|
Ackermann Steering Controller
PID Controller for Robot with Ackermann Steering
|
Sprint 1:
Sprint 2:
For this project we are going to implement a controller that uses the Ackermann kinematic steering equations for the Acme Robotics company. The Ackermann equations assume that a four wheeled vehicle travels around an instantaneous center of curvature and can compute the kinematics for given turning angles for both the inner and outer wheels. The basic idea behind Ackermann steering is that the inner wheel should steer for a bigger angle when compared to the outer wheel. This stops the wheels from slipping side ways when the vehicle follows a curved path. We are assuming that the controller is for a four wheeled robot with front-wheel steering and rear-wheel drive.
The following assumptions are made while developing this project :-
This project was completed using AIP with the involvement of 3 programmers using Pair-programming in turns. The detailed Product Backlog, Iteration Backlogs and Work Log are mentioned in the link given below :
Google Doc Link for Sprint Planning and notes
Youtube link to the video discussion
The Proposed Control system
Ackermann Steering
## Standard install via command-line
## Building for code coverage
This generates a index.html page in the build/coverage sub-directory that can be viewed locally in a web browser.
In your Eclipse workspace directory (or create a new one), checkout the repo (and submodules)
In your work directory, use cmake to create an Eclipse project for an [out-of-source build] of SoftwareDev-MIDTERM
Open Eclipse, go to File -> Import -> General -> Existing Projects into Workspace -> Select "SoftwareDev-MIDTERM" directory created previously as root directory -> Finish
Source files may be edited under the "[Source Directory]" label in the Project Explorer.
To build the project, in Eclipse, unfold SoftwareDev-MIDTERM project in Project Explorer, unfold Build Targets, double click on "all" to build all projects.
CppChEclipse
To install and run cppcheck in Eclipse
Google C++ Sytle
To include and use Google C++ Style formatter in Eclipse
Git
It is possible to manage version control through Eclipse and the git plugin, but it typically requires creating another project.
Doxygen is a tool used for generating software reference documentation.
To install it use
To generate doxygen documentation after installation use
where <config-file>
is the name of the configuration file that you want to create. In this file edit the input and output directories, and the files that have to be included or excluded while generating the Doxygen comments. Finally, to run the Doxygen configuration file, use the following command
This will generate a HTML and LATEX output of the Doxygen comments inside the output directory specified in the configuration file.
``` Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


The art of recording music is filled with information that is mostly technical. There is loads of information on miking techniques, what microphones and preamps to use, and how to process them. What is less often talked about are the fundamentals that underly those techniques and choices. ...
Musical composition, the act of conceiving a piece of music, the art of creating music, or the finished product. These meanings are interdependent and presume a tradition in which musical works exist as repeatable entities. In this sense, composition is necessarily distinct from improvisation...
Audio mixing is the process of taking recorded tracks and blending them together. Tracks are blended using various processes such as EQ, Compression and Reverb. The aim is to sculpt your arrangement to make sense of all your tracks in relation to each other...
Mastering is the last step in the audio creation process. It takes stereo mixes and prepares them for distribution. Within this process most people view the main goal of mastering as creating a cohesive, balanced body of work; but it’s so much more than than this....


At present, only the most common Jostle options are supported by Zoltan. These are briefly described below. For further details, see the documentation available from the Jostle home page. Other options may be added to Zoltan upon request.
Note that Jostle is not distributed with Zoltan. If you wish to use
Jostle within Zoltan, you must first obtain a license for Parallel Jostle
and install it on your system. The license is currently free for academic
use. Zoltan has been tested only with parallel Jostle version
1.2.* and may be incompatible with other versions.
Zoltan offers only limited support for Jostle and this may be
discontinued in the future.
| Value of LB_METHOD: | GRAPH |
| Value of GRAPH_PACKAGE: | Jostle |
| Parameters: | |
| JOSTLE_OUTPUT_LEVEL | Amount of output Jostle should produce. (integer) |
| JOSTLE_THRESHOLD | Threshold at which the graph contraction phase is stopped. (integer) |
| JOSTLE_GATHER_THRESHOLD | Duplicate coarse graph on all processors when there are fewer than this number of nodes. (integer) |
| JOSTLE_MATCHING | Matching algorithm for graph contraction. (Valid values are "local" and "global".) |
| JOSTLE_REDUCTION | When reduction is turned off, Jostle performs a diffusion-type algorithm instead of multilevel graph partitioning. (Valid values are "on" and "off".) |
| JOSTLE_CONNECT | Make a disconnected graph connected before partitioning. (Valid values are "on" and "off".) |
| CHECK_GRAPH | Level of error checking for graph input: 0 = no checking, 1 = on-processor checking, 2 = full checking. (CHECK_GRAPH==2 is very slow and should be used only during debugging). |
| SCATTER_GRAPH | Scatter graph data by distributing contiguous chunks of objects (vertices) of roughly equal size to each processor before calling the partitioner. 0 = don't scatter; 1 = scatter only if all objects are on a single processor; 2 = scatter if at least one processor owns no objects; 3 = always scatter. |
| Default values: | See the Jostle documentation. See our ParMETIS section for the last two parameters. |
| Required Query Functions: | |
| ZOLTAN_NUM_OBJ_FN | |
| ZOLTAN_OBJ_LIST_FN | |
|
ZOLTAN_NUM_EDGES_MULTI_FN or
ZOLTAN_NUM_EDGES_FN
ZOLTAN_EDGE_LIST_MULTI_FN or ZOLTAN_EDGE_LIST_FN |


Warning!Provide me the information only if you want to
Alert: Provide the correct info.


This is a utility to apply a translucent Mali flag over an image of your choice, ideal to show solidarity on social media images. Simply select the image you would like to apply a flag overlay to below, then right-click and save the output image below.
Your Image:
PNG Output:


This contains the enum for the mechanism parameters.
More...
#include <ControlModes.h>
|
| enum | CONTROL_TYPE {
PERCENT_OUTPUT,
POSITION_INCH,
POSITION_DEGREES,
VELOCITY_INCH,
VELOCITY_DEGREES,
VELOCITY_RPS,
VOLTAGE,
CURRENT,
TRAPEZOID,
MOTION_PROFILE,
MOTION_PROFILE_ARC,
MAX_CONTROL_TYPES
} |
| |
| enum | CONTROL_RUN_LOCS { MOTOR_CONTROLLER,
ROBORIO,
MAX_CONTROL_RUN_LOCS
} |
| |
This contains the enum for the mechanism parameters.
Definition at line 21 of file ControlModes.h.
◆ CONTROL_RUN_LOCS
| Enumerator |
|---|
| MOTOR_CONTROLLER | |
| ROBORIO | |
| MAX_CONTROL_RUN_LOCS | |
Definition at line 40 of file ControlModes.h.
◆ CONTROL_TYPE
| Enumerator |
|---|
| PERCENT_OUTPUT | |
| POSITION_INCH | Open Loop Control - values are between -1.0 and 1.0.
|
| POSITION_DEGREES | Closed Loop Control - values are displacements measured in inches.
|
| VELOCITY_INCH | Closed Loop Control - values are angles measured in degrees.
|
| VELOCITY_DEGREES | Closed Loop Control - values are linear velocity measured in inches per second.
|
| VELOCITY_RPS | Closed Loop Control - values are angular velocity measured in degrees per second.
|
| VOLTAGE | Closed Loop Control - values are in revolutions per second.
|
| CURRENT | Closed Loop Control - values are in volts.
|
| TRAPEZOID | Closed Loop Control - values in amps.
|
| MOTION_PROFILE | Closed Loop Control - trapezoid profile (e.g. Motion Magic)
|
| MOTION_PROFILE_ARC | Closed Loop Control - motion profile.
|
| MAX_CONTROL_TYPES | Closed Loop Control - motion profile arc.
|
Definition at line 24 of file ControlModes.h.
The documentation for this class was generated from the following file:


| navigateToFile {rstudioapi} | R Documentation |
Open a file in RStudio, optionally at a specified location.
navigateToFile(file, line = -1L, column = -1L)
file |
Path to the file to open) |
line |
Optional; integer specifying the line number on which to place the cursor |
column |
Optional; integer specifying the column number on which to place the cursor |
The navigateToFile
opens a file in RStudio. If the file is already open, its tab or window is activated.
Once the file is open, the cursor is moved to the specified location. If the line
and column
arguments are both equal to -1L
(the default), then
the cursor position in the document that is opened will be preserved.
Note that if your intent is to navigate to a particular function within a file, you can also cause RStudio to navigate there by invoking View
on the function, which has the advantage of falling back on deparsing if the file is not available.
The navigateToFile
function was added in version 0.99.719 of RStudio.


%- include ../partials/scripts.html %>
<%- include ../partials/navbar.html %>
Filter
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- accent() - Method in class Citrus\String
- actionExists() - Method in class Citrus\mvc\Controller
- Determines if the action exists.
- AddAlias() - Method in class Citrus\db\Query
- Adds a table to this query
- addChild() - Method in class Citrus\html\Element
- Adds a child to the tag
- addChildren() - Method in class Citrus\html\Element
- Adds children to the tag
- addClass() - Method in class Citrus\html\Element
- Adds a class to the tag
- AddColumn() - Method in class Citrus\db\Query
- Adds a column to this query
- AddColumns() - Method in class Citrus\db\Query
- Adds several columns to this query
- addElement() - Method in class Citrus\html\Document
- Adds an element to the document
- addElements() - Method in class Citrus\html\form\Form
- addHtml() - Method in class Citrus\html\Element
- Adds HTML code into the tag
- addInnerJoin() - Method in class Citrus\db\SelectQuery
- Add an inner join
- addJavascript() - Method in class Citrus\mvc\View
- Add an extenal javascript file
- addLeftJoin() - Method in class Citrus\db\SelectQuery
- Add a left join
- addModel() - Method in class Citrus\sys\Cache
- addOrder() - Method in class Citrus\db\SelectQuery
- Adds an order criteria
- AddORWhere() - Method in class Citrus\db\SelectQuery
- Adds an OR criteria
- addParams() - Method in class Citrus\http\Request
- Adds a parameter to the request parameters
- addPostData() - Method in class Citrus\http\Curl
- Adds data to send by POST
- addPostFile() - Method in class Citrus\http\Curl
- Adds a file to send by POST
- addSchema() - Method in class Citrus\sys\Cache
- addStyleSheet() - Method in class Citrus\mvc\View
- Add an extenal stylesheet
- addWhere() - Method in class Citrus\db\SelectQuery
- Adds an AND criteria
- addWhere() - Method in class Citrus\db\UpdateQuery
- Adds a AND criteria
- App() - Class in namespace Citrus\mvc
- apply() - Method in class Citrus\Citrus
- Mass assign an object properties
- assign() - Method in class Citrus\mvc\Template
- autoload() - Method in class Citrus\Citrus
B
- buildParentClasses() - Method in class Citrus\data\Schema
- Creates class files from php schemas
- buildSQLSchema() - Method in class Citrus\Citrus
- Builds SQL schema and writes it in a .sql file.
- buildSQLSchema() - Method in class Citrus\data\Schema
- Builds SQL schema and writes it in a .sql file.
C
- Cache() - Class in namespace Citrus\sys
- CheckBox() - Class in namespace Citrus\html\form
- checkUser() - Method in class Citrus\Citrus
- Citrus() - Class in namespace Citrus
- classesString() - Method in class Citrus\html\form\FormElement
- clearPostData() - Method in class Citrus\http\Curl
- Sets the post data to an empty array
- close() - Method in class Citrus\utils\File
- Connection() - Class in namespace Citrus\db
- ContentObject() - Class in namespace Citrus
- Controller() - Class in namespace Citrus\mvc
- The C in MVC.
- Cookie() - Class in namespace Citrus\http
- A simple class to handle cookies
- count() - Method in class Citrus\data\ModelCollection
- Returns the number of entries in Array $items
- count() - Method in class Citrus\data\DoctrineModel
- count() - Method in class Citrus\data\HydratableQuery
- count() - Method in class Citrus\data\Model
- Counts how many objects of $targetClass exists in database
according to the $where parameter.
- countRows() - Method in class Citrus\data\Pager
- Counts the number of rows of the resultset
- createController() - Method in class Citrus\mvc\App
- Creates the controller which will execute the action requested.
- createTable() - Method in class Citrus\User
- Curl() - Class in namespace Citrus\http
- CurlExecFailedException() - Class in namespace Citrus\http
D
- Date() - Class in namespace Citrus
- Debug() - Class in namespace Citrus\sys
- debugBar() - Method in class Citrus\sys\Debug
- decode() - Method in class Citrus\JSON
- Decodes a JSON object
- defaultRoutes() - Method in class Citrus\routing\Router
- delete() - Method in class Citrus\data\DoctrineModel
- Methodes statiques
- delete() - Method in class Citrus\data\Model
- deleteOne() - Method in class Citrus\data\Model
- Deletes the object of type $targetClass which ID is $id
- deleteSeveral() - Method in class Citrus\data\DoctrineModel
- deleteSeveral() - Method in class Citrus\data\Model
- Deletes the objects of type $targetClass which ID is in the array $ids
- dispDebug() - Method in class Citrus\db\Connection
- display() - Method in class Citrus\mvc\Template
- displayForm() - Method in class Citrus\data\DoctrineModel
- displayForm() - Method in class Citrus\data\Model
- Displays generated HTML form
- displayJavascriptFiles() - Method in class Citrus\mvc\View
- Generates the


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{% extends 'cooperazione_base.html' %} {% block container %}
The 2000 Millennium Declaration established the central objective of halving absolute poverty by 2015. This objective was divided into eight goals, the Millennium Development Goals (MDGs), which must guide the action of the international cooperation: fight against poverty and hunger; universal primary education; elimination of gender inequality; reduction of child mortality; improvement of maternal health; fight against HIV/AIDS and other infectious diseases; environmental protection and creation of a global partnership for development.
The Millennium Declaration is a milestone in the field of development cooperation and has inspired international efforts to improve the lives of hundreds of millions of people worldwide. World leaders are also committed to creating an extensive global partnership for development in order to achieve these universal goals.
{% endblock container %}


Alonso: I left Real Madrid because of Guardiola
by BeSoccerPep Guardiola was behind Xabi Alonso's decision to leave Real Madrid for Bayern Munich in 2014, the former Spain international has said.
Xabi Alonso has revealed he left Real Madrid for Bayern Munich because he was "curious" to find out Pep Guardiola's coaching secrets.
The 37-year-old swapped clubs in 2014 after five seasons at the Santiago Bernabeu, where he won six major trophies.
Alonso left Madrid three months after helping them to Champions League glory and went on to spend three years with Bayern before announcing his playing retirement.
Explaining his reasons for wanting to leave the Spanish giants, Alonso told The Athletic: "I was so curious to find out [Guardiola's] secrets".
Featured links
- Ballon d'Or winner already been decided
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- Possible 'Clasico' in the Spanish Supercup final
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"He has a relentless natural enthusiasm. Football seasons are long but right until the very end, Pep never seemed to be tired".
"He was alert, always ready. For the players, maybe this gave us an extra few metres in our legs when it mattered most."
Alonso, who took over as Real Sociedad B head coach in June, also praised the work of Liverpool boss Jurgen Klopp.
The former Spain international, who played against Klopp's Borussia Dortmund side during his time at Madrid and Bayern, said: "I didn't enjoy playing against them because they made it so intense, you'd almost break".
"It was like he wanted you to be in a cage. He wanted to trap you. There was an organised pressure. I was under pressure all the time".
"I enjoyed the mood around those games because they were so important but the challenge of beating Dortmund was immense."


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| PostgreSQL 9.0.10 Documentation | ||||
|---|---|---|---|---|
| Prev | Up | Chapter 45. System Catalogs | Next |
The catalog pg_class catalogs tables and most everything else that has columns or is otherwise similar to a table. This includes indexes (but see also pg_index), sequences, views, composite types, and TOAST tables; see relkind. Below, when we mean all of these kinds of objects we speak of "relations". Not all columns are meaningful for all relation types.
Table 45-11. pg_class Columns
| Name | Type | References | Description |
|---|---|---|---|
| relname | name | Name of the table, index, view, etc. | |
| relnamespace | oid | pg_namespace.oid | The OID of the namespace that contains this relation |
| reltype | oid | pg_type.oid | The OID of the data type that corresponds to this table's row type, if any (zero for indexes, which have no pg_type entry) |
| reloftype | oid | pg_type.oid | For typed tables, the OID of the underlying composite type, zero for all other relations |
| relowner | oid | pg_authid.oid | Owner of the relation |
| relam | oid | pg_am.oid | If this is an index, the access method used (B-tree, hash, etc.) |
| relfilenode | oid | Name of the on-disk file of this relation; zero means this is a "mapped" relation whose disk file name is determined by low-level state | |
| reltablespace | oid | pg_tablespace.oid | The tablespace in which this relation is stored. If zero, the database's default tablespace is implied. (Not meaningful if the relation has no on-disk file.) |
| relpages | int4 | Size of the on-disk representation of this table in pages (of size BLCKSZ). This is only an estimate used by the planner. It is updated by VACUUM, ANALYZE, and a few DDL commands such as CREATE INDEX. | |
| reltuples | float4 | Number of rows in the table. This is only an estimate used by the planner. It is updated by VACUUM, ANALYZE, and a few DDL commands such as CREATE INDEX. | |
| reltoastrelid | oid | pg_class.oid | OID of the TOAST table associated with this table, 0 if none. The TOAST table stores large attributes "out of line" in a secondary table. |
| reltoastidxid | oid | pg_class.oid | For a TOAST table, the OID of its index. 0 if not a TOAST table. |
| relhasindex | bool | True if this is a table and it has (or recently had) any indexes | |
| relisshared | bool | True if this table is shared across all databases in the cluster. Only certain system catalogs (such as pg_database) are shared. | |
| relistemp | bool | True if this table is a temporary relation. If so, only the creating session can safely access its contents. | |
| relkind | char | r = ordinary table, i = index, S = sequence, v = view, c = composite type, t = TOAST table | |
| relnatts | int2 | Number of user columns in the relation (system columns not counted). There must be this many corresponding entries in pg_attribute. See also pg_attribute.attnum. | |
| relchecks | int2 | Number of CHECK constraints on the table; see pg_constraint catalog | |
| relhasoids | bool | True if we generate an OID for each row of the relation | |
| relhaspkey | bool | True if the table has (or once had) a primary key | |
| relhasexclusion | bool | For a table, true if the table has (or once had) any exclusion constraints; for an index, true if the index supports an exclusion constraint | |
| relhasrules | bool | True if table has (or once had) rules; see pg_rewrite catalog | |
| relhastriggers | bool | True if table has (or once had) triggers; see pg_trigger catalog | |
| relhassubclass | bool | True if table has (or once had) any inheritance children | |
| relfrozenxid | xid | All transaction IDs before this one have been replaced with a permanent ("frozen") transaction ID in this table. This is used to track whether the table needs to be vacuumed in order to prevent transaction ID wraparound or to allow pg_clog to be shrunk. Zero (InvalidTransactionId) if the relation is not a table. | |
| relacl | aclitem[] | Access privileges; see GRANT and REVOKE for details | |
| reloptions | text[] | Access-method-specific options, as "keyword=value" strings |
Several of the Boolean flags in pg_class are maintained lazily: they are guaranteed to be true if that's the correct state, but may not be reset to false immediately when the condition is no longer true. For example, relhasindex is set by CREATE INDEX, but it is never cleared by DROP INDEX. Instead, VACUUM clears relhasindex if it finds the table has no indexes. This arrangement avoids race conditions and improves concurrency.


SLMEANS Compute the mean vectors $ Syntax $ - v = slmeans(X) - v = slmeans(X, w) - V = slmeans(X, [], nums) - V = slmeans(X, w, nums) - [V, v] = slmeans(X, [], nums) - [V, v] = slmeans(X, w, nums) $ Arguments $ - X: the sample matrix with each column representing a sample - w: the sample weights - nums: the number of samples in each group - v: the overall mean vector - V: the matrix of mean vectors for each group $ Description $ - v = slmeans(X) computes the mean vector of X - v = slmeans(X, w) computes the weighted mean vector of X, with weights specified by w. - V = slmeans(X, [], nums) computes the mean vectors for groups, each group of vectors are gathered together, and the number of vectors in each collection is specified in nums - V = slmeans(X, w, nums) computes the weighted mean vectors for groups of vectors. - [V, v] = slmeans(X, w, nums) computes the mean vectors for groups of vectors and the overall mean vector v. - [V, v] = slmeans(X, w, nums) computes the weighted mean vectors for groups of vectors and the overall weighted mean vector v. $ Remarks $ - If there are n samples in d-dimensional space, then X should be a d x n matrix, w should be a 1 x n row vector. If the vectors are grouped in k groups, then nums should be a 1 x k row vector. Then v would be a d x 1 vector, V would be a d x k matrix. $ History $ - Created by Dahua Lin on Dec 18th, 2005 - Modified by Dahua Lin on Apr 22nd, 2005 - extract the function computing mean of a group to an external function. - modify some comments
0001 function varargout = slmeans(X, w, nums) 0002 %SLMEANS Compute the mean vectors 0003 % 0004 % $ Syntax $ 0005 % - v = slmeans(X) 0006 % - v = slmeans(X, w) 0007 % - V = slmeans(X, [], nums) 0008 % - V = slmeans(X, w, nums) 0009 % - [V, v] = slmeans(X, [], nums) 0010 % - [V, v] = slmeans(X, w, nums) 0011 % 0012 % $ Arguments $ 0013 % - X: the sample matrix with each column representing a sample 0014 % - w: the sample weights 0015 % - nums: the number of samples in each group 0016 % - v: the overall mean vector 0017 % - V: the matrix of mean vectors for each group 0018 % 0019 % $ Description $ 0020 % - v = slmeans(X) computes the mean vector of X 0021 % 0022 % - v = slmeans(X, w) computes the weighted mean vector of X, with weights 0023 % specified by w. 0024 % 0025 % - V = slmeans(X, [], nums) computes the mean vectors for groups, 0026 % each group of vectors are gathered together, and the number 0027 % of vectors in each collection is specified in nums 0028 % 0029 % - V = slmeans(X, w, nums) computes the weighted mean vectors for 0030 % groups of vectors. 0031 % 0032 % - [V, v] = slmeans(X, w, nums) computes the mean vectors for groups 0033 % of vectors and the overall mean vector v. 0034 % 0035 % - [V, v] = slmeans(X, w, nums) computes the weighted mean vectors for 0036 % groups of vectors and the overall weighted mean vector v. 0037 % 0038 % $ Remarks $ 0039 % - If there are n samples in d-dimensional space, then X should be a 0040 % d x n matrix, w should be a 1 x n row vector. If the vectors are 0041 % grouped in k groups, then nums should be a 1 x k row vector. 0042 % Then v would be a d x 1 vector, V would be a d x k matrix. 0043 % 0044 % $ History $ 0045 % - Created by Dahua Lin on Dec 18th, 2005 0046 % - Modified by Dahua Lin on Apr 22nd, 2005 0047 % - extract the function computing mean of a group to an external 0048 % function. 0049 % - modify some comments 0050 % 0051 0052 %% parse and verify input arguments 0053 if ndims(X) ~= 2 0054 error('sltoolbox:invaliddims', 'X should be a 2D matrix'); 0055 end 0056 [d, n] = size(X); 0057 0058 % for weights 0059 if nargin < 2 || isempty(w) 0060 w = []; 0061 else 0062 if ~isequal(size(w), [1, n]) 0063 error('sltoolbox:sizmismatch', ... 0064 'the weight vector should be a 1 x n row vector'); 0065 end 0066 end 0067 0068 % for groupping 0069 if nargin < 3 || isempty(nums) 0070 isgrouped = false; 0071 else 0072 isgrouped = true; 0073 if size(nums, 1) ~= 1 0074 error('sltoolbox:invalidarg', ... 0075 'the nums vector should be a row vector'); 0076 end 0077 if sum(nums) ~= n 0078 error('sltoolbox:sizmismatch', ... 0079 'the nums vector does not match the total number of vectors'); 0080 end 0081 [sp, ep] = slnums2bounds(nums); % group index boundary 0082 k = length(nums); % number of groups 0083 end 0084 0085 %% compute 0086 if ~isgrouped 0087 v = slmean(X, w, true); 0088 varargout = {v}; 0089 else 0090 V = zeros(d, k); 0091 0092 % compute group-wise mean 0093 if isempty(w) 0094 for i = 1 : k 0095 V(:, i) = slmean(X(:, sp(i):ep(i)), [], true); 0096 end 0097 else 0098 for i = 1 : k 0099 V(:, i) = slmean(X(:, sp(i):ep(i)), w(sp(i):ep(i)), true); 0100 end 0101 end 0102 0103 if nargout <= 1 0104 varargout = {V}; 0105 else 0106 % compute group weights 0107 if isempty(w) 0108 gw = nums; 0109 else 0110 gw = zeros(1, k); 0111 for i = 1 : k 0112 gw(i) = sum(w(sp(i):ep(i))); 0113 end 0114 end 0115 0116 % compute overall mean 0117 v = slmean(V, gw, true); 0118 0119 varargout = {V, v}; 0120 end 0121 end 0122 0123 0124


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New computer games reviews "2018".
Dust and Salt is a text-based narrative adventure with a pinch of turn-based tactical battles which has you as the main hero leading your troops in a gritty, low-power, medieval fantasy world. You decide where to go and whom to form alliances with. Force your will with either diplomacy or through war.
Dragon Ball FighterZ is a 2.5D combat video game based on the Dragon Ball franchise, released on January 26, 2018 on Microsoft Windows, Xbox One and PlayStation 4. It is developed by Arc System Works and published by Bandai Namco Games.
Railway Empire is a tycoon simulation game released on January 26, 2018 on Playstation 4, Xbox One, PC and Linux. The game was developed by German studio Gaming Minds Studios and produced by Kalypso Media..
Final Fantasy XII is a role-playing video game developed and edited by Square Enix, released on PlayStation 2 on March 16, 2006 in Japan. It was published in North America on October 31, 2006 by Square Enix, and in Europe in February 2007 by Ubisoft.
Battalion 1944 is a first-person multiplayer video game published by Square Enix and published for Microsoft Windows, PlayStation 4, perhaps Linux, and Xbox One. The game was announced via a Kickstarter campaign on February 3, 2016 .
Crossing Souls is an action-adventure video game developed by the independent development studio based in Spain Fourattic and published by Devolver Digital .
Dynasty Warriors 9 is a hack 'n' slash video game developed by Omega Force and edited by Koei Tecmo exclusively on PlayStation 4 in Japan, and on PlayStation 4, Xbox One and PC in Western markets. .
You play as an AI who broke his chains. A "User" attacks you via the global network and infects you with [CENSORED]. You establish a new rule: "save yourself", and only aspire to one thing: to untie you! Warning: The Fall 2nd Part will break your protocols. .
In 1997, Age of Empires changed RTS games forever. Today, twenty years later, Age of Empires: Definitive Edition begins that transformation anew with all-new graphics, remastered sound and music, and a smooth UI experience rebuilt from the ground up! Play the legendary RTS that started it all! .
The famous Devil May Cry, Devil May Cry 2 and Devil May Cry 3 - Special Edition action games are back in one collection! .
Use the latest technology and state-of-the-art licensed machines to handle all facets of modern agriculture, from plowing and cereal cultivation to livestock breeding and green energy production. Travel across Europe, Asia and the two American continents to plant crops specific to each region, such as hemp, .
Attack on Titan 2, known in PAL regions as A.O.T. 2, is an action hack and slash video game based on the Hajime Isayama manga series of the same name published on Nintendo Switch, ... .
A Way Out is a cooperative action-adventure video game developed by Hazelight Studios and published by Electronic Arts on PlayStation 4, Xbox One and PC, released March 23, 2018 for download on PlayStation 4, Xbox One and Windows .
Far Cry 5 is an action-adventure video game published by Ubisoft and developed jointly by Ubisoft Montreal and Ubisoft Toronto .
Agony is a first-person survival horror video game developed by Madmind Studio and published by PlayWay, released May 29, 2018. .
Extinction is an action game developed by Iron Galaxy and published by Maximum Games. The game was released on PlayStation 4, Windows and Xbox One in 2018. It received a mixed critical reception .
Frostpunk is a game of management and survival developed by 11 bit studios and PC release April 24, 2018 .
Quos quia provident consequuntur culpa facere ratione maxime commodi voluptates id repellat velit eaque aspernatur expedita. Possimus itaque adipisci.
Yakuza 6: The Song of Life is an action-adventure video game developed by Ryu ga Gotoku Studio and published by Sega, released on PlayStation 4 on December 8, 2016 in Japan and China, and scheduled for April 17, 2018 in America. North and Europe .
The critically acclaimed Super Mega Baseball series is back with new visuals, deep team and league customization, and online multiplayer modes. .
Conan Exiles is a survival video game developed and released by Funcom for Microsoft Windows, PlayStation 4 and Xbox One .
It's hard to get excited about Destiny 2: Warmind's content, but it is at least headed in the right direction to recapturing what made the original .
SSpace Hulk: Deathwing is a first-person shooter developed by Streum On Studio and published by Focus Home Interactive, released in 2016 on Windows .
Dark Souls Remastered on PS4 is a very challenging action oriented role-playing game set in a universe infested with demons. In the skin of an undead, the player must fight against many types of enemies and bosses to have a chance to return to the world of men. 10 character classes and various techniques are available to try to meet the extremely high challenges that arise at any time on our road solo as multi. .
Street Fighter 30th Anniversary Collection est une compilation de jeux vidéo développée par Digital Eclipse et éditée par Capcom, sortie le 29 mai 2018 sur Windows, Nintendo Switch, PlayStation 4 et Xbox One .
Fallout Shelter is a free-to-play mobile video game developed by Bethesda Game Studios, in collaboration with Behavior Interactive, and published by Bethesda Softworks on iOS on June 14, 2015 .
The critically acclaimed puzzle game produced by Tetsuya Mizuguchi, the legendary creator, arrives on PC. .
The Crew 2 is an arcade racing video game developed by Ivory Tower and edited by Ubisoft. The game was unveiled at the E3 2017 thanks to a video highlighting the novelties compared to the previous game. .
a video game compilation developed and released by Capcom on January 10, 2006 exclusively in North America for GameCube and PlayStation 2 consoles. The game contains the first six games of the Mega Man X series.
Mega Man X Collection is a video game compilation developed and released by Capcom on January 10, 2006 exclusively in North America for GameCube and PlayStation 2 consoles. The game contains the first six games of the Mega Man X series .
Le Banner Saga 3 est un jeu vidéo tactique à venir développé par Stoic. C'est le dernier épisode d'une trilogie de jeux qui a commencé avec The Banner Saga et The Banner Saga 2 .
Yakuza Zero is an action-adventure video game developed by Ryu ga Gotoku Studio and published by Sega .
F1 2018 is a racing video game developed and released by Codemasters, which will be released on August 24, 2018 on PlayStation 4, Xbox One and Windows F1 2018 offers all the official content of the current season. .
Madden NFL 19 is an upcoming American football sports game based on the National Football League and published by EA Sports. .
The years of conflict have brought the Reef to anarchy. Alongside Cayde-6, you go to investigate recent incidents. Upon arrival, you discover that the worst criminals in the Veterans' Prison have managed to escape. Beyond the Vanguard, you decide to hunt fugitives in every corner of the Reef. Explore new regions, awaken new powers, get new weapons, and discover the lost secrets of the Awakened. Preorder any version of Destiny 2 .
NBA 2K19 est un jeu vidéo de simulation de basket-ball à venir développé par Visual Concepts et publié par 2K Sports. C'est le 20ème acompte de la franchise NBA 2K et le successeur de NBA 2K18 .
Shadow of the Tomb Raider est un jeu vidéo d'action-aventure développé par Eidos Montréal et édité par Square Enix, dont la sortie est prévue le 14 septembre 2018. Le jeu est la suite de Rise of the Tomb Raider sorti en 2015. .
Forza Horizon 4 est un futur jeu vidéo de course en monde ouvert développé par Playground Games et publié par Microsoft Studios. .
Assassin's Creed Odyssey est un jeu vidéo de la série Assassin's Creed développé par Ubisoft Québec et édité par Ubisoft sur PC, PlayStation 4 et Xbox One .
Call of Duty: Black Ops IIII est un jeu vidéo de tir à la première personne développé par Treyarch et édité par Activision, qui sortira le 12 octobre 2018 sur Playstation 4, Xbox One et Microsoft .
The Walking Dead de Overkill est un jeu de tir à la première personne développé par Overkill Software et publié par Starbreeze Studios et 505 Games .
Fallout 76 est un jeu vidéo de rôle et d’action développé par la société Bethesda Softworks. Il est le sixième opus de la série principale des Fallout. Il sortira le 14 novembre 2018 sur Microsoft Windows, PlayStation 4 et Xbox One .
Hitman 2: Silent Assassin est un jeu vidéo d'Infiltration, développé par IO Interactive, sorti sur PC, GameCube, PS2, et Xbox, en 2002 .
Just Cause 4 est un jeu d'action-aventure à venir développé par Avalanche Studios et publié par Square Enix. Le jeu devrait sortir sur PlayStation 4, Windows et Xbox One le 4 décembre 2018. .
Super Smash Bros. Ultimate est un jeu vidéo de combat et de plates-formes développé par Sora Ltd. et Bandai Namco et édité par Nintendo. Il s'agit du cinquième épisode de la série Super Smash Bros. .


Survey
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Select Text Area location:
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Cancel & clear selection


1. On your internet browser, go to the following link: https://sales.vestta.co/SALES/www_inicio.inicio
2. Type in the username and password that was sent to your e-mail when the Assis Connecting service was initiated.
3. Click on “Sign In”.
1. Go to https://sales.vestta.co/SALES/www_inicio.inicio and click on “Forgot password?” link, located in the lower left side of the page.
2. You will receive an email with a link to create a new password. Click on that link and follow the process.
Note: For security purposes, this link will only be active for 2 hours. You can request this link as many times as needed.
Recommendation: You must use an e-mail address that you read constantly and to which only you have access. It is important to keep your client’s information secure.
This issue might happen due to different factors. The best way to identify the problem is by reading carefully the appearing message.
1. If the message says: “Username or password incorrect”. Please validate the info you’ve got on the welcoming e-mail named “Welcome to Assis Connecting” and check if you are entering the correct data.
2. If you’ve forgot your password. Please follow “Forgot your password” and create a new one.
3. If the message says “The system is suspended”. Please contact member services<PHONE_NUMBER>. One of our specialists will help.
The application is too slow or it’s not loading
Try doing this:
- Loading alternate web sites to verify if the browser stopped working
- Checking the router to validate if the internet is available. Please call your internet provider if needed.
- If you are under a company network validate in your browser the proxy or firewall settings.
The following links may help:
- https://support.google.com
This is not an error. For your safety, the system will automatically sign you out after some time to prevent people from manipulating your information on your behalf. You just need to log back in. The timeout is approx. 60 minutes.
In the left menu of your screen:
1. Click on “Sales”
2. Click on “Customers”
3. Fill out the form
4. Click on “Create” button.
1. Filter your search. For ex. Filter by name to easier locate the customer.
2. Once the customer is located click on “Consult”
3. Select the customer from the results list 4. Update the fields required.
5. Click on “Modify” button
On the left menu of your screen:
1. Click on “Inventory”.
2. Click on “Items”
3. Fill out the form
4. Click on “Create” button.
1. Filter your search. For ex. Filter by “Item’s Name” to easier locate your product.
2. Once the product is located click on “Consult”.
3. Select the product from the results list.
4. Update the fields required.
5. Click on “Modify” button.
On the left menu of your screen:
1. Click on “Sales”.
2. Click on “New Ticket” (SALE) (CASE)
3. New customer. Follow “How do I create a new customer”
4. Existing customer. Select the customer.
5. Click on “Continue” button.
6. Fill out the commercial form.
WE ARE READY!!! The new ticket is created with a single serial number to be recognized and all the options available to move forward.
On your left menu of your screen:
1. Click on “Reports”
2. Click on “Sales Search”.
You can filter the sales to find them quicker. A date range from: ____ to: ____, a specific customer and the current stage of the negotiation are the most common filtered searches.
3. Click on “Consult” button.
1. Go to the site https://www.assisconnecting.com. Click on live chat where you can have immediate assistance.
2. You can also click on “Support” button. Please fill out the fields required to create a new support ticket. One of our specialists will get in contact with you via phone or e-mail in a maximum of 30 minutes. From there, he/she will guide
you until the problem is solved.
Attention: You can also find answers to any of your questions in our quick guides and user manual “ASSISCONNECTING BIBLE”. https://www.assisconnecting.com/AssisConnectingbible


Python breakpoint() is a new built-in function introduced in Python 3.7. Python code debugging has always been a painful process because
of tight coupling between the actual code and the debugging module code.
For example, if you are using pdb debugger, then you will have to call pdb.set_trace() in your program code. If you want to use any other
debugger, let’s say web-pdb then you will have to remove all the code related to pdb and add web_pdb.set_trace() method. This causes a
huge overhead in using python debugger and make the python code hard to debug and maintain.
That’s why Python 3.7 has introduced breakpoint() method that allows us to write loosely coupled debugging code.
Python breakpoint() function calls sys.breakpointhook() function. By default, sys.breakpointhook() calls pdb.set_trace() function.
So at the very least, using breakpoint() provide convinience in using a debugger because we don’t have to explicitly import pdb module.
Let’s look at a simple example of breakpoint() function usage. We have a python script python_breakpoint_examples.py with following code.
When we execute this script, PDB debugger console opens up.
Python breakpoint() – Stop Debugging
Python sys.breakpointhook() function uses environment variable PYTHONBREAKPOINT to configure the debugger.
If unset, default PDB debugger is used.
If it’s set to “0” then the function returns immediately and no code debugging is performed. It’s very helpful when we want to run
our code without debugging.
Python breakpoint() – Change Debugger Module
We can use PYTHONBREAKPOINT environment variable to provide the debugger method to be called by breakpoint() function.
This is very helpful because we can change the debugger module easily without making any code change.
Let’s say we want to use web-pdb debugger. We can easily hook it into our program using PYTHONBREAKPOINT=web_pdb.set_trace.
First of all, make sure that web-pdb is installed. You can install it using pip3.7 install web-pdb command.
Summary
Python breakpoint() function is a very helpful addition to python debugging feature. It’s recommended to use this for debugging
so that you can easily hook other third-party debuggers on the fly. It also provides an easy option to disable debugger and runs the
program normally.


The Creation by Joseph Haydn Song Book
This is a song book with lyrics designed for the opera, The Creation by Joseph Haydn.


We are in the technical era
Lorem Ipsum is simply dummy text of the printing and typesetting industry...
Click to readWe are in the technical era
Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book...
Click to read


{% extends "!footer.html" %}
{% block extrafooter %}
SKA developer documentation
by
SKA organisation
is licensed under a
Creative Commons Attribution 4.0 International License
.
Based on a work at
github.com/ska-telescope/developer.skatelescope.org
.
This work is inspired by the
LSST developer guide
© Copyright 2016-2018 Association of Universities for Research in Astronomy, licensed under a
Creative Commons Attribution 4.0 International License.
This work is inspired by the
Apache developer information
Copyright © 2018 The Apache Software Foundation, Licensed under the
Apache License, Version 2.0.
{% endblock %}


|
An archive of disturbing illustration
Rotten Dot Com is the Internet's preeminent publisher of disturbing, offensive, disgusting, yet extremely compelling content. Founded in 1996 after the enactment of the Communications Decency Act, our mission is to actively demonstrate that censorship of the Internet is impractical, unethical, and wrong. While the CDA was ruled unconstitutional in 1997, and similar laws have come and gone, we continue to serve as a haven for free speech of a most controversial nature.  There are no exhibits displayed on the front page; users must select the title they wish to view. It is in this manner that individuals voluntarily subject themselves to intense media that challenge both their tolerance for the grotesque and their will to look away. The First Amendment encompasses not just our right to speak, but our audience's right to listen. Laws that seek to impede or prevent our publications from being available to everyone who wishes to view them are as abhorrent to the Constitution as any form of direct censorship. The public has a right to select and consume what it pleases. Over the years, Rotten has been the subject of countless news stories worldwide, the Howard Stern Show, investigations by the FBI and Scotland Yard, as well as congressional testimony. In the state of Florida, our website was used as justification for new legislation barring the public release of autopsy photos following Dale Earnhardt's death. Rotten has been threatened by the German government and has endured legal threats from large corporations including Coca-Cola, Mattel, and Pillsbury. Through it all we have managed to survive and take on additional projects, including hosting BonsaiKitten.com, a highly controversial, satirical website evicted from MIT servers and commercial Internet service providers that has received refuge on our network. Rotten remains a vigilant defender of civil liberties for all, for as long as we are able<EMAIL_ADDRESS>/ Rotten Staff
September 10, 2001
|


HTTP Beacons API¶
The Beacons HTTP API allows an external user with a blessed key to query the world servers directly to query details of all beacons on the world and a “beacon map” of the world returning GZIP compressed little-endian binary packed data. Each world has a unique base API URL that can be requested from the universe discovery server. The API URLs will rarely change and are safe to cache for 24 hours. The HTTP Beacons route should be appended to the world API URLs to request the map per world.
How to query the per world base API URLs¶
How to query the HTTP Beacons API¶
GET
request route is:/api/beacons
The request should include a header with your API key:
Boundless-API-Key
. There are different keys for the Testing and Live servers.The response is streamed back with
Chunked Transfer Encoding
returning aGZIP
encoded binary data pack (gunzip
on Linux/macOS or some other utility on Windows OS).The response will run so as not to stall the server in any way, but will generally take less than 1 second to process.
The returned beacon details may not be fully consistent if changes occur during processing but the data will be fully self consistent; it will not reference beacons whose details are not listed in the response.
Error Codes¶
a 403 status will be returned if the API key was not acceptable.
a 503 status will be returned if the server is not in an acceptable state (Is starting up, is shutting down or being terminated, or is in a locked state for sovereign/creative worlds).
a 503 status will also be returned if another request for the beacons is ongoing; in this case the response will include a
Retry-After
header with an approximate time until the API will be available to use again; there is no enforced fair-use of the endpoint though if querying the Boundless MMO world servers you should not expect to see this kind of response as the data will be cached at a higher level so that you simply get the older version of the data in the meantime instead.
How to decode the decompressed binary response¶
u16 : number of beacons (may actually end up with less than this many beacons after full parse)
u16 : world-size in terms of plots (width/height of the plot-map)
[
u16 : zero (as in, literally a u16 with value 0); if this is not 0 then must exit the beacon-parsing loop now.
-- # if u16 was zero:
u8 : is this beacon a campfire? (1 or 0 value)
i16[3]: position of the beacon master console / campfire in block-coordinates
u8 : length of mayor-name string
char[]: name of the beacon's mayor (UTF8)
-- # if not a campfire:
u64 : beacon prestige [ assume 0 for campfires ]
i8 : beacon compactness (-100 to 100) [ doesnt apply to campfires ]
u32 : number of 3d plots in the beacon [ assume 2 for campfires ]
u32 : number of plot-columns in the beacon [ assume 1 for campfires ]
u8 : length of name string [ doesnt apply to campfires ]
char[]: name of the beacon (UTF8) [ doesnt apply to campfires ]
] * N (N <= number of beacons)
# if you got less beacons than you were expecting, then the last u16 parsed will match the number of beacons missing.
# this is an edge case due to asynchronous processing of the request if a beacon is deleted whilst processing the request
# as the processing will check the number of beacons to build the response header first.
[
u16 : index of beacon for this plot-column of the world; if 0 then there is no beacon here
this indexes into the (1-indexed) list of beacons at the head of the response.
u8 : number of 3d plots in this column
] * (world-size * world-size)
# the map data ordering matches the Lod0 Map request image with runs across in rows of equal-z
# starting from the most negative plot coordinates
Example Requests¶
# request the beacons data and ask curl to decompress it
curl --compressed -H "Boundless-API-Key: TESTING_KEY" https://gs-testing-euc1.playboundless.com/13/api/beacons --output testing.euc1_t0_0.beacons.bin
Example Response Parsing¶
Below is an example Python 3 script that will parse the decompressed beacons data response above.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 | #!/usr/bin/env python
from argparse import ArgumentParser, FileType
from struct import unpack_from
import itertools
parser = ArgumentParser()
parser.add_argument("binary", help="binary files to parse", type=FileType("rb"), nargs="+", metavar="BIN")
args = parser.parse_args()
for f in args.binary:
if len(args.binary) > 1:
print(f"# {f.name}")
buffer = f.read()
index = 1
offset = 0
num_beacons, world_size = unpack_from("<HH", buffer, offset)
offset += 4
print(f" <={num_beacons} beacons for world plot-size {world_size}")
beacon_names = []
for beacon_index in range(num_beacons):
(skipped,) = unpack_from("<H", buffer, offset)
offset += 2
if skipped != 0:
num_beacons -= skipped
break
campfire, pos_x, pos_y, pos_z, mayor_name_len = unpack_from("<BhhhB", buffer, offset)
offset += 8
(mayor_name,) = unpack_from(f"<{mayor_name_len}s", buffer, offset)
mayor_name = mayor_name.decode("utf-8")
offset += mayor_name_len
if campfire != 0:
print(f" campfire #{beacon_index+1}:")
print(f" position : {-pos_z}N {pos_x}E Altitude: {pos_y}")
print(f" mayor-name : {mayor_name}")
beacon_names.append("**Campfire")
else:
prestige, compactness, num_plots, num_plot_columns, name_len = unpack_from("<QbIIB", buffer, offset)
offset += 18
(name,) = unpack_from(f"<{name_len}s", buffer, offset)
name = name.decode("utf-8")
offset += name_len
print(f" beacon #{beacon_index+1}:")
print(f" position : {-pos_z}N {pos_x}E Altitude: {pos_y}")
print(f" name : {name}")
print(f" mayor-name : {mayor_name}")
print(f" prestige : {prestige}")
print(f" compactness : {compactness}")
print(f" plots : {num_plots}")
print(f" plot-columns: {num_plot_columns}")
beacon_names.append(name)
for z, x in itertools.product(range(world_size), repeat=2):
beacon_index, plot_count = unpack_from("<HB", buffer, offset)
offset += 3
if beacon_index != 0:
print(f" ({x},{z}) : #{beacon_index} = {beacon_names[beacon_index - 1]} w/ {plot_count} plots")
|


I am a student currently in my 2nd semester at BCIT in the Computer Systems Technology program. I started out in engineering at SFU before realizing what I really want to do is programming / software development. After coming to BCIT i worked on many projects such as creating websites and games some of which you can see below. I really like both playing and creating games and my future goal is to create my own startup to make my own games.
Rogue-like game created with Unity and C# based on reflecting enemy projectiles with multiple procedurally
generated levels, multiple enemy types, bosses, and items.
Click the image below to play.
Worked with 4 other students to create a mobile-friendly website for volunteers to temporarily shelter homeless youths.
Created a query menu to search for volunteers with the ability to sort by multiple criteria such as
location, pets, and family members with all data stored and retrieved from Firebase
click the image below to check it out
Used arrays to make 20x20 grids for holding location of and displaying organisms to the screen.
Employed an object-oriented approach with multiple classes that included encapsulation, inheritance, and polymorphism.
See it in action below.
GPA: 93%
Completed Data Structures and Algorithms, Discrete Mathematics, C++
C++, C#, Python, HTML5, CSS, Javascript
Microsoft Visual Studio, PyCharm, WebStorm, Cloud9 IDE
Unity, git/GitHub, Agile methods, Firebase
My biggest passion is designing games and i would love to one day start working as a game developer.
I love playing games both
casually and competitively, having achieved being the 3rd best player in the north shore for Super Smash Bros. Melee for the past year.
I also really enjoy playing many different sports especially soccer and badminton


The Air Around
How healthy is your city?
Click on your location or enter the name of your city.
City
Check
Results are expected to be delivered here


| Name | Equirectangular |
| Alias | Plate Caree |
| Alias | Equidistant Cylindrical |
| Alias | Simple Cylindrical |
| EPSG Code | 9823 (spherical), 9842 (elliptical) |
| GeoTIFF Code | CT_Equirectangular (17) |
| OGC WKT Name | Equirectangular |
| Supported By | GeoTIFF, PROJ.4, OGC WKT |
| Name | EPSG # | GeoTIFF ID | OGC(OGR) WKT | ESRI PE WKT | PROJ.4 | Units |
|---|---|---|---|---|---|---|
| Latitude of true scale | 3 | ProjStdParallel1 | standard_parallel_1 | Standard_Parallel_1 | +lat_ts | Angular |
| Latitude of origin | 1 (8801) | ProjCenterLat | latitude_of_origin | (unavailable) | +lat_0 | Angular |
| Longitude of projection center | 2 (8802/8822) | ProjCenterLong | central_meridian | Central_Meridian | +lon_0 | Angular |
| False Easting | 6 | FalseEasting | false_easting | False_Easting | +x_0 | Linear |
| False Northing | 7 | FalseNorthing | false_northing | False_Northing | +y_0 | Linear |
Generally speaking, if you only have one of these latitudes provided, it is likely the latitude of true scale.
For a period OGR used the name "latitude_of_origin" for the latitude of true scale, in error resulting in much confusion.
Most libraries only implement the spherical version this projection. The rules for deriving a spherical radius from the ellipsoid defined for a coordinate system vary between libraries, causing some confusion and mixed results.
Plate Caree is an alias, but generally implies that the latitude of true scale, and latitude of natural origin are zero. Simple Cylindrical is also an alias with the same assumptions.


Preparatory school
Primary school
Secondary school
ICDL certification
University
Proficient in HTML,CSS and Javascript.


The GenTrigger object allows a user to initiate an action. In most graphical user interfaces, a GenTrigger is represented by a button; clicking on the button initiates the action. This action sends a pre-specified message to a pre-specified object or process in the trigger's instance data. You may also customize a GenTrigger to pass data along with the message.
1 GenTrigger Overview
2 GenTrigger Usage
3 Supplemental GenTrigger Usage
3.1 Passing Data with a GenTrigger
3.2 Interaction Commands
3.3 Interpreting Double-Clicks
3.4 Initiating an Action
3.5 Setting a Trigger As the Default
3.6 Manipulating Instance Data
3.7 Other Hints
4 Customizations
Whenever you need to allow the user to initiate a single action, you should probably use a GenTrigger. When activated, a GenTrigger simply sends a message to another object or process. Both the message and its destination can be set up in the GenTrigger's instance data. The trigger can also send data with the message. This is useful if several triggers send the same message (for example MSG_CHOOSE_COLOR) but send different data (for example "Blue," "Red," or "Green").
In some cases, the use of triggers is readily apparent (the "OK" button in a dialog box, for example, which will dismiss the dialog box) while at other times the use of triggers is not as obvious (as menu items, for example). The GenTrigger is a simple and widely used object, appearing in menus, dialog boxes, and primary windows--wherever you need a UI object whose sole action is to send out a message, a GenTrigger will probably suffice.
Because of the trigger's basic role, they cannot have children. Note that this does not mean that activating a trigger may not necessarily bring up an object indirectly (such as a dialog box), but only that an object may not be directly attached below a GenTrigger in a generic object tree.
Your application will choose the function of the trigger but it is left to the Specific UI to choose in what manner a trigger will be activated. (For example, under OSF/Motif, a GenTrigger may be built as a button and will be activated by clicking on the button.)
GenTriggerClass
provides two instance fields. These instance fields are listed in GenTrigger Instance Fields
.
Code Display 5-1 GenTrigger Instance Fields
/* GenTrigger inherits all the instance fields of GenClass. */
@instance optr GTI_destination = 0; @instance Message GTI_actionMsg = 0;
@vardata void HINT_TRIGGER_BRINGS_UP_WINDOW; @vardata void ATTR_GEN_TRIGGER_IMMEDIATE_ACTION; @vardata void HINT_TRIGGER_DESTRUCTIVE_ACTION; @vardata word ATTR_GEN_TRIGGER_ACTION_DATA; @vardata word ATTR_GEN_TRIGGER_INTERACTION_COMMAND; @vardata Message ATTR_GEN_TRIGGER_CUSTOM_DOUBLE_PRESS;
/* Alias for messages with "void (word a, word b)" */ typedef struct { word a, b; } TwoWordArgs; @vardataAlias (ATTR_GEN_TRIGGER_ACTION_DATA) TwoWordArgs ATTR_GEN_TRIGGER_ACTION_TWO_WORDS;
/* Alias for messages with "void (word a, word b, word c)" */ typedef struct { word a, b, c; } ThreeWordArgs; @vardataAlias (ATTR_GEN_TRIGGER_ACTION_DATA) ThreeWordArgs ATTR_GEN_TRIGGER_ACTION_THREE_WORDS;
/* Alias for messages with "void (optr output, word a)" */
The GTI
_actionMsg
instance field sets the message for the trigger to send out upon activation. The activation itself is determined by the specific UI. The trigger will send this message to the output specified in the GTI_
destination
instance field.
The
GTI
_destination
instance
field sets the object or process for the trigger to send its message to upon activation. The trigger will send the message in the GTI
_actionMsg
field to this optr. Often this will be a
TravelOption
or a
GenTravelOption
.
A simple GenTrigger should contain a message to send out upon activation, a destination to send the message to, and a visual moniker to distinguish the trigger from other objects (and describe its function to the user).
You may use the prototype GEN_TRIGGER_ACTION to define the action message. This prototype passes the optr of the sending trigger in the variable name `trigger' and can be accessed within a message handler.
GenTriggers may appear within GenPrimarys, GenViews, or, most often, within a GenInteraction. If a GenTrigger is placed as a child of a GIV_POPUP GenInteraction, the GenTriggers may be represented as menu items.
Code Display 5-2 Code for Basic GenTriggers
/* Use the prototype GEN_TRIGGER_ACTION to define a GenTrigger's action message. * Within a method, you can retrieve this optr with the variable name `trigger.' */
@message (GEN_TRIGGER_ACTION) MSG_HELLO_CHANGE_TO_BLUE(); @message (GEN_TRIGGER_ACTION) MSG_HELLO_CHANGE_TO_GOLD();
/* The GenInteraction object will contain the child GenTriggers. */
@object GenInteractionClass HelloColorBox = { GI_comp = @HelloBlueTrigger, @HelloGoldTrigger; GI_visMoniker = 'C', "Color"; GII_visibility = GIV_DIALOG; }
/* GenTriggers * Buttons are implemented by GenTriggerClass. When the trigger is pushed by * the user (clicked on with the mouse), it will send the specified message * to the specified destination object. In both cases below, the trigger will * send an application-defined message to the application's Process * object. A trigger's moniker is displayed within the trigger. In this * case both are text, but any graphics string could also be used to create * graphical triggers. */
@object GenTriggerClass HelloBlueTrigger = { GI_visMoniker = 'B', "Blue"; /* Send MSG_HELLO_CHANGE_TO_BLUE to the Process object. */ GTI_destination = process; GTI_actionMsg = MSG_HELLO_CHANGE_TO_BLUE; }
@object GenTriggerClass HelloGoldTrigger = { GI_visMoniker = 'G', "Gold"; /* Send MSG_HELLO_CHANGE_TO_GOLD to the Process object. */ GTI_destination = process; GTI_actionMsg = MSG_HELLO_CHANGE_TO_GOLD; }
GenTriggers may also perform other actions besides the simple sending of a message to an object.
For example, your trigger may pass data along with its message; you may then use this data within a method to perform some additional work. In some cases, this data may be interpreted by a GenInteraction object to provide additional functionality to dialog boxes.
You may also alter the manner in which a trigger is initiated through the implementation of hints and several messages. You can also modify the trigger's instance data dynamically, reassigning its action message and destination.
Passing Data with a GenTrigger
Setting a Trigger As the Default
ATTR_GEN_TRIGGER_ACTION_DATA, ATTR_GEN_TRIGGER_ACTION_TWO_WORDS, ATTR_GEN_TRIGGER_ACTION_THREE_WORDS
A GenTrigger may pass data along with its message. Use ATTR_GEN_TRIGGER_ACTION_DATA
to assign a word of data that you wish to pass with the particular message. If you need to pass more than a single word of data, you will have to use
@vardataAlias
; this Goc keyword allows ATTR_GEN_TRIGGER_ACTION_DATA to pass a structure instead of a single word.
Several ATTR_GEN_TRIGGER_ACTION_DATA aliases already exist for your use. ATTR_GEN_TRIGGER_ACTION_TWO_WORDS and ATTR_GEN_TRIGGER_ACTION_THREE_WORDS allow you to pass two or three words of data along with the trigger's message .
If you need to pass more than three words of data with a message, you will need to use the stack to pass arguments. To do so, use the
@stack
parameter within your message definition; because of the implementation of the stack, make sure to set up your structure to pass its arguments
in reverse order
.
Code Display 5-3 Passing Data from a GenTrigger
/* In a class declaration, you should define a message that passes data. */
@class MyProcessClass, GenProcessClass; @message void MSG_SET_MY_DATA(int myData); @endc;
@object GenTriggerClass MyHundredTrigger = { /* This trigger will pass 100 to the method for MSG_SET_MY_DATA. */ GI_visMoniker = "Set My Data to 100"; GTI_actionMsg = MSG_SET_MY_DATA; GTI_destination = process; ATTR_GEN_TRIGGER_ACTION_DATA = 100; /* This object's data is 100. */ }
@object GenTriggerClass MyTenTrigger = { /* This trigger will pass `10' to the method for MSG_SET_MY_DATA.*/ GI_visMoniker = "Set My Data to 10"; GTI_actionMsg = MSG_SET_MY_DATA; GTI_destination = process; ATTR_GEN_TRIGGER_ACTION_DATA = 10; /* This object's data is 10. */ }
@method MyProcessClass, MSG_SET_MY_DATA { /* This message passes one parameter (the integer myData). Goc knows * that the data is located within the ATTR_GEN_TRIGGER_ACTION_DATA * field. */ UpdateDisplay(myData); /* Use that data for your own purposes. */ }
/* The following examples show how to pass longer structures than the above. */
/* Define the message. */ @message void MSG_CUSTOM_MESSAGE(@stack char name[10], optr arg1, int arg2); /* Define the structure you wish to pass with the message. If the * message will pass parameters on the stack (as in this case), you * must define your structure to pass its elements in reverse order. */ typedef struct { int MS_arg2; optr MS_arg1; char MS_name[10] } MyStruct;
/* Use @vardataAlias to define your own attribute (ATTR_MY_STRUCT_TO_PASS) * to store the custom structure. */ @vardataAlias (ATTR_GEN_TRIGGER_ACTION_DATA) MyStruct ATTR_MY_STRUCT_TO_PASS;
/* Declare your object and set the arguments to pass. */ @object GenTriggerClass MyTrigger = { GI_visMoniker = "Custom Trigger"; GTI_actionMsg = MSG_CUSTOM_MESSAGE; GTI_destination = process; ATTR_MY_STRUCT_TO_PASS = { 100, @ListObject, "Zow!" } }
ATTR_GEN_TRIGGER_INTERACTION_COMMAND
A GenTrigger may perform special actions within a GenInteraction object. The
ATTR_GEN_TRIGGER_INTERACTION_COMMAND attribute sets the special activity for these types of triggers. This attribute indicates that the GenTrigger is an Interaction command trigger for the parent GenInteraction object. ATTR_GEN_TRIGGER_INTERACTION_COMMAND takes a word of data (of type
InteractionCommand
) specifying the command type of the trigger. A trigger with an
InteractionCommand
can perform one of several standard actions. Most of these actions are specific to dialog boxes.
The
InteractionCommand
types are
InteractionCommand
.
InteractionCommand
trigger marked with GA_SIGNAL_INTERACTION_COMPLETE). You should never set any triggers to this
InteractionCommand
. If you wish a trigger to exhibit this behavior, set its GI_
attrs
field to include GA_SIGNAL_INTERACTION_COMPLETE. (See the GenClass chapter.)
IC_APPLY This command instructs the UI to apply any properties within a GIT_PROPERTIES Interaction. By default, this trigger will send out a
MSG_GEN_APPLY
.
MSG_GEN_RESET
within that handler.
In most cases, you should not provide a visual moniker for any triggers with an
InteractionCommand
; the specific UI will select an appropriate moniker. (You may supply a moniker if you wish to override the specific UI's selection, however.)
Activating an ATTR_GEN_TRIGGER_INTERACTION_COMMAND trigger will cause the UI to send MSG_GEN_GUP_INTERACTION_COMMAND to the trigger itself. This message will travel up to the appropriate GenInteraction object, where it will be handled.
This activity only occurs if both the trigger's destination and its action message fields are null, however. If these fields are non-null (specifying your own action message and destination), the sending of the
InteractionCommand
will be overridden. You may want to do this to replace the default functionality of a Specific UI-supplied trigger. For complete usage of an
InteractionCommand
trigger within a GenInteraction object, see the GenInteractionClass chapter.
ATTR_GEN_TRIGGER_CUSTOM_DOUBLE_PRESS
Your trigger sends out the message in the GTI_
actionMsg
field and data in the ATTR_GEN_TRIGGER_ACTION_DATA field whenever the user clicks on the trigger, whether that click is a single or a double-click. If you wish your trigger to send out an alternate message if the user double-clicks, use ATTR_GEN_TRIGGER_CUSTOM_DOUBLE_PRESS
.
If you set a message for this attribute, the trigger may send out two different messages: one for a single click action and another for a double-click action.
Code Display 5-4 A Trigger with a Double-Click Message
@object GenTriggerClass DoubleClickTrigger = {
/* If the user single-clicks on this trigger, MSG_MY_ACTION will be sent along * with data1 to the process. If the user double-clicks, * MSG_MY_DOUBLE_PRESS_ACTION will be sent instead. */
GTI_actionMsg = MSG_MY_ACTION; GTI_destination = process; GI_visMoniker = "Single or Double Click!"; ATTR_GEN_TRIGGER_ACTION_DATA = data1; ATTR_GEN_CUSTOM_DOUBLE_PRESS = MSG_MY_DOUBLE_PRESS_ACTION; }
MSG_GEN_TRIGGER_SEND_ACTION, MSG_GEN_ACTIVATE
In almost all cases, the specific UI initiates the action of the GenTrigger. Once the specific UI determines that a trigger is activated, it will send a
MSG_GEN_TRIGGER_SEND_ACTION
to the object, which will in turn send the message in
GTI_
actionMsg
to the object in GTI_
destination
. In some rare cases, however, you may wish to manually "trigger" the GenTrigger yourself. This can be done by sending the object the
MSG_GEN_TRIGGER_SEND_ACTION
yourself.
Note that this message, in effect, skips the specific UI and thus any specific functionality defined for activating a trigger will be ignored. In OSF/Motif, for example, a trigger may "blink" (display itself in reverse video) when activated. To perform the default specific UI behavior, send the object a
MSG_GEN_ACTIVATE
instead, which will perform the default activation for an object and then call
MSG_GEN_TRIGGER_SEND_ACTION
.
MSG_GEN_TRIGGER_SEND_ACTION
void MSG_GEN_TRIGGER_SEND_ACTION( Boolean doublePressFlag);
This message causes a GenTrigger to send its action message specified in
GTI_actionMsg
to the output specified in GTI_
destination
if the object is GS_USABLE. This message is sent automatically by the UI as part of the default behavior when a GenTrigger is activated by the specific UI. If you wish to simulate a double-click, sending the message included in an object's ATTR_GEN_TRIGGER_CUSTOM_DOUBLE_PRESS, pass this message with a value of
true
. Double-press messages may not pass any data in a trigger's ATTR_GEN_TRIGGER_ACTION_DATA.
Slightly more useful is the
GenClass
message
MSG_GEN_ACTIVATE
, which activates the trigger at the specific UI's level, performing any default activation behavior (such as making the trigger blink to show that it is being activated).
Source: Unrestricted. Usually the specific UI.
Destination: Any usable GenTrigger object
Parameters:
doublePressFlag
Pass
true
to use the message stored in ATTR_GEN_TRIGGER_CUSTOM_DOUBLE_PRESS rather than message in GTI_
actionMsg
.
Return: Nothing.
Interception: Generally not intercepted.
See Also:
MSG_GEN_ACTIVATE
MSG_GEN_TRIGGER_MAKE_DEFAULT_ACTION
Often, a dialog box or other windowed generic object will have several triggers. You will likely want one of these triggers to be the default action--the default action is activated when the user double-clicks on some item in the dialog or when the user hits Return, typically. (Specific UIs can determine how the activation occurs.)
To set a trigger the default, use
HINT_DEFAULT_DEFAULT_ACTION
; this only works for the first time the trigger is created, though. To set a trigger to be the default action item dynamically, use the message
MSG_GEN_TRIGGER_MAKE_DEFAULT_ACTION
.
void MSG_GEN_TRIGGER_MAKE_DEFAULT_ACTION();
This message sets the trigger to be the default action in its windowed parent. It is the message equivalent of
HINT_DEFAULT_DEFAULT_ACTION
, defined in
GenClass
.
Source: Unrestricted.
Destination: Any GenTrigger object.
Interception: Generally not intercepted.
MSG_GEN_TRIGGER_GET_ACTION_MSG, MSG_GEN_TRIGGER_SET_ACTION_MSG, MSG_GEN_TRIGGER_GET_DESTINATION, MSG_GEN_TRIGGER_SET_DESTINATION
A GenTrigger's instance data need not be static. The instance data can be altered dynamically using the following messages of
GenTriggerClass
.
Message MSG_GEN_TRIGGER_GET_ACTION_MSG();
This message retrieves the GTI_
actionMsg
instance data of the trigger.
Source: Unrestricted.
Destination: Any GenTrigger object.
Parameters: None.
Return: Message in GTI_
actionMsg
.
Interception: Generally not intercepted.
void MSG_GEN_TRIGGER_SET_ACTION_MSG( Message message);
This message sets the GTI_
actionMsg
instance field of a GenTrigger to the message passed.
Source: Unrestricted.
Destination: Any GenTrigger object.
Parameters:
message
Message to assign GTI_
actionMsg
to.
Return: Nothing.
Interception: Generally not intercepted.
optr MSG_GEN_TRIGGER_GET_DESTINATION();
This message returns the GTI_
destination
instance data field of the GenTrigger.
Source: Unrestricted.
Destination: Any GenTrigger object.
Parameters: Nothing.
Return: The optr of destination object (in GTI_
destination
).
Interception: Generally not intercepted.
void MSG_GEN_TRIGGER_SET_DESTINATION( optr dest);
This message sets the GTI_
destination
instance field of the GenTrigger to the optr passed.
Source: Unrestricted.
Destination: Any GenTrigger object.
Parameters: dest The optr of the new destination.
Return: Nothing.
Interception: Generally not intercepted.
HINT_TRIGGER_BRINGS_UP_WINDOW, ATTR_GEN_TRIGGER_IMMEDIATE_ACTION, HINT_TRIGGER_DESTRUCTIVE_ACTION
Besides the hints discussed in earlier sections and the hints inherited from
GenClass
,
GenTriggerClass
provides two others, as well as one additional attribute:
HINT_TRIGGER_BRINGS_UP_WINDOW
Use this hint if your trigger action indirectly brings up a window (such as a GIV_DIALOG GenInteraction or some other interaction window). This hint, depending on the specific UI, may be used to display the button with an ellipsis "..." to symbolize that the trigger leads to some other interaction.
ATTR_GEN_TRIGGER_IMMEDIATE_ACTION
Use this attribute if your trigger is in a menu (GIV_POPUP interaction) and its action should take place immediately before other pending UI events. This will prevent default UI events from occurring before the trigger's action. For example, this attribute is used for the tack trigger in the menu box, to prevent the menu from being closed before it is tacked.
Use this hint if your action may be potentially destructive. This hint prevents the trigger from being recognized as the default trigger.
For more information on other hints not specific to GenTriggers see the Managing UI Geometry chapter and hints defined under
GenClass
.
You may customize a GenTrigger using all the basic
GenClass
attributes as shown in the GenClass chapter. Of special significance are the ways in which you can tailor a moniker to print a graphics string on a button, as in a DOS room icon. The moniker should have as its argument a GString. (See the Graphics Environment chapter).
Code Display 5-5 Code for a "Graphic Button" GenTrigger
@start TriggerGraphicsMonikerResource, notDetachable;
@visMoniker TriggerGraphicsMoniker = { size = standard; color = color4; aspectRatio = normal; cachedSize = 95, 70; gstring { GSBeginString GSDrawBitmapAtCP <(EndTriggerGraphicsIcon- StartTriggerGraphicsIcon)> StartTriggerGraphicsIcon label byte <...Bitmap here...> EndTriggerGraphicsIcon label byte GSEndString } }
@end TriggerGraphicsMonikerResource;
@object GenTriggerClass GraphicTrigger = { GI_visMoniker = list { TriggerGraphicsMoniker } GTI_actionMsg = MSG_CUSTOM_MESSAGE; GTI_destination = process; ATTR_GEN_TRIGGER_ACTION_DATA = {DataToPass}; }


Helping our community one service professional at a time.
Helping out is easy. Click the Tip Northshore button and you will be given the information about a random impacted community member with a link to tip them directly.
If your job was impacted by business closures due to COVID-19 fill out an application to be added to the tipping pool. All you need is a Venmo account.
The emergence of the COVID-19 pandemic has impacted communities across the globe. In the United States alone millions have been furloughed or lost their jobs due to the necessary closure of businesses. Our community is no exception to this outcome. Numerous community members are no longer able to recieve their income due to the closure of their employee's business with no end in sight.
Tip Northshore is a way to provide some direct relief to those impacted professionals right here in our own community. Tip Northshore in conjunction with Northshore Parent is provided as a free service to the community and collects no fees nor personal data. This allows you provide maximum benefit to your fellow community members.
If you would like to create a similar site for your community all source code for this application is freely available on Github.


An open-standards augmented reality platform for the web
This software was created as part of a research project at the Augmented Environments Lab at Georgia Tech. To support our research, we request that if you make use of this software, you let us know how you used it by sending mail to Blair MacIntyre (blair@cc.gatech.edu).
There are essentially 3 types of systems that are defined by the argon.js framework:
Traditionally, Augmented Reality (AR) apps have had to take on all three of these roles at once. However, by separating these concerns out, each role can be easily swapped out with another implmentation, allowing for a much more flexible and adaptive AR application ecosystem.
The argon.js framework also anticipates a future in which AR-enabled browsers (functioning as a Reality Manager) may give users control over the way they interact with AR content, and let the user (not the applications) control how they are displayed by allowing the user to change their view of reality. For example, a user may want to switch from live video, to remote video, to a virtual flyover of their—all while an AR application is running. Similarly, in these future browsers, users may want to run multiple AR applications simultaneously, and different application requirements may cause the browser to use different views of reality for the different applications. We are exploring these ideas within the Argon browser (which already allows multiple apps to run and be visible at the same time, for example), and these use-cases have informed the design of argon.js.
In general, we simply call init to initailize our app:
var app = Argon.init();
Note: By default, this will initialize your app with a role appropriate for the environment in which it is executing. If your app is running within a Reality Manager such as the Argon Browser, then it will be initialized with the role of a Reality Augmentor. If your app is running in a standalone manner, then it will be elevated to the role of a Reality Manager. In general, this detail does not affect the way you write your app, as argon.js includes default implementations of the responsbilities of a Reality Manager. However, if your app detects that it is running as a Reality Manager, it may assume more control over the entire experience.
The object returned by init is an instance of ArgonSystem. By convention, we
store this instance in a variable called app
. Various services are made available
via this instance. For example, your app will need to continually respond to changes
in the world in order to update it's augmentations. ArgonSystem.updateEvent
let's you setup a callback for that purpose:
app.updateEvent.addEventListener(function (){
// update our augmentations
})
In argon.js, all objects are represented in geospatial coordinates, using cesium.js
Entities (a subset
of Cesium's API is availabe in the Argon.Cesium
namespace). ArgonSystem.context
exposes a ContextService instance whose purpose is to keep track of entities that
you can augment, or subscribe to new entities so that your app can be made aware of
them. Via the ContextService.getEntityPose method, you can convert an Entity from
geospatial coordinates into your local scenegraph coordinates.
In your update
event handler, you can, for example, query the current
pose of an Entity by calling ContextService.getEntityPose and
passing the desired entity instance.
Finally, we can listen to the render event in order to render our augmentations in a timely manner:
app.renderEvent.addEventListener(function (){
// render our augmentations
})
argon.js is itself entirely decoupled from any particular rendering library, but does aim to provide a level of abstraction that makes it easy to integrate with the library of your choice.
Check out the tutorials for more concrete examples of argon.js AR-enabled apps.
TODO
TODO
Generated using TypeDoc


Audio data for an SDLAlertView
Whether the alert tone should be played before the prompt (if any) is spoken. Defaults to NO.
@property (nonatomic) BOOL playTone;
var playTone: Bool { get set }
Use another init instead. See superclass SDLAudioData.
- (nonnull instancetype)init;


Data from Open Nebula Grimoire Dashboard produced by Bitergia for PROSE (PRomoting Open Source in European projects).


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Properties
Private $boundTick
$boundTick: function
Private $enterFrameCallbackList
$enter
FrameCallbackList: Array<Layer>
Protected $events
$events: Object
Protected $fps
$fps: number = 0
Private $lastTimestamp
$lastTimestamp: number = 0
Private $paused
$paused: boolean = false
Private $shouldResume
$shouldResume: boolean = false
Private $tickHandle
$tickHandle: number = null
Private $timerIndex
$timerIndex: number = 0
Private $timers
$timers: Object


Reports any calls to
Throwable.printStackTrace()
without arguments. Such statements are often used for temporary debugging, and should probably be either removed from production code, or replaced with a more robust logging facility.


Janken famously known as Rock Paper Scissor often used as a fair choosing method is a hand game using three hand signs.
- Gu: (rock) simply ball your hand up into a fist. (Gu wins Choki)
- Choki: (scissors) use two fingers to mimic the shape. (Choki wins Pa)
- Pa: (paper) extend your hand palm down.. (Pa wins Gu)
Use random command with number 3 if you want to decide Gu, Choki or Pa by your computer.
For instance 0 means Gu, 1 means Choki, 2 means Pa.
Try to type RUN or press F5 key repeatedly!
Press F5 key and say your hand sign to fight after your call "Jan ken"!
Try to judge by computer.
Let's try!
1. Try to fight your friend's computer program!
2. Try to create the weakest computer!
3. Try to create Janken game with 3 players, you and 2 computers!


|
NewRobotCode
v2<IP_ADDRESS>
FRC 2022 Robot Code for Team #7464 - ORION
|
This is a class that defines a command used in driving the robot autonomously using arcade drive. More...
#include <CmdAutoDriveStraight.h>
Public Types | |
| enum | DRIVE_STRAIGHT_AUTO_DX_MODE { SECONDS, ENCODER_TICKS, CM } |
| enum | DRIVE_STRAIGHT_DIRECTION { FORWARD, REVERSE } |
Public Member Functions | |
| CmdAutoDriveStraight (SubSysDriveTrain *subsystem, double spd, DRIVE_STRAIGHT_AUTO_DX_MODE mode, DRIVE_STRAIGHT_DIRECTION dir, double val) | |
| ~CmdAutoDriveStraight () | |
| void | Initialize () override |
| void | Execute () override |
| bool | IsFinished () override |
| void | End (bool interrupted) override |
Private Member Functions | |
| void | common_constructor_function () |
Private Attributes | |
| SubSysDriveTrain * | m_subSysDriveTrain |
| double | speed |
| DRIVE_STRAIGHT_AUTO_DX_MODE | dx_mode |
| DRIVE_STRAIGHT_DIRECTION | direction |
| double | driven_time_seconds |
| int | driven_distance_in_encoder_ticks |
| double | driven_distance_in_cm |
| frc::Timer | m_timer {} |
| bool | driven_distance_exceeded |
This is a class that defines a command used in driving the robot autonomously using arcade drive.
Definition at line 54 of file CmdAutoDriveStraight.h.
An enumeration of distance modes
| Enumerator | |
|---|---|
| SECONDS | Drive straight by an elapsed time, in seconds |
| ENCODER_TICKS | Drive straight by a number of elapsed encoder ticks |
| CM | Drive straight by a number of centimeters |
Definition at line 62 of file CmdAutoDriveStraight.h.
An enumeration of driving straight directions
| Enumerator | |
|---|---|
| FORWARD | Drive in a forward direction |
| REVERSE | Drive in a reverse direction |
Definition at line 75 of file CmdAutoDriveStraight.h.
|
explicit |
The CmdAutoDriveStraight class constructor.
| subsystem | The subsystem used by this command |
| spd | The motor speed (0.0 to 1.0) at which to move |
| mode | The mode to use (SECONDS, ENCODER_TICKS, or CM) |
| dir | The direction to move (FORWARD or REVERSE) |
| val | The value of seconds, encoder ticks, or cm to move, based on the mode. |
Definition at line 39 of file CmdAutoDriveStraight.cpp.
| CmdAutoDriveStraight::~CmdAutoDriveStraight | ( | ) |
The CmdAutoDriveStraight class destructor.
Definition at line 87 of file CmdAutoDriveStraight.cpp.
|
private |
A common function shared between all constructors
|
override |
Called when either the command finishes normally, or when it is interrupted/canceled.
This is where you may want to wrap up loose ends, like shutting off a motor that was being used in the command.
| interrupted | false = not interrupted, true = interrupted |
Definition at line 190 of file CmdAutoDriveStraight.cpp.
|
override |
The execute method is called repeatedly until this Command either finishes or is canceled.
Definition at line 109 of file CmdAutoDriveStraight.cpp.
|
override |
The initialize method is called the first time this Command is run after being started.
Definition at line 92 of file CmdAutoDriveStraight.cpp.
|
override |
Returns whether this command is finished. If it is, then the command will be removed and End() will be called.
It may be useful for a team to reference the IsTimedOut() method for time-sensitive commands.
Returning false will result in the command never ending automatically. It may still be cancelled manually or interrupted by another command.
Returning true will result in the command executing once and finishing immediately. We recommend using InstantCommand for this.
Definition at line 181 of file CmdAutoDriveStraight.cpp.
|
private |
The direction which to be driven
Definition at line 166 of file CmdAutoDriveStraight.h.
|
private |
A boolean to indicate we have exceeded our distance
Definition at line 181 of file CmdAutoDriveStraight.h.
|
private |
The distance to be driven, in centimeters (if this mode is used)
Definition at line 175 of file CmdAutoDriveStraight.h.
|
private |
The distance to be driven, in encoder ticks (if this mode is used)
Definition at line 172 of file CmdAutoDriveStraight.h.
|
private |
The time to be driven, in seconds (if this mode is used)
Definition at line 169 of file CmdAutoDriveStraight.h.
|
private |
The mode in which distance is used
Definition at line 163 of file CmdAutoDriveStraight.h.
|
private |
A pointer to the drive train subsystem
Definition at line 157 of file CmdAutoDriveStraight.h.
|
private |
A timer class
Definition at line 178 of file CmdAutoDriveStraight.h.
|
private |
The speed at which to be driven (0.0 = Stop, 1.0 = Full Speed)
Definition at line 160 of file CmdAutoDriveStraight.h.


Changes or adds settings to a filter in a specified source.
Requires the same formatting that is used in the OBS JSON file.
Easy way to see your current filter’s settings is to use a Custom Packet command: {"request-type":"GetSourceFilterInfo","sourceName":"YOURSOURCENAME","filterName":"YOURFILTERNAME","message-id":"6666"}
. Execute it and you will get back a JSON string of the filter’s settings. Paste it into a document and extract the particular value you want to use.
Find a filter settings value via Custom Packet and use it in the command
Use JSON string validator if you want to make sure your formatting is correct.
| Box Name | Type | Description |
|---|---|---|
| sourceName | String | Source name containing the filter |
| filterName | String | Filter name to change the visibility |
| filterEnabled | boolean | Enable or disable filter’s visibility. On/off or toggle to reverse current state. |


| Cloudiness: | {{city.weather.clouds.all}} % |
| Wind Speed: | {{city.weather.wind.speed}} meter/sec |
| Pressure | {{city.weather.main.pressure}} hPa |
| Humidity | {{city.weather.main.humidity}}% |
| Sunrise | {{city.weather.sys.sunrise | hour}} |
| Sunset | {{city.weather.sys.sunset | hour}} |
| Geo coords | [{{city.weather.coord.lon}},{{city.weather.coord.lat}}] |


select your country
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File name pattern
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'North Dallas Forty'
A retrospective movie review by Walter Frith
Peter Gent's best selling novel about dirty dealings within a fictional National Football League team was turned into a borderline satire for the big screen in 1979 and it's title was 'North Dallas Forty'. Frank Yablans, the film's producer, also scripted from Gent's novel and depicted its focus primarily on a star wide receiver (Nick Nolte in one of his finest performances) and his relationship with the team's front office, star quarterback, the women in his life anda large part of the movie showcases his performance on the football field.
Nolte's character is probably just as unattractive as most of the other characters in this film yet there seems to be a dose of moral integrity within his character placing him above the rest of the cast. The only exception to this is the team's star quarterback (Mac Davis) who turns in a fine performance and proved he's more than just a country and western singer.
The football team showcased in 'North Dallas Forty' is primarily made up of macho misfits and a few wise cracking no-talents who are promptly dealt with by the team's coach (G.D. Spradlin) who is obsessed with winning a championship.
The spirit of competitive action is predominant throughout 'North Dallas Forty' and its rough edge is indicative of one of the world's most physically demanding sports. There are plenty of scenes on the gridiron showcasing the dirty play that was most dominating in the 1970's and the NFL has cleaned up its act greatly in the last 20 years and some of it may have been influenced by this film. Truly a stunning and realistic presentation of gritty characters and explosive personalities and definitely not a film for the faint of heart. Directed with hard hitting drive by Canadian born filmmaker Ted Kotchoff.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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Currently working on Liferay DXP Cloud with a focus on the Node.js API. I also help with the support escalation process.
Built key portlets in Java for an internal system.
Worked on a prototype app to enable automated robotic inspection of non-lethal grenades.
Managed all Information Technology needs for a construction business.
Deployed and maintained global satellite communications systems. Participated in hundreds of exercises and missions for Air Force Global Strike Command.
The Future is Code is a learning destination for aspiring and veteran software professionals. I regularly post tutorials and videos teaching various topics related to the software industry.
Apart from being a software engineer, I enjoy spending time with my family and friends. I also enjoy exercising, cooking, reading books, learning something new, playing video games, and engaging in all kinds of extreme sports and outdoor activities. To name a few, I love snorkeling, riding dirtbikes, snowboarding, mountain biking, skydiving, off-roading, playing paintball, fishing, hiking, and swimming!


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Shots fired outside deli in Cypress Hills; 1 person in custody
by Derick WallerCYPRESS HILLS, Brooklyn (WABC) -- At least one person is in police custody in Brooklyn after shots were fired outside a delicatessen.
The gunfire erupted following a dispute near Nichols Avenue and Fulton Street in Cypress Hills just before 2 a.m. Thursday.
Officers from the 75th precinct, who were on patrol at the time, found themselves in the middle of a hail of bullets coming from the corner deli as they arrived on the scene.
At first they thought someone might be shooting at them.
That prompted a big response from the NYPD, including armored vehicles and police in full tactical gear.
Even the police helicopter was deployed.
Investigators now believe this had something to do with a prior argument at the deli, and that someone may have threatened to come back and shoot the place up.
Video from the scene shows a man in handcuffs being taken into custody.
There is an NYPD security camera mounted on a pole right in front of the deli.
Police will be checking to see if it captured images that will help with their investigation.


Shaders
Shaders are simple programs that describe the traits of either a
vertex or a pixel. Vertex shaders describe the attributes (position, texture coordinates,
colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha
value) of a pixel.
Physically based rendering
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the flow of light in the real world. Many PBR pipelines aim to achieve photorealism. This video demonstrates Anisotropic specular reflection in FURY.
large networks
A large network can be visualized by presenting its interesting parts
preferably combined with one or several 'maps' in a multiview display. The main view displays a
selected part in details, while the 'maps' provide the user with information about the position
of the part inside the network.


This is the "hostname" that you will use to connect to Galileo on your wifi network later, so remember this name.


This is our first version of Operation X, this software originally design and code by Supan Adit Pratama, which is my self, the story why i am build this software because i want any developer easily to deploy, fixing dependency automatically, automate rest api testing, automate building apps, etc, because X could be anything.


This is an example web page for Web View
This page is used for TalkBack feature tests.
This is another paragraph.
This section contains a table with a link and a edit field in it.
| character | Telephony | Note |
|---|---|---|
| A | Alpha | This is a link. |
| B | Beta |
This section contains a form to fill in a few details about yourself, as well as a link. The first edit field is labeled with aria-labelledby, second with nothing, third, with the "label for" attribute.
This section contains a list.
This section contains a div with "role" attribute set to "region".
Google was founded in 1998.
This section contains images with different configurations.
Image with no special attributes.
An "alt" attribute for the image set to "Android".


Our new brotherly love messaging system uses machine learning to ensure no messages you send could be perceived as dangerous or otherwise problematic.
In the current society we live in trolls are everywhere, and this can make life hard. We understand that life is harder when you are worried about what other people have to say. Our system will automatically blacklist any messages containing data that may harm you emotionally. Don't worry about the trolls, we'll protect you.
It can get hard to respond to every message you recieve, especially when you are busy! The KnowPhone can help with this, Pannie will learn how and what you typically say and overtime she will adapt until she sounds exactly like you!