920x950] E: Y, T: 3.0). Sikuli can find everything from the screen, with the exception of the launcher's icons (the taskbar icons are also able to find it).

WooCommerce – The product stays in the cart after payment. Use Timber, Twig and WooCommerce

We are having a problem with our WooCommerce subscription website in which a product stays in the cart once the purchase is complete. that is to say

  1. The user adds the product to the cart
  2. The user follows the order process
  3. Procurement process successfully completed
  4. When you return to the Shopping Cart page, the product is still there.

This number is almost identical to this subject posted by @ 3×5
We also use Timber, Twig and WooCommerce.

Does anyone have any ideas on what could be the cause? @ 3×5 Have you ever come across one or more solutions?

Thank you

applications – MPAndroidChart: customizing the bar chart into a rounded bar chart

I play with the MPAndroidChart library, and I want to make a barChart like this
BarChart with rounded corners

but end up like this

bar graph

I have read the documentation on Github, and there is a request for extraction to the drawRoundedBar method, but I do not find this method in mine. therefore, I try to update the version to 3.0.3 (latest version) and the method does not exist either.
Perhaps some of you have already solved this problem or have another way of solving it.

Unity – How to properly squeeze an object when you press it based on the percentage of collisions compared to the scale?

I'm trying to do this: how can I "pinch" an object from the game when it is pressed between two others?

Which has some answers, but with some problems, like not going back to the original scale or resizing correctly according to the percentage of collisions (which is a problem for me). Here's how I solved it so far:

private Vector3 originalScale;
private float currentX;
private float currentZ;
private floating area;
floating public minValue = 0.6f;
// 1 is perfect horizontal / vertical
MeshFilter filter;

float public skinWidth = 0.1f;
public float firstLenght = 0.2f;
// must be greater than skniWidth;

RaycastHit hit;

GameObject leftEmpty;
GameObject rightEmpty;

bool pressureLeft = false;
bool pressureRight = false;

float diffX;
float originalDiffX;

bool orig = false;

empty Wake up ()
{
filter = this.GetComponent();
}

empty Start ()
{
originalScale = new Vector3 (filter.mesh.bounds.size.x, filter.mesh.bound.size.y, filter.mesh.bounds.size.z);
area = originalScale.x * originalScale.z;
leftEmpty = new GameObject ();
rightEmpty = new GameObject ();
}

Cancel OnCollisionStay (Collision Coll)
{
if (coll.gameObject.tag! = "Ground" && coll.gameObject.tag! = "Ceiling")
{
// if the collision is on the left side
for (int i = 0; i < coll.contacts.Length; i++)
        {
            if (coll.contacts[i].normal.x > minValue) // check the direction according to normals, not positions
{
Vector3 rayOrigin = coll.contacts[i].point + Vector3.right * skinWidth;
if (press the left == false)
{
if (Physics.Raycast (rayOrigin, -Vector3.right, out hit, firstLenght))
{
Debug.DrawRay (rayOrigin, -Vector3.right * firstLenght, Color.blue, 0.1f);
// I do all this to take contact points only when they are right (before colliding, they are wrong). So, the point of contact is in the right place as if ...
if (hit.distance <= skinWidth + 0.00008f) // the last number is used to compensate for a strange physics, just ignore it
{
leftEmpty.transform.position = hit.point;
pressureLeft = true; // the leftEmpty position is only defined once, then moved via parenting underneath
}
}
}

leftEmpty.transform.SetParent (coll.transform); // am their parent so that I can keep them after OnCollisionExit because I also use these numbers to return to the original scale
}
}
// if the collision is on the right side
for (int i = 0; i <coll.contacts.Length; i ++)
{
if (coll.contacts[i].normal.x <- (minValue))
{
Vector3 rayOrigin = coll.contacts[i].point - Vector3.right * skinWidth;
if (pressed right == false)
{
if (Physics.Raycast (rayOrigin, Vector3.right, out hit, firstLenght))
{
if (hit.distance <= skinWidth + 0.00008f)
{
rightEmpty.transform.position = hit.point;
pressureRight = true;
}
}
}

rightEmpty.transform.SetParent (coll.transform);
}
}
}


if (coloredLeft == true && coloredRight == true && orig == false)
{
originalDiffX = Mathf.Abs (rightEmpty.transform.position.x - leftEmpty.transform.position.x);
orig = true;
}
}

void Update ()
{
diffX = Mathf.Abs (rightEmpty.transform.position.x - leftEmpty.transform.position.x);
// I originally did this:
currentX = diffX;
currentZ = zone / currentX;
if (leftEmpty.transform.position.x! = 0 && rightEmpty.transform.position.x! = 0)
{
if (currentX <= originalScale.x)
{
transform.localScale = new Vector3 (currentX / filter.mesh.bounds.size.x, transform.localScale.y, currentZ / filter.mesh.bounds.size.z);
}
}

// And it worked, but only if the collisions were always on the most separated points of the mesh (because the x-scale was always the distance between the collisions)
// This is the reason I wanted a percentage, scaled according to the impact points and not the total width, so I did this:
currentX = originalScale.x / (originalDiffX / diffX); // or (originalScale.x / originalDiffX) * diffX; everything is working.
// However, if this solves the percentage problem, it does so only if the collisions remain at the original collision points, which will not be the case.
// then I tried this to get the original diffX equivalent of the updated diffX:
Vector3 the closestLeft = this.GetComponent() .ClosestPoint (leftEmpty.transform.position);
Vector3 closestRight = this.GetComponent() .ClosestPoint (rightEmpty.transform.position);

float distX = Mathf.Abs (mostRight.x - mostLeft.x);
float mult = (originalDiffX / diffX) * distX;

currentX = originalScale.x / (mult / diffX); // the same formula but replacing the originalDiffX with "mult". I did not work at all. The object began to vibrate strangely.
}

And I want to improve this: currentX = originalScale.x / (originalDiffX / diffX);
enter the description of the image here

As you can see, it goes through; but this is not the case if the collisions remain at the collision points of origin:
enter the description of the image here

enter the description of the image here

It's easier to explain with an example. Let's say (originalScale.x / originalDiffX) * diffX = (12/6) * 3 = 6; 6 is the original diff value, which is half of the original scale x. This means that the double of the updated diff (in this case 3) will always be the number I want, the number that will become the X scale. But it will only be if the collisions always follow the original contacts. in the mesh (the numbers that gave me 6). So, this operation will only be correct if the collisions remain at the corresponding points; But because the object itself is compressed or moves differently from colliders, these begin to touch different places. As seen in the first and last screenshot, they started colliding on the lowest part, but later they were above.

seo – Error in the search console!

the new search console reports errors of use on mobile devices on wordpress download pages, ie pages on which I can not change the font size, the window display, etc. do not take into account these pages.

The errors are as follows:

Text too small to read.

The preview window is not defined:

The clickable elements are very close;

Thank you.

My wife is from UK, I would like to visit with her and work

I come from Australia and my wife and I are planning to move to Australia. We live here, she returns to the UK for 6 months and I would like to go with her and work during this time.
Are there visas for this purpose specifically?
Thank you

How to remove the margin thoroughly in materialize?

I start by materializing and, of course, I am a recruit. The problem is that although in my code, I have a margin: 0 puts one up, and is out of any container and row … How do I remove this margin from my background ? So it looks …

.fondo_cabecera {
height: 860px;
background color: network;

}



    
    
    
    
    
    Landing page


Hi world

Here is what it looks like

8 – The content of the group is not registered

I modified the node creation form to allow me to select a group to assign the node with this code:

/ *
* Implements hook_ENTITY_TYPE_insert ()
* /
function MYMODULE_node_insert (node ‚Äč‚ÄčNode $) {
if ($ node-> bundle () == & # 39; article_private & # 39;) {
$ groups =  Drupal :: request () -> get (& # 39; groups & # 39;);
preg_match_all ("/  (( d +) ) /", $ groups, $ group_ids);
$ plugin_id = "group_node: article_private";
foreach ($ group_ids[1] like $ gid) {
$ group = Group :: load ($ gid);
$ group-> addContent ($ node, $ plugin_id);
}
}
}

I've done something similar to edit an existing node with a new group & # 39; relation & # 39;
It works as expected, the nodes are created, as well as the contents of the group that connects the group to the node ($ group-> addContent ($ node, $ plugin_id);)

I then performed a batch process to assign multiple nodes to their respective groups.
but no group content is created and no error is reported.
This is the main code:

class BatchCreateRelations {

Public static function batchCreateRelations ($ batchrelations, & $ context) {
$ message = & # 40; Relationship Creation & # 39 ;;
$ results = array ();
$ plugin_id = "group_node: article_private";
foreach ($ batchrelations as $ relation) {
$ node = Node :: load ($ relation[0])
$ group = Group :: load ($ relation[1])
existing $ = array ();
$ existing = $ group-> getContentByEntityId ($ plugin_id, $ node-> id ());
if (count ($ existing) == 0) {
$ results[] = $ group-> addContent ($ node, $ plugin_id);
}
//$x.= "Creating a relationship between the node {$ relation[0]} and the group {$ relation[1]}  not ";
}

$ context['message'] = $ message;
$ context['results'] = $ results;
}

Historical Overview – Why did Voevodsky abandon his work on "singletons"?

In an interview (I connect the Google translation), Voevodsky explains how, in the late 2000s, he worked on the problem of "restoring the history of populations based on their modern genetic makeup". Some of his unpublished articles on this subject are now available online. For example, an article titled "Singletons" is available on the IAS website. Why did Voevodsky so suddenly abandon the subject of this rather elaborate paper?