Running your own Mai bot
To use discord.js (Mai Bot uses Discord.js to interact with the Discord API), you'll need to install Node.js. If you do have Node installed, but have an older version (i.e. anything below 14.0), you should upgrade to the latest version. Mai requires Node 14.0 or higher.
Get the project Locally
Run the following commands to get the project locally
git clone https://github.com/maisans-maid/Mai.git # or clone your own fork
cd Mai
npm install
npm build
Create a new .env file in the root directory of the project with the following properties
DISCORD_TOKEN=
MONGO_URI=
# Chatbot id and key, if you want to use the chatbot feature
# contact Sakurajimai#6742 for more info
# [OPTIONAL]
chatbot_id=
chatbot_key=
This is also present on .env_example file on the root directory of the projectDISCORD_TOKEN
should be the bot token obtained from Discord's developer panel.MONGO_URI
should be your mongo DB URI, if you want to use the MONGO Database. You can use the bot without this too (not recommended, at some point it might crash the bot), but you won't be able to use commands that rely on Mongo DB.chatbot_id
and chatbot_key
are completetly optional and it is required only if you want to enable chat bot system of mai
Start The Bot
You can start the bot by typing in npm start
in the commandline.


Spyro the Dragon was released in 1998 by Insomniac Games. It is a third person fantasy adventure game where the player takes the role of a dragon named Spyro. The quest is to release all of the elder dragons, collect all of the gems in all of the worlds, and defeat the main antagonist Gnasty Gnork. Spyro is kept alive by his dragonfly, Sparx who goes through three stages of health: Yellow (full), blue (mid-health), and green (low health) before vanishing altogether, leaving Spyro just one more hit before losing a life. Upon completing 100% of the game, the player can access the last hidden level, Gnasty's Loot which has a special surprise that I won't spoil here.


Browser Support
We would like help testing all browsers, so if you can provide more information on any of the browsers listed below, or on ones that are not, please join DWR users mailing list.
Firefox
| Version |
Status |
| 1.0 and up |
Supported: no known issues |
| 0.7 |
Very few people use version prior to 1.0 so although we believe that DWR has worked since version 0.7 we have no plans to begin testing with versions prior to 1.0 |
Internet Explorer
| Version |
Status |
| 6.0 and up (Win) |
Supported: no known issues |
| 5.5 (Win) |
Believed to be working properly, but we could do with more help testing. |
| 5.0.2 (Win) |
Partly supported by DWR 1.0 and 1.1 (however there are reports of messages getting lost) but not supported by DWR 2.0 and up |
| 5.2 (OSX) |
Broken (and DWR doesn't work on it either ;-). No current plans to support IE on the Mac. |
Opera
| Version |
Status |
| 8.0 and up (Win) |
Supported and mostly working fine, there is one very minor issue on PC with strings containing nulls. You will probably be unaffected by this unless you are doing something very strange. |
| 7.5.4 (Win) |
Supported. See results for Opera 8.0 |
| 6.0.6 (Win) |
Not supported. DWR is believed to fail in Opera 6. |
| 8.0 (OSX) |
Testing required. |
Safari
| Version |
Status |
| 1.3 and up (OSX) |
Supported. No known issues. |
| 1.2 (OSX) |
Supported. See results for 1.3, although more testing is required. |
| 1.1 (OSX) |
Unknown |
| 1.0.3 (OSX) |
DWR does not work with Safari 1.0. |


About - Team
----------------Leadership Team -----------------------------
Andy Salinger
Lead Developer of Albany; Lead of FELIX project in Albany; LCM and QCAD developmentEric Phipps
Embedded UQ and Automatic Differentiation Lead; Template infrastructureJake Ostien
Lead of LCM Laboratory for Computational Mechanics projectRick Muller
Lead of QCAD Quantum Device Design projectGlen Hansen
Nuclear Energy matgerials applications; Adaptivity development; Infrastructure----------------LCM Team -----------------------------
Alejandro Mota
LCM Development"Steve" WaiChing Sun
LCM DevelopmentQiushi Chen
LCM Development----------------QCAD Team -----------------------------
"Suzie" Xuijao Gao
LCM DevelopmentErik Nielsen
LCM Development----------------FELIX Team -----------------------------
Irina Kalashnikova
FELIX developer; Tpetra conversion; Discretizations; ROM Development----------------Peridym-LCM Coupling Team ----------------------
David Littlewood
Lead of Peridym-LCM Coupling; LAMENT developmentMike Parks
Peridym-LCM Coupling Development----------------MOR Team -----------------------------
Julien Cortial
Lead of Model Order Reduction development; Tpetra conversion-------------------------------------------------------------------


Class CRUDUser
The UserInterface implementation for the UserProvider.
- CRUDlex\CRUDUser implements Symfony\Component\Security\Core\User\UserInterface
public
|
|
public
array
|
|
public
string
|
|
public
string
|
|
public
string
|
|
public
|
#
eraseCredentials( )
Should erase some crucial data if needed. But nothing to do here in this implementation. |


Data File (parsed)
Data has been uploaded and it cannot be determined unambiguously which account it belongs to.
Maybe one of the following accounts has changed its account number. If so, please select that account.
| Id | Name | Type | Number | Eff Date |
|---|---|---|---|---|
Maybe it's one of the following accounts which have no FID. If so, please select that account.
| Id | Name | Type | Number | Eff Date |
|---|---|---|---|---|
Maybe it's a completely new account. If so, please click here.


| 1 | package org.ahocorasick.interval; | |
| 2 | ||
| 3 | import java.util.Comparator; | |
| 4 | ||
| 5 | public class IntervalableComparatorBySize implements Comparator<Intervalable> { | |
| 6 | ||
| 7 | @Override | |
| 8 | public int compare(final Intervalable intervalable, final Intervalable intervalable2) { | |
| 9 |
1
1. compare : Replaced integer subtraction with addition → KILLED |
int comparison = intervalable2.size() - intervalable.size(); |
| 10 | ||
| 11 |
1
1. compare : negated conditional → KILLED |
if (comparison == 0) { |
| 12 |
1
1. compare : Replaced integer subtraction with addition → KILLED |
comparison = intervalable.getStart() - intervalable2.getStart(); |
| 13 | } | |
| 14 | ||
| 15 |
1
1. compare : replaced return of integer sized value with (x == 0 ? 1 : 0) → KILLED |
return comparison; |
| 16 | } | |
| 17 | ||
| 18 | } | |
Mutations | ||
| 9 |
1.1 |
|
| 11 |
1.1 |
|
| 12 |
1.1 |
|
| 15 |
1.1 |


| since 2007 |
Alumnus B.Sc. of Software Systems Engineering Hasso-Plattner-Institute, Potsdam, Germany |
| 2009 - 2017 |
i.s.h.med Senior Software Developer, Team Lead, Software Architect
Siemens Healthcare IT, later Cerner GmbH, Berlin, Germany |
| 2017 - today |
Technical Product Owner (certified), Product Manager, Project Manager Smart4Health
D4L data4life gGmbH, Potsdam, Germany |


|
|
Peer |
{{channel.remote_alias}}
|
Pubkey |
{{channel.remote_pubkey}}
|
Channel Point |
{{channel.channel_point}}
|
Channel ID |
{{channel.chan_id}}
|
Initiator | {{channel.initiator ? 'Yes' : 'No'}} | Static Remote Key | {{channel.static_remote_key ? 'Yes' : 'No'}} | Uptime ({{timeUnit}}) | {{channel.uptime_str}} | Lifetime ({{timeUnit}}) | {{channel.lifetime_str}} | Commit Fee (Sats) | {{channel.commit_fee | number}} | Commit Weight | {{channel.commit_weight | number}} | Fee/KW | {{channel.fee_per_kw | number}} | Updates | {{channel.num_updates | number}} | Unsettled Balance (Sats) | {{channel.unsettled_balance | number}} | Capacity (Sats) | {{channel.capacity | number}} | Local Reserve (Sats) | {{channel.local_chan_reserve_sat | number}} | Remote Reserve (Sats) | {{channel.remote_chan_reserve_sat | number}} | Sats Sent | {{channel.total_satoshis_sent | number}} | Sats Received | {{channel.total_satoshis_received | number}} | Local Balance (Sats) | {{channel.local_balance | number}} | Remote Balance (Sats) | {{channel.remote_balance | number}} | Balance Score |
|
|
|
No peers connected. Add a peer in order to open a channel. 0 && (!channels?.data || channels?.data?.length<1) && apiCallStatus?.status === apiCallStatusEnum.COMPLETED">No channel available. Getting channels... {{errorMessage}} |
|---|


Atomic event counter.
More...
#include <cds/algo/atomic.h>
Atomic event counter.
This class is based on std::atomic_size_t
. It uses relaxed memory ordering memory_order_relaxed
and may be used as a statistic counter.
◆ operator+=()
| size_t cds::atomicity::event_counter::operator+= |
( |
size_t |
n | ) |
|
|
inlinenoexcept |
Addition.
Returns new value of the atomic counter.
- Parameters
-
◆ operator-=()
| size_t cds::atomicity::event_counter::operator-= |
( |
size_t |
n | ) |
|
|
inlinenoexcept |
Substraction.
Returns new value of the atomic counter.
- Parameters
-
◆ operator=()
Assign operator.
Returns n
.
- Parameters
-
| n | new value of the counter |
The documentation for this class was generated from the following file:


My team launched a new tool for marketers, to send push notifications to shoppers. After we had launched the ability to send marketing campaigns, the next phase was to show marketers the huge potential for growth with our product.
My role: I was the UX Design Lead, working with a Product Manager, a User Researcher, a Data Scientist and two Engineers.
We had an abundance of data that we could show to users. So much so, that it would have been overwhelming. We didn’t know which information they cared about, which metrics they usually use. We also wanted to build something that was different than existing tools, like Google Analytics. Some user testing was able to help us address both of these points.
Using a rapid prototyping tool (Axure), I quickly put together something to test. Because we didn’t know which data was useful, we didn’t spend time trying to organise. Instead, we wanted something fast, that would allow us to spark a conversation with our target users about what they wanted. We also had some ideas for features that we were sure would be useful (Real time data, Share with your boss/team etc).
We ran user tests with 5 Marketers. We gave participants some tasks to complete, with some follow up questions. We asked them about their day to day role, and how a product like this might help them (or not).
Resources saved! We had plans to have real time data. We thought this would be game-changing, with users logging in so often to check the latest results. But our most exciting feature got a resounding NOPE. People just weren’t interested in data this granular. They wanted more of an overall picture.
People didn’t care about sharing functionality either. Most users said they usually just send a screenshot via email. This was really surprising to us, but it saved us significant engineering time too, woo!
Market fit: We heard that tools like Google Analytics are too complicated, and required a lot of configuration. Our tool would work out of the box for our customers. It should also be much simpler, and show some unique, valuable data.
Focus: We found a core set of metrics that marketers keep track of. The rest is noise.
We got so much value from testing early. Without wasting any engineering resources, we got invaluable feedback, that quickly let us iterate and fine tune our direction.
Here’s the visual design that we were ready to ship. 🚀
Iterate. In product design & development, the next step is to get into the hands of users, and collect more feedback. Build, test, Iterate, repeat.
Email hello@eamonnburke.com


The account you are trying to login as has triggered a security warning.
The account in the database is assosiated with the mail-server $var['origserver'] , while you are trying to access the remote account with the mail-server $var['server']
Access is locked since the assosiated mail-server address is no longer used
This is used as a security precaution to disallow access from unauthorized hostnames
To resolve the access error
Login to the new remote-mailserver with the existing password used in $pref['brandname']
Contact the administrator $this->admin_email to assosciate your account with the new mail-server address


About This Study
How can we better manage the symptoms of breast cancer treatment together?
We want to understand why some breast cancer survivors recover faster than others, why their symptoms vary over time, and what can be done to make those symptoms improve. We at Institution (nonprofit) are proposing a new approach to allow participants to monitor their health in real time as well as partner in research studies.
The “Share the Journey” app will use surveys and phone sensor data to collect and track five common symptoms of breast cancer treatment: fatigue, cognitive difficulties, sleep disturbances, mood changes and reduction in exercise performance. Some participants will also be invited to keep a health diary.
We hope to learn the differences in symptoms post treatment; to assess whether mobile devices and sensors can help better measure and manage these symptoms and their progression; and to ultimately improve the quality of life for people after breast cancer treatment.
This study is unique in that it allows participants to step up as equal partners in both the surveillance and management of their symptoms as well as in the research process.
We are looking for volunteers to participate in this research study. If you are a woman over 18 years old with a history of breast cancer or without any history of cancer, we invite you to join this study. You do not need to have had breast cancer to join this study; you can join the control arm if you have had no other cancer treatments.


Binance Coin Price Analysis: Bulls Bring BNB Above $21, Is $25 In Sight?
by Yaz SheikhBinance Coin saw a notable increase of around 4.5% over the past 24 hours and it currently trades at $21.26. This caused BNB to be the best performing top-10 altcoin over the past 24 hours. BNB is also up 16.25% over the past month.
Binance Coin remains the seventh-largest cryptocurrency with a market cap of $3.30 billion.
Looking at the BNB/USD 1-Day Chart:
- Since our previous BNB analysis, Binance Coin finally climbed above the resistance at $21.04 which is provided by the 100-days EMA. BNB now faces immediate resistance at the 200-days EMA which lies directly above.
- From above: The nearest level of resistance is at the 200-days EMA. Above this, resistance lies at $22, $22.74, $23.47, $24.16, and $24.52. If the bulls continue above $25, resistance is located at $25.18, $26, $26.64, and $27.47.
- From below: The nearest level of support lies at $21. Beneath this, support can be expected at $20.92, $20, $19.80, $18.86, and $18.16. If the selling continues beneath $18, support lies at $17.30, $16.11, and $15.54.
- The trading volume has remained pretty high during November.
- The RSI is above the 50 level to show that the bulls remain in control over the market momentum. The Stochastic RSI has recently produced a bullish crossover signal which is a strong positive signal.
Looking at the BNB/BTC 1-Day Chart:
- Against Bitcoin, BNB managed to break above the resistance at 0.002265 BTC and continued higher above the 100-days EMA to reach the current resistance level of 0.002492 BTC.
- From above: The nearest level of resistance lies at 0.002492 BTC. Above this, resistance lies at 0.0025 BTC and 0.002607 BTC which is bolstered by a bearish .618 Fibonacci Retracement level. Higher resistance is found at 0.002655 BTC, 0.00275 BTC, 0.0028 BTC, and 0.0029 BTC.
- From below: The nearest level of support lies at 0.002355. Beneath this, support is located at 0.0023 BTC (100-days EMA), 0.002265 BTC, 0.0022 BTC, 0.002155 BTC, and 0.0021 BTC.
- The trading volume has remained at an average level during November.
- The RSI is well above the 50 level to show the bulls dominate the market momentum. The Stochastic RSI is warning traders to remain cautious as it trades in overbought conditions and is primed for a bearish crossover signal.
Click here to start trading on BitMEX exchange and receive 10% discount on fees for 6 months.
Disclaimer: Information found on CryptoPotato is those of writers quoted. It does not represent the opinions of CryptoPotato on whether to buy, sell, or hold any investments. You are advised to conduct your own research before making any investment decisions. Use provided information at your own risk. See Disclaimer for more information.
Cryptocurrency charts by TradingView.
Technical analysis tools by Coinigy.


Created by Reshetniak Denis
Lodash common.d.tsfilter <T extends object ,S extends T [keyof T ]>(collection :T |null |undefined ,predicate :ObjectIteratorTypeGuard <T ,S > ):S [];
“TypeScript is a typed superset of JavaScript that compiles to plain JavaScript.”
See it in actionfunction isEven (num :number ):boolean {return num %2 ===0 ; }isEven ('20');// TypeScript error let columnWidth ='100px';// type string const columnHeight ='200px';// type '200px'
Demo with enumclass User {constructor (role ,nickName ) {this .role =role ;this .nickName =nickName ;this .created =new Date (); } }class User {created =new Date ();constructor (public role ,public nickName ?) { } }enum Role {Regular ,Admin ,New ='Not recognized'}
Demo time
| Simple types | |
|---|---|
| any | object |
| number | undefined |
| string | null |
| boolean | void |
| never |
const names :Array <string > = ['one','two','three'];interface Array <Type > {/* some properties and methods */ push (...items :Type []):number {// implimentation }; }
type PartialUser =Partial <User >;


'It felt like the world had colour for the first time' - Depressed man turns author after becoming a dad
Rob McCauley has now penned his first book offering mental health advice to children
by Emma GrimshawWhen Rob McCauley was handed his baby in the delivery suite he said it felt like the world had colour for the first time.
The salesman had previously being living off benefits, depressed and angry at the world after being physically and emotionally abused as a child.
But the Stockwood man turned his life around after he became a dad and has now penned his first book.
Before I Forget offers advice to children as they go through their lives and develop into adults.
From what to do if you're bullied, low in confidence, depressed or even suicidal, Rob provides moving and honest advice to the reader.
Every page is signed off with 'love dad' and Rob hopes his two children will be able to keep the book and refer back to it throughout their lives.
"I had some very dark times growing up," said Rob.
"As a child and young adult I was physically and emotionally abused. That left me broken- low in confidence, depressed and angry at the world.
"When I was a young adult I drank a lot and took a lot of drugs.
"My hand was hovering over the self-destruct bottom - I was running away from my childhood.
"When I had Freya it felt like the world had colour for the first time.
"Before I could barely look after myself and suddenly I had this gorgeous little princess who was relying on me."
After working on the book for two years, Rob has already sold-out of his first batch of 100 copies which he self-published.
His book has been selling across the world including in Australia and America.
He has now ordered a second batch and already has a long waiting list for copies.
"I realised because of my life experience there was a lot I've learnt that I could pass on." said Rob.
"I hope parents will buy it for their kids and give it to them at the appropriate time.
"It's something people can refer back to throughout their lives."
What does the book say?
Here are a few examples of pages featured in the book
To order a book, click here.
For the latest news in and around Bristol, check back on Bristol Live's homepage


Arthur Ariel Sabintsev
Operations & Engineering Leader in Mobile & Web3
Consulting
Email
GitHub
LinkedIn
Telegram
Twitter


The TPML Core package provides a framework to implement an application used to teach the theory of programming.
This includes classes for big and small step interpreters, as well as classes for a type checker, using different languages.


This is Greenland's second city, with a population of about 5000. Also known as Sisimuit. There's a market, with a bakery, and a seaman's hostel offering showers, laundry and good meals.
The harbour here is small and gets crowded.


please input the time of day below
Name is: {{name}}
My job is: {{ job }}
This is my website
Your points: {{goals}}
{{ x }}, {{ y }}


|
UQTk: Uncertainty Quantification Toolkit 3.1.3
|
Class for linear parameteric regression. More...
#include <lreg.h>
Public Member Functions | |
| Lreg () | |
| Constructor. More... | |
| ~Lreg () | |
| Destrcutor. More... | |
| virtual void | SetMindex (Array2D< int > &mindex) |
| Set multiindex. More... | |
| virtual void | GetMindex (Array2D< int > &mindex) |
| Get multiindex. More... | |
| virtual void | SetCenters (Array2D< double > ¢ers) |
| Set centers (for RBF) More... | |
| virtual void | SetWidths (Array1D< double > &widths) |
| Set widths (for RBF) More... | |
| virtual void | SetParamsRBF () |
| Set parameters (for RBF) More... | |
| virtual void | EvalBases (Array2D< double > &xx, Array2D< double > &bb) |
| Evaluate bases. More... | |
| virtual void | StripBases (Array1D< int > &used) |
| Strip bases. More... | |
| void | InitRegr () |
| Initialize. More... | |
| void | SetupData (Array2D< double > &xdata, Array1D< double > &ydata) |
| Setup data (1d ydata) More... | |
| void | SetupData (Array2D< double > &xdata, Array2D< double > &ydata) |
| Setup data (2d ydata) More... | |
| void | SetRegMode (string regmode) |
| Set the regression mode. More... | |
| void | SetRegWeights (Array1D< double > &weights) |
| Set weights. More... | |
| void | BCS_BuildRegr (Array1D< int > &selected, double eta) |
| Build BCS regression. More... | |
| void | LSQ_BuildRegr () |
| Build LSQ regression. More... | |
| void | EvalRegr (Array2D< double > &xcheck, Array1D< double > &ycheck, Array1D< double > &yvar, Array2D< double > &ycov) |
| Evaluate the regression expansion. More... | |
| int | GetNpt () const |
| Get the number of points. More... | |
| int | GetNdim () const |
| Get dimensionality. More... | |
| int | GetNbas () const |
| Get the number of bases. More... | |
| double | GetSigma2 () const |
| Get the variance. More... | |
| void | GetCoefCov (Array2D< double > &coef_cov) |
| Get coefficient covariance. More... | |
| void | GetCoef (Array1D< double > &coef) |
| Get coefficients. More... | |
| void | Proj (Array1D< double > &array, Array1D< double > &proj_array) |
| Project. More... | |
| Array1D< double > | LSQ_computeBestLambdas () |
| Compute the best values for regulariation parameter vector lambda, for LSQ. More... | |
| double | LSQ_computeBestLambda () |
| Compute the best value for regulariation parameter lambda, for LSQ. More... | |
| void | getResid () |
| Compute the residual vector, if not already computed. More... | |
| void | getDiagP () |
| Compute the diagonal of projection matrix, if not already computed. More... | |
| Array1D< double > | computeErrorMetrics (string method) |
| Compote error according to a selected metrics. More... | |
| double | computeRVE (Array2D< double > &xval, Array1D< double > &yval, Array1D< double > &yval_regr) |
| Compute validation error. More... | |
Protected Attributes | |
| Array2D< double > | xdata_ |
| xdata array More... | |
| Array1D< double > | ydata_ |
| ydata array More... | |
| int | npt_ |
| Number of samples. More... | |
| int | nbas_ |
| Number of bases. More... | |
| int | ndim_ |
| Dimensionality. More... | |
| double | sigma2_ |
| Variance. More... | |
| Array1D< double > | weights_ |
| Weights. More... | |
| Array1D< double > | resid_ |
| Residuals. More... | |
| bool | residFlag_ |
| Flag to indicate whether residual is computed. More... | |
| Array1D< double > | diagP_ |
| Diagonal of projection matrix. More... | |
| bool | diagPFlag_ |
| Flag to indicate whether diagonal of projetion matrix is computed. More... | |
| Array2D< double > | bdata_ |
| Auxiliary matrix or vector; see UQTk Manual. More... | |
| Array2D< double > | A_ |
| Array2D< double > | A_inv_ |
| Array2D< double > | coef_cov_ |
| Array1D< double > | Hty_ |
| Array1D< double > | coef_ |
| Array1D< double > | coef_erb_ |
Private Member Functions | |
| double | LSQ_computeLOO () |
| Compute Leave-one-out error for LSQ. More... | |
| double | LSQ_computeGCV () |
| COmpute generalized-cross-validation error for LSQ. More... | |
Private Attributes | |
| bool | dataSetFlag_ |
| Flag to indicate whether data has been set or not. More... | |
| string | regMode_ |
| Regression mode (m, ms, msc for mean-only, mean+variance, mean+covariance) More... | |
Class for linear parameteric regression.
|
inline |
Constructor.
|
inline |
Destrcutor.
| void Lreg::BCS_BuildRegr | ( | Array1D< int > & | selected, |
| double | eta | ||
| ) |
Build BCS regression.
| Array1D< double > Lreg::computeErrorMetrics | ( | string | method | ) |
Compote error according to a selected metrics.
| double Lreg::computeRVE | ( | Array2D< double > & | xval, |
| Array1D< double > & | yval, | ||
| Array1D< double > & | yval_regr | ||
| ) |
Compute validation error.
| void Lreg::EvalRegr | ( | Array2D< double > & | xcheck, |
| Array1D< double > & | ycheck, | ||
| Array1D< double > & | yvar, | ||
| Array2D< double > & | ycov | ||
| ) |
Evaluate the regression expansion.
|
inline |
Get coefficients.
|
inline |
Get coefficient covariance.
| void Lreg::getDiagP | ( | ) |
Compute the diagonal of projection matrix, if not already computed.
|
inlinevirtual |
|
inline |
Get the number of bases.
|
inline |
Get dimensionality.
|
inline |
Get the number of points.
| void Lreg::getResid | ( | ) |
Compute the residual vector, if not already computed.
|
inline |
Get the variance.
| void Lreg::InitRegr | ( | ) |
Initialize.
| void Lreg::LSQ_BuildRegr | ( | ) |
Build LSQ regression.
| double Lreg::LSQ_computeBestLambda | ( | ) |
Compute the best value for regulariation parameter lambda, for LSQ.
| Array1D< double > Lreg::LSQ_computeBestLambdas | ( | ) |
Compute the best values for regulariation parameter vector lambda, for LSQ.
|
private |
COmpute generalized-cross-validation error for LSQ.
|
private |
Compute Leave-one-out error for LSQ.
|
inlinevirtual |
Set centers (for RBF)
Reimplemented in RBFreg.
|
inlinevirtual |
|
inlinevirtual |
Set parameters (for RBF)
|
inline |
Set the regression mode.
| void Lreg::SetRegWeights | ( | Array1D< double > & | weights | ) |
Set weights.
|
inlinevirtual |
Set widths (for RBF)
Reimplemented in RBFreg.
|
inlinevirtual |
|
protected |
|
protected |
|
protected |
Auxiliary matrix or vector; see UQTk Manual.
|
protected |
|
protected |
|
protected |
|
private |
Flag to indicate whether data has been set or not.
|
protected |
Diagonal of projection matrix.
|
protected |
Flag to indicate whether diagonal of projetion matrix is computed.
|
protected |
|
protected |
Number of bases.
|
protected |
Dimensionality.
|
protected |
Number of samples.
|
private |
Regression mode (m, ms, msc for mean-only, mean+variance, mean+covariance)
|
protected |
Residuals.
|
protected |
Flag to indicate whether residual is computed.
|
protected |
Variance.
|
protected |
Weights.
|
protected |
xdata array
|
protected |
ydata array


Beginning as a self taught web developer before joining a bootcamp, I was fascinated with every idea of coding in the world of Tech. Practicing my own coding projects using basic HTML, CSS, and Javascript made me thrilled to learn more about discovering new syntaxes and concepts. The foundation of constantly learning new things and experiencing challenges through the use of tech has lead me to where I am today. The mental stimulation is what drives me to keep coding along and to express my creativity through something I can constantly learn from.
Free application for a quick generated password for options for the user
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Class: EmojiData
| Defined in: | src/emoji_data.coffee |
Class Method Summary
-
.
(Array<EmojiChar>)
all()
Returns a list of all known Emoji characters as
EmojiChar
objects. -
.
(Array<EmojiChar>)
all_doublebyte()
Returns a list of all
EmojiChar
that are represented with doublebyte encoding. -
.
(Array<EmojiChar>)
all_with_variants()
Returns a list of all
EmojiChar
that have at least one variant encoding. - . (Array<String>) chars(options = { include_variants: false }) Returns a list of all known Emoji characters rendered as UCS-2 strings.
- . (Array<String>) codepoints(options = { include_variants: false }) Returns a list of all known codepoints representing Emoji characters.
- . (String) char_to_unified(char) Convert a native UCS-2 string glyph to its unified codepoint ID.
- . (String) unified_to_char(uid) Convert a unified codepoint ID directly to its UCS-2 string representation.
-
.
(Array<EmojiChar>)
find_by_name(name)
Finds any
EmojiChar
that contains given string in its official name. -
.
(Array<EmojiChar>)
find_by_short_name(name)
Find all
EmojiChar
that match string in any of their associated short name keywords. -
.
(EmojiChar)
from_short_name(name)
Finds a specific
EmojiChar
based on the unified codepoint ID. -
.
(EmojiChar)
from_unified(uid)
Finds a specific
EmojiChar
based on its unified codepoint ID. - . (Array<EmojiChar>) scan(str) Scans a string for all encoded emoji characters contained within.
Class Method Details
.
(Array<EmojiChar>)
all()
Returns a list of all known Emoji characters as EmojiChar
objects.
.
(Array<EmojiChar>)
all_doublebyte()
Returns a list of all EmojiChar
that are represented with doublebyte
encoding.
.
(Array<EmojiChar>)
all_with_variants()
Returns a list of all EmojiChar
that have at least one variant encoding.
.
(Array<String>)
chars(options = {
include_variants: false
})
Returns a list of all known Emoji characters rendered as UCS-2 strings.
By default, the default rendering options for this library will be used.
However, if you pass an option hash with include_variants: true
then all
possible renderings of a single glyph will be included, meaning that:
- You will have "duplicate" emojis in your list.
- This list is now suitable for exhaustably matching against in a search.
.
(Array<String>)
codepoints(options = {
include_variants: false
})
Returns a list of all known codepoints representing Emoji characters.
.
(String)
char_to_unified(char)
Convert a native UCS-2 string glyph to its unified codepoint ID.
This is a conversion operation, not a match, so it may produce unexpected results with different types of values.
Examples:
> EmojiData.unified_to_char("1F47E");
'👾'
.
(String)
unified_to_char(uid)
Convert a unified codepoint ID directly to its UCS-2 string representation.
Examples:
> EmojiData.char_to_unified("👾");
'1F47E'
.
(Array<EmojiChar>)
find_by_name(name)
Finds any EmojiChar
that contains given string in its official name.
.
(Array<EmojiChar>)
find_by_short_name(name)
Find all EmojiChar
that match string in any of their associated short
name keywords.
.
(EmojiChar)
from_short_name(name)
Finds a specific EmojiChar
based on the unified codepoint ID.
Must be exact match.
.
(EmojiChar)
from_unified(uid)
Finds a specific EmojiChar
based on its unified codepoint ID.
.
(Array<EmojiChar>)
scan(str)
Scans a string for all encoded emoji characters contained within.
string, in the order they appeared.


[1]
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[2]
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{% extends "rango/base.html" %} {% load static %} {% block body_block %}
This is Rango's about page.
Click to return to The Index page.
Here's a picture of Rango!
This is a example
This is another example


etl_codes.py¶
-
class
etl_codes.
ETLCodes
(euc_co59_file_path: str)¶ A convenience class for using all codecs which are used in the ETL data set.
Warning
The ‘euc_co59.dat’-file from the ETL data set is required in the data set directory.
-
T56
(c: int) → str¶ Decodes c into a string using the T56-code.
- Parameters
c – An integer which should be decoded using the T56-code.
- Returns
The decoded str.
-
co59_to_utf8
(co59) → str¶ Decodes co59 to utf-8.
- Parameters
co59 – The string which should be decoded from co59 to utf-8.
- Returns
The decoded utf-8 string
-
decode_8B_type_character
(_bytes: bytes) → str¶ Decodes _bytes which encode the label from an entry which has the ETL-8B type.
- Parameters
_bytes – The bytes object which should be decoded.
- Returns
The decoded label.
-
decode_8G_type_character
(_bytes: bytes) → str¶ Decodes _bytes which encode the label from an entry which has the ETL-8G type.
- Parameters
_bytes – The bytes object which should be decoded.
- Returns
The decoded label.
-
decode_9B_type_character
(_bytes: bytes) → str¶ Decodes _bytes which encode the label from an entry which has the ETL-9B type.
- Parameters
_bytes – The bytes object which should be decoded.
- Returns
The decoded label.
-
decode_9G_type_character
(_bytes: bytes) → str¶ Decodes _bytes which encode the label from an entry which has the ETL-9G type.
- Parameters
_bytes – The bytes object which should be decoded.
- Returns
The decoded label.
-
decode_C_type_character
(_bytes: bytes, char_code) → str¶ Decodes _bytes which encode the label from an entry which has the ETL-C type.
- Parameters
_bytes – The bytes object which should be decoded.
char_code – The T56 code of the entry.
- Returns
[description]
-
decode_K_type_character
(_bytes: bytes) → str¶ Decodes _bytes which encode the label from an entry which has the ETL-K type.
- Parameters
_bytes – The bytes object which should be decoded.
- Returns
The decoded label.
-
decode_M_type_character
(_bytes: bytes) → str¶ Decodes _bytes which encode the label from an entry which has the ETL-M type.
- Parameters
_bytes – The bytes object which should be decoded.
- Returns
The decoded label.
-
init_co59
(euc_co59_file_path: str)¶ Initialize reading of “co59”-codes
-
init_codes
()¶ Setup a dict which contains ETLDataSetInfo-instances with the necessary info about the data set types.
-


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|
CSCI441 Library
v1.7
Helper functions for CSCI441 Computer Graphics
|
CSCI441 Helper Functions for OpenGL. More...
Classes | |
| class | ModelLoader |
| Loads object models from file and renders using VBOs/VAOs. More... | |
| class | ShaderProgram |
| Handles registration and compilation of Shaders. More... | |
Functions | |
| void | drawSolidCone (GLdouble base, GLdouble height, GLint stacks, GLint slices) |
| Draws a solid cone. More... | |
| void | drawWireCone (GLdouble base, GLdouble height, GLint stacks, GLint slices) |
| Draws a wireframe cone. More... | |
| void | drawSolidCube (GLdouble sideLength) |
| Draws a solid cube. More... | |
| void | drawWireCube (GLdouble sideLength) |
| Draws a wireframe cube. More... | |
| void | drawSolidCylinder (GLdouble base, GLdouble top, GLdouble height, GLint stacks, GLint slices) |
| Draws a solid open ended cylinder. More... | |
| void | drawWireCylinder (GLdouble base, GLdouble top, GLdouble height, GLint stacks, GLint slices) |
| Draws a wireframe open ended cylinder. More... | |
| void | drawSolidDisk (GLdouble inner, GLdouble outer, GLint slices, GLint rings) |
| Draws a solid disk. More... | |
| void | drawWireDisk (GLdouble inner, GLdouble outer, GLint slices, GLint rings) |
| Draws a wireframe disk. More... | |
| void | drawSolidPartialDisk (GLdouble inner, GLdouble outer, GLint slices, GLint rings, GLdouble start, GLdouble sweep) |
| Draws part of a solid disk. More... | |
| void | drawWirePartialDisk (GLdouble inner, GLdouble outer, GLint slices, GLint rings, GLdouble start, GLdouble sweep) |
| Draws part of a wireframe disk. More... | |
| void | drawSolidSphere (GLdouble radius, GLint stacks, GLint slices) |
| Draws a solid sphere. More... | |
| void | drawWireSphere (GLdouble radius, GLint stacks, GLint slices) |
| Draws a wireframe sphere. More... | |
| void | drawSolidTeapot (GLdouble size) |
| Draws a solid teapot. More... | |
| void | drawWireTeapot (GLdouble size) |
| Draws a wireframe teapot. More... | |
| void | drawSolidTorus (GLdouble innerRadius, GLdouble outerRadius, GLint sides, GLint rings) |
| Draws a solid torus. More... | |
| void | drawWireTorus (GLdouble innerRadius, GLdouble outerRadius, GLint sides, GLint rings) |
| Draws a wireframe torus. More... | |
| void | pushMatrix (glm::mat4 mtx) |
| Multiplies current matrix by given matrix. More... | |
| void | popMatrix (glm::mat4 mtx) |
| Multiplies current matrix by inverse of given matrix. More... | |
| void | setMaterial (MaterialStruct material) |
| sets all material properties at once More... | |
| void | setVertexAttributeLocations (GLint positionLocation, GLint normalLocation=-1, GLint texCoordLocation=-1) |
| Sets the attribute locations for vertex positions, normals, and texture coordinates. More... | |
| DEPRECATED (void pushMatrix(glm::mat4 mtx)) | |
| Multiplies current matrix by given matrix. More... | |
| DEPRECATED (void setMaterial(MaterialStruct material)) | |
| sets all material properties at once More... | |
CSCI441 Helper Functions for OpenGL.
| CSCI441::DEPRECATED | ( | void | pushMatrixglm::mat4 mtx | ) |
Multiplies current matrix by given matrix.
Multiplies current matrix by inverse of given matrix.
| glm::mat4 | mtx - matrix to multiply the current matrix by |
| glm::mat4 | mtx - matrix to multiply the current matrix by the inverse of |
| CSCI441::DEPRECATED | ( | void | setMaterialMaterialStruct material | ) |
sets all material properties at once
| MaterialStruct | material - the material to set the properties for |
|
inline |
Draws a solid cone.
Cone is oriented along the y-axis with the origin along the base of the cone
| GLdouble | base - radius of the base of the cone |
| GLdouble | height - height of the cone from the base to the tip |
| GLint | stacks - resolution of the number of steps rotated around the central axis of the cone |
| GLint | slices - resolution of the number of steps to take along the height |
|
inline |
Draws a solid cube.
The origin is at the cube's center of mass. Cube is oriented with our XYZ axes
| GLdouble | sideLength - length of the edge of the cube |
|
inline |
Draws a solid open ended cylinder.
Cylinder is oriented along the y-axis with the origin along the base
| GLdouble | base - radius of the base of the cylinder |
| GLdouble | top - radius of the top of the cylinder |
| GLdouble | height - height of the cylinder from the base to the top |
| GLint | stacks - resolution of the number of steps rotated around the central axis of the cylinder |
| GLint | slices - resolution of the number of steps to take along the height |
|
inline |
Draws a solid disk.
Disk is drawn in the XY plane with the origin at its center
| GLdouble | inner - equivalent to the width of the disk |
| GLdouble | outer - radius from the center of the disk to the center of the ring |
| GLint | slices - resolution of the number of steps rotated along the disk |
| GLint | rings - resolution of the number of steps to take along the disk width |
|
inline |
Draws part of a solid disk.
Disk is drawn in the XY plane with the origin at its center
| GLdouble | inner - equivalent to the width of the disk |
| GLdouble | outer - radius from the center of the disk to the center of the ring |
| GLint | stacks - resolution of the number of steps rotated along the disk |
| GLint | rings - resolution of the number of steps to take along the disk width |
| GLdouble | start - angle in degrees to start the disk at |
| GLdouble | sweep - distance in degrees to rotate through |
|
inline |
Draws a solid sphere.
Origin is at the center of the sphere
| GLdouble | radius - radius of the sphere |
| GLint | stacks - resolution of the number of steps to take along theta (rotate around Y-axis) |
| GLint | slices - resolution of the number of steps to take along phi (rotate around X- or Z-axis) |
|
inline |
Draws a solid teapot.
Oriented with spout and handle running along X-axis, cap and bottom along Y-axis. Origin is at the center of the teapot
| GLdouble | size - scale of the teapot |
|
inline |
Draws a solid torus.
Torus is oriented in the XY-plane with the origin at its center
| innerRadius | - equivalent to the width of the torus ring |
| outerRadius | - radius from the center of the torus to the center of the ring |
| sides | - resolution of steps to take around the band of the ring |
| rings | - resolution of steps to take around the torus |
|
inline |
Draws a wireframe cone.
Cone is oriented along the y-axis with the origin along the base of the cone
| GLdouble | base - radius of the base of the cone |
| GLdouble | height - height of the cone from the base to the tip |
| GLint | stacks - resolution of the number of steps rotated around the central axis of the cone |
| GLint | slices - resolution of the number of steps to take along the height |
|
inline |
Draws a wireframe cube.
The origin is at the cube's center of mass. Cube is oriented with our XYZ axes
| GLdouble | sideLength - length of the edge of the cube |
|
inline |
Draws a wireframe open ended cylinder.
Cylinder is oriented along the y-axis with the origin along the base
| GLdouble | base - radius of the base of the cylinder |
| GLdouble | top - radius of the top of the cylinder |
| GLdouble | height - height of the cylinder from the base to the top |
| GLint | stacks - resolution of the number of steps rotated around the central axis of the cylinder |
| GLint | slices - resolution of the number of steps to take along the height |
|
inline |
Draws a wireframe disk.
Disk is drawn in the XY plane with the origin at its center
| GLdouble | inner - equivalent to the width of the disk |
| GLdouble | outer - radius from the center of the disk to the center of the ring |
| GLint | slices - resolution of the number of steps rotated along the disk |
| GLint | rings - resolution of the number of steps to take along the disk width |
|
inline |
Draws part of a wireframe disk.
Disk is drawn in the XY plane with the origin at its center
| GLdouble | inner - equivalent to the width of the disk |
| GLdouble | outer - radius from the center of the disk to the center of the ring |
| GLint | stacks - resolution of the number of steps rotated along the disk |
| GLint | rings - resolution of the number of steps to take along the disk width |
| GLdouble | start - angle in degrees to start the disk at |
| GLdouble | sweep - distance in degrees to rotate through |
|
inline |
Draws a wireframe sphere.
Origin is at the center of the sphere
| GLdouble | radius - radius of the sphere |
| GLint | stacks - resolution of the number of steps to take along theta (rotate around Y-axis) |
| GLint | slices - resolution of the number of steps to take along phi (rotate around X- or Z-axis) |
|
inline |
Draws a wireframe teapot.
Oriented with spout and handle running along X-axis, cap and bottom along Y-axis. Origin is at the center of the teapot
| GLdouble | size - scale of the teapot |
|
inline |
Draws a wireframe torus.
Torus is oriented in the XY-plane with the origin at its center
| innerRadius | - equivalent to the width of the torus ring |
| outerRadius | - radius from the center of the torus to the center of the ring |
| sides | - resolution of steps to take around the band of the ring |
| rings | - resolution of steps to take around the torus |
|
inline |
Multiplies current matrix by inverse of given matrix.
| glm::mat4 | mtx - matrix to multiply the current matrix by the inverse of |
|
inline |
Multiplies current matrix by given matrix.
| glm::mat4 | mtx - matrix to multiply the current matrix by |
|
inline |
sets all material properties at once
Sets the diffuse, ambient, specular, and shininess properties at once
| MaterialStruct | material - the material to set the properties for |
|
inline |
Sets the attribute locations for vertex positions, normals, and texture coordinates.
Needs to be called after a shader program is being used and before drawing geometry
| GLint | positionLocation - location of the vertex position attribute |
| GLint | normalLocation - location of the vertex normal attribute |
| GLint | texCoordLocation - location of the vertex texture coordinate attribute |


shinyMCE adds the ability to use tinyMCE WYSWYG editor as a component in Shiny apps.
To install, run:
if (!require("devtools"))
install.packages("devtools")
devtools::install_github("shinyMCE", "mul118")
The shinyMCE source code is hosted at the shinyMCE Github repo. More details and examples may be found at the shinyMCE website.
The following demos are available:
tinyMCE
updateTinyMCE


Your way on the highway
The ultimate roadtrip generator for 100+ cities.
The ultimate roadtrip generator for 100+ cities.
How it works
Food
find the best local restaurants while passing by
choose from different dishes: mexican, gluten-free, italian, vegan, chinese and american
Music
listen to your favorite artists live along the way
search for nearby concerts: pop, country, taylor swift, sublime and broadway shows
Sports
watch sporting events in nearby cities
search for nearby sporting events: hockey, carolina panthers, green bay packers, NHL and the hurricanes
Recreation
take a break from the long drive and get active
discover the outdoors: hiking, disc golf, challenge courses and parks
Meet The Team
Karlo
Front-End Engineer
Camille
Front-End Engineer
Andrew
Python Engineer
Jonathan
Python Engineer


Quantum mechanics dates back to 1925, the year of the breakthrough paper by Werner Heisenberg.
It is the foundation of all quantum physics and allows for probabilistic prediction of atomic and subatomic phenonomena.
Quantum mechanics is one of the most successful scientific theories of all time.
It has enabled uprecedented progress - without it, there would be no modern chemistry, technology or medicine.
It is also
I think I can safely say that nobody understands quantum mechanics
I am convinced that Old Man [God] does not play dice
Contrary to classical physics, quantum mechanics doesn't provide
Quantum mechanical mathematical formalism lacks
There is no quantum world. There is only an abstract quantum mechanical description
Shut up and calculate
Nature isn't classical, dammit, and if you want to make a simulation of nature, you'd better make it quantum mechanical.
subatomic modeling, molecular simulations, material science
problem optimization, energy research, simulation
quantum classifiers, hybrid quantum/classical training
risk analysis, complex simulations, portfolio optimization
Maybe. We don’t actually know for sure.
In classical computing a bit can have only two discrete values
In quantum information theory an information unit is called a qubit.
The state of a qubit is described by a vector in a two dimensional Hilbert space, where $\alpha$ and $\beta$ are complex numbers.
$$|\alpha|^2 + |\beta|^2 = 1$$
Two linearly independent (orthogonal) unit vectors, form a measurement basis. The so-called computational basis (Z) is:
$$ \ket{0} = \begin{bmatrix} 1 \cr 0 \end{bmatrix} \;\;\;\; \ket{1} = \begin{bmatrix} 0 \cr 1 \end{bmatrix} $$
A qubit state vector can be expressed as a linear combination of both basis states:
If both $\alpha$ and $\beta$ are non-zero, the qubit is in a
To extract a classical value out of a qubit, it must be measured in a chosen basis.
The state of a qubit collapses then to one of the basis states.
$$P(0) = P(\ket{0}) = |\alpha|^2$$ $$P(1) = P(\ket{1}) = |\beta|^2$$
Superposition is basis dependent.
To describe the state of a two qubit system, we use a tensor product of the individual qubit states, thus creating a vector in a four dimensional Hilbert space.
$$\ket{\psi_1} = \alpha_1\ket{0} + \beta_1\ket{1} \;\;\; \ket{\psi_2} = \alpha_2\ket{0} + \beta_2\ket{1}$$
$$\ket{\psi_{12}} = \alpha_1\alpha_2\ket{00} + \alpha_1\beta_2\ket{01} + \beta_1\alpha_2\ket{10} + \beta_1\beta_2\ket{11}$$
Quantum state of a qubit system of size $n$ is described by $2^n$ amplitudes. For example, for a 260 qubit computer:
which roughly equals of atoms in observable universe
However we can only read a single classical bit out of every qubit, meaning that for a 256 qubit computer we can only extract:
$$ H=\begin{bmatrix} \frac{1}{\sqrt{2}} & \frac{1}{\sqrt{2}} \\ \frac{1}{\sqrt{2}} & -\frac{1}{\sqrt{2}} \end{bmatrix}$$
$$H\ket{0} = \begin{bmatrix} \frac{1}{\sqrt{2}} & \frac{1}{\sqrt{2}} \\ \frac{1}{\sqrt{2}} & -\frac{1}{\sqrt{2}} \end{bmatrix}\begin{bmatrix} 1 \\ 0 \end{bmatrix} = \frac{1}{\sqrt{2}}\ket{0} + \frac{1}{\sqrt{2}}\ket{1}$$
$$H\ket{1} = \begin{bmatrix} \frac{1}{\sqrt{2}} & \frac{1}{\sqrt{2}} \\ \frac{1}{\sqrt{2}} & -\frac{1}{\sqrt{2}} \end{bmatrix}\begin{bmatrix} 0 \\ 1 \end{bmatrix} = \frac{1}{\sqrt{2}}\ket{0} - \frac{1}{\sqrt{2}}\ket{1}$$
Upon measurement, there is a 50% probability of reading out a classical 0 or a classical 1.
$$ X=\begin{bmatrix} 0 & 1 \\ 1 & 0 \end{bmatrix}$$
$$X(\alpha\ket{0} + \beta\ket{1}) = \begin{bmatrix} 0 & 1 \\ 1 & 0 \end{bmatrix}(\alpha\ket{0} + \beta\ket{1}) = \beta\ket{0} + \alpha\ket{1}$$
$$X\ket{0} = \begin{bmatrix} 0 & 1 \\ 1 & 0 \end{bmatrix}\begin{bmatrix} 1 \\ 0 \end{bmatrix} = \ket{1}$$
$$X\ket{1} = \begin{bmatrix} 0 & 1 \\ 1 & 0 \end{bmatrix}\begin{bmatrix} 0 \\ 1 \end{bmatrix} = \ket{0}$$
$$ CNOT=\begin{bmatrix} 1 & 0 & 0 & 0 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 0 & 1 \\ 0 & 0 & 1 & 0 \end{bmatrix}$$
$$\ket{00}\rightarrow\ket{00} \;\;\; \ket{01}\rightarrow\ket{01} \;\;\; \ket{10}\rightarrow\ket{11} \;\;\; \ket{11}\rightarrow\ket{10}$$
When the control qubit is in placed in a superposition, a maximally entangled state is created.
$$CNOT(H\ket{0} \otimes \ket{0}) = \frac{1}{\sqrt{2}}\ket{00} + \frac{1}{\sqrt{2}}\ket{11}$$
Upon measurement, there is a 50% probability of reading out a classical 00 or a classical 11.
The perfect correlation happens even when the qubits are spatially separated. Einstein called it
Remember how we said that two qubit system can be described as
$$\ket{\psi} = \alpha_1\alpha_2\ket{00} + \alpha_1\beta_2\ket{01} + \beta_1\alpha_2\ket{10} + \beta_1\beta_2\ket{11}$$
We cannot find $\alpha_1$, $\alpha_2$, $\beta_1$ and $\beta_2$ to satisfy
$\alpha_1\alpha_2\ket{00} + \alpha_1\beta_2\ket{01} + \beta_1\alpha_2\ket{10} + \beta_1\beta_2\ket{11} = \frac{1}{\sqrt{2}}(\ket{00} + \ket{11})$
We cannot decompose an entangled qubit state into a tensor product of the individual qubit states.
> dotnet new console -lang Q#
The template "Console Application" was created successfully.
> dotnet run
Hello quantum world!
@EntryPoint()
operation Start() : Unit {
use qubit = Qubit();
H(qubit);
let result = MResetZ(qubit) == One ? 1 | 0;
Message($"Measured: {result}");
}
operation EntanglementExample() : Unit {
use (control, target) = (Qubit(), Qubit());
H(control);
CNOT(control, target);
let resultControl = ResultAsBool(MResetZ(control)) ? "1" | "0";
let resultTarget = ResultAsBool(MResetZ(target)) ? "1" | "0";
Message($"Result: |{resultControl}{resultTarget}>");
}


Hello world.
GitHub Repo https://github.com/asears/mcbot
https://mcbot.azurewebsites.net/api/messages


Our goal is to help you negotiate for a better salary and recognize pay discrimination by giving you the tools to anonymously share salary information with your coworkers and friends. We were inspired by this video about why sharing your salary with coworkers is so important.
PaySymmetry is always free to use, but if it’s helped you earn more money we hope you will consider paying it forward with a small donation. We will never share your salary with anyone outside of your group, including advertisers.
You can learn more about us on our F.A.Q.’s page.
Sinclair is our back-end developer. He co-founded PaySymmetry while working as a programmer for TwoDots, a mobile game for iOS and Android. Sinclair recently graduated from Columbia University.
Julianna is our Chief Benefit Officer and content creator. She co-founded PaySymmetry while working at a non-profit. She grew up in Falmouth, Massachusetts and recently graduated from Barnard College.
Liz is our front-end web developer and one-woman Marketing Team. She co-founded PaySymmetry while working on LGBTQ+ wellness issues at Apicha Community Health Center. Liz studied at Smith College.


Move the slider to animate the paths of commuters during each hour of a typical day. Orange lines represent the shortest
paths between the Princess Noura campus and the commuter origin/destination hotspots. The size of the blue hotspots
is based on the number of commuters flowing through each day.
COMMUTING FROM PRINCESS NOURA UNIVERSITY
COMMUTING TO PRINCESS NOURA UNIVERSITY
6:00
The visualizations show "hotspots of the origins/ destinations, the size of which represents the estimated
number of commuters that start, and end, at each location.
These two complementary visualizations map out the hour-by-hour travel flows of the women university students
to and from the Princess Noura University, based on aggregated Call Detail Records (CDR).
The visualizations show "hotspots of the origins/ destinations, the size of which represents the estimated
number of commuters that start, and end, at each location.
A "shortest path" analysis was used to map out the approximate route that most commuters may choose. The
thickness of the lines represents the corresponding number of estimated commuters travelling towards
and from the University along those routes.


Driven, quick-learning professional seeks to apply Information Technology education and analytical skills to a web developer position with room for growth in a progressive organization.
Consistently demonstrate discipline and a strong work ethic; take direction well and lead by example to enforce high standards of organization and efficiency when coordinating with staff and management in a variety of professional environments.
Creative and goal-oriented planner with the ability to effectively handle objectives and projects without supervision from concept through execution and finalization; coordinate well with numerous personalities while remaining on task and attending to every applicable detail.
Proficient in HTML, CSS, Sass, Web Performance Optimization, SVG Animation, JavaScript (jQuery, ProcessingJS, AngularJS, Node.js, MongoDB, API Development), Bootstrap 3.3, Java and PHP, in addition to MySQL and other related database technologies.
Extensive knowledge of phpMyAdmin, FileZilla, OS (Linux, Windows, Mac), VirtualBox, WordPress, Apache, Google App Engine, Google Datastore and web development tools Firebug and Selenium. Utilize GitHub.com to remain apprised of current technology trends.
UNIVERSITY OF PHOENIX
Bachelor of Science in Information Technology
Schaumburg, ILconferred 2013
TRITON COMMUNITY COLLEGE
Associate in Science (Dean's List)
River Grove, ILconferred 2005
Communicate fluently in English and Polish.


--- layout: post title: RebelHold growing the community date: 2012-05-10 21:05:29.000000000 -05:00 type: post published: true status: publish categories: - Ruby on Rails tags: - Rails - Rebelhold - Ruby meta: _edit_last: '15714693' publicize_results: a:1:{s:7:"twitter";a:1:{i:199393780;a:2:{s:7:"user_id";s:11:"broberts_az";s:7:"post_id";s:18:"200798762170466304";}}} _wpas_done_twitter: '1' author: login: broberts65 email<EMAIL_ADDRESS>display_name: Bob Roberts first_name: '' last_name: '' ---
Things are really going great for RebelHold these days. We are now the largest Ruby on Rails development shop in Arizona that is still taking on new projects. It is because of this that we have been able to help community members to grow as developers. I was asked a while back what it is that I have ever done for the community. I have been training one of our new apprentices and I also brought a new Intern onboard. We also added another apprentice and our Phoenix outpost has doubled in size in the last couple of months.
We also have added a couple of apprentices on in other states and are proud to be able to entertain any new RoR projects as they come along. Our goal continues to be training our own developers. We still do not charge to teach and in fact we pay our apprentices while they learn.
I feel proud to be able to help members of our community to learn RoR and earn at the same time. I am proud to be part of RebelHold!


'Probably the world's most famous dog': Trump honours Conan at the White House – video
The US president has honoured the military dog that participated in the special forces raid which resulted in the death of the Islamic State leader Abu Bakr al-Baghdadi.


Showing hash searches saved under "{{ report_name }}"
Hash
Detected by Symantec
MD5 equivalent
{% for assessment in assessments %}
{{ assessment.hash }}
{% if assessment.detected %}
Yes
{% else %}
No
{% endif %}
{{ assessment.md5 }}
{% endfor %}
Download report


What is SSRSS
SSRSS is exactly what the title suggests-
Super Simple RSS Syndication Software. Use it to create RSS feeds
for your website quickly and easily. Oh yeah, it's completely and 100%
free (bonus! party!).
Ok, so you're thinking to yourself "Man, I wish I had rss syndication
on my website, but I'd bet anything it's difficult." You'd be
thinking wrong, it's just not so! How simple is super simple you
might ponder... It's very simple.
Features
- Create and Manage RSS 2.0 files
- Simplify the process of RSS file creation
- Easily manipulate RSS files created
- Super Simple!
- ScreenShot
- Download
FAQ
What is RSS
How Do I...
Can SSRSS Read in
RSS Files Not Created by SSRSS?
I want 'insert tag
here' Tag, but SSRSS Doesn't Support It!
Who Wrote This And Why
What
is RSS
RSS stands for Really Simple
Syndication. It is a file format generally used for newsfeeds and
information feeds. It is extremely useful and low bandwidth
(handy). For a more technical explanation of RSS, specifically
the new RSS version 2.0 format, please refer to
here.
How Do I...
Any "How Do I" questions not
answered in the FAQ can be directed to my email<EMAIL_ADDRESS>Can SSRSS Read in
RSS Files Not Created by SSRSS?
Not at this time no, look for
this feature in a future release.
I want 'insert tag
here' Tag, but SSRSS Doesn't Support It!
Email me at
<EMAIL_ADDRESS>and I'll put the tag in a build release (typical
turnaround time 2 days).
Who Wrote This And Why
Hunter Davis is the author of
SSRSS. I wrote it because I was interested in the RSS
specification, and also to keep my coding skills fresh. I also
percieved a small audience that would find this program useful, and
felt that I (and SSRSS) could help them out. My website is
hunterdavis.com if you have any other "who am I" type questions.
Tutorials
Overview
Load In an RSS File
Save Out an RSS File
Create a New Entry
Add Entry to Channel
Delete an Entry
Adjust RSS Options
Create HTML Link
Clear Entry Boxes
Overview
SSRSS - The Super Simple RSS
syndication software.  Well it's really simple, trust me. SSRSS allows you
to create RSS files, and RSS files are organized into entries. So
First of All, you're going to want to
create
a new entry. Once you have entered the information you want
in your entry,
add it to the channel.
Repeat these previous two steps as many times as you like. Now
your channel has content! Let's set some global channel options
now by
adjusting rss options.
Ready to
save your .rss
file? Congratulations, you now have a RSS feed you can upload to
your website. See, I told you it was simple!
Load In an RSS File
To load in a file, simply
click the "load RSS file" button. Select the file you want to
load, and click open. Voila! You have loaded a file.
*Note - You can only load RSS files that have been created by SSRSS.
Save Out an RSS File
To save a file, simple click
the "save" button. Select a file you want to save over, or enter
a filename into the filename box. Then click save. Voila!
You have saved a file.
Create a New Entry
To create a new entry, simply
click on the "new entry" button. If you have any unsaved data in
the entry fields you will be prompted whether to add it or not.
Add Entry to Channel
To add the current entry
information to the channel, simply click the "add entry" button.
Delete an Entry
To delete an entry, simply
highlight the entry to be deleted in the list of items, and click
"delete selected entry".
Adjust RSS Options
To adjust RSS options (set
channel title, etc...) simple click on the "Rss Options" button, fill
in whichever fields you like, and click ok.
Create HTML Link
To create an HTML link in your
entry text, simply highlight the word you wish to become an HTML link,
then click "create hyperlink". A dialog will pop up, enter the
website address you wish to link to here. i.e.
(http://www.hunterdavis.com)
Clear Entry Boxes
To clear the entry boxes,
simple click the "clear" button. If you have any unsaved data in
the entry fields you will be prompted whether to add it or not.
Keyboard
Shortcuts
| Add
Entry --> CTRL-A |
| Close File --> CTRL-K |
| Create Hyperlink -->
CTRL-I |
| Delete Selected Entry
--> CTRL-D |
| Exit --> CTRL-E |
| Help --> CTRL-H |
| Load File --> CTRL-L |
| New Entry --> CTRL-N |
| RSS OPTIONS PAGE -->
CTRL-R |
| Save --> CTRL-S |
Need
Help?
Need help or want to request a feature? Just drop me an email at
<EMAIL_ADDRESS>and i'll be happy to help you out.


Implemented the following in Quirks mode:
...	The Title attribute can now also be used for the whole table cell.
Try Me
A character position marker may now optionally be displayed in the document. See the htOpions property.
Try Me
Today's date is
Loaded at
Right Click on these Thumbnails
Click on these
|
Radio 1 Radio 2 | Checkbox 1 Checkbox 2 |


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HOBBIES THO
Super Smash Bros
: Play it a ton, can lead to some pretty hilarious failures.
I like watching
anime
.
Call me a Cameron Crazy. Living in a tent for two months is the best experience ever.
JUST DO IT!


Roads and labels are provided only for helping find your area of interest on this map. They will not be inlcuded in downloads.
GeoJSON
Download contours for use in GIS or mapping applications. Contours will be exported as overlapping MultiPolygon features, each with an elevation property. Geodata only. Styles will not be included!
PNG image
Download a raster image of the map, including your chosen styles.
SVG
Download contours as vector graphics. This does not work well for illuminated contours! It will export polygons, but you'll have better luck achieving the effect in your favorite graphics editing software.


org.apache.batik.anim
Classes
AbstractAnimation
AnimationEngine
AnimationEngine.AnimationInfo
AnimationEngine.Sandwich
AnimationEngine.TargetInfo
ColorAnimation
InterpolatingAnimation
MotionAnimation
SetAnimation
SimpleAnimation
TransformAnimation
Exceptions
AnimationException


Before Change
onset_predictions = onset_probs_flat > hparams.predict_onset_threshold
offset_predictions = offset_probs_flat > hparams.predict_offset_threshold
predictions = {
// frame_probs is exported for writing out piano roll during inference.
"frame_probs": [frame_probs_flat],
"frame_predictions": [frame_predictions],
"onset_predictions": [onset_predictions],
"offset_predictions": [offset_predictions],
"velocity_values": [velocity_values_flat],
}
train_op = None
loss = None
if is_training:
After Change
onset_predictions = onset_probs_flat > hparams.predict_onset_threshold
offset_predictions = offset_probs_flat > hparams.predict_offset_threshold
predictions = {
// frame_probs is exported for writing out piano roll during inference.
"frame_probs": tf.expand_dims(frame_probs_flat, axis=0),
"frame_predictions": tf.expand_dims(frame_predictions, axis=0),
"onset_predictions": tf.expand_dims(onset_predictions, axis=0),
"offset_predictions": tf.expand_dims(offset_predictions, axis=0),
"velocity_values": tf.expand_dims(velocity_values_flat, axis=0),
}
train_op = None
loss = None
if is_training:


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NOTE: Distribution groups must have permission for this app to be distributed to.
Check your distribution groups at https://appcenter.ms/apps.
For example perry, dave, stephen, eric
perry, dave, stephen, eric


Fill out the form below to be sent on a journy to find love, Via programing.
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PS2PK(1) PS2PK(1) NAME ps2pk - creates a TeX pkfont from a type1 PostScript font SYNOPSIS ps2pk [ -v ] [ -eenc ] [ -Xxres ] [ -Eexpansion ] [ -Sslant ] [ -Ppoint‐ size ] [ -Rbaseres ] [ -raspectratio ] [ -Yyres ] [ -aAFMfile ] [ -mmod‐ ename ] type1 [pkfont] DESCRIPTION This program renders a given type1 PostScript font at a given pointsize (default 10.0 points) and resolution (default 300dpi) into a TeX pkfont. To generate the pkfont ps2pk needs a valid type1 font file (for example Utopia-Regular, Utopia-Regula.pfb or Utopia-Regula.pfa) and its corre‐ sponding AFM-file (Utopia-Regular.afm) with the font metrics. The pro‐ gram accepts both the binary type1 format (Utopia-Regula.pfb) and its ASCII equivalent (Utopia-Regular or Utopia-Regula.pfa). To locate the files, ps2pk uses the kpathsea library (see the info page on kpathsea). Additionally, pfb and pfa files are searched for in the directory speci‐ fied in the environment variable T1INPUTS, and afm files are searched in AFMFONTS, if they are set (the -v flag will report which filenames are looked for). The program will make a pkfont in which the character codes are derived from their AFM (Adobe Font Metrics) defined values. This can be over‐ ruled by specifying an explicit encoding file via the -e option. The encoding file enc should contain a valid PostScript encoding containing PostScript names like /hyphen. Here is an incomplete example (see afm2tfm for complete syntax): % This is the EC encoding. /ECEncoding [ % now 256 chars follow % 0x00 /grave /acute /circumflex /tilde /dieresis /hungarumlaut /ring /caron /breve /macron /dotaccent /cedilla /ogonek /quotesinglbase /guilsinglleft /guilsinglright (Rest of lines omitted.) % 0xF0 /eth /ntilde /ograve /oacute /ocircumflex /otilde /odieresis /oe /oslash /ugrave /uacute /ucircumflex /udieresis /yacute /thorn /germandbls ] def Options and arguments: -aAFMfile Overrules the name that is used to locate the AFM file. -eenc Name of a file containing an encoding scheme (default - the encoding named in the AFM-file is used). The actual Post‐ Script name of the encoding scheme is written as a "special" at the end of the pkfont. -Eextension The extension factor (real value, default 1.0). -mmodename A modename such as would be used by METAFONT (default "Unknown mode"). -Ppointsize The desired pointsize (real value, default 10.0 points). -Rbaseres The desired base resolution (integer value, default 300 dpi). If this differs from the value of xres, the appropriate mag‐ nification will be shown in the "specials" at the end of the pkfont. If possible, this will be expressed as a magstep, otherwise as a real number. For example, a pkfont with an xres of 329, using the default base resolution of 300, will include the "special" text "mag=magstep(0.5)" at the end of the font. -raspectratio The desired aspect ratio (expression, integerY/integerX, default 300/300). This will be shown in the "specials" at the end of the pkfont. Setting the aspect ratio creates a value for yres but an explicit yres value will take prece‐ dence. Argument must be in "" if spaces are left around `/'. -Sslant The slant (real value, default 0.0). -Xxres The resolution in the X direction (integer value, default 300 dpi). -Yyres The resolution in the Y direction (integer value, default the value of xres). If yres differs from xres, a "special" text giving the aspect ratio will be written at the end of the pkfont. -v Verbose flag. (Tells what the program is doing.) type1 The name of the PostScript type1 font. The name of the AFM- file will be constructed from this name by removing the extension (if suplied) and adding ".afm". The PostScript "FontName" is extracted from the AFM-file and written into a "special" at the end of the pkfont. [pkfont] The name of the resulting pkfont can be overruled with this name. The default name of pkfont is derived from the base‐ name of the type1 font, the pointsize and xres. For example `ps2pk -P17.28 Utopia-Regular' will result in `Utopia-Regu‐ lar17.300pk'. An explicit value for the name of the pkfont is necessary when the type1 font name already shows the point size, otherwise the pointsize value is catenated on to the pkfont basename which is usually not what is wanted. The following PK "specials" provide an internal check on the characteris‐ tics of the pkfont, in accordance with the recommendations of the TeX Working Group on the TeX Directory Standard (TWG-TDS): "fontid=FontName", "codingscheme=Encoding", "fontfacebyte", "mag", "mode=(ps2pk)modename", "pixels-per-inch", and "aspect-ratio" if it is other than unity. ACKNOWLEDGEMENT This program uses the type1 hinting and rendering software IBM has donated to the X-consortium. SEE ALSO `METAFONT: The Program', Donald Knuth. `The GFtoPK processor', belonging to the METAFONTware. `Adobe Font Metric Files', Version 3.0, PostScript Developer Support Group. afm2tfm(1) pk2bm(1) kpsewhich(1) info kpathsea VERSION 1.4 (January 1994) AUTHOR Piet Tutelaers<EMAIL_ADDRESS>Modified for ps2pkm by Pierre A. Mackay<EMAIL_ADDRESS>This manpage was adapted to teTeX by Frank Kuester<EMAIL_ADDRESS>TeX PS2PK(1)


This visualization shows salaries from the past 5 years.
Salaries are grouped by "experience qualifiers" on the job titles and "no_value" indicates a job has no experience qualifiers.
The bars show lower quartile, upper quartile, and median. The tooltip gives additional metrics.


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About
I work at the intersection of design, context and action. I focus on creating experiences which reflect our interaction with the everyday world. With a background in phenomenology and pragmatism as a Philosophy student at Concordia University combined with a decade of teaching and performing as a professional dancer my work reflects the embodied human experience.
I learn from every project and draw upon many disciplines. That keeps me constantly curious about diving deeper. My current fascination is how design can guide behavior by encouraging better choices, facilitating the learning experience and shaping experiences that encourage deep real world connection.
I co-founded the award-winning email newsletter, NOLAlicious. I am not currently available for full-time or part-time work but may be interested in particular consulting work for the social good.
I live in San Francisco, CA where I am currently a Senior UI Designer at Salesforce.com. I’m involved in the design community through IxDA, SDN, and local UX and designer meetups. I also teach about UX & Interaction design through Skillshare.
I maintain a Tumblr as my digital notebobok of the web here. I am also a professional dance instructor and performer.


Red Dead Redemption 2 patch 1.15 is out now
by Aran SuddiRockstar has released patch 1.15 for Red Dead Redemption 2 with most of the fixes addressing issues found on the PC version of the game. Some the fixes are for crashes that occur when quitting the game, when launching Story Mode and Red Dead Online or when switching between the modes, entering photo mode in cinematic mode. Basically a lot of fixes have been pushed out to stop the game crashing on PC.
There’s also one note for Xbox One to get those important stability updates.
Red Dead Redemption 2 1.15 patch notes
[November 25, 2019] General / Miscellaneous – PC
- Improvements to address an issue that resulted in a crash when changing Windows audio devices/settings while the game was running
- Improvements to address an issue that resulted in a crash when launching the game after switching between Vulkan and DirectX 12
- Improvements to address an issue that resulted in a crash when graphical settings were changed and applied while close to the VRAM limit
- Improvements to address an issue that resulted in a crash during loading screens when launching Story Mode or Red Dead Online
- Improvements to address an issue that resulted in a crash when attempting to quit the game
- Improvements to address an issue that resulted in a crash when switching between several input devices
- Improvements to address an issue that resulted in a crash during gameplay when using keyboard and mouse controls
- Improvements to address an issue that resulted in a crash when transitioning between Story Mode and Red Dead Online
- Improvements to address an issue that resulted in a crash when entering Photo Mode while the player was in cinematic camera mode
- Improvements to address an issue that resulted in a crash during certain weather conditions on systems with multiple graphics cards
- Improvements to address an issue that resulted in graphical errors and other instability when using Vulkan with multiple graphics cards
- Improvements to address an issue that resulted in a random crash during gameplay when using DirectX 12
- Improvements to address issues that resulted in random crashes during gameplay in Story Mode and Red Dead Online
[November 25, 2019] General / Miscellaneous – Xbox One
- General fixes and improvements to stability and performance
You can see what Adrian thought of Red Dead Redemption 2 below:
The hype being created for Red Dead Redemption 2 and the expectations of the passionate fan-base made a part of me believe that Rockstar Games could never deliver on all of their many promises. They did, and then some. From the feeling of a realistic living world they’ve created to the emotional bonds you build, Red Dead Redemption 2 is the video game experience of this generation.
You can read the full review here.
Source: Rockstar Games


DBC week 5: Technical blog
Enumerable methods - Enumerable#map
Established on Jan. 10, 2016
Enumerable is one of the module that make Ruby powerful. It is a whole pack of methods that prewriten for Rubyists to take and get access to. It beautifully replace the use of for loops. Provided clarity for reader. In this article, I would like to talk about one of the most useful Enumerable method - #map (alias for collect).
Lets look at the example below:
> [1,2,3].map { |i| i*i }
==> [1,4,9]
Each element in the array is modified by the block passed into the map method. When the iteration is done, it will return a new array with the result of running the block once for every element in the array. #map will run your block and give you an object filled with whatever your block returned each time. And if there is no block given after calling #map, an enumerator will be returned instead.
To get a better sense of #map/#collect, you can picture it as remapping your original array through some sort of transformation. Or doing something to each element of the array and collecting the results at the end. #map and #collect are the same thing, just called differently.


Hot topics at open houses
by Chelsea PowrieThree hot topics, one evening, coming up at the Penticton Trade and Convention Centre.
Penticton residents will get the chance to discuss plans for the lake-to-lake cycling route, Skaha Lake Park East plan and the 2020-254 business and financial plans.
"It is a busy time of year so bundling these opportunities is a good use of citizens’ time and City resources,” said engagement strategist JoAnne Kleb.
“If these topics interest you, mark the dates in your calendar and watch for more information about each of the topics to be released in the days leading up to the open houses.”
This is the second multi-topic open house hosted by the City. The first 'juicy topics' open house was held in 2018 and was attended by approximately 180 citizens.
Find more information about the topics that will be discussed here.


Frank Lampard challenges Chelsea players to show "personality"
Frank Lampard has challenged his Chelsea players to show tougher "personality" to fight for their Stamford Bridge futures.
Lampard has insisted Chelsea's run of just one win in five matches has not changed his January recruitment plans now the club's transfer ban has been lifted.
But the Blues boss lamented a lack of steel in Saturday's 3-1 Premier League loss at Everton – and called on his players to hit back in Tuesday's crucial Champions League clash with Lille at Stamford Bridge.
Asked if the last few weeks had altered his thinking ahead of the transfer window, Lampard said: "That's always pretty fluid, so I haven't got anything exactly to say 'I need this, this, this'.
"I wouldn't say my mind is set on anything to be changed. But you do learn from your players in tough times, not just in terms of what they do on the pitch but how their personality is.
"That was the disappointing thing at Everton, it wasn't just that we were slightly off – I didn't like that there were individual contact moments across the game that we lost. Because that's a personality thing as much as anything else."
Chelsea's two-window FIFA transfer ban was lifted by the Court of Arbitration for Sport last week.
A left-back, a second striker and a midfielder will be on the list should Chelsea decide to dip into the market in January, but Lampard continues to demand more from his current crop.
Chelsea must beat Lille at home on Tuesday to ensure safe passage to the Champions League knockout stages.
Antonio Rudiger is fit for just his second appearance of the season following groin trouble, with the Germany centre-back likely to step into the Blues' defence.

Rudiger's return will prove timely, especially with Fikayo Tomori missing out due to a minor hip issue.
"He's a good defender, it's good to have him back and he's training really well," said Lampard.
"He has got a lot of his fitness work done since the injury's healed.
"People maybe overlooked the fact that we were missing a number of big players at the start of the season. Rudi is just back, so let's see what he can add to us now."
Lampard admitted Chelsea's recent sticky form hands him his first big challenge as Blues boss, and wants his players to embrace the pressure of Tuesday's must-win Lille clash.
"It was always going to come," said Lampard.
"The way we are, the nature of the Premier League, this was never going to be a plain-sailing, invincible season from our point of view. Teams need this test.
"Big games like this, they are crucial for the players. You can be defined as an individual and a group by success.
People maybe overlooked the fact that we were missing a number of big players at the start of the season.Frank Lampard
"I was fortunate to have big nights like this as a player, and they are the ones that stick in your mind.
"So these are big opportunities now for the team – particularly the young boys when it's quite new to them – to make a mark.
"So I think it's good. I like the pressure of this game being knockout.
"If we're going to do anything good here, we're going to have to have lots of these nights."
body check tags ::


Stan_Lee's_Lucky_Man
James Nesbitt stars as down on his luck cop DI Harry Clayton whose chance encounter with a mysterious woman and an ancient bracelet changes everything. Based on an original idea by Stan Lee.


11/22/19
- CONTENT NOW EXISTS BOYS GO WILD
11/21/19
- Added Bypass Minigames to Gameplay - Mechanics (was planning on using Immersive Minigames instead but it didnt work out, also included in the Gameplay - Merge)
11/02/19
- Added Subtle Camera Movement to Visuals - Textures/Models (for all sections, doesnt really have a proper section to put it in so whatever)
- Added Iron Sights Recoil Animations to Gameplay - Mechanics
10/25/19
- Removed Character Creation Plus and Better Hollowed-Out Rock Loot from Gameplay - Mechanics (removed from Nexus)
10/20/19
- Removed the Realistic Wasteland Lighting optional files (new NVGE preset settings make nights bright enough as-is imo, and the overcast weather adds some much needed variety to RWL)
10/19/19
- Removed Just Weapon Hweel (integrated into Just Mods Merged)
10/16/19
10/13/19
- Exchanged NVIDIA Inspector/AMD Control Panel for RivaTuner Statistics Server for limiting FPS (easier instructions/setup since its the same for NVIDIA and AMD cards and should cause less input lag since its a CPU-level frame limiter)
- Updated the NVGE preset, so the Water INI tweaks are no longer needed, also added a note about enabling the AO if you want
10/07/19
- Added FNVEdit instructions to Super Mutant Overhaulord in Gameplay - Mechanics
10/04/19
- Removed Simpler Vendor Respawn Fix from Core - Bug Fixes (integrated into YUP as of today)
10/02/19
- OGG Vorbis Libraries was updated, now needed with the BSA Decompressor, but you have to delete a file that the decompressor generates
10/01/19
- Added instructions to hide the meshes/scol folder from LOD Additions and Improvements and Much Needed LOD, and the textres/scol folder from Much Needed LOD (mesh from LOD Additions and Improvments is broken, textures/meshes from Much Needed LOD are for electro city. if youve already ran FNVLODGen without issues, you dont need to re-run it)
- Moved BSA Decompressor and OGG Vorbis Librariers to Core - Tools to hopefully stop people complaining about missing meshes because they can't read (if youve already installed the guide you dont need to do any of the moving around that im doing, its just to make it easier for people to follow)
- Moved UIO and MCM to top of Core - QOL (since some mods in Core - QOL require the MCM, and theres a specific bug with FOV slider that happens if you dont have MCM installed)
- Exchanged Stimpak Hotkey and Hotkey Scroll Wheel for Just Weapon Hweel (dont know if it needs to be said but this is fine to change on an existing save)
- Added Fix for Legion Armors back into Core - Merge (can be put back in the merge now that the mod that was causing the FormID complications was removed back in the big update)
9/28/19
- Removed Character Creation Plus from the Gameplay - Merge (forgot that zMerge doesn't like handling voice data for a lot of people)
- Forgot to mention that I added Inventory Search to Core - HUD/UI back in the 9/24 update
9/25/19
- Reverted back to only the stable version of NVSE due to the unstable version breaking parts of JIP LN
- Changed links on c6's mods to their new locations
- Expanded upon enabling extra features from Stewie's Tweaks in the Gameplay module (Gameplay - Mechanics)
- Decided to lock off the content section until its complete to avoid confusion/people harming their game
9/24/19
- Okay, this is about to be a massive wall of text. This update is the biggest one yet for the guide. Inspired by a recent Fallout 4 playthrough I did with a minimal amount of mods,
I've decided to remove a lot of the mods that I felt didn't affect gameplay enough to be included. I won't go into too much detail since I've been talking about it for a while on Discord, but even through
a bunch of mods are being removed, you should barely notice any affect on your actual gameplay if any. And also this update, despite the size, should be fine on an existing save.
As always I can't promise that's the case, but you should be fine. Okay, lets get started:
From the Core module:
Changed NVSE install instructions to download the recently released version
Re-added OneTweak, in turn changed install instructions for NVGE
Added sub-sections at the end of most sections containing mods/tools that should be avoided
Added FNVEdit editing to WMIM to fix a few bugs
Removed Legion AI/Combat Bark Fix (most important changes are covered by Asterra's Many Fixes, the one's that aren't weren't worth keeping)
Removed Reinforced Leather Armor Female Mesh Fix (shouldnt need to explain myself on this one)
Removed Fixed War Room Table (see above)
Removed Cass Class Fix (tag skills don't affect her gameplay)
Caleb McCaffery NPC and Hat Bug Fixes (fixes already done by YUP, albeit in a less efficient way)
Removed Nightkin Scripts Corrected (see above)
Added FNVEdit editing to Rebreather Tweaked
Exchanged Vendors Containers Respawn Fix for Simpler Vendor Respawn Fix (my version is a lot simpler as you can tell by the name, requires less conflict resolution)
Removed SafeAutoSave (ESPless alternative now in Stewie's Tweaks)
Added Asterra's Many Fixes - Collision Meshes Patch
Updated Stewie Tweaks INI to reflect new version
Removed all of the individual c6 (nvse) mods and replaced them with his tweaks package
Eddie Hears an Explosion will be moved to Content - Improved Vanilla Quests or whatever its called
Barton Thorn Acts Normally removed (the fact that he will follow you to the ends of the earth was more annoying than immersive)
Removed Clean Character Creation (some people just dont play on hardcore, also revised character thing might be usefull for like one person)
Removed First Aid NVSE (giving already OP companions chems is not a good idea)
Removed Muzzle Flash Control (not noticable)
Lonesome Road Roughin It Bedroll Kit Fix
(original implementation never bothered me, perfect example of me adding a mod because it exists rather than it actually being necessary)
Removed Day Tripper and Chemist Survivalist Style Fix (mostly fixed by YUP, albeit in a less efficient way. Also some changes are more gameplay oriented than QOL)
I think I moved Johnson Nash NCR Ammo Fix to Content - Improved Vanilla Quests if I even kept it idk oops
Removed Bypass Minigames (oh yeah was gonna replace this with something and forgot probably should get on that)
Exchanged individual Just mods with JustModsMered
Removed Project FNVIcons and all its related patches (no one ever checks the challenges tab anyways lol, also made for some annoying CR down the line)
Added Vanilla HUD Remastered to the DarnUI HUD section (guess I forgot to add it to this section?)
Updated the Conflict Resolution/Load Order.txt/Merge instructions
From the Visuals section:
Changed order of Poco/NMC/Mgs (based on a poll I did in the Discord)
Removed Textures Over Time Sandstone/Stone Walls (was fine with Poco's implementation of both)
Updated ToT Honest Hearts LOD Fix (resizes 4k rock texture now too)
Added PM's HD Legion Overhaul (heart eyes emoji)
Removed Wasteland Clothing HD (mostly shitty AI upscaling, not worth performance impact)
Replaced The Gruntening with Bornagain Combat Armor (preference)
Removed Shifting Shadows and Metal Armor Metalized (the leather parts of the metal armor looked more like footballs than actual leather used for clothing which made it look out of place)
Removed NCR Civilian Clothing (more of a recolor rather than actual retexture tbh)
Removed Hunting Revolver and Ranger Sequoia (not compatible with WMIM)
Removed Nail Gun Retexture (has anyone ever used this gun before?)
Added instructions for hiding textures in EXE to prevent the pixelated water bug thing
Replaced Improved Cyberdogs Textures with Its a Dog's World (preference)
Removed the following due to un-noticablility: High Resolution Bulletin Board and Primm Flyers, High Res Vanilla Posters and Graffiti, Tweaked Cash Register, Hectrol Tumbleweed High Res Retex, Higher-Resolution Westside Craftsman Window, High Resolution Bobby Pin Box, Retextured Playing Cards, Lucky Shades use Authority Glasses Model, Boone's Machete is a Broad Machete, Improved Rawhide Cowboy Hat Mesh, Adjusted Gambler Hats
Removed Sheriff Meyers (Sheriff Duster/Hat are unique in vanilla, didnt want to change that)
Removed Pip-Boys to the People due to CR complications, might return if a few things go my way
Removed Mr. Gutsy/Handy Animated Eyes (eyes keep blinking after death, very uncanny)
Removed Mother Lupa and Vicious Violetta (bad dogs)
Updated Character Expansion Instructions for the new update
Removed High Resolution Male Body Textures (4k textures, not noticeable even for hand textures since most armors have gloves)
Removed Distributed Necklaces/Chains (after discussion on the Discord, necklaces werent lore friendly enough, weird that they show up on every NPC)
Removed Better Posture (not everyone is perfect, okay?)
Removed Gun Follows Crosshairs in First Person
Removed the entire Menu Visuals section and implemented Better Pause Menu into Tex/Models
Updated Conflict Resolution/Load Order.txt/etc for new update
From the Gameplay Module:
Updated Yukichigai Gameplay Tweaks to remove a lot of the included mods that were too small, plugin was an absolute mess so i built it from the ground up, no more issues and a lot less patches are needed)
Removed VATS Alternative (JustModsMerged now has bullet time)
Removed the entire Gameplay - Combat/AI section, integrated BLEED and Melee Cleave into Gameplay - Mechanics (only the AI mods were actually removed, the AI mods were useless and honestly just made combat less fun)
Removed Cannibal Reborn
Removed Lonesome Road Flare Ammo (very niche item so it doesnt matter to me)
Will move Birds of a Feather Bear Arms Together to Content - Vanilla Quests Improved
Updated all the finish line shit i think you get the drill by now
Okay that's it! (probably missed some stuff in the changelog, im only human). Come to the discord and yell at me for removing your favorite mod!
On a serious note, I've been working on this update for a while after going on a hiatus for a bit. This will be the last major update to the guide like this, should only be adding mods here and there as they release/get updated/etc. Thanks for all the continued support, I hope you guys understand the basis of these changes.
8/29/19
- GitHub Discord Bot test #1
7/04/19
- Exchanged Better Pickup Prompt for Better Pickup Prompt NVSE in Core - HUD/UI
6/30/19
- Removed Fix for the Legion Armors and Survivalist Style Fix from the Core - Merge for the time being (complications with how zMerge handles assigning FormIDs and how that affects conflict resolution. This should only be a temporary solution)
- Removed Collision Meshes - Ojo Bueno Patch from Visuals - Textures/Models (Poco Bueno has different meshes than Ojo Bueno and would need a different patch)
6/27/19
- Removed HeroinZero's Weapon Fixes from Core - Bug Fixes (all the fixes not done by WMIM need to be done at engine level according to RoyBatty)
- Changed Vendor Respawn Fix version to the Simple version, and moved it to Core - Bug Fixes
- Removed Vendor Respawn Fix - No Sleepwear Patch from Core - QOL (not needed with Simple version)
- Removed Unnecessary Physics from Core - QOL (like the title of the mod says, its unnecessary and only a fun gimmick for the first minute of two of playing with it)
6/23/19
- Removed Convenient Companion Inventory from Core - QOL (recalculates formula after almost menu which can cause lag later on in a save as the file size gets bigger)
- Added Discord Rich Presence (NVSE) to Core - Optional Utilities
6/22/19
- Updated Yukichigai Gameplay Tweaks (see changelog included in mod for details)
- Added a note about MenuMode 4 scripts to Core - Bug Fix (I should probably make a separate page for all the notes I write shouldn't I broken)
- Added Logic and Consistency Fixes to Core - QOL
- Added instructions for editing ILO in xEdit for compatibility with the above mod in Visuals - Environment/Lighting
- Removed Janet Rakes (included in Logic Fixes)
6/18/19
- Added Boulder City Showdown to Content - Vanilla Quests Revisited
6/17/19
- Re-did the FNVLODGen settings (pretty much just used default terrain LOD settings for the best option and simplicity's sake)
6/16/19
- Removed No Weapon Movement Penality from Core - QOL (incorporated into Stewie's Tweaks)
6/15/19
- Removed HeightMenu (Core - QOL) and Tops Casino Neon Restored (Visuals - Textures/Models) (hidden on Nexus)
6/9/19
- Updated Yukichigai Gameplay Tweaks (removed Two Bears Hi-Fiving for compatibility with Character Creation Plus)
- Switched out Deselect Quests for Deselect Quests (NVSE) in Core - QOL
6/4/19
- Added Asterra's Many Fixes to Core - Bug Fixes and the STDG patch to all the Visuals - Textures/Modules sections
- Removed Legion AI Fix from the Core - Merge (didnt want to deal with people having the voice assets error, plugin space is completely fine anyways)
- Added instructions for hiding the .esp from Fallout 4 Styled BoS Uniforms in all Visuals - Textures/Models sections (should've been hidden because of the .esp replacer, I just forgot)
- Added instructions for hiding the .esp from the main file of Olly's Thematic Loadscreen Pack (.esp is replaced by the optional file, main file needs to be hidden so it doesnt show up after you merge the .esp from the optional file)
- Replaced Character Creation Streamlined with Clean Character Creation in Core - QOL (incompatible with the new version of Character Creation Plus, added CCC to the Core - Merge)
- Removed Vanilla Intro Plus from Core - QOL (don't really know why I put it in the QOL section in the first place, will most likely be back in the content section)
- Changed the NVGE install instructions to no longer include the main menu music that would play whenever you went from in-game back to the main menu even if the intro is off in the INI
5/30/19
- Removed Zion Door Fix from Core - Bug Fix
- Added the DarnUI plugin to the Core - Merge (now that copy general assets is disabled, this can be done without any errors)
- Added Vanilla UI Plus Plugin to Core - HUD (VUI+ Version) and added the plugin to the Core - Merge
- Updated MTUI Dialogue Background (VUI+ Version) to match the latest version of VUI+
- Removed instructions to copy general assests for Just Mods Merged
- Added YUP - Nightkin Scripts Corrected Patch to the Core - Conflict Resolution FOMOD (AIO updated and a separate patch added)
5/25/19
- Finished the Gameplay module!
- Removed Improved Quest Objectives from Core - QOL and updated the Core/Gameplay Conflict Resolution FOMODs to reflect that (edits quest scripts/stages, makes for a lot of incompatibility. only included initially because i was going to include a mod that removed a lot of quest markers but it wouldve taken years to do the conflict resolution)
5/24/19
- Added 4k Realistic Pip-Boy Retexture to the Visuals High/Medium - Textures/Models
- Removed instructions for ticking copy general assets/voice data for all merges (not necessary with Merge Plugins Hide)
5/22/19
- Changed instructions for running FNVLODGen (now uses -o: argument due to new information about MO2 not being able to hook files fast enough doing it the other way)
5/19/19
- Changed instructions for installing NVGE and GECK Extender in Core - Utilities to manually instead of through MO2
- Removed OneTweak from Core - Utilities (installing NVGE manually as mentioned above allows for fake fullscreen and alt-tabbing)
5/18/19
- Removed IFR - ILO Fix.esp and ILO - YUP Patch.esp from Visuals Merge, and added instructions for moving the merge above ILO in the load order (simpler compatibility with cell edits)
5/17/19
- Removed Ownerless trash, Lonesome Road True Faction Allegiance, Common Caravan Deck, and Casino Exchange All from Core - QOL (ditching these in favor of a newly edited version of Yukichigai Gameplay Tweaks provided by Sigourn) - Removed Harvestable Cave Fungus from Gameplay - PTWB's Mods (covered by YGT)
5/13/19
- Added a note about Unofficial Patch NVSE as an alternative to Unofficial Patch Plus in Core - Bug Fixes
- Added a note about how to fix a possible error message in FNVLODGen in all LOD sections
- Added a note about Qwinn's Redesigned 3's patches in Visuals High - Textures/Models
5/11/19
- Added Female White Glove Society Mask to Core - Bug Fix, and to the Core - Merge - Removed NVSR for good, and expanded the note about NVSR being broken
5/9/19
- Removed Threshold from Gameplay - Combat/AI (made some enemies way to bullet sponge-y, took about 35 riot shotgun shots to kill a Mr. Gutsy)
5/8/19:
- Added JohnnyGuitar NVSE to Core - Utilities
- Added optional instructions for changing the message that displays in the new version of Container Respawn Warning in Core - QOL
- Added Just Hit Marker and Just Visual Objectives to Core - HUD/UI, as well as instructions for merging all the Just mods in Core - Finish Line
5/7/19:
- Changed the install instructions of NVTF in Core - Utilities to reflect the new version that isn't packaged correctly
- Added instructions for removing the .esp from Snowglobes Redone in Visuals High - Textures/Models
- Added JIP Improved Recipe Menu.esp to the Core - Merge in Core - Finish Line
5/6/19:
- Initial release on GitHub


Welcome to our DnD Page!
This project was meant to be a tool for new and experience DnD players alike. We wanted it to be a quick and easy way to access information about a variety of aspects of the game. Through some trial and error we realized that we should focus our efforts on making spells the primary focus. With that, we have made tables of all the spells in the 5th Edition Player's Handbook as well as tables that split the spells by classes. These tables can be filtered and searched through. You also have the ability to click the name of a spell and see more information about it. This information is not the prettiest but is accurate.
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DOM Tree
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