Welcome to Explorer Game
Explorer Game is an amazing 2D game made with Unity's 2D Game Kit. Collect all the keys to unlock your space ship. You can download installation package for FREE right from our website, Explore more and have fun!
Explorer Game is an amazing 2D game made with Unity's 2D Game Kit. Collect all the keys to unlock your space ship. You can download installation package for FREE right from our website, Explore more and have fun!


--- title: Python Algorithm Problems keywords: fastai sidebar: home_sidebar summary: "Algorithms solved in Python 3" ---
Using the nbdev package to organize algorithm solutions and to create documentation.
Easiest way to use is to clone the package and explore the notebooks.
owejow.github.io/python-algorithm-problems/


The Grand Palace is a complex of buildings at the heart of Bangkok, Thailand
Kecak and Fire Dance Uluwatu
Kecak Dance is a colossal and magnifique traditional dance, take places in Uluwatu temple during the
show you will also experience a magical sunset view from the temple area
Mount Agung
Mount Agung or Gunung Agung is a currently active volcano in Bali, Indonesia, southeast of Mt Batur
volcano, also in Bali.
Kelingking Beach
Kelingking Beach is a hidden beach in the village of Bunga Mekar, on the southwestern coast of Nusa
Penida island
Kawa Ijen
The Ijen volcano complex is a group of composite volcanoes located on the border between Banyuwangi
Regency and Bondowoso Regency of East Java, Indonesia
Changi's Jewel
This iconic landmark is situated at the heart of Changi Airport and easily accessible to all terminals
of the airport


--- layout: home application: home design_title: Intranet homepage design_description: The homepage of the intranet that contains a concatinated social feed. --- {% include update-social.html id="new-post-box" action="/feedback/post-well-done.html" inject="source: #activity-stream; target: #activity-stream::before && #new-post-box" %}


Back Home
Controls
Use W, A, S, and D to move
You can also use the Arrow Keys to move
Use the E key to boost
Use the Space Bar to shoot


public interface BotLotDataSourceInterface
Started: 5/4/16
| Modifier and Type | Method and Description |
|---|---|
BotLot |
getBotLot()
Retrieves the BotLot data saved where the object is configured to get it from.
|
LotGraph |
getGraph()
Retrieves the graph data saved where the object is configured to get it from.
|
boolean |
ready()
Method to check if the data source is ready to operate or not.
|
void |
saveBotLot(BotLot lotIn)
Saves the BotLot data given to the configured data location.
|
void |
saveGraph(LotGraph graphIn)
Saves the graph data given to the configured data location.
|
boolean |
sourceHasData()
Checks if the data source has (valid) graph data inside it.
|
boolean ready()
LotGraph getGraph() throws BotLotDSException
BotLotDSException
- If the graph could not be retrieved.BotLot getBotLot() throws BotLotDSException
BotLotDSException
- If the data could not be retrieved.void saveGraph(LotGraph graphIn) throws BotLotDSException
graphIn
- The data to save to the source.BotLotDSException
- If something went wrong with saving the data.void saveBotLot(BotLot lotIn) throws BotLotDSException
lotIn
- The data to save to the source.BotLotDSException
- If something went wrong with saving the data.boolean sourceHasData()


Buhari approves re-appointment of NIMC boss for second term
by The Eagle OnlinePresident Muhammadu Buhari has approved the re-appointment of Aliyu Aziz, Director-General, National Identity Management Commission for a second term.
Abdulhamid Umar, General Manager, Operations and Corporate Communications of the organisation, said this in a statement he signed and made available to the News Agency of Nigeria in Abuja on Friday.
Umar said that the re-appointment of Aziz was conveyed in a letter by the Secretary to the Government of the Federation, Boss Mustapha.
“The President of the Federal Republic enjoins Engr. Aliyu Aziz to continue with the good work he is doing and take NIMC to the next level, in consonance with the Federal Government’s doctrine of integrity, transparency and accountability.
“This re-appointment is in pursuant to the NIMC ACT that provides two terms tenure for the Chief Executive Officer of the Commission,’’ he said.
According to him, the second tenure of Aziz, commences on Friday, November 22.
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FG urges Nigerians, states to protect critical national infrastructure


API
Router
Computes a routing table for several Routes and evaluates matches for input URIs.
clear()
- Reset the Router to have zero entries.
addTemplate(pattern, options, matchValue)
- Adds a route to the router. Returns the Route object that was inserted.
pattern
may be a Route object or a URI Template string. Options is passed to the new Route object, if created. The route cannot partially overlap any other route (there cannot be two routes A and B so that one URI matches only A, and URI matches only B, and some third URI matches both A and B.) hasRoute(route)
- Test if the router has the specified
Route
. size
- The number of routes in the Router.
getTemplate(uriTemplate)
- Get the
Route
in the Router that has the givenuriTemplate
. hasTemplate(uriTemplate)
- Test if the router has a
Route
with the givenuriTemplate
. getValue(matchValue)
- Get the
Route
in the Router that has the givenmatchValue
. This only maps the initial first value ofRoute#matchValue
, it will not update if is changed directly, or if a duplicate value is inserted. hasValue(matchValue)
- Test if the router has a
Route
with the givenmatchValue
. resolveURI(uri)
- Determine if the routing table has a match for
uri
. Returns aResult
object with the best match.
Route
A Route
identifies a single URI Template. It can be inserted into a Router
, or can be supplied data to expand into a full URI.
new Route(uriTemplate, options)
-
Options may have the following properties:
parent
- Route. Take the intersection of the provided route, which forces this route to be a subset of it.
matchValue
- any. An arbitrary value to associate with this Route, available to the application when this route is selected as a match, or
undefined
if no match.
uriTemplate
- The operator character opening the expression, such as
+
or?
, or an empty string if none. matchValue
- The operator character opening the expression, such as
+
or?
, or an empty string if none. toString(params)
- Returns a string of the URI Template, expanded with the given
params
. resolveURI(uri)
- Determine if this route is a match for
uri
. Returns aResult
object with the match results, orundefined
if no match.
Expression
Represents each curly-braced segment in a URI Template. Instances carry the following properties:
operatorChar
- The operator character opening the expression, such as
+
or?
, or an empty string if none. prefix
- The leading character that will be output if one of the variables is defined.
separator
- The character that will separate defined variables in the expression, if there are multiple.
range
- The set of ASCII characters that will pass through without escaping.
variableList
- An Array of
Variable
instances.
Variable
A variable inside an expression. Instances carry the following properties:
operatorChar
- The operator character opening the expression the variable is in, such as
+
or?
, or an empty string if none. varname
- The name of the variable. Does not include the operator or modifiers.
explode
- Boolean indicating the presence of an explode modifier.
maxLength
- A number indicating the value of the "prefix" modifier, if one is supplied.
optional
- A boolean indicating if this variable can be skipped when parsing a URI.
prefix
- The leading character that begins the expression, if one of the variables is defined.
separator
- The character that will separate this variable, if defined, from other defined variables.
delimiter
- Like the separator, but only for characters used to delimit new values during reading.
range
- The set of ASCII characters that will pass through without escaping.
named
- Boolean indicating if the variable name will be printed before the value.
Result
router
- The
Router
associated with this result. uri
- The URI that the resolve was called with.
options
- (No function at present.)
route
- The
Route
that was matched. uriTemplate
- The URI Template that was matched, shortcut for
Result#route.template
matchValue
- The
matchValue
property stored with the Route. params
- An object of the matched parameters/variables.


Class: Layout::Entity
| Relationships | |
| Extension / Inclusion / Inheritance Descendants | |
|
Subclasses:
|
|
| Inherits: | Object |
Overview
An entity is an object shown on a page of a LayOut document.
Instance Attribute Summary
-
#locked=(is_locked)
rw
The #locked= method sets the
Entity
as locked or unlocked. -
#locked? ⇒ Boolean
rw
The #locked? method returns whether the
Entity
is locked or unlocked. -
#on_shared_layer? ⇒ Boolean
readonly
The #on_shared_layer? method returns whether or not the
Entity
is on a sharedLayer
. - #style ⇒ Layout::Style? rw
- #style=(style) rw
-
#untransformed_bounds ⇒ Geom::Bounds2d
rw
The #untransformed_bounds method returns the untransformed bounds of the
Entity
. -
#untransformed_bounds=(bounds)
rw
The #untransformed_bounds= method sets the untransformed bounds of the
Entity
.
Instance Method Summary
-
#==(other) ⇒ Boolean
The #== method checks to see if the two
Entity
s are equal. -
#bounds ⇒ Geom::Bounds2d
The #bounds method returns the 2D rectangular bounds of the
Entity
. - #document ⇒ Layout::Document?
-
#drawing_bounds ⇒ Geom::OrientedBounds2d
The #drawing_bounds method returns the 2D rectangular drawing bounds of the
Entity
. - #group ⇒ Layout::Group?
-
#layer_instance ⇒ Layout::LayerInstance?
The #layer_instance method returns the
LayerInstance
that theEntity
is on, ornil
if it is not associated with aLayerInstance
. -
#move_to_group(group)
The #move_to_group method moves the
Entity
into aGroup
. -
#move_to_layer(layer)
The #move_to_layer method moves the
Entity
to the givenLayer
. - #page ⇒ Layout::Page?
-
#transform!(transformation)
The #transform! method transforms the
Entity
with a given::Geom::Transformation2d
. -
#transformation ⇒ Geom::Transformation2d?
The #transformation method returns the explicit
::Geom::Transformation2d
.
Instance Attribute Details
#locked=(is_locked) (rw)
The #locked=
method sets the Entity
as locked or unlocked. When locked, the Entity
cannot be modified directly.
#locked? ⇒ Boolean
(rw)
The #locked?
method returns whether the Entity
is locked or unlocked.
#style ⇒ Layout::Style? (rw)
#style=(style) (rw)
The #style=
method sets the Style
of the Entity
.
#untransformed_bounds ⇒ Geom::Bounds2d (rw)
The #untransformed_bounds
method returns the untransformed bounds of the Entity
. This is the bounds of the Entity
before its explicit ::Geom::Transformation2d
is applied.
#untransformed_bounds=(bounds) (rw)
The #untransformed_bounds=
method sets the untransformed bounds of the Entity
. This is the bounds of the Entity
before its explicit ::Geom::Transformation2d
is applied.
Instance Method Details
#==(other) ⇒ Boolean
The #==
method checks to see if the two Entity
s are equal. This checks whether the Ruby Objects are pointing to the same internal object.
#bounds ⇒ Geom::Bounds2d
The #bounds
method returns the 2D rectangular bounds of the Entity
.
#document ⇒ Layout::Document?
#drawing_bounds ⇒ Geom::OrientedBounds2d
The #drawing_bounds
method returns the 2D rectangular drawing bounds of the Entity
.
#group ⇒ Layout::Group?
#layer_instance ⇒ Layout::LayerInstance?
Group
s are never associated with a LayerInstance
.
The #layer_instance
method returns the LayerInstance
that the Entity
is on, or nil
if it is not associated with a LayerInstance
.
#move_to_group(group)
The #move_to_group
method moves the Entity
into a Group
. If the Entity
is already in a Group
, it will be removed from that Group
prior to being added to the new one. If this action results in the old Group
containing only one Entity
, the old Group
will be collapsed and the remaining Entity
will be moved to the old Group
‘s parent.
#move_to_layer(layer)
#move_to_layer(layer, pages)
The #move_to_layer
method moves the Entity
to the given Layer
. If the Layer
is non-shared and the Entity
is currently on a shared Layer
, an array of Page
s must be provided to move the Entity
to. In all other cases, passing in an array of Page
s is not necessary. The Entity
must belong to the same Document
as the the Layer
and the Page
s.
#page ⇒ Layout::Page?
#transform!(transformation)
The #transform!
method transforms the Entity
with a given ::Geom::Transformation2d
.
#transformation ⇒ Geom::Transformation2d?
The #transformation
method returns the explicit ::Geom::Transformation2d
.


Hello!
I'm a software engineering student at the Ostschweizer Fachhochschule (former HSR) in Rapperswil, Switzerland.
In my free time I like to ride my motorcycle and work on my toy programming language Charly.
Sometimes I upload stuff to my blog.
Feel free to reach out to me.
Take care!
Copyright © 2020 Leonard Schütz | Attributions


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This page is synchronized from the post: ‘My Entry For Bitmart | Get free BMX tokens’


|
Panda3D
|
This defines the set of visual properties that may be assigned to the individual characters of the text. More...
Public Types | |
| enum | Alignment { A_left = 0, A_right = 1, A_center = 2, A_boxed_left = 3, A_boxed_right = 4, A_boxed_center = 5 } |
| enum | Direction { D_ltr = 0, D_rtl = 1 } |
Public Member Functions | |
| __init__ () | |
| __init__ (const TextProperties copy) | |
| addProperties (const TextProperties other) | |
| Sets any properties that are explicitly specified in other on this object. More... | |
| clear () | |
| Unsets all properties that have been specified so far, and resets the TextProperties structure to its initial empty state. More... | |
| clearAlign () | |
| Restores the default alignment of the text. More... | |
| clearBin () | |
| Removes the effect of a previous call to set_bin(). More... | |
| clearDirection () | |
| Clears the text direction setting. More... | |
| clearDrawOrder () | |
| clearFont () | |
| Restores the default font to the text. More... | |
| clearGlyphScale () | |
| clearGlyphShift () | |
| clearIndent () | |
| Removes the indent setting from the text. More... | |
| clearPreserveTrailingWhitespace () | |
| clearShadow () | |
| Specifies that a shadow will not be drawn behind the text. More... | |
| clearShadowColor () | |
| Removes the shadow color specification. More... | |
| clearSlant () | |
| clearSmallCaps () | |
| clearSmallCapsScale () | |
| clearTabWidth () | |
| clearTextColor () | |
| Removes the text color specification; the text will be colored whatever it was in the source font file. More... | |
| clearTextScale () | |
| clearUnderscore () | |
| clearUnderscoreHeight () | |
| clearWordwrap () | |
| Removes the wordwrap setting from the text. More... | |
| TextProperties::Alignment | getAlign () |
| str | getBin () |
| Returns the drawing bin set with set_bin(), or empty string if no bin has been set. More... | |
| TextProperties::Direction | getDirection () |
| Returns the direction of the text as specified by set_direction(). More... | |
| int | getDrawOrder () |
| Returns the drawing order set with set_draw_order(). More... | |
| TextFont | getFont () |
| Returns the font currently in use, if any. More... | |
| float | getGlyphScale () |
| Returns the scale factor of each letter as specified by set_glyph_scale(). More... | |
| float | getGlyphShift () |
| Returns the vertical shift of each letter as specified by set_glyph_shift(). More... | |
| float | getIndent () |
| bool | getPreserveTrailingWhitespace () |
| Returns the preserve_trailing_whitespace flag. More... | |
| LVector2 | getShadow () |
| Returns the offset of the shadow as set by set_shadow(). More... | |
| LColor | getShadowColor () |
| float | getSlant () |
| Returns the factor by which the text is specified to slant to the right. More... | |
| bool | getSmallCaps () |
| Returns the small_caps flag. More... | |
| float | getSmallCapsScale () |
| Returns the scale factor applied to lowercase letters from their uppercase equivalents, when the small_caps flag is in effect. More... | |
| float | getTabWidth () |
| Returns the width set via set_tab_width(). More... | |
| LColor | getTextColor () |
| float | getTextScale () |
| Returns the scale factor of the text as specified by set_text_scale(). More... | |
| bool | getUnderscore () |
| Returns the underscore flag. More... | |
| float | getUnderscoreHeight () |
| Returns the vertical height of the underscore; see set_underscore_height(). More... | |
| float | getWordwrap () |
| bool | hasAlign () |
| bool | hasBin () |
| Returns true if an explicit drawing bin has been set via set_bin(), false otherwise. More... | |
| bool | hasDirection () |
| bool | hasDrawOrder () |
| bool | hasFont () |
| bool | hasGlyphScale () |
| bool | hasGlyphShift () |
| bool | hasIndent () |
| bool | hasPreserveTrailingWhitespace () |
| bool | hasShadow () |
| bool | hasShadowColor () |
| bool | hasSlant () |
| bool | hasSmallCaps () |
| bool | hasSmallCapsScale () |
| bool | hasTabWidth () |
| bool | hasTextColor () |
| bool | hasTextScale () |
| bool | hasUnderscore () |
| bool | hasUnderscoreHeight () |
| bool | hasWordwrap () |
| bool | isAnySpecified () |
| Returns true if any properties have been specified, false otherwise. More... | |
| bool | operator!= (const TextProperties other) |
| TextProperties | operator= (const TextProperties copy) |
| bool | operator== (const TextProperties other) |
| setAlign (TextProperties::Alignment align_type) | |
| Specifies the alignment of the text within its margins. More... | |
| setBin (str bin) | |
| Names the CullBin that the text geometry should be assigned to. More... | |
| setDirection (TextProperties::Direction direction) | |
| Specifies the text direction. More... | |
| int | setDrawOrder (int draw_order) |
| Sets the drawing order of text created by the TextNode. More... | |
| setFont (TextFont font) | |
| Sets the font that will be used when making text. More... | |
| setGlyphScale (float glyph_scale) | |
| Specifies the factor by which to scale each letter of the text as it is placed, in addition to any scales inherited from the node or from set_text_scale(). More... | |
| setGlyphShift (float glyph_shift) | |
| Specifies a vertical amount to shift each letter of the text as it is placed. More... | |
| setIndent (float indent) | |
| Specifies the amount of extra space that is inserted before the first character of each line. More... | |
| setPreserveTrailingWhitespace (bool preserve_trailing_whitespace) | |
| Sets the preserve_trailing_whitespace flag. More... | |
| setShadow (const LVecBase2 shadow_offset) | |
| Specifies that the text should be drawn with a shadow, by creating a second copy of the text and offsetting it slightly behind the first. More... | |
| setShadow (float xoffset, float yoffset) | |
| Specifies that the text should be drawn with a shadow, by creating a second copy of the text and offsetting it slightly behind the first. More... | |
| setShadowColor (const LColor shadow_color) | |
| setShadowColor (float r, float g, float b, float a) | |
| setSlant (float slant) | |
| Specifies the factor by which the text slants to the right. More... | |
| setSmallCaps (bool small_caps) | |
| Sets the small_caps flag. More... | |
| setSmallCapsScale (float small_caps_scale) | |
| Sets the scale factor applied to lowercase letters from their uppercase equivalents, when the small_caps flag is in effect. More... | |
| setTabWidth (float tab_width) | |
| Sets the width of each tab stop, in screen units. More... | |
| setTextColor (const LColor text_color) | |
| setTextColor (float r, float g, float b, float a) | |
| setTextScale (float text_scale) | |
| Specifies the factor by which to scale the text, in addition to any scalings imposed by the node, as well as in addition to the glyph scale. More... | |
| setUnderscore (bool underscore) | |
| Sets the underscore flag. More... | |
| setUnderscoreHeight (float underscore_height) | |
| Specifies the vertical height of the underscore, relative to the text baseline. More... | |
| setWordwrap (float wordwrap) | |
| Sets the text up to automatically wordwrap when it exceeds the indicated width. More... | |
| write (Ostream out, int indent_level) | |
Static Public Member Functions | |
| static TypeHandle | getClassType () |
| static TextFont | getDefaultFont () |
| Specifies the default font to be used for any TextNode whose font is uninitialized or NULL. More... | |
| static | setDefaultFont (TextFont) |
| Specifies the default font to be used for any TextNode whose font is uninitialized or NULL. More... | |
Public Attributes | |
| TextProperties::Alignment | align |
| const String | bin |
| Returns the drawing bin set with set_bin(), or empty string if no bin has been set. More... | |
| TextProperties::Direction | direction |
| Returns the direction of the text as specified by set_direction(). More... | |
| int | draw_order |
| Returns the drawing order set with set_draw_order(). More... | |
| TextFont | font |
| Returns the font currently in use, if any. More... | |
| float | glyph_scale |
| Returns the scale factor of each letter as specified by set_glyph_scale(). More... | |
| float | glyph_shift |
| Returns the vertical shift of each letter as specified by set_glyph_shift(). More... | |
| float | indent |
| bool | preserve_trailing_whitespace |
| Returns the preserve_trailing_whitespace flag. More... | |
| LVector2 | shadow |
| Returns the offset of the shadow as set by set_shadow(). More... | |
| LColor | shadow_color |
| float | slant |
| Returns the factor by which the text is specified to slant to the right. More... | |
| bool | small_caps |
| Returns the small_caps flag. More... | |
| float | small_caps_scale |
| Returns the scale factor applied to lowercase letters from their uppercase equivalents, when the small_caps flag is in effect. More... | |
| float | tab_width |
| Returns the width set via set_tab_width(). More... | |
| LColor | text_color |
| float | text_scale |
| Returns the scale factor of the text as specified by set_text_scale(). More... | |
| bool | underscore |
| Returns the underscore flag. More... | |
| float | underscore_height |
| Returns the vertical height of the underscore; see set_underscore_height(). More... | |
| float | wordwrap |
This defines the set of visual properties that may be assigned to the individual characters of the text.
(Properties which affect the overall block of text can only be specified on the TextNode directly).
Typically, there is just one set of properties on a given block of text, which is set directly on the TextNode (TextNode inherits from TextProperties). That makes all of the text within a particular block have the same appearance.
This separate class exists in order to implement multiple different kinds of text appearing within one block. The text string itself may reference a TextProperties structure by name using the \1 and \2 tokens embedded within the string; each nested TextProperties structure modifies the appearance of subsequent text within the block.
| enum Alignment |
| enum Direction |
| __init__ | ( | ) |
| __init__ | ( | const TextProperties | copy | ) |
| addProperties | ( | const TextProperties | other | ) |
Sets any properties that are explicitly specified in other on this object.
Leaves other properties unchanged.
| clear | ( | ) |
Unsets all properties that have been specified so far, and resets the TextProperties structure to its initial empty state.
| clearAlign | ( | ) |
Restores the default alignment of the text.
| clearBin | ( | ) |
Removes the effect of a previous call to set_bin().
Text will be drawn in whatever bin it would like to be drawn in, with no explicit ordering.
| clearDirection | ( | ) |
Clears the text direction setting.
If no text direction is specified, it will be guessed based on the contents of the string.
| clearDrawOrder | ( | ) |
| clearFont | ( | ) |
Restores the default font to the text.
| clearGlyphScale | ( | ) |
| clearGlyphShift | ( | ) |
| clearIndent | ( | ) |
Removes the indent setting from the text.
Text will be as wide as it is.
| clearPreserveTrailingWhitespace | ( | ) |
| clearShadow | ( | ) |
Specifies that a shadow will not be drawn behind the text.
| clearShadowColor | ( | ) |
Removes the shadow color specification.
| clearSlant | ( | ) |
| clearSmallCaps | ( | ) |
| clearSmallCapsScale | ( | ) |
| clearTabWidth | ( | ) |
| clearTextColor | ( | ) |
Removes the text color specification; the text will be colored whatever it was in the source font file.
| clearTextScale | ( | ) |
| clearUnderscore | ( | ) |
| clearUnderscoreHeight | ( | ) |
| clearWordwrap | ( | ) |
Removes the wordwrap setting from the text.
Text will be as wide as it is.
| TextProperties::Alignment getAlign | ( | ) |
| str getBin | ( | ) |
Returns the drawing bin set with set_bin(), or empty string if no bin has been set.
|
static |
|
static |
Specifies the default font to be used for any TextNode whose font is uninitialized or NULL.
See set_font().
| TextProperties::Direction getDirection | ( | ) |
Returns the direction of the text as specified by set_direction().
| int getDrawOrder | ( | ) |
Returns the drawing order set with set_draw_order().
| TextFont getFont | ( | ) |
Returns the font currently in use, if any.
If no font is in use, this returns the default font.
| float getGlyphScale | ( | ) |
Returns the scale factor of each letter as specified by set_glyph_scale().
| float getGlyphShift | ( | ) |
Returns the vertical shift of each letter as specified by set_glyph_shift().
| float getIndent | ( | ) |
| bool getPreserveTrailingWhitespace | ( | ) |
Returns the preserve_trailing_whitespace flag.
See set_preserve_trailing_whitespace().
| LVector2 getShadow | ( | ) |
Returns the offset of the shadow as set by set_shadow().
It is an error to call this if has_shadow() is false.
| LColor getShadowColor | ( | ) |
| float getSlant | ( | ) |
Returns the factor by which the text is specified to slant to the right.
| bool getSmallCaps | ( | ) |
Returns the small_caps flag.
See set_small_caps().
| float getSmallCapsScale | ( | ) |
Returns the scale factor applied to lowercase letters from their uppercase equivalents, when the small_caps flag is in effect.
See set_small_caps() and set_small_caps_scale().
| float getTabWidth | ( | ) |
Returns the width set via set_tab_width().
| LColor getTextColor | ( | ) |
| float getTextScale | ( | ) |
Returns the scale factor of the text as specified by set_text_scale().
| bool getUnderscore | ( | ) |
Returns the underscore flag.
See set_underscore().
| float getUnderscoreHeight | ( | ) |
Returns the vertical height of the underscore; see set_underscore_height().
| float getWordwrap | ( | ) |
| bool hasAlign | ( | ) |
| bool hasBin | ( | ) |
Returns true if an explicit drawing bin has been set via set_bin(), false otherwise.
| bool hasDirection | ( | ) |
| bool hasDrawOrder | ( | ) |
| bool hasFont | ( | ) |
| bool hasGlyphScale | ( | ) |
| bool hasGlyphShift | ( | ) |
| bool hasIndent | ( | ) |
| bool hasPreserveTrailingWhitespace | ( | ) |
| bool hasShadow | ( | ) |
| bool hasShadowColor | ( | ) |
| bool hasSlant | ( | ) |
| bool hasSmallCaps | ( | ) |
| bool hasSmallCapsScale | ( | ) |
| bool hasTabWidth | ( | ) |
| bool hasTextColor | ( | ) |
| bool hasTextScale | ( | ) |
| bool hasUnderscore | ( | ) |
| bool hasUnderscoreHeight | ( | ) |
| bool hasWordwrap | ( | ) |
| bool isAnySpecified | ( | ) |
Returns true if any properties have been specified, false otherwise.
| bool operator!= | ( | const TextProperties | other | ) |
| TextProperties operator= | ( | const TextProperties | copy | ) |
| bool operator== | ( | const TextProperties | other | ) |
| setAlign | ( | TextProperties::Alignment | align_type | ) |
Specifies the alignment of the text within its margins.
| setBin | ( | str | bin | ) |
Names the CullBin that the text geometry should be assigned to.
If this is set, then a CullBinAttrib will be created to explicitly place each component in the named bin.
The draw_order value will also be passed to each CullBinAttrib as appropriate; this is particularly useful if this names a CullBinFixed, e.g. "fixed".
|
static |
Specifies the default font to be used for any TextNode whose font is uninitialized or NULL.
See set_font().
| setDirection | ( | TextProperties::Direction | direction | ) |
Specifies the text direction.
If none is specified, it will be guessed based on the contents of the string.
| int setDrawOrder | ( | int | draw_order | ) |
Sets the drawing order of text created by the TextNode.
This is actually the draw order of the card and frame. The shadow is drawn at _draw_order+1, and the text at _draw_order+2.
This affects the sorting order assigned to the nodes as they are created, and also is passed to whatever bin may be assigned via set_bin().
The return value is the first unused draw_order number, e.g. _draw_order + 3.
| setFont | ( | TextFont | font | ) |
Sets the font that will be used when making text.
If this is set to NULL, the default font will be used, which can be set via set_default_font().
| setGlyphScale | ( | float | glyph_scale | ) |
Specifies the factor by which to scale each letter of the text as it is placed, in addition to any scales inherited from the node or from set_text_scale().
This can be used (possibly in conjunction with set_glyph_shift()) to implement superscripting or subscripting.
The glyph scale is cumulative when applied to nested TextProperties. It is intended primarily for implementing superscripts, not for scaling the text in general. See also set_text_scale(), which is intended primarily for scaling the text in general, and is not cumulative.
| setGlyphShift | ( | float | glyph_shift | ) |
Specifies a vertical amount to shift each letter of the text as it is placed.
This can be used (possibly in conjunction with set_glyph_scale()) to implement superscripting or subscripting.
| setIndent | ( | float | indent | ) |
Specifies the amount of extra space that is inserted before the first character of each line.
This can be thought of as a left margin.
| setPreserveTrailingWhitespace | ( | bool | preserve_trailing_whitespace | ) |
Sets the preserve_trailing_whitespace flag.
When this is set, trailing whitespace at the end of the line is not stripped when the text is wordwrapped (it is stripped by default). Since the trailing whitespace is invisible, this is important primarily for determining the proper width of a frame or card behind the text.
| setShadow | ( | const LVecBase2 | shadow_offset | ) |
Specifies that the text should be drawn with a shadow, by creating a second copy of the text and offsetting it slightly behind the first.
| setShadow | ( | float | xoffset, |
| float | yoffset | ||
| ) |
Specifies that the text should be drawn with a shadow, by creating a second copy of the text and offsetting it slightly behind the first.
| setShadowColor | ( | const LColor | shadow_color | ) |
| setShadowColor | ( | float | r, |
| float | g, | ||
| float | b, | ||
| float | a | ||
| ) |
| setSlant | ( | float | slant | ) |
Specifies the factor by which the text slants to the right.
| setSmallCaps | ( | bool | small_caps | ) |
Sets the small_caps flag.
When this is set, lowercase letters are generated as scaled-down versions of their uppercase equivalents. This is particularly useful to set for fonts that do not have lowercase letters.
It is also a good idea to set this for a (dynamic) font that has already implemented lowercase letters as scaled-down versions of their uppercase equivalents, since without this flag the texture memory may needlessly duplicate equivalent glyphs for upper and lowercase letters. Setting this flag causes the texture memory to share the mixed-case letters.
The amount by which the lowercase letters are scaled is specified by set_small_caps_scale().
| setSmallCapsScale | ( | float | small_caps_scale | ) |
Sets the scale factor applied to lowercase letters from their uppercase equivalents, when the small_caps flag is in effect.
See set_small_caps(). Normally, this will be a number less than one.
| setTabWidth | ( | float | tab_width | ) |
Sets the width of each tab stop, in screen units.
A tab character embedded in the text will advance the horizontal position to the next tab stop.
| setTextColor | ( | const LColor | text_color | ) |
| setTextColor | ( | float | r, |
| float | g, | ||
| float | b, | ||
| float | a | ||
| ) |
| setTextScale | ( | float | text_scale | ) |
Specifies the factor by which to scale the text, in addition to any scalings imposed by the node, as well as in addition to the glyph scale.
The text scale is not cumulative when applied to nested TextProperties. See also set_glyph_scale(), which is cumulative.
| setUnderscore | ( | bool | underscore | ) |
Sets the underscore flag.
When this is set, the text is underscored with a one-pixel line the same color as the text foreground, drawn at the baseline.
| setUnderscoreHeight | ( | float | underscore_height | ) |
Specifies the vertical height of the underscore, relative to the text baseline.
This only has meaning if the underscore mode is enabled with set_underscore().
| setWordwrap | ( | float | wordwrap | ) |
Sets the text up to automatically wordwrap when it exceeds the indicated width.
This can be thought of as a right margin or margin width.
| write | ( | Ostream | out, |
| int | indent_level | ||
| ) |
| const String bin |
Returns the drawing bin set with set_bin(), or empty string if no bin has been set.
| TextProperties::Direction direction |
Returns the direction of the text as specified by set_direction().
| int draw_order |
Returns the drawing order set with set_draw_order().
| TextFont font |
Returns the font currently in use, if any.
If no font is in use, this returns the default font.
| float glyph_scale |
Returns the scale factor of each letter as specified by set_glyph_scale().
| float glyph_shift |
Returns the vertical shift of each letter as specified by set_glyph_shift().
| float indent |
| bool preserve_trailing_whitespace |
Returns the preserve_trailing_whitespace flag.
See set_preserve_trailing_whitespace().
| LVector2 shadow |
Returns the offset of the shadow as set by set_shadow().
It is an error to call this if has_shadow() is false.
| LColor shadow_color |
| float slant |
Returns the factor by which the text is specified to slant to the right.
| bool small_caps |
Returns the small_caps flag.
See set_small_caps().
| float small_caps_scale |
Returns the scale factor applied to lowercase letters from their uppercase equivalents, when the small_caps flag is in effect.
See set_small_caps() and set_small_caps_scale().
| float tab_width |
Returns the width set via set_tab_width().
| LColor text_color |
| float text_scale |
Returns the scale factor of the text as specified by set_text_scale().
| bool underscore |
Returns the underscore flag.
See set_underscore().
| float underscore_height |
Returns the vertical height of the underscore; see set_underscore_height().
| float wordwrap |


Extremely fast 2D image convolution with a max filter. For each location computes J(y,x) = max(max(I(y-r:y+r,x-r:x+r))). The filtering is constant time per-window, independent of r. First, the filtering is separable, which brings the complexity down to O(r) per window from O(r*r). To bring the implemention down to constant time (independent of r) we use the van Herk/Gil-Werman algorithm. Ignoring boundaries, just 3 max operations are need per-window regardless of r. http://www.leptonica.com/grayscale-morphology.html#FAST-IMPLEMENTATION The output is exactly equivalent to the following Matlab operations: I=padarray(I,[r r],'replicate','both'); [h,w,d]=size(I); J=I; for z=1:d, for x=r+1:w-r, for y=r+1:h-r J(y,x,z) = max(max(I(y-r:y+r,x-r:x+r,z))); end; end; end J=J(r+1:h-r,r+1:w-r,:); The computation, however, is an order of magnitude faster than the above. USAGE J = convMax( I, r, [nomex] ) INPUTS I - [hxwxk] input k channel single image r - integer filter radius or radii along y and x nomex - [0] if true perform computation in matlab (for testing/timing) OUTPUTS J - [hxwxk] max image EXAMPLE I = single(imResample(imread('cameraman.tif'),[480 640]))/255; r = 5; % set parameter as desired tic, J1=convMax(I,r); toc % mex version (fast) tic, J2=convMax(I,r,1); toc % matlab version (slow) figure(1); im(J1); figure(2); im(abs(J2-J1)); See also conv2, convTri, convBox Piotr's Computer Vision Matlab Toolbox Version 3.00 Copyright 2014 Piotr Dollar & Ron Appel. [pdollar-at-gmail.com] Licensed under the Simplified BSD License [see external/bsd.txt]


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There are hundreds of varieties of cheese in real life, in several distinct "cheese families." Not bad for what is, bluntly put, spoiled (and sometimes moldy) milk. However, regardless of anything else, almost all cartoon cheese has three main traits, plus an occasional fourth:
- It's orange or yellow, like Wisconsin Cheddar. (And that cheddar isn't even that color naturally. The yellow color comes from annatto, a dye.)note
- It's full of holes, like Emmenthal (from Switzerland) or Jarlsberg (from Norway). (For the curious, it wasn't until May 2015 that dairy scientists discovered that the characteristic holes in "Swiss" cheese are caused by tiny bits of hay in the milk.)
- It almost always comes in "wedge" form, as if it were cut from a cheese wheel, like Gouda, and not in block or cube form, like Havarti. Occasionally, the full wheel may be shown (sometimes with a piece already cut out).
- Less commonly, it has a very strong odor (producing wavy 'scent lines'). It may even stink, like Limburger.
Cheese which is not this strange amalgam of traits (well, at least the first three) is almost never present, except sometimes incidentally as a sandwich ingredient. The most likely trait to get skipped is the "stinky" part (unless the stinkiness of the cheese is a plot point). Orange-yellow cheese that's full of holes is still everywhere. Cheez Whiz doesn't show up too often, perhaps because animators fear viewers will mistake it for mustard.
Of course, in addition to Swiss and Limburger just being funny, there's a practical reason behind this trope as well, which is based on the Rule of Perception. In a cartoon, a large, nondescript block of something yellow or white could be just about anything. A bar of gold? Butter? Lard? A white brick? Giving cheese these distinct traits helps identify to the audience that "Yes! This is cheese you're looking at." Of course, this works best if you don't name the cheese in question.
Commonly seen as part of a Level Ate. Compare Cartoon Meat, its equivalent for animal flesh.
Examples:
- Doraemon has conveniently held this kind of cheese. This trope is international. This is most likely due to American (especially Disney) influence in early anime.
- Referenced in Jo Jos Bizarre Adventure Stardust Crusaders: when our heroes come across a corpse riddled with holes, Polnareff compares the sight to "cartoon cheese in Tom and Jerry."
- When Superboy meets Super-Mouse, the latter is seen juggling with this kind of cheese.
- Swiss cheese features frequently in Asterix in Switzerland, for obvious reasons.
- Corsican Cheese manifests extreme Number Four characteristics, releasing fumes so strong they cause Obelix to faint, as well as being being Made of Explodium and causing a ship to sink in Asterix in Corsica.
- Mortadelo y Filemón has a painful aversion: An elderly woman mistakes a bar of soap for a piece of cheese that looks just like the soap (rectangular, not like a wedge) and gives it to Filemón, who unknowingly eats it...
- In Violine, Klaas, Violine's pet mouse, thinks of this kind of cheese when first meeting her.
- This is the type of cheese that shows up most often in Garfield — with one exception. Since Garfield likes mice and doesn't want to harm them (and would be too lazy to do so even if he did), Jon has to put out traps baited with cheese. The chunks of cheese in the traps are not round or wedged, but appear almost featureless (perhaps the most approximate shape would be "semicircle").
- Heathcliff might feature cartoon cheese on some days when the title cat is dealing with mice.
- Pearls Before Swine creator Stephan Pastis has said that the best way to draw cheese is to draw a box-like object, put a bunch of holes in it, and have someone refer to it as "cheese". (That last part is probably to keep readers from assuming that the object in question is a dishwashing sponge.
- In The Muppet Show, Gonzo auditions with Yolanda, the dancing cheese. Gonzo just clicks his heels a bit, and the cheese does the fancy steps. Wedge of circular round? Check. Yellow? Partial check◊. (He refers to "her" as a Gorgonzola.)
- An episode of Family Matters had Urkel create a Mortal Kombat style video game with one character based on himself. One attack the character had was to yell "Have some CHEESE!" while throwing Cartoon Cheese at the opponent. Subverted, however, in another episode in which he annoyed Carl by showing a slideshow of all his favorite cheeses - some of which look nothing like stereotypical cheese. ("A bodacious Brie!")
- On the competition show Fake Off, the team chosen to act out disaster-movie themes depicted the story of three mice whose pursuit of a piece of Cartoon Cheese was repeatedly interrupted by an earthquake, a shark's fin, a tyrannosaurus and an Alien Abduction (of the cheese).
- Green Bay Packers fans wear cheeseheads which are wedge-shaped, yellow like Cheddar, and holey like Swiss.
- Mouse Trap has triangular pieces of it, collected by either placing one piece upon the trap or landing on certain other spaces. They don't come into play until the finale, where they can be used to try to move other players onto the cheese wheel where the cage will drop on them.
- The objective of Rap Rat is to collect ten or seven pieces of it (depending on the version) before all the cheese on the screen is eaten in the course of any of the three ten-minute games.
- A whole type of stage devoted to this in Alfred Chicken.
 It serves as part of the level.
- One Mario Kart racetrack is composed of nothing but this sort of cheese. Even the ground!
- Cheese Dreams features as its protagonist a sentient moon made of this stuff. More of it (hopefully not originally sentient) can be seen in liquefied form powering the mouselike antagonists' spaceship.
- Rare aversion: Except for the first game, the cheese in most Creatures games is a white wedge-shaped cheese, as is common for real-world cheeses.
- The first puzzle in Sam & Max Save the World involves getting some Swiss cheese to bribe Jimmy Two-Teeth. The problem is that the generic cheese Max bought is solid, and the solution is to have Sam whip out his huge revolver and plug it full of holes himself. According to the easy-to-trick Jimmy, generic cheese + holes = Swiss, which hews close enough to this trope to count.
- James Pond 3: Operation Starfi5h was set on the moon, which is of course made entirely out of this kind of cheese. Interestingly, although most of the area names are puns on many different cheese varieties, all the levels are the same bright-yellow-holey stuff.
- In the NES game The Addams Family, it's a health bonus.
- In a low-budget Expert Software game compilation, Cheesy Pursuit and Maze Race both have many kinds of cartoon cheese.
- The original Perfect Dark for the N64 had small chunks of this type of cheese hidden in each level as an Easter Egg.
- And the Xbox 360 DLC version too.
- In at least one entry of the The Incredible Machine series, you can use this cheese to lure Mort the mouse. Or just as a dead weight. It's also the kind of cheese Sid E. Mouse eats in Sid And Als Incredible Toons.
- In The Elder Scrolls IV: Oblivion, cheese comes in either cheese wheels (that are missing a wedge) or wedges that seem to be cut from a wheel. Both are pale yellow. In one quest this trope is played 100% straight when you steal a bright orange cheese wedge with holes and use the smell to summon rats from miles around.
- The Elder Scrolls V: Skyrim has the same set-up, but uses it for a Shout-Out: one house in Markarth has a cheese wheel positioned with garlic and a bowl to look like a scene out of Pac-Man.
- Conker's Bad Fur Day had apparently sentient Cartoon Cheese.
- One of the standard icons for World of Warcraft fits this trope (for example, the Completed Wine and Cheese Platter in the daily Dalaran cooking quest "Cheese for Glowergold"), but there are many different varieties of cheese. Darnassian Bleu, Dalaran Sharp, Alterac Swiss...wait a second. Alterac Swiss? How did Swiss cheese end up in Azeroth?
- The MacGuffin in every stage of Transformice
- The old IBM game, Alley Cat, featured levels where the eponymous feline tried to catch mice peeking out of the holes of a giant wedge of Cartoon Cheese.
- RuneScape has cheese - and the edible item is indeed a yellow wedge with holes in it. The shape, at least, is justified, as the only method of making cheese known to players (involving a churn) produces a cheese wheel, which is then sliced into wedges.
- A rather disturbing example appears in The Journeyman Project 2: Buried In Time. There's a commercial for a spray cheese product called "Cheese Girl", whose model has holes in the product and is colored yellow orange. You need this item to propel yourself through space to reach a damaged space station.
"CHEESE GIRL!"
- In Dungeons of Dredmor, at first you might think, looking at the wide variety of cheeses available in the dungeons (havarti, brie, blue, gouda, smoked applewood cheddar, parmigiano reggiano...), that this trope is averted. Nope! Amongst all the different kinds of unique cheeses, there is one cheese known simply as "Cheese". It's yellow-orange and wedge-shaped, with holes in it.
- Most forms of bait in the Facebook game MouseHunt come in Cartoon Cheese-style wedges, even fantastical ones with crystals, seaweed, bits of metal or other weird stuff embedded in them.
- Averted in The Farm of the Buzzy the Knowledge Bug series where the token cheese shown is a realistic wedge of cheddar.
- In the Animal Crossing games, there's a villager named Chadder. He's a mouse with a fur pattern resembling cartoon cheese.
- Concerned #178: Frohman holds an orange item that he believes is "a delicious wedge of Bournes Pasturized (sic) Organic Chesire Cheese!" It's not really a wedge nor does it have holes because the artist only had so many 3D items to work with in his sandbox, and he chose a human clavicle bone. The thing turns out to not even be cheese, but shades of the trope are quite present.
- Karate Bears love cartoony looking cheese
- Lars from Girl Genius was a cheesemaker's apprentice who stopped to watch a play and joined the circus. This is illustraded in his flashback as him carrying wheels of yellow swiss on a big stick over his shoulder.
- The villlain "The Cheese" from It's Walky! is a godlike robot constructed from a material that looks exactly like cartoon cheese( but is implied to be a golden metal pitted from aeons of use). Which gives him his name.
- The Pixeljam online game Rat Race and Rat Race 2 both plays it straight and averts this, every single piece of cheese is uniquely shaped and colored, but there are a few suspiciously yellow, holey looking ones.
- At one point, Google Moon (a map of the Moon with all the Apollo landing sites marked), if you zoomed all the way in, would change the background to green holey cheese.
- Quite possibly the default in Tom and Jerry. In one Gene Deitch cartoon set in the Wild West, a wheel of cheese in the store's display window labeled "Cheddar" is switched with "Swiss" after it gets shot full of holes.
- Chip 'n Dale: Rescue Rangers is perhaps noteworthy in that it mentions varieties of cheese (other than the old standbys) rather than generically calling it "cheese" and leaving it at that (thanks in part to having a character [Monterey Jack] whose Weaksauce Weakness is cheese). Monty even has a favorite cheese: Brie '86 (even though the pilot movie "To The Rescue," reveals that Monty doesn't really have a favorite kind of cheese, as any kind will send him into that cheese attack trance).
- In "Short Order Crooks", the cheese of choice is cheddar, so the color is right, given the annatto, but the holes...
- In "Mind Your Cheese And Qs", all the cheese is yellowed Swiss, while all the cheese being exchanged for gold is yellowed baby Swiss, judging by the hole size. Even though Monty smells Edam (which is yellow, but usually pressed into balls and covered with red wax) and brie (which is white and molded into a flat disc), this is all he finds in the vault. The brie which Rat Capone uses to lure Monty away from saving Gadget loses the holes, but there's that yellow again...
- Hell, Monty's name (Monterey Jack) is an actual type of cheese, as are the Cheddar (in Cheddarhead Charlie) and the Camembert (in Camembert Kate).
- Bugs Bunny cartoon The Unruly Hare.  Elmer does so and says "So I'm a big rat!". Bugs appears out of the smoke from the shot and says "Ah! Have some cheese, rat!" and shoves a wedge of cheese in his mouth.
- Partially averted in the Looney Tunes Cheese Chasers which opens with mice Hubie and Bertie at the end of a binge at a cheese warehouse, eating paths through a variety of cheeses. Later, though, Claude Cat, trying to get them to leave him alone, offers them some Cartoon Cheese.
- The title character of Spongebob Squarepants is yellow, rectangular, and full of holes. The show's creator, Stephen Hillenburg, decided to include the word "Sponge" in the character's name specifically because he believed that, if he didn't, audiences would think he was an anthropomorphic block of cheese. This was lampshaded in the episode "Band Geeks" when the titular character is referred to as "the talking cheese."
- Limburger cheese examples:
- Flip the Frog in Chinaman's Chance; the smuggler Chow Mein is easy to track because he's got smelly feeteven his footprints stink, and when Flip or his dog smell them, the image of stinky Cartoon Cheese is superimposed.
- A Ham in a Role: A would-be Shakespearean actor gets stinky Limburger cheese dropped on him as he's reciting the "A rose by any other name would smell as sweet" line from Romeo and Juliet.
- Really Scent: a female cat locks herself in a Limburger factory so she can match Pepe Le Pew's scent.
- Tom and Jerry cartoon Tall in the Trap
- Hoppity Hooper episode "Colonel Clabber" has a Limburger Cheese Statue.
- Swiss Cheese examples:
- "Babbit and Catstello" cartoon A Tale of Two Mice
- Maggie and the Ferocious Beast: Rudy the Mouse lives in a large wheel of Swiss cheese.
- Vlad Masters from Danny Phantom is a Cheesehead and wore the cheesehead hat.
- Pinky and the Brain had a short in Animaniacs about the cheeses from around the world, and most of those were in wheel form. For the record: some cheeses don't have this shape at all, such the Cur de Neufchâtel, where "cur" is the French word for "heart" due to its shape.
- Done in The Fairly Oddparents. In particular the episode "Power Mad", where ninja bunnies shoot carrots right through fairy Cosmo, riddling him with holes - he reappears later after the simulation with holes still in his body. Cosmo: "look I'm cheese." Also used in "Cheese and Crockers" where Crocker gains cheese powers - the cheese he uses are all orange.
- Averted in the Wallace & Gromit short, A Grand Day Out.
- "Everyone knows the moon's made of cheese ..." (and indeed it is.)
- Wedges of cheese in the sequels do sometimes have the holes, however, despite Wallace's Trademark Favorite Cheese being established as Wensleydale (a white, crumbly cheese).
- The Garfield Show: Slightly averted where TV star and chef, Eddie Gormon, opens "Cheese Land", an amusement park made entirely out of cheese. Slightly averted, where there's slightly more cheese varieties seen (bleu, cheddar, american) but are overshadowed by most of the cartoon cheese making up the amusement park.
- Cartoon Network released a marathon called "Cartoon Network Invaded", where every animated series had a special episode involving the same type of aliens looking for cheese as construction material for the moon. Most of the cheese is either cartoon cheese or orange spray cheese.
- Filbert from Rocko's Modern Life initially designed "The Cheese" character as a highly stylized version of this before Heffer redesigned him in "Wacky Delly".
- Shows up on Jimmy Two-Shoes, during the Zombie Apocalypse episode.
- Justified in the Ed, Edd n Eddy episode "Stuck in Ed". Rolf was drilling holes in a cheese wheel.
- Phineas and Ferb built Cheesetopia in the episode "Remains of a Platypus", and while more cheese varieties are also present, the main attraction is triangular and full of holes.
- The Adventures of Jimmy Neutron: Boy Genius: Jimmy Neutron once built the Cheese-Ray (which kept being brought up through the series) which turned items into yellow hole-filled cheese.
- On Family Guy, Peter and friends joined the police academy.
- In Ratz, the cheese is explicitly Gouda, but it's shown holier than usual.
- The Danger Mouse remake villain Monsieur Aubrey le Camembert had a cheese ray which turned things into cartoon cheese, despite him making puns on a wide variety of cheese types (and being named after a runny white cheese). He even wears an orange jacket with dark patches resembling holes.
- Emmentaler cheese is probably the closest thing to Cartoon Cheese in real life. It's the Swiss cheese after which so-called "Swiss cheese" is named, it comes in wheels, and it's full of holes. It's not as bright a shade of yellow as in cartoons, however, and has a pretty mild taste & smell.
- In Sweden, this type of cheese (1 (yellow), 2, and 3 together) is a very common type.
- Jarlsberg, from Norway. The recipe has Swiss roots and it looks similar to Emmentaler, with a color ranging from off-white to light yellow. Like Emmentaler, it's pretty mild-smelling.


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- get() - Method in interface com.yahoo.memory.Handle
-
Gets a Memory
- get() - Method in class com.yahoo.memory.MapHandle
-
- get() - Method in class com.yahoo.memory.WritableDirectHandle
-
- get() - Method in interface com.yahoo.memory.WritableHandle
-
Gets a WritableMemory
- get() - Method in class com.yahoo.memory.WritableMapHandle
-
- getAndAddLong(long, long) - Method in class com.yahoo.memory.WritableMemory
-
Atomically adds the given value to the long located at offsetBytes.
- getAndSetLong(long, long) - Method in class com.yahoo.memory.WritableMemory
-
Atomically exchanges the given value with the current value located at offsetBytes.
- getArray() - Method in class com.yahoo.memory.WritableBuffer
-
Returns the primitive backing array, otherwise null.
- getArray() - Method in class com.yahoo.memory.WritableMemory
-
Returns the primitive backing array, otherwise null.
- getBoolean() - Method in class com.yahoo.memory.Buffer
-
Gets the boolean value at the current position.
- getBoolean(long) - Method in class com.yahoo.memory.Buffer
-
Gets the boolean value at the given offset.
- getBoolean(long) - Method in class com.yahoo.memory.Memory
-
Gets the boolean value at the given offset
- getBooleanArray(boolean[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the boolean array at the current position.
- getBooleanArray(long, boolean[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the boolean array at the given offset
- getByte() - Method in class com.yahoo.memory.Buffer
-
Gets the byte value at the current position.
- getByte(long) - Method in class com.yahoo.memory.Buffer
-
Gets the byte value at the given offset.
- getByte(long) - Method in class com.yahoo.memory.Memory
-
Gets the byte value at the given offset
- getByteArray(byte[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the byte array at the current position.
- getByteArray(long, byte[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the byte array at the given offset
- getByteBuffer() - Method in class com.yahoo.memory.WritableBuffer
-
Returns the backing ByteBuffer if it exists, otherwise returns null.
- getByteBuffer() - Method in class com.yahoo.memory.WritableMemory
-
Returns the backing ByteBuffer if it exists, otherwise returns null.
- getCapacity() - Method in class com.yahoo.memory.Buffer
-
Gets the capacity of this Buffer in bytes
- getCapacity() - Method in class com.yahoo.memory.Memory
-
Gets the capacity of this Memory in bytes
- getChar() - Method in class com.yahoo.memory.Buffer
-
Gets the char value at the current position.
- getChar(long) - Method in class com.yahoo.memory.Buffer
-
Gets the char value at the given offset.
- getChar(long) - Method in class com.yahoo.memory.Memory
-
Gets the char value at the given offset
- getCharArray(char[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the char array at the current position.
- getCharArray(long, char[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the char array at the given offset
- getCharsFromUtf8(long, int, Appendable) - Method in class com.yahoo.memory.Memory
-
Gets UTF-8 encoded bytes from this Memory, starting at offsetBytes to a length of
utf8LengthBytes, decodes them into characters and appends them to the given Appendable.
- getCharsFromUtf8(long, int, StringBuilder) - Method in class com.yahoo.memory.Memory
-
Gets UTF-8 encoded bytes from this Memory, starting at offsetBytes to a length of
utf8LengthBytes, decodes them into characters and appends them to the given StringBuilder.
- getCodePoint() - Method in class com.yahoo.memory.Util.RandomCodePoints
-
Return a single valid random Code Point from 0, inclusive, to
Character.MAX_CODE_POINT, inclusive.
- getCodePoint(int, int) - Method in class com.yahoo.memory.Util.RandomCodePoints
-
Return a single valid random Code Point from startCP, inclusive, to
endCP, exclusive.
- getCumulativeOffset() - Method in class com.yahoo.memory.Buffer
-
Returns the cumulative offset in bytes of this Buffer from the backing resource
including the Java object header, if any.
- getCumulativeOffset(long) - Method in class com.yahoo.memory.Memory
-
Returns the cumulative offset in bytes of this Memory from the backing resource
including the given offsetBytes and including the Java object header, if any.
- getCurrentDirectMemoryAllocated() - Static method in class com.yahoo.memory.Memory
-
Gets the current size of active direct memory allocated.
- getCurrentDirectMemoryAllocations() - Static method in class com.yahoo.memory.Memory
-
Gets the current number of active direct memory allocations.
- getCurrentDirectMemoryMapAllocated() - Static method in class com.yahoo.memory.Memory
-
Gets the current size of active direct memory map allocated.
- getCurrentDirectMemoryMapAllocations() - Static method in class com.yahoo.memory.Memory
-
Gets the current number of active direct memory map allocations.
- getDouble() - Method in class com.yahoo.memory.Buffer
-
Gets the double value at the current position.
- getDouble(long) - Method in class com.yahoo.memory.Buffer
-
Gets the double value at the given offset.
- getDouble(long) - Method in class com.yahoo.memory.Memory
-
Gets the double value at the given offset
- getDoubleArray(double[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the double array at the current position.
- getDoubleArray(long, double[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the double array at the given offset
- getFloat() - Method in class com.yahoo.memory.Buffer
-
Gets the float value at the current position.
- getFloat(long) - Method in class com.yahoo.memory.Buffer
-
Gets the float value at the given offset.
- getFloat(long) - Method in class com.yahoo.memory.Memory
-
Gets the float value at the given offset
- getFloatArray(float[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the float array at the current position.
- getFloatArray(long, float[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the float array at the given offset
- getHandle() - Method in class com.yahoo.memory.WritableMemory
-
- getInt() - Method in class com.yahoo.memory.Buffer
-
Gets the int value at the current position.
- getInt(long) - Method in class com.yahoo.memory.Buffer
-
Gets the int value at the given offset.
- getInt(long) - Method in class com.yahoo.memory.Memory
-
Gets the int value at the given offset
- getIntArray(int[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the int array at the current position.
- getIntArray(long, int[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the int array at the given offset
- getLong() - Method in class com.yahoo.memory.Buffer
-
Gets the long value at the current position.
- getLong(long) - Method in class com.yahoo.memory.Buffer
-
Gets the long value at the given offset.
- getLong(long) - Method in class com.yahoo.memory.Memory
-
Gets the long value at the given offset
- getLongArray(long[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the long array at the current position.
- getLongArray(long, long[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the long array at the given offset
- getMemoryRequestServer() - Method in class com.yahoo.memory.WritableMemory
-
Returns a MemoryRequest or null
- getRegionOffset() - Method in class com.yahoo.memory.WritableBuffer
-
Returns the offset of the start of this WritableBuffer from the backing resource,
but not including any Java object header.
- getRegionOffset(long) - Method in class com.yahoo.memory.WritableMemory
-
Returns the offset of the start of this WritableMemory from the backing resource
including the given offsetBytes, but not including any Java object header.
- getResourceOrder() - Method in class com.yahoo.memory.Buffer
-
Returns the ByteOrder for the backing resource.
- getResourceOrder() - Method in class com.yahoo.memory.Memory
-
Returns the ByteOrder for the backing resource.
- getShort() - Method in class com.yahoo.memory.Buffer
-
Gets the short value at the current position.
- getShort(long) - Method in class com.yahoo.memory.Buffer
-
Gets the short value at the given offset.
- getShort(long) - Method in class com.yahoo.memory.Memory
-
Gets the short value at the given offset
- getShortArray(short[], int, int) - Method in class com.yahoo.memory.Buffer
-
Gets the short array at the current position.
- getShortArray(long, short[], int, int) - Method in class com.yahoo.memory.Memory
-
Gets the short array at the given offset
- putBoolean(boolean) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the boolean value at the current position.
- putBoolean(long, boolean) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the boolean value at the given offset.
- putBoolean(long, boolean) - Method in class com.yahoo.memory.WritableMemory
-
Puts the boolean value at the given offset
- putBooleanArray(boolean[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the boolean array at the current position.
- putBooleanArray(long, boolean[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the boolean array at the given offset
- putByte(byte) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the byte value at the current position.
- putByte(long, byte) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the byte value at the given offset.
- putByte(long, byte) - Method in class com.yahoo.memory.WritableMemory
-
Puts the byte value at the given offset
- putByteArray(byte[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the byte array at the current position.
- putByteArray(long, byte[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the byte array at the given offset
- putChar(char) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the char value at the current position.
- putChar(long, char) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the char value at the given offset.
- putChar(long, char) - Method in class com.yahoo.memory.WritableMemory
-
Puts the char value at the given offset
- putCharArray(char[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the char array at the current position.
- putCharArray(long, char[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the char array at the given offset
- putCharsToUtf8(long, CharSequence) - Method in class com.yahoo.memory.WritableMemory
-
Encodes characters from the given CharSequence into UTF-8 bytes and puts them into this
WritableMemory begining at the given offsetBytes.
- putDouble(double) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the double value at the current position.
- putDouble(long, double) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the double value at the given offset.
- putDouble(long, double) - Method in class com.yahoo.memory.WritableMemory
-
Puts the double value at the given offset
- putDoubleArray(double[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the double array at the current position.
- putDoubleArray(long, double[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the double array at the given offset
- putFloat(float) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the float value at the current position.
- putFloat(long, float) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the float value at the given offset.
- putFloat(long, float) - Method in class com.yahoo.memory.WritableMemory
-
Puts the float value at the given offset
- putFloatArray(float[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the float array at the current position.
- putFloatArray(long, float[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the float array at the given offset
- putInt(int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the int value at the current position.
- putInt(long, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the int value at the given offset.
- putInt(long, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the int value at the given offset
- putIntArray(int[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the int array at the current position.
- putIntArray(long, int[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the int array at the given offset
- putLong(long) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the long value at the current position.
- putLong(long, long) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the long value at the given offset.
- putLong(long, long) - Method in class com.yahoo.memory.WritableMemory
-
Puts the long value at the given offset
- putLongArray(long[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the long array at the current position.
- putLongArray(long, long[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the long array at the given offset
- putShort(short) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the short value at the current position.
- putShort(long, short) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the short value at the given offset.
- putShort(long, short) - Method in class com.yahoo.memory.WritableMemory
-
Puts the short value at the given offset
- putShortArray(short[], int, int) - Method in class com.yahoo.memory.WritableBuffer
-
Puts the short array at the current position.
- putShortArray(long, short[], int, int) - Method in class com.yahoo.memory.WritableMemory
-
Puts the short array at the given offset
- wrap(ByteBuffer) - Static method in class com.yahoo.memory.Buffer
-
Accesses the given ByteBuffer for read-only operations.
- wrap(boolean[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(byte[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(char[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(short[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(int[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(long[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(float[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(double[]) - Static method in class com.yahoo.memory.Buffer
-
Wraps the given primitive array for read operations
- wrap(ByteBuffer) - Static method in class com.yahoo.memory.Memory
-
Accesses the given ByteBuffer for read-only operations.
- wrap(boolean[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(byte[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(char[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(short[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(int[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(long[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(float[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(double[]) - Static method in class com.yahoo.memory.Memory
-
Wraps the given primitive array for read operations
- wrap(ByteBuffer) - Static method in class com.yahoo.memory.WritableBuffer
-
Accesses the given ByteBuffer for write operations.
- wrap(boolean[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(byte[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(char[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(short[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(int[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(long[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(float[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(double[]) - Static method in class com.yahoo.memory.WritableBuffer
-
Wraps the given primitive array for write operations
- wrap(ByteBuffer) - Static method in class com.yahoo.memory.WritableMemory
-
Accesses the given ByteBuffer for write operations.
- wrap(boolean[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- wrap(byte[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- wrap(char[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- wrap(short[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- wrap(int[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- wrap(long[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- wrap(float[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- wrap(double[]) - Static method in class com.yahoo.memory.WritableMemory
-
Wraps the given primitive array for write operations
- WritableBuffer - Class in com.yahoo.memory
-
Provides read and write, positional primitive and primitive array access to any of the four
resources mentioned at the package level.
- WritableDirectHandle - Class in com.yahoo.memory
-
References a WritableMemory for a writable direct memory resource.
- WritableDirectHandle(AllocateDirect, WritableMemory) - Constructor for class com.yahoo.memory.WritableDirectHandle
-
- writableDuplicate() - Method in class com.yahoo.memory.WritableBuffer
-
Returns a writable duplicate view of this Buffer with the same but independent values of
start, position, end and capacity.
- writableDuplicate() - Method in class com.yahoo.memory.WritableMemory
-
Returns a writable duplicate view of this Memory.
- WritableHandle - Interface in com.yahoo.memory
-
A handle for WritableMemory
- writableMap(File) - Static method in class com.yahoo.memory.WritableMemory
-
Allocates direct memory used to memory map files for write operations
(including those > 2GB).
- writableMap(File, long, long, ByteOrder) - Static method in class com.yahoo.memory.WritableMemory
-
Allocates direct memory used to memory map files for write operations
(including those > 2GB).
- WritableMapHandle - Class in com.yahoo.memory
-
Gets a WritableMemory for a writable memory-mapped file resource.
- WritableMemory - Class in com.yahoo.memory
-
Provides read and write primitive and primitive array access to any of the four resources
mentioned at the package level.
- WritableMemory() - Constructor for class com.yahoo.memory.WritableMemory
-
- writableRegion() - Method in class com.yahoo.memory.WritableBuffer
-
Returns a writable region of this WritableBuffer
- writableRegion(long, long) - Method in class com.yahoo.memory.WritableBuffer
-
Returns a writable region of this WritableBuffer
- writableRegion(long, long) - Method in class com.yahoo.memory.WritableMemory
-
Returns a writable region of this WritableMemory


h2. Description
GPWL Feed Service. Used to add entries to the General Purpose Worklist, triggered by received MPPS N-Set messages.
h2. Attributes
h4. [#LogStationAETitles] {anchor:LogStationAETitles}
List of the AE titles for Modalities for which
XMLized MPPS attributes are logged into files
AET/timestamp-mpps.xml in the log directory.
Useful for creation of XSL stylesheets for GP Work Item creation.
Separate multiple values by \ (backslash).
*Default Value:* {{MESA_MOD\MODALITY1\MR3T}}
h4. [#PGPStationAETitles] {anchor:PGPStationAETitles}
List of the AE titles for Modalities which
emits MPPS messages according the Presentation of Grouped Procedure (PGP)
defined by the IHE Radiology Technical Framework.
Separate multiple values by \ (backslash).
*Default Value:* {{MESA_MOD\MODALITY1\MR3T}}
h4. [#AppendCaseStationAETitles] {anchor:AppendCaseStationAETitles}
List of the AE titles for Modalities which
emits MPPS messages according the Append Case, with multiple
MPPS objects refering the same Scheduled Procedure Step,
Relationship between Scheduled and Performed Procedure Steps
defined by IHE Radiology Technical Framework.
Separate multiple values by \ (backslash).
*Default Value:* {{MESA_MOD\MODALITY1\MR3T}}
h4. [#WorkItemConfigDirectory] {anchor:WorkItemConfigDirectory}
Directory where configuration files for
creation of work items are located: if XSL stylesheet "mpps2gpwl.xsl"
exists in this directory or in a sub-directory equal to the AE Title of
the modality, a work item will be created on receive of the last object
refered in the final MPPS, according these stylesheet.
A relative path name is resolved relative to
archive-install-directory/server/default/.
*Default Value:* {{conf/dcm4chee-ae}}
h4. [#EjbProviderURL] {anchor:EjbProviderURL}
Identifies JNDI (e.g: jnp://hostname:1099) with EJBs.
"LOCAL", if EJBs are deployed in same JBoss instance.
*Default Value:* {{LOCAL}}
h4. [#IANScuServiceName] {anchor:IANScuServiceName}
Used internally. Do not modify.
*Default Value:* {{dcm4chee.archive:service=IANScu}}
h4. [#Name] {anchor:Name}
The class name of the MBean
h4. [#State] {anchor:State}
The status of the MBean
h4. [#StateString] {anchor:StateString}
The status of the MBean in text form
h2. Operations
h4. [#reloadStylesheets] {anchor:reloadStylesheets}
Reload Stylesheets
h4. [#create] {anchor:create}
Standard MBean lifecycle method
h4. [#start] {anchor:start}
The start lifecycle operation
h4. [#stop] {anchor:stop}
The stop lifecycle operation
h4. [#destroy] {anchor:destroy}
The destroy lifecycle operation
h4. [#jbossInternalLifecycle] {anchor:jbossInternalLifecycle}
The detyped lifecycle operation (for internal use only)
h2. Notifications


About Immrama
If you wish to perform Immrama, you current have three different options:
- Install it on a computer you control and use it from there.
- Install it on a Raspberry Pi and have users connect to it as if it were a network login page.
- This website will turn into a a platform for ensembles that wish to perform the piece.
If you wish to discuss what is best for your group and your users, please get in touch.
The source code for this piece (and instructions for how to put it on a Raspberry Pi are here.


Hoërskool Kempton Park
Matriculated in 2017
Cources:
- Mathematics
- Afrikaans (Home Language)
- English (First Additional Language)
- Life Orientation
- Engineering Graphics & Design (EGD)
- Physical Science
- Information Technology
Mathematics bridging program at Belgium Campus ITversity attaining 84%
Belgium Campus ITversity
Bachelor of Computing (Software Engineering)
Expected to graduate in 2021
Was part of our school's shooting team from 2013 till 2016 and in this time I took part in multiple regional compitions and earned a silver medal in 2014.
Represented Gauteng as part of the Gauteng Eastern School Shooting Union (ESSU) airgun shooting team and qualified and attended SA’s in 2015 & 2016. I received half colours in 2015 & full colours in 2016.
I was granted the opportunity to take part in the international project. Our task is to build a system that works to prevent 'hot car' incidents through measuring the temperature inside the vehicle and notifying the driver if the temperatures do rise to a risky degree.
Here I worked in the club's bar, stocking the fridge and maintaining stock.
I also assisted with cleaning the grounds and organizing tournaments.
Strengths:
Trustworthy and reliable
Efficient and confident
Great passion for my work
Desire to excel in my field
Hardworking
Weaknesses:
Slite procrastination
Perfectionist when it comes to my work


Name:
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NAME: WABWOBA ALVYNAH TEL NO:0792000066/0739900006 EMAIL<EMAIL_ADDRESS>PERSONAL PROFILE
Computer Technology student who is an organized, critical thinker who aims at communicating my own ideas and being receptive to new ones in order to work constructively towards a set target.
PROFICIENCY
SKILLS
EDUCATION
Sep 2016-Jan 2021: Jomo Kenyatta University of Agriculture and Technology BSc. Computer Technology
Aug 2018 -Oct 2018: CISCO Networking Academy-CCNA 2
Dec 2016 -March 2017: CISCO Networking Academy-CCNA 1
Feb 2012 – Nov 2015: Booker Academy
Secondary School – Kenya certificate of Secondary Education-A-(80 points)
Jan 2004 – Nov 2011: Booker Academy Primary School – Kenya certificate of Primary Education-412 marks
TRAINING
REFEREES
1. Dr. George Okeyo-Lecturer of Computer Science JKUAT.
Email<EMAIL_ADDRESS>TEL NO: +254723000000
2. Mr. Erick Oude-Co-Founder & COO- Litemore Company
Email<EMAIL_ADDRESS>TEL NO: +254723000000


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third-section


Tom was coding a month before making this project, and knows HTML, CSS and PHP. He was one of the creators of this website.
Richard was the other coder of this website. Some languages in his knowledge include Python, HTML, CSS and more.
Declan was coding in lua and using the programm Gideros. He knows some Html and some Javascript


Putting Benford's Law to the Test
numbers might not be as random as you think
After seeing the Episode on Benford’s Law in Latif Nasser’s Connected (currently on Netflix), I had to test if this is true and if I could find a few datasets where it applies. And … I did! But before we get into details, let’s first explain what Benford’s Law is.
Benford’s Law states that the leading digit (that is the first digit in a number, also called the most significant digit) in a lot of collections of numbers is not randomly distributed. The first digit will most frequently be 1 (in about 30% of the numbers as opposed to 11% if it were truly random), the next most frequent digit will be two, … and the least frequent will be 9 ( which would be the first digit far less frequent than you would expect). With other numbers decreasing in probability according to a log scale.
The probabilities for each digit he proposed would fit this formula, P(n)=log10(1+1/n), and with a little python code we can quickly compute these and plot them out.
import pandas as pd
import numpy as np
import seaborn as sns
palette = sns.color_palette("GnBu_r", 9)
benford_proba = ({'digit': i, 'prob': np.log10(1+1/i)} for i in range(1,10,1))
ideal_df = pd.DataFrame(benford_proba)
sns.barplot(x='digit', y='prob', data=ideal_df, palette=palette).set_title('Benford\'s Law: hypothetical distribution')
plt.show()
Here a generator comprehension is used that will yield all probabilities for digits 1 through 9, convert it into a Pandas dataframe and plot everything with Seaborn. You can see the hypothetical distribution here:
Now let’s get some datasets and check if they match or not!
The Altitudes of Capitals
On WikiPedia you an find a list of all United Nations Countries, with their capital and how many meters above sea-level those cities are located at. This list was converted into an Excel spreadsheat, and loaded into Pandas dataframe. Now a little code was needed to filter out cities located at or below sea level, extract the most significant digit and then count these.
df = pd.read_excel('./data/capitals_altitude.xlsx')
df = df[df['Elevation (m)'] > 0]
df['first_digit_m'] = [str(n)[0] for n in df['Elevation (m)']]
counts_altitude_df = df.groupby('first_digit_m').agg(
count = pd.NamedAgg('Country', 'count'),
).reset_index()
This resulted in a dataframe that looked like this :
| first_digit_m | count |
|---|---|
| 1 | 56 |
| 2 | 27 |
| 3 | 17 |
| 4 | 9 |
| 5 | 13 |
| 6 | 16 |
| 7 | 14 |
| 8 | 5 |
| 9 | 10 |
Indeed, number one occurs far more frequently than other digits. Though to make this more tangible, lets plot the frequencies with the hypothetical frequency according to Benford’s Law and use a test to check if they are significantly different or not. As there will be multiple datasets to test and plot, let’s put everything in one function:
import scipy.stats as stats
def plot_benford(x, y, data, title, ax=None):
data = data.sort_values(x)
benford_proba = (np.log10(1+1/i) for i in range(1,10,1))
observed = list(data[y])
expected = [round(prob*np.sum(data[y])) for prob in benford_proba]
stat, p_value = stats.chisquare(f_obs=observed, f_exp=expected)
if p_value > 0.05:
palette = sns.color_palette("GnBu_r", 9)
else:
palette = sns.color_palette("OrRd_r", 9)
frequencies = data[y]/np.sum(data[y])
if ax is None:
fig, ax = plt.subplots()
sns.barplot(x=data[x], y=frequencies, palette=palette, ax=ax, zorder=0).set_title(title)
sns.pointplot(x='digit', y='prob', data=ideal_df, ax=ax, zorder=1, join=False, color='gray')
ax.set(xlabel='First Digit', ylabel='Frequency')
Parameters x and y are the column names for the column with the digits and the column with the counts respectively. Data is the dataframe with the count data and ax is optional and can be used to generate multi-panel images. The data will first be sorted, just to make sure the digits are ordered from 1 to 9 correctly and we’ll generate the probabilities here again. Next, the observed counts are stored in a separate variable and the expected count is calculated, this is the probability of each digit multiplied by the total number of observations. Using the chi-square test we can check if the distributions are the same (p-value > 0.05) or not and we’ll set the colors for our plot accordingly. Finally, the counts are converted into frequencies and everything is plotted. Colored bars for the observed data and gray dots indicating where Benford’s Law predicts they would be.
More datasets: COVID-19 infections, bacteria in the human gut and Gwent scores
So the altitudes of capital cities indeed seems to follow Benford’s Law. Time to grab some other datasets and see if Benford’s Law holds there. I picked Gwent MMR scores from the previous post, the number of daily COVID-19 infections in Belgian provinces, obtained from Sciensano and bacterial abundances in the human gut from the Human Microbiome Project.
You can find these datasets, the code to load them and process them on GitHub in the repository that goes along with this post here.
So the altitudes and COVID-19 infections follow Benford’s Law with statistical significant (or better they aren’t significantly different from Benford’s ideal distribution), hence these are plotted in shades of blue. For Gwent Pro Rank scores and (relative) abundances of bacteria in the human gut it is clear that the most significant digits aren’t uniformly distributed either, but the observed distributions do differ from Benford’s hypothetical ideal (hence shades of red are use for plotting these datasets). Though even if these differ from the idealized case, the distributions still fit a logarithmic decrease very well!
Conclusion
The fact that the first digits of seemingly random numbers don’t seem to be random at all is very counter intuitive at first. Numberphile offers a very good explanation why Benford applies on sets of numbers that follow an exponential growth. Check out their YouTube video here. While not all datasets adhere to an exponential curve, in a lot of cases going from 1 to 2 is easier than going from 2 to 3, … This would for instance be the case for Gwent scores (after subtracting the baseline score of 9600). As you are paired with better and better opponents as you get at higher MMR score, there are fewer people that can climb 200 points compared to 100 points. Therefore more players end up climbing 100 points than 200 and we start to see a shift in the frequencies of the first digits of the scores.
Similarly, the daily COVID-19 infections would go up exponentially when they would be left unchecked (and Benford’s Law would apply). However, while we take extensive measures to ensure the infection rate is curbed down (lockdown, social and physical distancing, mouth masks,…) it will become harder for the virus to spread and the curve will go down. But this is a slow process, and this curve has a very long tail, where the number of daily infections will go down from 30 to 20 faster than from 20 to 10 and this will also cause a non uniform distribution of first digits.
This episode of Connected was a head-scratcher and I don’t think I have ever spend this much time thinking about a single documentary (which is a good thing). Hopefully, Latif Nasser will have a chance to make a couple more seasons !
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Sorting: Bubble, Merge, and Quick
Technical Blog
September 18, 2015
The act of sorting (organizing) something is a concept that is so naturally ingrained in our nature that we don’t really give it much thought. We think about what we want to organize and how we want to organize it, but specifically, we rarely think about the process itself. When organizing books in alphabetical order, do we sort two or three first, then go through the rest one by one placing them in context of the original three? Do we collect all the books that start with “A” and move on to the next letter only after we finish sorting the “A” books? There are many ways people choose to organize something, a lot of that comes down to the person, their style, and their personality.
For a computer however, they have limited visual scope and do not have personalities. They need a series of very specific commands to execute a behavior. Sorting is a very common behavior that computers are asked to execute. However, they do not have the same improvisational, dynamic memory we do. And that is where we really dive into the process of sorting something.
To begin, there are three very common sorting methods for computers to execute: bubble sort, merge sort, and quick sort. But before we go into what each of these sorting methods mean, let’s start off with a sorting scenario. Imagine you want to sort a handful of playing cards from lowest to highest (disregarding the suit). However, all these cards are all faced down, and you can only flip over and view two cards at a time.
Bubble Sort:
The bubble sorting method compares two adjacent elements at the same time. Switch the two elements to fit the sorting condition. Once you make it through all the elements, go back and start over until you can make it through a list without switching anything at all.
In our example, imagine you have 8 facedown cards. Remember you can only look at two cards at a time. With the bubble method, you will look at the first two cards, and switch if the first card is larger than the second. Then you will look at the second and third card and switch if the second card is larger than the third, leave it be if not. After going through all 8 cards, repeat the process until you have made it through the list without switching any pair.
Note however, that this is the slowest and most inefficient sorting method out of the three. It has the most comparisons and takes the longest to complete. This video below does a great job of illustrating this point.
Merge Sort:
The merge sort method continually divides the elements into halves until it is able to compare two sets of elements that are already sorted. At the beginning it will break everything down into individual “halves.” Once it has two sets of sorted elements, it will compare one element of each set. It will set aside the smallest of the two, and pick up the next element of the former set. It will continue to compare an element of each set until one set empties.
In our example of 8 facedown cards, it will break it down into individual cards. It will then compare the first and second card then sets it aside as a sorted pair of two cards. Then it compares the third and fourth card. Once sorted it will be set aside as another sorted pair of two. Once all eight cards are sorted into twos, it will compare the first and second cards to the third and fourth cards. It compares the first cards of each set (so the first and third cards) and sets aside the smallest of the pair. Then it will compare the existing card with the last card in the other set. The video above also shows the merge method well.
Quick Sort:
The quick sort method randomly selects an element to use as a reference, otherwise called as a “pivot.” You then compare every element to the pivot and assign them to either the left or right. Once they are sorted into two groups choose another pivot within each group and continue the process until it is all sorted.
In our example of 8 facedown cards select one card at random. Let’s say it is a 5 of hearts. Now go through each card and place cards that are lower than 5 to the left, and those larger than 5 to the right. Now you have divided the cards into two groups. Select a new pivot amongst the cards smaller than 5 and continue the process


The port is located in the estuary of the River Pungue and access to it is through the Maputi Channel, which is approximately 10 miles long.
Position 19°54′S,34°53′E.
Small vessels can anchor inside the inner harbour.


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Dear [RECIPIENT.PRI_OWNER_FIRSTNAME] [RECIPIENT.PRI_OWNER_LASTNAME],
Metro Tunnel - Property Pre-Condition Survey for: [PROPERTY.PRI_ADDRESS_FULL]
Construction is underway on the Metro Tunnel, Victoria's biggest ever public transport project.
Cross Yarra Partnership (CYP) has been contracted by Melbourne Metro Rail Authority (MMRA), on behalf of the State Government of Victoria, to design, build and maintain the stations and tunnels. The Metro Tunnel Project will transform the way people move around Melbourne, with 'turn up and go' rail services and improved access to key landmarks and destinations. The Metro Tunnel will create a new end-to-end rail line from Sunbury to Cranbourne/Pakenham, with high capacity trains and signalling, and five new underground stations.
We are committed to minimising disruption to local communities and impacts on properties close to construction works.
Property Pre-Condition Survey
It is standard practice on major projects to offer property pre-condition surveys to adjacent properties. This provides an important reference document for both the property owner and the contractor in the unlikely event of any accidental property damage. At the completion of works, a property post-condition survey will be offered to properties that have had a pre-condition survey undertaken. We may also need to conduct periodic property inspections during construction, however we will contact you in advance to arrange this.
Your property has been identified as being located within an area where construction activities are taking place. We are therefore offering you the opportunity to have a complimentary property pre-condition survey undertaken.
The purpose of the survey is to record the current condition of your property before major construction activity begins. The survey will include an inspection and photographs of the inside and outside of any buildings, sheds, garages, fences and paths.
An independent contractor will be engaged to undertake the property pre-condition survey. All companies engaged have extensive experience in property condition assessments and the preparation of condition survey reports.
The survey is expected to take approximately (Indicate approx. time to complete eg: 1 hour or 30 Minutes) to complete and you or a nominated representative will need to be present during the inspection. A copy of the pre-condition survey report containing photographs of your property will be provided to you at no cost. You will also have the opportunity to verify the survey report. We will confidentially maintain copies of the report throughout the construction period.
Please note a separate survey of your building will be offered through your building manager or body corporate. This will include a survey of the building and potentially the installation of settlement monitoring devices.
We ask that you confirm your acceptance to proceed with the property pre-condition survey by completing Parts A, B, C and D of the Permission to Proceed Form, attached to the link below:
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No, I do not want the survey |
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Alternatively, complete the attached form and post to:
Land & Property Manager
PO Box 24232 VIC 3000
Once we receive your completed permission form, a representative from the Property Inspection Contractor or the Cross Yarra Partnership will contact you to arrange a convenient time to conduct the survey. The consultant will carry photo identification and you are encouraged to check this before allowing access to your property.
If you have any queries relating to property pre-condition surveys, please contact John McKechnie on 0409 427 810 or email<EMAIL_ADDRESS>We encourage you to accept this offer at the earliest opportunity.
Yours faithfully
Stephen Singline
Land & Property Manager
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Before you begin clearance, make sure you have done these few things:
All Library Cards, Medical Card, School Identity Card, All Fees Receipt, and all Course Registration Forms.
Now that you know all you need to know, Best of luck in your various endeavours.