## pr.probability – Why does the three points follow by making the two assumptions about the conditioned intensity function?

The intensity function is defined as

$$lambda^*(t)=frac{f(t|H_{t_n})}{1-F(t|H_{t_n})}$$
where $$f$$ is the density function and $$F$$ is the distribution function, and $$H_{t_n}$$ is the history of all the previous points of $$t$$ up to $$t_n$$.
Moreover, there is proven that $$F(t|H_{t_n})$$ is also given as:

$$F(t|H_{t_n})=1-e^{-int_t^{t_n}lambda^*(s)ds}$$.

An assumption is then made, saying that

1. $$lambda^*(t)$$ is non-negative and is integrable on every interval after $$t_n$$.

2. $$int_t^{t_n}lambda^*(s)ds to 1$$ for $$t to infty$$.

It is then said that hence the three points follows:

1. $$0 leq F(t|H_{t_n}) leq 1$$
2. $$F(t|H_{t_n})$$ is a non-decreasing function of $$t$$.
3. $$F(t|H_{t_n}) to 1$$ for $$t to infty$$

Can someone explain to me how these three points follow given the two assumptions above? Thank you.

## making a server management system / control panel

I’m making an open source server management system. I’m starting to make progress on it, so I’d like to share and see if anyone is intereste… | Read the rest of https://www.webhostingtalk.com/showthread.php?t=1835158&goto=newpost

## How can a GM subtly guide characters into making campaign-specific character choices?

Note: the example I’m giving is D&D focussed, but the question is system-agnostic.

We’re in the early days of a new D&D group. If it keeps running, I’m planning to transition the players into Storm King’s Thunder once they reach 5th level. Storm King’s Thunder is an adventure that features a lot of giants.

I allowed the party to defer some character creation choices so we could get playing faster, and one of them has an unused language slot. The party also has a Ranger and the revised version of the class can, at higher levels, choose an epic foe against whom they get combat bonuses.

It would be very sensible if that unused language could turn out to be giantish and that the ranger could take giants as their epic foe. It would also be nice if I didn’t have to lay out to the players that there are giants in store later – they’re all new, and they won’t guess.

Are there any good story-driven ways that a GM can help "guide" players toward making character creation choices that fit the planned campaign?

## algorithm – Making code faster. BITWISE OR operator

Problem:
Given an array A of N integers, you will be asked Q queries. Each query consists of two integers L and R. For each query, find whether bitwise OR of all the array elements between indices L and R is even or odd.

My approach:
Accept the array of N integers. For any query (Qi) scan the array of integers between the given limit. If an odd number is found (x%2==1) then raise a flag and terminate scanning. If flag is found raised tell that the result is odd, else say that it’s even.

On thinking further, I find myself at the dead end. I can’t optimize the code anymore. Only thing I can think of is instead of doing mod 2 I will check the last digit of each number and see if it is one of (0,2,4,6,8). Upon trying that, the time limit still expired (in context to competitive programming (1); Note: the competition has ended a day ago and results declared). Anyways, my question is to find a better method if it exists or optimize the code below.

I assume that the time complexity is O(nQ) where n is the number of elements in the given range.

Assume array is 1-indexed.
Input
First line consists of two space-separated integers N and Q.
Next line consists of N space-separated array elements.
Next Q lines consist of two space-sepaprated integers L and R in each line.

``````#include<stdio.h>
#pragma GCC optimize("O2")

int main()
{
long int c,d,j,N,Q;
int fagvar=0;
scanf("%ld %ldn",&N,&Q);
int a(N);
int i=0;
while(N--)
{
scanf("%ld",&a(i));
i++;
}
while(Q--)
{
scanf("%ld %ld",&c,&d);
for(j=c-1;j<d;j++)
{
if (a(j)%2==1)
{
fagvar=1;
break;
}
}
if (fagvar==1)
{
printf("%dn",0);
fagvar=0;
}
else
{
printf("%dn",1);
}
}
return 0;
}
``````

## modding – Making mods for Game Pass/Microsoft Store Starbound

I want to make mods for the Game Pass/Microsoft Store version of Starbound. I know it is possible to install mods for this version, because I have seen people talk about it (but not write it), and I have seen the mod gear in the bottom right.

But, I have tried everything I could find, and cannot for the life of me find a way to actually get access to these folders. But this probably isn’t the place to go into that. Instead, I would like to know how to unpack the files to write a mod. When I try to use the “unpack_assets.exe” it just says I don’t have permission.

## 9.0 pie – How to build without make clean after making changes in dts with AOSP?

I made few changes in dts and when i gave `make -j8` from my `aosp-root-directory`, I don’t see the changes taking place after i boot up my board. It just quickly builds in a minute or so.

Giving `make clean ` takes about 4 hours. Do i have to give `make clean` everytime i do any changes in my build/dts or can we somehow just clean kernel and build it without cleaning the whole `OUT` directory?

## Simple CPA Siphon RELOADED_Money making Machine | NewProxyLists

Simple CPA Siphon RELOADED_Money making Machine

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Code:

`http://www.simplecpasiphon.com/`

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## macbook pro – How to change USB scheme when making bootable Catalina installer

Background: Upgraded to Big Sur on 2020 MacPro (not the one with M1 chip), hate it, trying to revert to Catalina using a USB bootable installer (followed instructions given at the Apple website How to create a bootable installer for macOS)

When I try to install it using the external drive, I get this screen.

So it seems that my USB has the wrong scheme (should be GUID). I go to Disk Utility and sure enough, it seems like it’s Master Boot Record as shown below.

As per the suggested screen, I try to Erase it, but whenever I try to do that, I get the error shown below.

I’m unsure about how to resolve this and I can’t seem to find someone who experienced the same error online. The USB is a brand-new 32GB SanDisk

## design – How to avoid making User a god object?

Consider typical gym trainings tracker app.

`User` has account related attributes:

``````User {
id
email
fname, lname
isBlocked
}
``````

However, the requirements are that an application’s user manages his trainings, trainings history, achievements, profile, etc. All of those entities should be somehow linked with user account.

How do I link it with an account? What is the common way to do it and its pros/cons?

I can imagine two scenarios:

Possibility 1: Making `User` a large ‘god’ object:

``````User {
id
email
fname, lname
isBlocked

trainings        # one to many
training_history # one to one
achievements     # one to many
/** possibly many more relations */
}
``````

Possiblity 2: Link `User` with `UserProfile`, and then `UserProfile` holds all the relations.

``````User {
id
email
fname, lname
isBlocked

user_profile     # one to one
}

UserProfile {
user_id          # one to one

trainings        # one to many
training_history # one to one
achievements     # one to many
/** possibly many more relations */
}
``````

Is the second option really better than the first one? Can I do better?