| General Level Design Information |
|
The following section includes various standards, conventions and guidelines used in Halo Level Design. This section also contains editing information such as polygon counts for level models or meshes, per scene triangle counts and guidelines, and performance guidelines and suggestions. |
| Style Guidelines |
|
The following are some aesthetic or stylistic
suggestions and guidelines when creating new content or levels for Halo
multiplayer:
1) Halo multiplayer levels tend to be stylistically part of the universe from a design and aesthetics point of view, borrowing geometry or architectural elements from the single player game environments. However, the multiplayer levels tend to be removed from the narrative portion of the Halo universe. This allows a Halo multiplayer level to look and feel like Halo while offering a great degree of freedom. 2) Human structures, ships, vehicles, weapons and other related elements are military themed. The human technology style is relatively near future with obvious advanced technology but it is all recognizable and functional without being overly complex or "gadgety". The color palette tends to follow the aforementioned military theme with darker greens (olive drab), various metallic colors (gun metal, burnished aluminum), dark grays or blacks, as well as various browns. The construction style tends to be angular with 30 degree and 45 degree angles being standard. 3) Covenant structures, vehicles, ships, weapons and other related elements are heavily sci-fi themed. The Covenant technology is far more advanced than comparative human technology but not as advanced as the Forerunner technology. The color palette for the Covenant tend to be various metallic reds, blues and purples. These same colors are also used for their energy fields or shields and other luminous elements found on Covenant objects. The construction style tends to be organic utilizing smooth curves and rounded surfaces. 4) The Halo structures or Forerunner structures and the technology they contain are far more advanced than either Human or Covenant technology. These structures tend to be massive and distinctly "alien" yet elegant when compared to the Human or Covenant objects and structures. External covenant structures tend to have smooth metallic surfaces with large or bold architectural features. Interior structures tend to be larger (compared to Human-sized rooms or hallways) almost cathedral-like in many instances with some common elements such as pillars, illuminated control panels and wall panels, as well as various alien machinations. The color palette for Forerunner structures tends to stick to metallic colors such silver with blues, purples, and yellows being common for the luminous elements found in the Forerunner structures. The inner surface of the Halo ring and its terrain and thus associated colors tend to vary. Even though many of the environments do not appear in the game it is assumed that Halo has all the environments found on Earth (except geological formations and features related to geothermal or volcanic activity such as volcanoes or geysers). These environments include rolling plains and grasslands, deserts, oceans, lakes, beaches, islands, forests, snow and ice covered canyons, etc... |
| Multiplayer Level Design Technical Rules and Guidelines |
|
Here are some technical rules, guidelines
and tips that apply to creating Halo multiplayer levels: 1) Halo levels currently HAVE to support ALL 5 game types (Capture the Flag (CTF), Race, Slayer (Deathmatch), King of the Hill (KOTH), Oddball) in order to function properly within the game engine. Missing the netgame flags or necessary elements (the netgame flags for the objectives, player spawns, etc...) for these game modes can cause the game or server to crash or have problems. Supporting all the game modes in the level also insures consistency with the design of Halo multiplayer and cuts down on the confusion that having game mode specific levels would create. 2) Adequate player spawns. It is suggested that a minimum of 16 player spawns per TEAM (red or blue) for each game mode. Player spawns can actually be set up to be used for more than 1 game type. A multiplayer level should have 16 player spawns per game type for the level regardless of what the level description says or what the level was designed for. There is a very high chance that a server operator will run the level with 16 players, having adequate spawns will keep the game and player spawning behaving properly. 3) Minimum distance between player spawns. The distance between player spawns should be 20 units apart or greater for non-team game modes and 2.5 units apart or greater for team based game modes. The Halo spawning code is unique. For Capture the Flag, the spawns do have the concept of team or side so players should never spawn in the enemy base or on the enemy side of the level. For other game types, either team or non-team, the spawning code will try and spawn the player near friendly players and avoid spawning the player if an enemy player is within a certain distance of the spawn point. If two or more spawn points are within the minimum distance stated above, then it is possible that a player will not be allowed to spawn at one of the neighboring spawn points if an enemy player spawns or has spawned at another neighboring spawn point (at least until they move out of the minimum safe distance). Understanding how Halo spawns players in the various game modes and team settings is very important in the design of the level and placement of spawns. 4) Physics. Halo has physics, keep this in mind at all times. Physics is fun, but can also be crazy to design for. 5) Collision. Be aware of Halo physics when constructing geometry. Thin geometry that is part of the world mesh is very likely to cause collision problems, typically the player or a vehicle will go straight through it. Larger and thicker geometry is better for collision. For trees and other objects such as rocks, use scenery models when possible and even with these make their manually created collision models simple and robust. |
| Multiplayer Level Design Suggestions and Guidelines |
|
Here are some basic game design or level design guidelines and tips that directly apply to Halo multiplayer levels: 1) Keep the level simple. A level can have a simple layout yet still offer a great depth of game play for all the Halo game types (Bloodgulch, Timberland and Danger Canyon are good examples of this). 2) Try to support all the Halo game types well. Most Halo multiplayer levels support some game modes extremely well while the other game modes in the level are not as fun or offer as good of a game play experience. This is the most challenging aspect of Halo multiplayer level design. Some level ideas or concepts may not work well with some game types, but its still possible to support the game types and not only make them playable, but enjoyable. Maps that support all the game modes well tend to be the more popular and 3) The more popular Halo levels tend to be symmetric in layout but with balanced asymmetrical features that add variety without giving one side a distinct advantage over the other (in team games). Asymmetrical features can be anything including terrain features, cover such as trees and rocks, even items such as power ups and weapons. 4) Bases or base areas. The more balanced and well rounded levels have 2 distinct team areas or team bases. Bases should have multiple entrances and exits to facilitate movement into and out of the base and to prevent bottlenecks. Keep in mind the fact that vehicles can be driven and\or "tweaked" into just about any area. Vehicles are very effective at blocking off travel routes, design the base area and entrances, exits, and access ramps and areas accordingly. 5) A Halo multiplayer level does not have to have every vehicle in it to be fun, do not force a level to have a certain vehicle in it if its not designed for it. Timberland was designed for ground based combat and vehicles and contains no Banshees, where as Infinity was designed for the Banshee and Banshees work very well in that level. 6) Balancing the level for the player on foot versus the player in a vehicle is crucial. This applies to the travel times and distances for a player on foot versus a player in a vehicle and the combat between a player on foot or a player in a vehicle (give the player on foot terrain features and cover against vehicles). 7) Teleporters are a very good tool, but are very easy to abuse. Remember that the player can take the flag through a teleporter. Keep in mind that teleporters can be made one way. Only players can go through teleporters, no matter how big the size of the teleporter, therefore teleporters are good ways to balance the travel distances and times between players on foot and players in vehicles. 8) Balance the weapons and item placement. Use these items to create or control traffic or game flow in certain areas of the level. More powerful weapons should be towards the middle of the level or require the player to travel a farther distance to get. This also holds true also for items and powerups. 9) Halo has physics! As was mentioned above in the technical section, keep this fact in mind at all times. Take advantage of it (ramps and jumps are fun with vehicles) and try not to abuse it or allow it to be abused\exploited by the player. 10) Make sure to keep the player (and vehicles) out of places where they should not be! Use obstacles, sky, and player clipping to keep players from cheating or exploiting the level. 11) Keep in mind that vehicles (especially Warthogs and Ghosts) can be tweaked or manipulated into areas that they should probably not be. Players will always try to block important level paths or objectives with vehicles. While these can be valid tactics, make sure that such tactics do not "break" the level or limit the game play in the level. 12) Most importantly, be creative! |
| Polygon Count Guidelines for Construction |
|
The following lists the suggested maximum amount
of polygons that should be used to construct a level of the indicated type
for Halo.
This value corresponds to the construction limit for the world mesh or model for the level, the basic core geometry for the level. Additional scenery objects that are placed as models are handled in the following section for Triangle Counts (per scene). These suggested maximum values are guidelines to insure proper exporting and compilation by the tools as well as reasonable polygon amounts for various other technical aspects of the game. |
|
Multiplayer Levels: |
10,000 polygons |
| Triangle Counts (per scene) |
| The following lists the suggested maximum amount of triangles that should be allowed to draw per scene. |
|
Multiplayer Levels: |
50,000 triangles |
|
The values listed are a general guideline due to
the fact that performance is affected by many factors other than triangle
counts such as the number and type of materials (shaders) in the scene,
sounds, dynamic lights, lens flares, and other game objects.
As can be expected, the fewer triangles being drawn the better. When creating a level, the level designer should always take into the account additional triangle counts added by vehicles, players, weapons, items, and effects and prepare for any worst case scenarios in terms of triangle counts and rendering. When creating a level, its always a good idea to view a similar level that exists in the original game and see what kind of triangle counts exist per scene at various areas of the level. Checking the triangle counts and other rendering information as well as the frame rate and performance in those areas should give a good baseline during the development of your own multiplayer environment. The level designer should also realize that the triangle counts for a scene compared to the polygon counts for a scene when constructed or viewed in 3DSMax may vary greatly depending on the material used and how that material is rendered in the game. Often, the surface has to be rendered multiple times for the applied material and associated rendering effects and properties set for that material or shader. A simple example, a ladder is constructed with 2 polygons in 3DSMax and a ladder shader is applied to it with the 2-sided property flag checked in the shader due to the fact that the ladder can be viewed from all angles. In game, this 2 polygon ladder will show a triangle count of 4 since BOTH sides are rendered, the back side or back face is not being culled and must be drawn.
|
| Overall Performance Guidelines and Suggestions |
|
As was mentioned above, the performance of a
multiplayer level is dependant upon many factors, not just the pure number
of triangles being drawn.
Below is a simple list of things to keep in mind when creating a level for Halo: 1) The 50,000 maximum triangle value listed for multiplayer levels is a rough average, keeping the triangle count to around 30,000 triangles per scene or less is a great range to insure smoother performance on a wider variety of machines. 9) Performance is a balancing act. Knowing the general rules and knowing the technology will allow you to exceed some limits or boundaries by decreasing or limiting others. For example, making a scene that is higher in triangle counts than normal but lower in overall material or shaders types that are also of a lower complexity is a common trade off. 2) Avoid using a lot of lens flares in general or lens flares per scene, such as the colored beacons used for marking team areas of the level. 3) Dynamic lights are very, very expensive performance-wise. Limit your use of them or eliminate your use of them all together. 4) The number of different materials or shader types per scene can greatly affect performance. Having a room with all the vehicles, weapons, and items (each has its own unique material or shader for the most part) as well as different materials all over the room can be very costly. Try to limit the unique number of materials per scene. 5) Avoid using or creating a lot of shaders that have a lot of effects or settings or that require multiple rendering passes, this can greatly decrease performance. Shaders with a base map, primary detail map, secondary detail map, micro detail map, bump map, scrolling texture settings, specular properties, and reflection cube map all set decreases rendering performance and uses up more memory. 7) Certain shader effects such as the "dynamic mirror" flag under Reflection Properties for .shader_environments are extremely expensive, do not use these shaders or use these shader properties. 6) Watch the amount of overdraw created by having successive layers of transparent or partially transparent geometry (e.g. several layers of glass, looking through several waterfalls or other similar transparent particle effects) 8) Be careful of the number of ambient sounds placed in the level using .sound_scenery tags. 9) Take into account the triangles rendered in the sky or sky box model you have chosen for the level. Also take into account the model materials and shaders and number of shaders chosen for the sky box model or used in the sky box model. The triangles for the skybox do not get culled or not drawn the same as for world geometry that has a visibility solution in place (portals). If possible, simplify the skybox by making a custom skybox model. |


A Software Pack that contains a <devices> element is called Device Family Pack (DFP). A DFP may contain additional Software Components or Example Projects or any combination of those. The typical content of a DFP is:
This section explains how to create a DFP. Initially, the PDSC file in the DFP only describes devices. This DFP is then extended to contain also SVD files, Flash algorithms, and device related software components such as system and HAL files. Example projects and code templates may be added as described in the section Pack with Software Components.
DFP Use Cases
A Device Family Pack (DFP) may be provided by a Silicon Vendor and is used to extend development tools with support for new devices. In general, the DFP enables Silicon Vendors to distribute tool independent device support for their device families.
DFPs can also be used to provide information for the display on web sites. One example is the new device database on www.keil.com/dd2/:
Device information on a web site extracted from a DFP
Steps to Create a DFP
Basic Device Family Pack
In the following sections, a DFP will be created for a fictional device family called MVCM3 from the device vendor MyVendor. The device family consists of four member that are separated into two sub-families. The specification of the MVCM3 family is as follows:
MVCM3 Device Family Specification
Preparations
- Create a working directory on you PC, for example C:\temp\working_dfp.
- Go to the directory \CMSIS\Pack\Tutorials available in the ARM::CMSIS Pack installation. Please consult your development tool's documentation for more information on the Pack installation directory structure. In a standard µVision installation, you will find it below C:\Keil_v5\ARM\Pack\ARM\CMSIS\version.
- Open the file Pack_with_Device_Support.zip.
- Copy the content of the ZIP file's 01_Basic_Pack directory into your working directory.
- Make sure that files/directories are not write protected (remove read-only flag).
- Copy from the directory \CMSIS\Utilities available in the ARM::CMSIS Pack installation the following files into your working directory:
- packChk.exe
- PACK.xsd
- SVDConv.exe
- Open the MyVendor.MVCM3.pdsc file in an editor.
Code Example
-
Add a <devices> section in the PDSC file with the following:
<devices>
<family Dfamily="MVCM3 Series" Dvendor="Generic:5">
<processor Dcore="Cortex-M3" DcoreVersion="r2p1" Dfpu="0" Dmpu="0" Dendian="Little-endian"/>
<description>
The MVCM3 device family contains an ARM Cortex-M3 processor, running up to 100 MHz with a versatile set of on-chip peripherals.
</description>
<!-- ************************ Sub-family 'MVCM3100' **************************** -->
<subFamily DsubFamily="MVCM3100">
<processor Dclock="50000000"/>
<!-- ************************* Device 'MVCM3110' ***************************** -->
<device Dname="MVCM3110">
<memory name="IROM1" access="rx" start="0x00000000" size="0x4000" startup="1" default="1"/>
<memory name="IRAM1" access="rw" start="0x20000000" size="0x0800" init ="0" default="1"/>
</device>
<!-- ************************* Device 'MVCM3120' ***************************** -->
<device Dname="MVCM3120">
<memory name="IROM1" access="rx" start="0x00000000" size="0x8000" startup="1" default="1"/>
<memory name="IRAM1" access="rx" start="0x20000000" size="0x1000" init ="0" default="1"/>
</device>
</subFamily>
<!-- ************************ Sub Family 'MVCM3200' **************************** -->
<subFamily DsubFamily="MVCM3200">
<processor Dclock="100000000"/>
<!-- ************************* Device 'MVCM3250' ***************************** -->
<device Dname="MVCM3250">
<memory name="IROM1" access="rx" start="0x00000000" size="0x4000" startup="1" default="1"/>
<memory name="IRAM1" access="rw" start="0x20000000" size="0x0800" init ="0" default="1"/>
</device>
<!-- ************************* Device 'MVCM3260' ***************************** -->
<device Dname="MVCM3260">
<memory name="IROM1" access="rx" start="0x00000000" size="0x8000" startup="1" default="1"/>
<memory name="IRAM1" access="rw" start="0x20000000" size="0x1000" init ="0" default="1"/>
</device>
</subFamily>
</family>
</devices>
- Note
Dvendor
IDs are not freely selectable. The current set of IDs can be found in the PACK.xsd file (available in the ARM::CMSIS Pack in the CMSIS\Pack\Utilities directory).
- All code examples in this and the following sections can be found in the
snippets.xml
file in the 01_Basic_Pack directory.
-
Save the PDSC file and generate the Pack file using the gen_pack.bat script. See Generate a Pack for further details. Afterwards, install the Pack in your development tool.
Display of microcontroller devices in development tools
- Note
- packChk.exe will display M350 informations:
*** INFO M350:
No 'Startup' found for [Generic:5] 'MVCM3110' ()
We will address this problem in the next section.
System and Startup Files
CMSIS-Core (Cortex-M) defines the following files to be used by an embedded application:
startup_<device>.s
with reset handler and exception vectors. It is executed after reset and calls SystemInit
and may contain stack and heap configurations for the user application.
system_<device>.c
and system_<device>.h
with general system configuration information (i.e. for clock and BUS setup).
<device.h>
gives access to processor core and all peripherals. This file should be generated out of the SVD file using SVDConv.exe to ensure consistency between the header file and what is being displayed by the debugger.
System and startup files in relation to user code
- Note
- CMSIS-Core (Cortex-M) explains the structure of the system and startup files and how to create them.
Copy the content of the 02_System_and_Startup directory of the Pack_with_Device_Support.zip file to the Files directory in your working environment:
-
Add a
<conditions>
section in your PDSC with the following (the conditions section provides more information on this step): <condition id="MVCM3 CMSIS-Core">
<!-- conditions selecting Devices -->
<description>MyVendor MVCM3 Series devices and CMSIS-Core (Cortex-M)</description>
<require Cclass="CMSIS" Cgroup="Core"/>
<require Dvendor="Generic:5" Dname="MVCM3*"/>
</condition>
<condition id="Startup ARM">
<description>Startup assembler file for ARMCC</description>
<require Tcompiler="ARMCC"/>
</condition>
<condition id="Startup GCC">
<description>Startup assembler file for GCC</description>
<require Tcompiler="GCC"/>
</condition>
<condition id="Startup IAR">
<description>Startup assembler file for IAR</description>
<require Tcompiler="IAR"/>
</condition>
- Note
- The assembler based
startup_<device>.s
file is tool dependent. Therefore, separate conditions for the various tool vendors are required.
-
Add a
<components>
section in your PDSC with the following (the components section provides more information on this step): <component Cclass="Device" Cgroup="Startup" Cversion="1.0.0" condition="MVCM3 CMSIS-Core">
<description>System Startup for MyVendor MVCM3 Series</description>
<files>
<!-- include folder -->
<file category="include" name="Device/Include/"/>
<file category="source" name="Device/Source/ARM/startup_MVCM3xxx.s" attr="config" condition="Startup ARM" version="1.0.0"/>
<file category="source" name="Device/Source/GCC/startup_MVCM3xxx.S" attr="config" condition="Startup GCC" version="1.0.0"/>
<file category="source" name="Device/Source/IAR/startup_MVCM3xxx.s" attr="config" condition="Startup IAR" version="1.0.0"/>
<file category="source" name="Device/Source/system_MVCM3xxx.c" attr="config" version="1.0.0"/>
</files>
</component>
-
Add a new version number:
<release version="1.0.1">
Startup files included
</release>
-
Finally, save the PDSC file and regenerate the Pack file using the gen_pack.bat script. Afterwards, install the Pack in your development tool and create a new project. Select the software components ::CMSIS:CORE and ::Device:Startup for the project:
Startup and system files added to a project
- Note
- packChk.exe will display M350 informations:
*** INFO M353: .\Files\MyVendor.MVCM3.pdsc (Line 98)
No 'Device Headerfile' File found for Component 'Startup' (MyVendor::Device.Startup:1.0.0) for '[Generic:5] MVCM3110' (ARMCC)
We will address this problem in the next section.
System View Description File
CMSIS-SVD formalizes the description of the programmer's view for the system contained in ARM Cortex-M processor-based microcontrollers, in particular the memory mapped registers of the peripherals. The level of detail contained in system view descriptions is comparable to what is found in device reference manuals published by silicon vendors. The information ranges from a high level functional description of a peripheral all the way down to the definition and purpose of an individual bit field in a memory mapped register. CMSIS-SVD files are developed and maintained by the silicon vendors. The XML based SVD file is the input for SVDConv.exe that generates the tool dependent debug view and the device header file.
SVD file conversion flow
Copy the content of the 03_SVD_File directory of the Pack_with_Device_Support.zip file to the Files directory in your working environment:
-
Open the file MVCM3xxx.svd in the Files\SVD directory in an editor and change the following:
<device schemaVersion="1.1" xmlns:xs="http://www.w3.org/2001/XMLSchema-instance" xs:noNamespaceSchemaLocation="CMSIS-SVD.xsd" >
<vendor>MyVendor</vendor> <!-- device vendor name -->
<vendorID>Generic</vendorID> <!-- device vendor short name -->
<name>MVCM3xxx</name> <!-- name of part-->
<series>MVCM3xxx</series> <!-- device series the device belongs to -->
<version>1.2</version> <!-- version of this description, adding CMSIS-SVD 1.1 tags -->
<description>ARM 32-bit Cortex-M3 Microcontroller based device, CPU clock up to 100 MHz.</description>
-
Open a command window in your working directory and enter:
C:\temp\working_dfp>SVDConv.exe Files\SVD\MVCM3xxx.svd --generate=header –-fields=macro
-
You should see some output of SVDConv similar to this:
CMSIS-SVD SVD Consistency Checker / Header File Generator V2.86g
Copyright (C) 2010 - 2014 ARM Ltd and ARM Germany GmbH. All rights reserved.
Options: "Files\SVD\MVCM3xxx.svd" --generate=header --fields=macro
Reading file: "Files\SVD\MVCM3xxx.svd"
Decoding using XML SVD Schema V1.1
Found 0 Errors and 0 Warnings
Return Code: 0 (OK)
Move the generated header file MVCM3xxx.h to the Device\Include directory.
-
Add the following two lines at the family level in the PDSC file:
<compile header="Device/Include/MVCM3xxx.h"/>
<debug svd="SVD/MVCM3xxx.svd"/>
-
Add a new version number:
<release version="1.0.2">
SVD and header file included
</release>
-
Finally, save the PDSC file and regenerate the Pack file using the gen_pack.bat script. Afterwards, install the Pack in your development tool and create a new project. Depending on your development environment, you will be able to see the SVD file included in your project:
Project with SVD file
- Note
- For more information on CMSIS-SVD, please visit www.keil.com/cmsis/svd
Flash Programming Algorithms
Flash Programming are used to erase or download applications to Flash devices. A DFP usually contains predefined Flash algorithms for programming its supported devices. The page Algorithm Functions explains the mechanisms in more detail.
For the MVCM3 device family, two flash algorithms have to be created. MVCM3110/250 have 16 kB of Flash, whereas MVCM3120/260 have 32 kB of Flash memory.
Copy the content of the 04_Flash_Programming directory of the Pack_with_Device_Support.zip file to the working directory:
-
Rename the project file NewDevice.uvproj (in the _Template_Flash directory) to represent the new Flash ROM device name, for example MVCM3XXX_16.uvproj.
-
Open the project with uVision. The selected target (Cortex-M) is fine for the device.
- Note
- Creating a Flash programming algorithm with MDK-Lite is not supported.
-
Open the dialog Project - Options for Target - Output and change the content of the field Name of Executable to represent the device, here MCVM3XXX_16.
Options for Target 'Cortex-M'
-
In the real world, you would now start to adapt the programming algorithms in the file FlashPrg.c. For now, only change the device parameters (Device Name, Device Size, and Sector Size) in the FlashDev.c file:
struct FlashDevice const FlashDevice = {
FLASH_DRV_VERS,
"MVCM3110/250 Flash",
ONCHIP,
0x00000000,
0x00004000,
1024,
0,
0xFF,
100,
3000,
0x002000, 0x000000,
SECTOR_END
};
-
Use Project - Build Target to generate the new Flash programming algorithm. The algorithm will be created in the parent directory of the _Template_Flash directory.
-
Copy the output file ..\MVCM3XXX_16.FLM to a new subdirectory called Files\Flash. Add these lines to the MVCM3110/250 device sections:
algorithm name="Flash/MVCM3XXX_16.FLM" start="0x00000000" size="0x4000" default="1"/>
-
Create a MVCM3XXX_32.flm for the MVCM3120/260 devices.
-
Add these lines to the MVCM3120/260 device sections:
algorithm name="Flash/MVCM3XXX_32.FLM" start="0x00000000" size="0x8000" default="1"/>
-
Add a new version number:
<release version="1.0.3">
Flash Programming Algorithms added
</release>
-
Finally, save the PDSC file and regenerate the Pack file using the gen_pack.bat script. Afterwards, install the Pack in your development tool. Depending on your development environment, you will be able to see the Flash Programming Algorithms included in your project (either for a new project or by adding it manually to an existing project):
Display of Flash Programming Algorithm
- Note
- The page Flash Programming gives more information on the subject.
Debug Descriptions
Device Properties
To limit redundancy, devices can be organized in two hierarchy groups:
- family: the attributes of a device family which includes also the processor.
- subFamily: attributes of an optional sub-family; this adds or modifies features of a family.
Parameters of each single device are defined in:
- device: attributes of a specific silicon device
- variant: attributes of a device variant (for example, with different package or temperature range) or an OEM device or board that integrates the device.
A device is described by the following properties:
- description: textual device description
- feature: categorized list of device peripherals and features. This list is used on web sites for the display of device features.
- book: documentation about the device and its processor(s)
- processor: processor and processor features embedded in the device
- compile: device specific general settings for the build tools
- debugconfig: default settings for a debug connection
- debugport: debug port description of the device for the debugger to configure a debug connection.
- debug: device specific information for the debugger to configure a debug connection including System View Description files.
- trace: device specific information for the debugger to configure trace.
- memory: memory layout of the device for internal and external RAM and ROM regions
- algorithm: device specific Flash programming algorithms
A device inherits all specifications from both the family and sub-family levels. Some properties are required to be unique. For example, the name of the SVD file attribute of the <debug> property. Therefore, the SVD file specified on the family level can be redefined by the attribute on the sub-family or device level. Other information like the <description> and <feature> entries are adding up, starting with the information from the family and sub-family level and finalizing with the information on the device level.
The following shows how to specify the device properties for the MVCM3110 device (refer to the specification shown in Basic Device Family Pack). The other members of the family are specified accordingly.
Copy the content of the 05_Device_Properties directory of the Pack_with_Device_Support.zip file to the Files directory of your working environment:
-
The MVCM3 Series family properties processor, compile, description, and debug are already specified. There are additional common properties that can be specified on the family level: book and feature. Add the following lines to the PDSC file in the <family> section:
<book name="Docs/dui0552a_cortex_m3_dgug.pdf" title="Cortex-M3 Generic User Guide"/>
<book name="Docs/MVCM3XXX_Datasheet.pdf" title="MVCM3 Series Datasheet"/>
<book name="Docs/MVCM3XXX_Product_Brief.pdf" title="MVCM3 Product Brief"/>
<feature type="ExtInt" n="16"/>
<feature type="Temp" n="-40" m="105" name="Extended Temperature Range"/>
<feature type="VCC" n="2.5" m="3.6"/>
<feature type="RTC" n="32768"/>
<feature type="WDT" n="1"/>
-
The MVCM31xx sub-family has some features that are common for the two member devices. Please add the following code to the MVCM31100 <subFamily> section:
<feature type="IOs" n="26"/>
<feature type="I2C" n="1"/>
<feature type="UART" n="4"/>
<feature type="Timer" n="6" m="32"/>
<feature type="QFP" n="32"/>
-
The MVCM3110 device has some features that are unique to that device. Please add the following code to the MVCM3110 <device> section:
<feature type="PWM" n="2" m="16"/>
Device Specific Software Components
Finally, software components and example projects need to be added to the DFP.
-
Add the following lines to the PDSC file in the <components> section:
<component Cclass="Device" Cgroup="HAL" Csub="GPIO" Cversion="1.0.0" condition="MVCM3 CMSIS-Core">
<description>GPIO HAL for MyVendor MVCM3 Series</description>
<files>
<file category="header" name="Device/Include/GPIO.h"/>
<file category="source" name="Device/Source/GPIO.c"/>
</files>
</component>
<component Cclass="Device" Cgroup="HAL" Csub="ADC" Cversion="1.0.0" condition="MVCM3 CMSIS-Core">
<description>ADC HAL for MyVendor MVCM3 Series</description>
<files>
<file category="header" name="Device/Include/ADC.h"/>
<file category="source" name="Device/Source/ADC.c"/>
</files>
</component>
<component Cclass="CMSIS Driver" Cgroup="I2C" Cversion="1.0.0" condition="MVCM3 CMSIS-Core" maxInstances="3">
<description>I2C Driver for MVCM3 Series</description>
<RTE_Components_h>
#define RTE_Drivers_I2C0
#define RTE_Drivers_I2C1
#define RTE_Drivers_I2C2
</RTE_Components_h>
<files>
<file category="source" name="Drivers/I2C/I2C_MVCM3.c"/>
<file category="header" name="Drivers/I2C/I2C_MVCM3.h"/>
</files>
</component>
<component Cclass="CMSIS Driver" Cgroup="UART" Cversion="1.0.0" condition="MVCM3 CMSIS-Core" maxInstances="5">
<description>UART Driver for MVCM3 Series</description>
<RTE_Components_h>
#define RTE_Drivers_UART0
#define RTE_Drivers_UART1
#define RTE_Drivers_UART2
#define RTE_Drivers_UART3
#define RTE_Drivers_UART4
</RTE_Components_h>
<files>
<file category="source" name="Drivers/UART/UART_MVCM3.c"/>
<file category="header" name="Drivers/UART/UART_MVCM3.h"/>
</files>
</component>
- Note
- The first two software components are added to Device::HAL because they are specific to the device family and are not using a published API. The drivers for I2C and UART are adhering to the CMSIS-Driver specification. Thus, they are added to the Cclass CMSIS Driver.
-
An example project has also been created. Add an <examples> section with the following:
<examples>
<example name="Dummy" doc="Abstract.txt" folder="Examples/dummy">
<description>Dummy project</description>
<board name="MVCM3 Starter Kit" vendor="MyVendor"/>
<project>
<environment name="uv" load="dummy.uvprojx"/>
</project>
<attributes>
<category>Getting Started</category>
</attributes>
</example>
</examples>
-
Add a new version number:
<release version="1.0.4">
DFP finalized
</release>
-
Finally, save the PDSC file and regenerate the Pack file using the gen_pack.bat script. Afterwards, install the Pack in your development tool.


Basic panel example
Panel heading without title
Panel content
Panel title
Panel content
1. Panel title
Panel content
2. Panel title
Panel content
3. Panel title
Panel content


WIDOWS' PEAK A film review by Scott Renshaw Copyright 1994 Scott Renshaw
Starring: Mia Farrow, Joan Plowright, Natasha Richardson, Adrian Dunbar, Jim Broadbent. Screenplay: Hugh Leonard. Director: John Irvin.
I can't think of a film in the last few years set in Ireland that I did not enjoy, and I'm fairly sure it's not coincidence. When an Irish setting is involved, I tend to lose all objectivity. It's me Celtic roots crying out, it is. The verdant hills, the piqued accents, the mystical Catholicism ... all grip me in a way that is difficult to explain. So I warn ye to take my comments regarding WIDOWS' PEAK with a certain grain of salt, even though I believe that you don't need to be a Celtophile to find it a wonderfully entertaining comedy-mystery.
Set in 1926, WIDOWS' PEAK is the story of a unique community of Kilshannon, Ireland, so nicknamed by the locals because of its rather restrictive demographics. The mother of Mrs. Doyle Counihan (Joan Plowright) left a will permitting only widows to live in the houses on her land, with special exceptions allowed like that for Miss Katherine O'Hare (Mia Farrow). Into this insular world comes Mrs. Edwina Broome (Natasha Richardson), a flamboyant Englishwoman raised in America. Although Mrs. Broome claims to be the widow of a wealthy English soldier, Miss O'Hare is very vocal in her suspicions that Mrs. Broome is not what she claims to be, particularly when Mrs. Broome begins romancing Mrs. Doyle Counihan's son Godfrey (Adrian Dunbar). The feud between the two women escalates until scandalous secrets come to the fore, and the town is filled with talk of murder.
WIDOWS' PEAK was directed by John Irvin, whose previous projects have been primarily action-oriented (RAW DEAL, HAMBURGER HILL), and it may be that sensibility which makes this film more than just another pastoral romp. While there is plenty of lovely scenery, there is also a tremendous level of energy, a sassy edge uncommon to films in similar settings. A sequence involving Miss O'Hare and Mrs. Broome racing across a lake on motorboats is staged with zest, and the town regatta seems genuinely alive with activity. The high spirits are further enhanced by the performances. Joan Plowright is wonderful as the dowager queen of Widows' Peak, even if she could play a part like this in her sleep by now. Her matter-of- fact confidence that her every whim should be gospel is delightful to watch, as are the subtle ways in which she demonstrates her condescension. Natasha Richardson goes appropriately over-the-top as the sexy and (perhaps) sinister Mrs. Broome, looking precisely like the personification of a red dress at a funeral. Adrian Dunbar is also exceptional as Godfrey, who puts on a great show of wanting to break free of his mother's overbearing will, but proves too willing to play the doting son.
Of course, there is also Mia Farrow. In her first post-Woody outing, Farrow reminds us that she can indeed play something besides a female version of Woody Allen's neurotic persona. Her role here is a tricky one to pull off, balancing several layers of suspicion and deception, but she does pull it off, and with surprising grace. She gets some positively venomous lines, and seems to delight in delivering them. Irvin has clearly made her role the showcase, and in one last lingering shot, seems to be saying, "I knew you could do it."
The mystery elements which drive the second half of the film are perhaps a bit too easy to figure out, as Irvin and screenwriter Hugh Leonard underline each of their clues with too much emphasis. But if they are not tremendously surprising, it doesn't seem as though they were really intended to be. This is not a film predicated on some gasp-inducing, CRYING GAME-like twist; rather, the plot twists are just there to allow the character development, befuddling at first, to fall into place. In fact, the only time WIDOWS' PEAK really slows down is when there is lengthy exposition, particularly at a dinner party which is unfortunately handled in a slightly clumsy manner. But with or without the mystery, WIDOWS' PEAK would still have been funny and frisky, filled with nicely detailed cultural moments but mostly just a crisp and fun-filled hour and forty minutes.
On the Renshaw scale of 0 to 10 widows: 8.
-- Scott Renshaw Stanford University Office of the General Counsel
.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


FARGO (1996)
Review by Simon Doherty
The best work to date of Joel and Ethan Coen, this fantastic film refuses to be categorised. At times it is a black comedy, then a crime drama, then a quiet character study. It was nominated for nine Oscars, but picked up only two after coming up against The English Patient. Another case of what I wittily call the Chinatown Syndrome (it missed out because of Godfather II).
The film, amazingly based on a true story, revolves around car salesman Jerry Lundegaard (William H. Macy). In financial trouble, he hires petty criminals Carl Showalter (Steve Buscemi) and Gaear Grimsrud (Peter Stormare) to kidnap his wife, in an attempt to extract a ransom from his rich but skinflint father-in-law. Frances McDormand is the pregnant cop who investigates when the plan goes wrong and blood is spilt.
The Coens always create memorable characters, and this is no exception. McDormand, in her Oscar winning role, gives her character genuine warmth when in lesser hands she would have merely been irritatingly perky and nice. Macy is also brilliant as a nervous man who is out of his depth. The way he tries to keep up a confident patter when inside he is panicking is reminiscent of Jack Lemmon's stunning performance in Glengarry Glen Ross. Buscemi excels as always, and Stormare is convincing as a man who barely seems conscious most of the time, only coming to life in moments of sudden violence, when he becomes decisive and sure.
The other Oscar the film won went to the screenplay. The story is told efficiently, fitting in a surprising number of subplots in only 98 minutes. The Coens do not bother with back story; we are dropped into the lives of these people and pick up what is going on from their actions and conversations. There is also some darkly funny dialogue, such as a lecture Buscemi gives to a car park attendant, and a conversation between Jerry and his father in law. (‘This deal could work out real well for me and Jean and Scotty.' ‘Jean and Scotty never have to worry.') The film reminded me of Pulp Fiction at times, with people talking about ordinary things in a way that makes it as engrossing as any special effects sequence.
Fargo makes a refreshing change from huge budget blockbusters, where characters and conversations are just devices to move the plot forwards. What I find depressing is the number of people I know who liked True Lies but found Fargo boring; the pleasures of this film are not shoved in your face, but run much deeper for those willing to discover them.
9/10
<EMAIL_ADDRESS>The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


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| Path: | CHANGELOG |
| Last Update: | Wed Oct 27 16:20:56 -0200 2010 |
Before, the style applied to the first list item applied to the entire list. Now, class/id/style placed before the list applies to the list element and after the hash or asterisk applies to the list item. For example:

 (#groceries)# Milk
milk
 # Eggs
eggs
 #(optional) granola
granola


I'm a data science enthusiast and will be unpacking quite a number of data science topics for the next few months. I call this platform an exploration of the power data science can provide. I will not be repeating countless number of data science theories, but I aim to touch each topic with due respect. We will honoure the basic concepts, then treat a real world scenario. It is with these scenarios that I would want you to see for yourself both the pros and cons of whichever topic we discuss. My target focus in within the South African data sets, countless of busiuness data sets that young people in South African can use to enrich and teach themselves some supper set of data science skills. An awesome topic,well fasten your seat belt.Read more about me


I'm Dianna Mack
I am a Texas implant who came to North Carolina in 2019. I am orginally from Norfolk, Virgina. We are a military family. Being in the military gave our family the opportunity to travel around the United States. We lived in Maine, Nevada, and Tennessee to name a few places. I believe we will end up back in Texas, oneday.
Throughout this journey, my love for technology grew over the years. My path to becoming a Full-Stack developer became a reality once Covid-19 chose to lockdown the world. This pandemic pushed me further into the world of technology.
And when I am not coding. I like being active by playing basketball, tennis, walking the various trails in Raleigh, and watching movies.


This version of Map Dive is built for the browser using keyboard and mouse controls, so you can earn your wings from the comfort of your home, office or wifi-enabled flight.
The original version was developed for the 2013 Google I/O conference. It was displayed on a Liquid Galaxy system (seven HD LED displays) and Pegman's moves were controlled by the user's movement via a 3D depth-sensing camera.
All map data and tiles are pulled directly from the public Google Maps Javascript API and styled using map styles.
We use Three.js to render 3D models and to allow Pegman to skydive as directed by a user’s mouse or keyboard.
The map tiles received from the Google Maps API are rendered in a three-dimensional space using the CSS transform property to apply translate3d and matrix3d functions.
The audio sounds you hear after capturing a star or flying through a gate, as well as the ambient sound of the wind, are enabled by your browser’s native web audio support.
Your Map Dive achievements are saved for you using either the browser’s native LocalStorage support or your Google+ account. LocalStorage provides a login-free way of saving game state on a single machine. If a user wants to take their games to another machine or let multiple people access their own achievements from a single machine, the Google+ API provides a secure login that lets us save your game in a Redis key-value store running on Node.js.
The Map Dive code is available on GitHub for anyone to learn from and build on. The multi-display installation version uses WebSockets to sync seven instances of Chrome and includes motion-tracking control, and our map style editor enhances the Styled Maps Wizard to allow existing Maps styles to be imported and edited.
Content
Content
Content
Content


NOW ON
COMING UP
SEAT
CONTACT US
CONTACT DETAILS
Phone: 09 123 4567
Email<EMAIL_ADDRESS>To book online go to the film you wish to see and click on the time you wish to see it. This will take you to a booking page and it's pretty straight forward from there...


Online shopping could be considered an addiction
by Justin BoggsResearchers in Germany have recently published a study finding that a small percentage of people have developed an addiction to shopping.
The October 2019 study released in Comprehensive Psychiatry explores the addictive response to shopping. The study found that 1 in 20 of adults developed an addiction to shopping.
The researchers dubbed the addiction as "buying-shopping disorder" (BSD), which "is characterized by extreme preoccupations with and craving for buying/shopping and by irresistible and identity-seeking urges to possess consumer goods."
While the study looked at shopping more broadly, the researchers believe that the ability to shop online is feeding the addiction.
"As e-commerce provides an important shopping environment, traditional BSD may migrate into the online retail market," the study states. "The internet offers a vast variety of shopping information and simultaneous access to many online stores, thereby meeting expectations for immediate reward, emotional enhancement and identity gain."
To read more on the study, click here .


| Summer Outdoor F | Summer Indoor F | Design Grains | Daily Range | ||||
| Winter Outdoor F | Winter Indoor F | Cooling RH | Elevation (Ft) |
| Heated square footage | Heating BTUH | ||
| Cooled square footage | Cooling BTUH | ||
| Heated volume (above grade CF) | CFM | ||
| Cooled volume (above grade CF) | Sensible cooling | ||
| Exposed wall area (SF) | Latent cooling | ||
| SHR |
Calculations are based on the ACCA Manual J 8th Edition and are approved by ACCA. All computed calculations are estimates on building use, weather data, and inputted values such a R-Values, window types, duct loss, etc. Equipment selections should meet both the latent and sensible gain as well as building heat loss.
| Section | Area | Heat Loss |
|---|---|---|
| Section | Area | Sensible | Latent |
|---|---|---|---|
| Above Grade Walls | |||
|---|---|---|---|
|
Construction nr:
U Value:
|
Exposure:
Area:
|
Heating BTUH:
Cooling BTUH:
|
|
| There are no components for this section. |
| Below Grade Walls | |||
|---|---|---|---|
|
Construction nr:
U Value:
|
Area:
|
Heating:
|
|
| There are no components for this section. |
| Ceilings | |||
|---|---|---|---|
|
Construction nr:
U Value:
|
Area:
|
Heating BTUH:
Cooling BTUH:
|
|
| There are no components for this section. |
| Skylights | |||
|---|---|---|---|
|
Construction nr:
|
Exposure:
Area:
|
Heating BTUH:
Cooling BTUH:
|
|
| There are no components for this section. |
| Doors | |||
|---|---|---|---|
|
Construction nr:
U Value:
|
Area:
Exposure:
|
Heating BTUH:
Cooling BTUH:
|
|
| There are no components for this section. |
| Floors | |||
|---|---|---|---|
|
Construction nr:
Area:
|
Heating U Value:
Cooling U Value:
|
Heating BTUH:
Cooling BTUH:
F Value:
|
|
| There are no components for this section. |
| Windows | |||
|---|---|---|---|
|
Construction nr:
Area:
Exposure:
|
U Value:
SHGC:
|
Heating BTUH:
Cooling BTUH:
|
|
| There are no components for this section. |
| Ventilation | |||
|---|---|---|---|
|
Heating SER:
Sensible SER:
Latent LER:
|
CFM:
|
Heating BTUH:
Sensible BTUH:
|
|
| There are no components for this section. |
| Hot water piping | |||
|---|---|---|---|
|
FValue:
|
Length:
|
Heating BTUH:
|
|
| There are no components for this section. |
| Ducts | ||
|---|---|---|
|
EHLF:
ESGF:
ELG:
|
Heating BTUH:
Sensible BTUH:
Latent BTUH:
|
|
| There are no components for this section. |
| Infiltration | ||
|---|---|---|
|
Leakage Category:
|
NCFM Heating:
NCFM Cooling:
|
Heating BTUH:
Sensible BTUH:
Latent BTUH:
|
| There are no components for this section. |
| Blower Motor | ||
|---|---|---|
|
Watts:
|
Sensible BTUH:
|
|
| There are no components for this section. |
| Winter Humidification | ||
|---|---|---|
|
Desired Indoor RH:
|
Gallons Per Day:
|
Heating BTUH:
|
| There are no components for this section. |
| Occupants | ||
|---|---|---|
|
Nr. Occupants:
|
Sensible BTUH:
|
Latent BTUH:
|
| There are no components for this section. |
| Appliances | ||
|---|---|---|
|
|
Quantity:
|
Sensible BTUH:
Latent BTUH:
|
| There are no components for this section. |
| Plants | ||
|---|---|---|
|
Plant Size:
|
Quantity:
|
Latent BTUH:
|
| There are no components for this section. |
| Heated square footage | Total Cooling BTUH | ||
| Cooled square footage | Total Heating BTUH | ||
| Heated volume (above grade CF) | CFM | ||
| Cooled volume (above grade CF) | Exposed wall area (SF) |


{% set login=True %} {% extends "layout.html" %} {% block title %}Login{% endblock %} {%set html_class="login-pf" %} {% block body %}
Welcome to PatternFly! This is placeholder text, only. Use this area to place any information or introductory message about your application that may be relevant for users. For example, you might include news or information about the latest release of your product here—such as a version number.


Preparation time
less than 30 mins
Cooking time
10 to 30 mins
Serves
Serves 3
This is a wonderful recipe for Boxing Day brunch as it uses up leftovers from the Christmas dinner. If you go easy on the butter it’s quite healthy, too.
Heat a little oil and butter in a frying pan. Fry the garlic and onion for two minutes. Add the leftover vegetables and crush, then stir through the smoked fish. Heat through for three minutes.
Add the herbs and season with salt and pepper. Mould the mixture into little patties.
Heat a non-stick pan and add some oil. Fry the bubble and squeak until golden-brown all over. Drain on kitchen paper and keep warm until ready to serve.
For the duck eggs, bring a large pan of water to the boil. Add a little white wine vinegar. Using the handle of a slotted spoon, swirl the simmering water to create a whirlpool (this will help the eggs to hold their shape). Crack the eggs, one or two at a time, directly into the centre of the whirlpool. As the eggs cook, use the spoon to keep the water moving and ensure the egg whites wrap around the yolks (do this carefully so as not to break the eggs).
Poach the duck eggs for five minutes. Drain to remove any excess water. Serve a poached egg on each serving of bubble and squeak.


|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object org.apache.commons.collections.map.CompositeMap
public class CompositeMap
Decorates a map of other maps to provide a single unified view.
Changes made to this map will actually be made on the decorated map. Add and remove operations require the use of a pluggable strategy. If no strategy is provided then add and remove are unsupported.
Note that CompositeMap is not synchronized and is not thread-safe.
If you wish to use this map from multiple threads concurrently, you must use
appropriate synchronization. The simplest approach is to wrap this map
using Collections.synchronizedMap(Map)
. This class may throw
exceptions when accessed by concurrent threads without synchronization.
| Nested Class Summary | |
|---|---|
static interface |
CompositeMap.MapMutator
This interface allows definition for all of the indeterminate mutators in a CompositeMap, as well as providing a hook for callbacks on key collisions. |
| Nested classes/interfaces inherited from interface java.util.Map |
|---|
java.util.Map.Entry |
| Constructor Summary | |
|---|---|
CompositeMap()
Create a new, empty, CompositeMap. |
|
CompositeMap(java.util.Map[] composite)
Create a new CompositeMap which composites all of the Map instances in the argument. |
|
CompositeMap(java.util.Map[] composite,
CompositeMap.MapMutator mutator)
Create a new CompositeMap which composites all of the Map instances in the argument. |
|
CompositeMap(java.util.Map one,
java.util.Map two)
Create a new CompositeMap with two composited Map instances. |
|
CompositeMap(java.util.Map one,
java.util.Map two,
CompositeMap.MapMutator mutator)
Create a new CompositeMap with two composited Map instances. |
| Method Summary | |
|---|---|
void |
addComposited(java.util.Map map)
Add an additional Map to the composite. |
void |
clear()
Calls clear() on all composited Maps. |
boolean |
containsKey(java.lang.Object key)
Returns true if this map contains a mapping for the specified key. |
boolean |
containsValue(java.lang.Object value)
Returns true if this map maps one or more keys to the specified value. |
java.util.Set |
entrySet()
Returns a set view of the mappings contained in this map. |
boolean |
equals(java.lang.Object obj)
Checks if this Map equals another as per the Map specification. |
java.lang.Object |
get(java.lang.Object key)
Returns the value to which this map maps the specified key. |
int |
hashCode()
Gets a hash code for the Map as per the Map specification. |
boolean |
isEmpty()
Returns true if this map contains no key-value mappings. |
java.util.Set |
keySet()
Returns a set view of the keys contained in this map. |
java.lang.Object |
put(java.lang.Object key,
java.lang.Object value)
Associates the specified value with the specified key in this map (optional operation). |
void |
putAll(java.util.Map map)
Copies all of the mappings from the specified map to this map (optional operation). |
java.lang.Object |
remove(java.lang.Object key)
Removes the mapping for this key from this map if it is present (optional operation). |
java.util.Map |
removeComposited(java.util.Map map)
Remove a Map from the composite. |
void |
setMutator(CompositeMap.MapMutator mutator)
Specify the MapMutator to be used by mutation operations. |
int |
size()
Returns the number of key-value mappings in this map. |
java.util.Collection |
values()
Returns a collection view of the values contained in this map. |
| Methods inherited from class java.lang.Object |
|---|
clone, finalize, getClass, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
|---|
public CompositeMap()
public CompositeMap(java.util.Map one, java.util.Map two)
one
- the first Map to be compositedtwo
- the second Map to be composited
java.lang.IllegalArgumentException
- if there is a key collisionpublic CompositeMap(java.util.Map one, java.util.Map two, CompositeMap.MapMutator mutator)
one
- the first Map to be compositedtwo
- the second Map to be compositedmutator
- MapMutator to be used for mutation operationspublic CompositeMap(java.util.Map[] composite)
composite
- the Maps to be composited
java.lang.IllegalArgumentException
- if there is a key collisionpublic CompositeMap(java.util.Map[] composite, CompositeMap.MapMutator mutator)
composite
- Maps to be compositedmutator
- MapMutator to be used for mutation operations| Method Detail |
|---|
public void setMutator(CompositeMap.MapMutator mutator)
mutator
- the MapMutator to be used for mutation delegationpublic void addComposited(java.util.Map map) throws java.lang.IllegalArgumentException
map
- the Map to be added to the composite
java.lang.IllegalArgumentException
- if there is a key collision and there is no
MapMutator set to handle it.public java.util.Map removeComposited(java.util.Map map)
map
- the Map to be removed from the composite
null
if map is not in the compositepublic void clear()
clear()
on all composited Maps.
clear
in interface java.util.Map
java.lang.UnsupportedOperationException
- if any of the composited Maps do not support clear()public boolean containsKey(java.lang.Object key)
containsKey
in interface java.util.Map
key
- key whose presence in this map is to be tested.
java.lang.ClassCastException
- if the key is of an inappropriate type for
this map (optional).
java.lang.NullPointerException
- if the key is null and this map
does not not permit null keys (optional).public boolean containsValue(java.lang.Object value)
containsValue
in interface java.util.Map
value
- value whose presence in this map is to be tested.
java.lang.ClassCastException
- if the value is of an inappropriate type for
this map (optional).
java.lang.NullPointerException
- if the value is null and this map
does not not permit null values (optional).public java.util.Set entrySet()
Map.Entry
. The set is backed by the
map, so changes to the map are reflected in the set, and vice-versa.
If the map is modified while an iteration over the set is in progress,
the results of the iteration are undefined. The set supports element
removal, which removes the corresponding mapping from the map, via the
Iterator.remove, Set.remove, removeAll,
retainAll and clear operations. It does not support
the add or addAll operations.
This implementation returns a CompositeSet
which
composites the entry sets from all of the composited maps.
entrySet
in interface java.util.Map
CompositeSet
public java.lang.Object get(java.lang.Object key)
More formally, if this map contains a mapping from a key k to a value v such that (key==null ? k==null : key.equals(k)), then this method returns v; otherwise it returns null. (There can be at most one such mapping.)
get
in interface java.util.Map
key
- key whose associated value is to be returned.
java.lang.ClassCastException
- if the key is of an inappropriate type for
this map (optional).
java.lang.NullPointerException
- key is null and this map does not
not permit null keys (optional).containsKey(Object)
public boolean isEmpty()
isEmpty
in interface java.util.Map
public java.util.Set keySet()
This implementation returns a CompositeSet
which
composites the key sets from all of the composited maps.
keySet
in interface java.util.Map
public java.lang.Object put(java.lang.Object key, java.lang.Object value)
m.containsKey(k)
would return
true.))
put
in interface java.util.Map
key
- key with which the specified value is to be associated.value
- value to be associated with the specified key.
java.lang.UnsupportedOperationException
- if no MapMutator has been specified
java.lang.ClassCastException
- if the class of the specified key or value
prevents it from being stored in this map.
java.lang.IllegalArgumentException
- if some aspect of this key or value
prevents it from being stored in this map.
java.lang.NullPointerException
- this map does not permit null
keys or values, and the specified key or value is
null.public void putAll(java.util.Map map)
put(k, v)
on this map once
for each mapping from key k to value v in the
specified map. The behavior of this operation is unspecified if the
specified map is modified while the operation is in progress.
putAll
in interface java.util.Map
map
- Mappings to be stored in this map.
java.lang.UnsupportedOperationException
- if the putAll method is
not supported by this map.
java.lang.ClassCastException
- if the class of a key or value in the
specified map prevents it from being stored in this map.
java.lang.IllegalArgumentException
- some aspect of a key or value in the
specified map prevents it from being stored in this map.
java.lang.NullPointerException
- the specified map is null, or if
this map does not permit null keys or values, and the
specified map contains null keys or values.public java.lang.Object remove(java.lang.Object key)
(key==null ? k==null : key.equals(k))
, that mapping
is removed. (The map can contain at most one such mapping.)
Returns the value to which the map previously associated the key, or null if the map contained no mapping for this key. (A null return can also indicate that the map previously associated null with the specified key if the implementation supports null values.) The map will not contain a mapping for the specified key once the call returns.
remove
in interface java.util.Map
key
- key whose mapping is to be removed from the map.
java.lang.ClassCastException
- if the key is of an inappropriate type for
the composited map (optional).
java.lang.NullPointerException
- if the key is null and the composited map
does not not permit null keys (optional).
java.lang.UnsupportedOperationException
- if the remove method is
not supported by the composited map containing the keypublic int size()
size
in interface java.util.Map
public java.util.Collection values()
values
in interface java.util.Map
public boolean equals(java.lang.Object obj)
equals
in interface java.util.Map
equals
in class java.lang.Object
obj
- the object to compare to
public int hashCode()
hashCode
in interface java.util.Map
hashCode
in class java.lang.Object
|
||||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


MN-01 MN-02 MN-03 MN-04 MN-05 MN-06 MN-07 MN-08
MN – Sen. Amy Klobuchar (D) and Sen. Tina Smith (D)
Committees
Amy Klobuchar is the #2 Democrat on the Senate Committee on Commerce, Science, and Transportation
Tina Smith is not on any of our key committees.
HEP Grants
In the past 8 years, this state has received: 31 HEP grants, totalling $19,180,000
Year Institution Amount ($)
------ ------------------------------------ ------------
2018 University of Minnesota 2,399,000
2017 University of Minnesota 2,218,000
2016 University of Minnesota 2,470,000
2015 University of Minnesota 2,479,000
2014 University of Minnesota 2,461,000
2013 UNIVERSITY OF MINNESOTA, MINNEAPOLIS 4,152,000
2012 UNIVERSITY OF MINNESOTA, DULUTH 45,000
2012 UNIVERSITY OF MINNESOTA, MINNEAPOLIS 2,956,000
SC Contracts
In the past 8 years, this state has received: 3 Office of Science contracts, totalling $21,551
Year Vendor Amount ($) Item
------ ---------------------------- ------------ ---------------------------------------------------
2014 IDEAL SYSTEM SOLUTIONS, INC. 6,326 ADP CENTRAL PROCESSING UNIT (CPU, COMPUTER), HYBRID
2013 WORLD DATA PRODUCTS, INC. 7,235 ADP INPUT/OUTPUT AND STORAGE DEVICES
2013 WORLD DATA PRODUCTS, INC. 7,990 ADPE SYSTEM CONFIGURATION
NSF MPS Grants
In the past 8 years, this state has received: 512 NSF MPS grants, totalling $148,356,924
Institution Amount ($)
--------------------------------------------- ------------
REGENTS OF THE UNIVERSITY OF MINNESOTA 130,673,684
U OF MINNESOTA-TWIN CITIES 7,201,037
CARLETON COLLEGE 2,708,895
MACALESTER COLLEGE 2,442,219
ST. OLAF COLLEGE 1,553,582
GUSTAVUS ADOLPHUS COLLEGE 870,470
ST CLOUD STATE UNIVERSITY 566,460
UNIVERSITY OF ST. THOMAS 535,652
BETHEL UNIVERSITY 443,837
U OF MINNESOTA DULUTH 428,629
CONFERENCE BOARD OF THE MATHEMATICAL SCIENCES 255,976
AUGSBURG COLLEGE 157,925
PII REDACTED 150,000
WINONA STATE UNIVERSITY 90,035
COLLEGE OF SAINT BENEDICT 85,000
NORTH HENNEPIN COMMUNITY COLLEGE 72,183
HAMLINE UNIVERSITY 54,950
MINNESOTA STATE UNIVERSITY, MANKATO 24,000
SAINT OLAF COLLEGE 19,390
SAINT MARY'S UNIVERSITY OF MINNESOTA 14,000
COLLEGE OF ST SCHOLASTICA INC 9,000
SULI/CCI Interns
From 2014-2016 (only years available), this state had 26 SULI/CCI interns
# Interns Program College
----------- --------- -------------------------------------------
5 SULI Carleton College
5 SULI University of Minnesota-Twin Cities
4 SULI St. Olaf College
4 SULI University of Saint Thomas
2 SULI University of Minnesota-Duluth
2 SULI Winona State University
1 CCI Minneapolis Community and Technical College
1 SULI Saint John's University
1 SULI St. Cloud State University
1 SULI University of Minnesota-Morris
MN-01 – Rep. Jim Hagedorn (R) – Wikipedia
Committees
Jim Hagedorn is not on any of our key committees.
HEP Grants
This district received no SC HEP grants from 2012-2019
SC Contracts
This district received no SC contracts from 2012-2019
NSF MPS Grants
In the past 8 years, this district has received: $998,505 in NSF MPS grants.
Year Institution Amount ($)
------ ------------------------------------ ------------
2019 WINONA STATE UNIVERSITY 90,035
2018 GUSTAVUS ADOLPHUS COLLEGE 453,742
2015 GUSTAVUS ADOLPHUS COLLEGE 212,763
2013 GUSTAVUS ADOLPHUS COLLEGE 13,450
2012 GUSTAVUS ADOLPHUS COLLEGE 190,515
2012 MINNESOTA STATE UNIVERSITY, MANKATO 24,000
2012 SAINT MARY'S UNIVERSITY OF MINNESOTA 14,000
SULI/CCI Interns
From 2014-2016 (only years available), this district had 2 SULI/CCI interns
Term Name College Host Lab Program
----------- ------------------- ----------------------- --------------------------- ---------
Summer 2015 Domenic Ofsdahl Winona State University Argonne National Laboratory SULI
Summer 2014 Tad DeGonda Dolphay Winona State University Argonne National Laboratory SULI
MN-02 – Rep. Angie Craig (D) – Wikipedia
Committees
Angie Craig is not on any of our key committees.
HEP Grants
This district received no SC HEP grants from 2012-2019
SC Contracts
This district received no SC contracts from 2012-2019
NSF MPS Grants
In the past 8 years, this district has received: $4,281,867 in NSF MPS grants.
Year Institution Amount ($)
------ ------------------ ------------
2018 CARLETON COLLEGE 109,958
2017 CARLETON COLLEGE 248,608
2017 ST. OLAF COLLEGE 170,199
2016 CARLETON COLLEGE 514,906
2016 ST. OLAF COLLEGE 440,018
2015 CARLETON COLLEGE 230,048
2015 SAINT OLAF COLLEGE 19,390
2015 ST. OLAF COLLEGE 310,884
2014 CARLETON COLLEGE 335,465
2013 CARLETON COLLEGE 732,758
2013 ST. OLAF COLLEGE 310,952
2012 CARLETON COLLEGE 537,152
2012 ST. OLAF COLLEGE 321,529
SULI/CCI Interns
From 2014-2016 (only years available), this district had 9 SULI/CCI interns
Term Name College Host Lab Program
----------- --------------------- ---------------- ------------------------------------- ---------
Summer 2016 Adam Rutkowski Carleton College Lawrence Berkeley National Laboratory SULI
Summer 2015 Heena Joo St. Olaf College Pacific Northwest National Laboratory SULI
Summer 2015 Joshua Lipstone Carleton College Oak Ridge National Laboratory SULI
Summer 2014 Meghan Mariah Exner St. Olaf College Brookhaven National Laboratory SULI
Summer 2014 Grace Ayres Newman Carleton College Pacific Northwest National Laboratory SULI
Summer 2014 Jorden Alyss Johnson St. Olaf College Ames National Laboratory SULI
Summer 2014 Anna Mattson St. Olaf College Idaho National Laboratory SULI
Spring 2015 Andrew Beach Peterson Carleton College Los Alamos National Laboratory SULI
Fall 2014 Julia Edith Greenwald Carleton College National Renewable Energy Laboratory SULI
MN-03 – Rep. Dean Phillips (D) – Wikipedia
Committees
Dean Phillips is not on any of our key committees.
HEP Grants
This district received no SC HEP grants from 2012-2019
SC Contracts
In the past 8 years, this district has received: 3 Office of Science contracts, totalling $21,551
Year Vendor Amount ($) Item
------ ---------------------------- ------------ ---------------------------------------------------
2014 IDEAL SYSTEM SOLUTIONS, INC. 6,326 ADP CENTRAL PROCESSING UNIT (CPU, COMPUTER), HYBRID
2013 WORLD DATA PRODUCTS, INC. 7,235 ADP INPUT/OUTPUT AND STORAGE DEVICES
2013 WORLD DATA PRODUCTS, INC. 7,990 ADPE SYSTEM CONFIGURATION
NSF MPS Grants
In the past 8 years, this district has received: $72,183 in NSF MPS grants.
Year Institution Amount ($)
------ -------------------------------- ------------
2012 NORTH HENNEPIN COMMUNITY COLLEGE 72,183
SULI/CCI Interns
This district had no SULI/CCI interns from 2014-2016 (only years available)
MN-04 – Rep. Betty McCollum (D) – Wikipedia
Committees
Betty McCollum is the #10 Democrat on the House Committee on Appropriations
HEP Grants
This district received no SC HEP grants from 2012-2019
SC Contracts
This district received no SC contracts from 2012-2019
NSF MPS Grants
In the past 8 years, this district has received: $3,732,634 in NSF MPS grants.
Year Institution Amount ($)
------ --------------------------------------------- ------------
2018 UNIVERSITY OF ST. THOMAS 100,000
2018 MACALESTER COLLEGE 292,737
2018 CONFERENCE BOARD OF THE MATHEMATICAL SCIENCES 255,976
2018 BETHEL UNIVERSITY 71,160
2017 MACALESTER COLLEGE 34,300
2016 MACALESTER COLLEGE 253,682
2015 BETHEL UNIVERSITY 13,429
2015 MACALESTER COLLEGE 258,780
2014 UNIVERSITY OF ST. THOMAS 190,492
2014 MACALESTER COLLEGE 601,419
2014 HAMLINE UNIVERSITY 54,950
2013 UNIVERSITY OF ST. THOMAS 52,987
2013 MACALESTER COLLEGE 514,987
2013 BETHEL UNIVERSITY 128,899
2012 MACALESTER COLLEGE 486,314
2012 UNIVERSITY OF ST. THOMAS 192,173
2012 BETHEL UNIVERSITY 230,349
SULI/CCI Interns
From 2014-2016 (only years available), this district had 4 SULI/CCI interns
Term Name College Host Lab Program
----------- -------------- -------------------------- -------------------------------------- ---------
Summer 2016 Anna Grim University of Saint Thomas Lawrence Livermore National Laboratory SULI
Summer 2016 Mitchell Klein University of Saint Thomas Los Alamos National Laboratory SULI
Summer 2016 Emily Vecchia University of Saint Thomas Los Alamos National Laboratory SULI
Summer 2015 Ryan Slechta University of Saint Thomas Los Alamos National Laboratory SULI
MN-05 – Rep. Ilhan Omar (D) – Wikipedia
Committees
Ilhan Omar is the #12 Democrat on the House Subcommittee on Higher Education and Workforce Development
HEP Grants
In the past 8 years, this district has received: $19,135,000 in SC HEP grants.
Institution Amount ($) Start End Principal Investigator Project Title
------------------------------------ ------------ ------- ------- ------------------------ ---------------------------------------------------------------------------------------------------------
University of Minnesota 1,782,000 2014 Ongoing Cushman, Priscilla Physics at the Cosmic Frontier: Direct Detection of Dark Matter with SuperCDMS
University of Minnesota 50,000 2014 2016 Mandic, Vuk Development of Large Cryogenic Semiconductor Detectors
University of Minnesota 4,918,000 2014 Ongoing Marshak, Marvin Experimental Research at the Intensity Frontier in High Energy Physics
University of Minnesota 2,177,000 2014 Ongoing Olive, Keith Theoretical High Energy Physics at the University of Minnesota
University of Minnesota 3,100,000 2014 Ongoing Rusack, Roger Physics at the Energy and Intensity Frontiers
UNIVERSITY OF MINNESOTA, MINNEAPOLIS 99,000 2013 2014 Cronin-Hennessy Community Summer Study 2013: Snowmass on the Mississippi, July 29 - August 6, 2013
UNIVERSITY OF MINNESOTA, MINNEAPOLIS 32,000 2013 2014 Pawloski Study of Muon Neutrino and Muon Anti-Neutrino Disappearance with the NOvA Neutrino Oscillation Experiment
UNIVERSITY OF MINNESOTA, MINNEAPOLIS 3,169,000 2012 2014 Marshak Collaborative Research and Development in Neutrino Physics
UNIVERSITY OF MINNESOTA, MINNEAPOLIS 3,808,000 2012 2014 Rusack, Olive Experimental and Theoretical High Energy Physics
SC Contracts
This district received no SC contracts from 2012-2019
NSF MPS Grants
In the past 8 years, this district has received: $134,936,334 in NSF MPS grants.
Year Institution Amount ($)
------ -------------------------------------- ------------
2019 REGENTS OF THE UNIVERSITY OF MINNESOTA 218,043
2018 REGENTS OF THE UNIVERSITY OF MINNESOTA 20,612,344
2017 PII REDACTED 150,000
2017 REGENTS OF THE UNIVERSITY OF MINNESOTA 19,584,607
2016 REGENTS OF THE UNIVERSITY OF MINNESOTA 11,995,568
2015 REGENTS OF THE UNIVERSITY OF MINNESOTA 15,975,092
2015 U OF MINNESOTA-TWIN CITIES 7,201,037
2014 REGENTS OF THE UNIVERSITY OF MINNESOTA 17,629,107
2013 REGENTS OF THE UNIVERSITY OF MINNESOTA 18,519,448
2012 AUGSBURG COLLEGE 157,925
2012 REGENTS OF THE UNIVERSITY OF MINNESOTA 22,893,163
SULI/CCI Interns
From 2014-2016 (only years available), this district had 6 SULI/CCI interns
Term Name College Host Lab Program
----------- -------------- ------------------------------------------- ------------------------------------- ---------
Summer 2016 Seamus Jones University of Minnesota-Twin Cities Argonne National Laboratory SULI
Summer 2016 Mbathio Diagne Minneapolis Community and Technical College National Renewable Energy Laboratory CCI
Summer 2015 John Ke University of Minnesota-Twin Cities Lawrence Berkeley National Laboratory SULI
Summer 2015 Maren Symes University of Minnesota-Twin Cities Pacific Northwest National Laboratory SULI
Summer 2014 Kelly Stifter University of Minnesota-Twin Cities Fermi National Accelerator Laboratory SULI
Spring 2015 Rishabh Mishra University of Minnesota-Twin Cities Oak Ridge National Laboratory SULI
MN-06 – Rep. Tom Emmer (R) – Wikipedia
Committees
Tom Emmer is not on any of our key committees.
HEP Grants
This district received no SC HEP grants from 2012-2019
SC Contracts
This district received no SC contracts from 2012-2019
NSF MPS Grants
In the past 8 years, this district has received: $651,460 in NSF MPS grants.
Year Institution Amount ($)
------ ------------------------- ------------
2014 ST CLOUD STATE UNIVERSITY 436,651
2013 COLLEGE OF SAINT BENEDICT 42,500
2012 COLLEGE OF SAINT BENEDICT 42,500
2012 ST CLOUD STATE UNIVERSITY 129,809
SULI/CCI Interns
From 2014-2016 (only years available), this district had 2 SULI/CCI interns
Term Name College Host Lab Program
----------- --------------- -------------------------- ------------------------------ ---------
Summer 2014 Anthony Pearson St. Cloud State University Los Alamos National Laboratory SULI
Spring 2016 Orlando Lopez Saint John's University Brookhaven National Laboratory SULI
MN-07 – Rep. Collin C. Peterson (D) – Wikipedia
Committees
Collin C. Peterson is not on any of our key committees.
HEP Grants
This district received no SC HEP grants from 2012-2019
SC Contracts
This district received no SC contracts from 2012-2019
NSF MPS Grants
In the past 8 years, this district has received: $140,000 in NSF MPS grants.
Year Institution Amount ($)
------ -------------------------------------- ------------
2018 REGENTS OF THE UNIVERSITY OF MINNESOTA 45,170
2016 REGENTS OF THE UNIVERSITY OF MINNESOTA 94,830
SULI/CCI Interns
From 2014-2016 (only years available), this district had 1 SULI/CCI intern
Term Name College Host Lab Program
----------- ---------------- ------------------------------ ------------------------------------ ---------
Summer 2016 Calvin Lee Cicha University of Minnesota-Morris National Renewable Energy Laboratory SULI
MN-08 – Rep. Pete Stauber (R) – Wikipedia
Committees
Pete Stauber is not on any of our key committees.
HEP Grants
In the past 8 years, this district has received: $45,000 in SC HEP grants.
Institution Amount ($) Start End Principal Investigator Project Title
------------------------------- ------------ ------- ----- ------------------------ ----------------------------------------------------------------------
UNIVERSITY OF MINNESOTA, DULUTH 45,000 2012 2013 Hiller Nonperturbative Analysis of Field Theories Quantized on the Light Cone
SC Contracts
This district received no SC contracts from 2012-2019
NSF MPS Grants
In the past 8 years, this district has received: $3,543,941 in NSF MPS grants.
Year Institution Amount ($)
------ -------------------------------------- ------------
2018 REGENTS OF THE UNIVERSITY OF MINNESOTA 521,108
2017 REGENTS OF THE UNIVERSITY OF MINNESOTA 525,087
2016 COLLEGE OF ST SCHOLASTICA INC 9,000
2016 REGENTS OF THE UNIVERSITY OF MINNESOTA 290,048
2015 REGENTS OF THE UNIVERSITY OF MINNESOTA 150,662
2015 U OF MINNESOTA DULUTH 428,629
2014 REGENTS OF THE UNIVERSITY OF MINNESOTA 437,081
2013 REGENTS OF THE UNIVERSITY OF MINNESOTA 693,056
2012 REGENTS OF THE UNIVERSITY OF MINNESOTA 489,270
SULI/CCI Interns
From 2014-2016 (only years available), this district had 2 SULI/CCI interns
Term Name College Host Lab Program
----------- -------------- ------------------------------ -------------------------------------- ---------
Summer 2016 Ellen Monzo University of Minnesota-Duluth Lawrence Livermore National Laboratory SULI
Summer 2016 Paul Vaynshenk University of Minnesota-Duluth National Renewable Energy Laboratory SULI


|
Nana - a C++ framework project The Programmer's Guide |
||
|
nana::gui::appearance Description This is a structure type defined to specify the appearance of a form. Its definition is.
If a form would to be defined without min/max button and sizable border, then nana::gui::form form(x, y, width, height, nana::gui::appearance(false, false, false, true, false)); This piece of code may be confused because of the 5th parameter of constructor from nana::gui::form. So the library provides a helper class for making it easy.
nana:gui::appear::decorate is used for creating an appearance of a window decoration. the window decoration in Windows is called non-client area, such as title bar. So, we can create a form without min/max button and sizable border like this. using nana::gui::appear; nana::gui::form form(x, y, width, height, appear::decorate<appear::taskbar>()); If a window needs a minimize button, it should be appear::decorate<appear::minimize, appear::taskbar>() The nana::gui::appear::bald is used for creating a window without decoration. The nana::gui::appear::optional is used for creating a window with decoration depending on the first non-type template parameter. The parameter of class template decorate can be minimize, maximize, sizable, taskbar, floating. The parameter of class template bald can be taskbar, floating. The parameter of class template optional can be true, false, taskbar, floating. Model of None Public base classes None Members File nana/gui/basis.hpp Notes None. See also nana::gui::form Move to The Nana Programmer's Guide Main Page |
||


Metrics¶
-
pypianoroll.metrics.
empty_beat_rate
(pianoroll, beat_resolution)[source]¶ Return the ratio of empty beats to the total number of beats in a pianoroll.
-
pypianoroll.metrics.
n_pitches_used
(pianoroll)[source]¶ Return the number of unique pitches used in a pianoroll.
-
pypianoroll.metrics.
n_pitche_classes_used
(pianoroll)[source]¶ Return the number of unique pitch classes used in a pianoroll.
-
pypianoroll.metrics.
qualified_note_rate
(pianoroll, threshold=2)[source]¶ Return the ratio of the number of the qualified notes (notes longer than threshold (in time step)) to the total number of notes in a pianoroll.
-
pypianoroll.metrics.
polyphonic_rate
(pianoroll, threshold=2)[source]¶ Return the ratio of the number of time steps where the number of pitches being played is larger than threshold to the total number of time steps in a pianoroll.
-
pypianoroll.metrics.
drum_in_pattern_rate
(pianoroll, beat_resolution, tolerance=0.1)[source]¶ Return the ratio of the number of drum notes that lie on the drum pattern (i.e., at certain time steps) to the total number of drum notes.
-
pypianoroll.metrics.
in_scale_rate
(pianoroll, key=3, kind='major')[source]¶ Return the ratio of the number of nonzero entries that lie in a specific scale to the total number of nonzero entries in a pianoroll. Default to C major scale.
-
pypianoroll.metrics.
tonal_distance
(pianoroll_1, pianoroll_2, beat_resolution, r1=1.0, r2=1.0, r3=0.5)[source]¶ Return the tonal distance [1] between the two input pianorolls.
- [1] Christopher Harte, Mark Sandler, and Martin Gasser. Detecting
- harmonic change in musical audio. In Proc. ACM Workshop on Audio and Music Computing Multimedia, 2006.


Engage Designs promises fun and unique designs for everyone.
The first step my partner and I took to creating our brand's website was brainstorming. We first needed to establish all of our branding such as our colour palette, fonts, etc. Once this was done, we moved onto creating prototypes to plan out how we wanted our site to look and function.


| 1 | /* | |
| 2 | * Licensed to the Apache Software Foundation (ASF) under one or more | |
| 3 | * contributor license agreements. See the NOTICE file distributed with | |
| 4 | * this work for additional information regarding copyright ownership. | |
| 5 | * The ASF licenses this file to You under the Apache License, Version 2.0 | |
| 6 | * (the "License"); you may not use this file except in compliance with | |
| 7 | * the License. You may obtain a copy of the License at | |
| 8 | * | |
| 9 | * http://www.apache.org/licenses/LICENSE-2.0 | |
| 10 | * | |
| 11 | * Unless required by applicable law or agreed to in writing, software | |
| 12 | * distributed under the License is distributed on an "AS IS" BASIS, | |
| 13 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| 14 | * See the License for the specific language governing permissions and | |
| 15 | * limitations under the License. | |
| 16 | */ | |
| 17 | package org.apache.commons.imaging.formats.tiff.taginfos; | |
| 18 | ||
| 19 | import org.apache.commons.imaging.common.ByteConversions; | |
| 20 | import org.apache.commons.imaging.common.ByteOrder; | |
| 21 | import org.apache.commons.imaging.formats.tiff.constants.TiffDirectoryType; | |
| 22 | import org.apache.commons.imaging.formats.tiff.fieldtypes.FieldType; | |
| 23 | ||
| 24 | public class TagInfoSLong extends TagInfo { | |
| 25 | public TagInfoSLong(final String name, final int tag, final int length, final TiffDirectoryType directoryType) { | |
| 26 | super(name, tag, FieldType.SLONG, length, directoryType); | |
| 27 | } | |
| 28 | | |
| 29 | public int[] getValue(final ByteOrder byteOrder, final byte[] bytes) { | |
| 30 |
1
1. getValue : mutated return of Object value for org/apache/commons/imaging/formats/tiff/taginfos/TagInfoSLong::getValue to ( if (x != null) null else throw new RuntimeException ) → NO_COVERAGE |
return ByteConversions.toInts(bytes, byteOrder); |
| 31 | } | |
| 32 | | |
| 33 | public byte[] encodeValue(final ByteOrder byteOrder, final int... values) { | |
| 34 |
1
1. encodeValue : mutated return of Object value for org/apache/commons/imaging/formats/tiff/taginfos/TagInfoSLong::encodeValue to ( if (x != null) null else throw new RuntimeException ) → NO_COVERAGE |
return ByteConversions.toBytes(values, byteOrder); |
| 35 | } | |
| 36 | } | |
Mutations | ||
| 30 |
1.1 |
|
| 34 |
1.1 |


--- layout: page ---
Page not found :(
Try looking outside for your page in a hot air balloons, because I don't know where it went!


A machine environment that a part of a TestScenario runs on.
Each requires a STAF daemon.
|
|
__init__(self,
host_name,
test_root,
ospl_home=None,
staf_port=6500,
staf_url='
' )
Constructor for a TestNode. |
source code
|
|
|
|
|
|
|
get_host_name(self)
Returns the Node hostname or IP or whatever |
source code
|
|
|
|
get_ospl_env(self)
Return the list of environment variable values applicable to the
configured OSPL_HOME (if any) within this particular TestRun on this
TestNode |
source code
|
|
|
|
get_ospl_home(self)
Get the value of OSPL_HOME on this TestNode within this particular
TestRun |
source code
|
|
|
|
|
|
|
get_staf_url(self)
Returns the url that the STAF daemon is running at on this Node |
source code
|
|
|
|
get_test_root(self)
Get the location that the built test checkout resides at on this
machine for this run |
source code
|
|
|
|
is_windows(self)
Returns true if this TestNode is a windows box |
source code
|
|
|
|
os_name(self)
Returns a string describing the OS on this TestNode |
source code
|
|
|
|
|


| Add Host Group | ||
| <%$sessionObj->param("userMessage")%> | ||
| Host Group Name | Description | Actions |
|---|---|---|
| My Host Groups | ||||||
| Actions | Host Group Name | Number of Hosts | Description | |||
|---|---|---|---|---|---|---|
|
<%$hgName%> | <%$hgNumberOfHosts%> | <%$hgDescription%> |
| Shared Host Groups | |||||
| Actions | Host Group Owner | Host Group Name | Number of Hosts | Description | |
|---|---|---|---|---|---|
|
<%$hgOwner%> | <%$hgName%> | <%$hgNumberOfHosts%> | <%$hgDescription%> |


polygonal-niceness: (Active development) The alpha-fatness and chord-arc scores are different measures of the "niceness" of polygons. They may prove useful in developing quantitative measures by which electoral districts may be determined illegal. This project includes software for implementing these measures together with preliminary results on random polygons.
tf-sqn: A TensorFlow-ready implementation of a stochastic dampened limited memory BFGS algorithm for nonconvex minimization problems, following the work of Wang, Ma, Goldfarb, Liu (2017).
bls: A Python library for the Bureau of Labor Statistics API.
poisson1d: Implementation of a 1D Poisson boundary value problem solver in C++ using different matrix compression formats. The underlying matrix methods are using CBLAS and LAPACK.
numerical-julia: Implementation of numerical algorithms from Numerical Analysis (Sauer) in the Julia programming language
latex-journal: This repository provides a simple structure for a Latex compilation of journal entries.
flu-propagation-models: An undergraduate project on modeling flu propagation in a closed campus.
julia-cormen: Implementations of various data structures and algorithms from Introduction to Algorithms (Cormen, et al.) in the Julia programming language.


CameraRecorder QML Type
Controls video recording with the Camera. More...
| Import Statement: | import QtMultimedia 5.8 |
Properties
- actualLocation : string
- audioBitRate : int
- audioChannels : int
- audioCodec : string
- audioEncodingMode : enumeration
- audioSampleRate : int
- duration : int
- errorCode : enumeration
- errorString : string
- frameRate : qreal
- mediaContainer : string
- muted : bool
- outputLocation : string
- recorderState : enumeration
- recorderStatus : enumeration
- resolution : size
- videoBitRate : int
- videoCodec : string
- videoEncodingMode : enumeration
Methods
- record()
- setMetadata(key, value)
- stop()
Detailed Description
CameraRecorder allows recording camera streams to files, and adjusting recording settings and metadata for videos.
It should not be constructed separately, instead the videoRecorder
property of a Camera should be used.
Camera { videoRecorder.audioEncodingMode: CameraRecorder.ConstantBitrateEncoding; videoRecorder.audioBitRate: 128000 videoRecorder.mediaContainer: "mp4" // ... }
There are many different settings for each part of the recording process (audio, video, and output formats), as well as control over muting and where to store the output file.
See also QAudioEncoderSettings and QVideoEncoderSettings.
Property Documentation
This property holds the actual location of the last saved media content. The actual location is usually available after the recording starts, and reset when new location is set or the new recording starts.
This property holds the audio bit rate (in bits per second) to be used for recording video.
This property indicates the number of audio channels to be encoded while recording video (1 is mono, 2 is stereo).
This property holds the audio codec to be used for recording video. Typically this is aac
or amr-wb
.
See also whileBalanceMode.
The type of encoding method to use when recording audio.
| Value | Description |
|---|---|
| ConstantQualityEncoding | Encoding will aim to have a constant quality, adjusting bitrate to fit. This is the default. The bitrate setting will be ignored. |
| ConstantBitRateEncoding | Encoding will use a constant bit rate, adjust quality to fit. This is appropriate if you are trying to optimize for space. |
| AverageBitRateEncoding | Encoding will try to keep an average bitrate setting, but will use more or less as needed. |
This property holds the sample rate to be used to encode audio while recording video.
This property holds the last error code.
| Value | Description |
|---|---|
| NoError | No Errors |
| ResourceError | Device is not ready or not available. |
| FormatError | Current format is not supported. |
| OutOfSpaceError | No space left on device. |
This property holds the framerate (in frames per second) to be used for recording video.
This property holds the media container to be used for recording video. Typically this is mp4
.
This property holds the destination location of the media content. If the location is empty, the recorder uses the system-specific place and file naming scheme.
This property holds the current state of the camera recorder object.
The state can be one of these two:
| Value | Description |
|---|---|
| StoppedState | The camera is not recording video. |
| RecordingState | The camera is recording video. |
This property holds the current status of media recording.
| Value | Description |
|---|---|
| UnavailableStatus | Recording is not supported by the camera. |
| UnloadedStatus | The recorder is available but not loaded. |
| LoadingStatus | The recorder is initializing. |
| LoadedStatus | The recorder is initialized and ready to record media. |
| StartingStatus | Recording is requested but not active yet. |
| RecordingStatus | Recording is active. |
| PausedStatus | Recording is paused. |
| FinalizingStatus | Recording is stopped with media being finalized. |
This property holds the bit rate (in bits per second) to be used for recording video.
This property holds the video codec to be used for recording video. Typically this is h264
.
This property holds the type of encoding method to be used for recording video.
The following are the different encoding methods used:
| Value | Description |
|---|---|
| ConstantQualityEncoding | Encoding will aim to have a constant quality, adjusting bitrate to fit. This is the default. The bitrate setting will be ignored. |
| ConstantBitRateEncoding | Encoding will use a constant bit rate, adjust quality to fit. This is appropriate if you are trying to optimize for space. |
| AverageBitRateEncoding | Encoding will try to keep an average bitrate setting, but will use more or less as needed. |
Method Documentation
Sets metadata for the next video to be recorder, with the given key being associated with value.


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The separate window that you use to read a sequence, typically performing the sequence during a dance, is called the Performance Window.
At right you can see an image of a Performance Window loaded with a Basic level sequence. As you click the space bar, the reverse-video bar advances to the next call. As the bar gets to the bottom of the screen, the window will scroll to keep the highlighted bar in view at all times.
When you are done with a sequence, you can press the Enter key to advance to the next sequence (if you are performing more than one sequence at a time). The following is a complete list of the keystrokes and what they do in the Performance Window:
In the future, this window will be expanded in both capability and flexibility.


Instance Reference
1. Generic functions
InstanceGetItemList
array
:
Instance
Return instance item list. Note: The instance must have been instantiate to return any item.


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