QUILLS (2000) / ***
Directed by Philip Kaufman. Screenplay by Doug Wright, based on his play. Starring Geoffrey Rush, Kate Winslet, Joaquin Phoenix. Running time: 124 minutes. Rated R for graphic sexual content and explicit nudity by the MFCB. Reviewed on August 28th, 2001.
By SHANNON PATRICK SULLIVAN
Synopsis: Committed to an asylum, the Marquis de Sade (Rush) continues to publish pornographic literature, aided by young maid Madeleine (Winslet). Abbe Coulmier (Phoenix), who runs the hospital, disapproves of the stories, but humours him in the hope of achieving a cure. De Sade's craft and life are threatened when the Emperor dispatches Dr Royer-Collard (Michael Caine) to stop the Marquis' work, permanently.
Review: "Quills" is an exploration of the Marquis de Sade: his madness, his cruelty and his perversion, his obsession with sex in any form, no matter how obscene. But "Quills" also details the Marquis' determination: to write in spite of the obstacles put in his path, and to propagate his words to the masses. The extent to which de Sade is willing to go to practise his trade is amongst the movie's most intriguing elements, as when de Sade scribes a story in his own blood, or narrates a tale via of a chain of fellow inmates, cell to cell. To provide a contrast with the Marquis, Wright involves him with two very different characters. One is the Abbe, a handsome, charming and kindly man whose desires are stymied by his oath to God. The Abbe lusts for Madeleine, but it is the wizened Marquis who is able to have her. And then there is Royer-Collard, a hypocrite who in truth is as sadistic as any of the Marquis' motley creations. Rush is splendid as de Sade, utterly inhabiting the character. Kaufman's direction is fine, and he is able to bring a sense of bizarre humour to the grim proceedings. The plot itself is rather mundane and plays out unsurprisingly, but this is virtually unimportant. For two hours, "Quills" acquaints us with the Marquis de Sade -- and, more frightening still, allows us brief insight into his scatological soul.
Copyright © 2001 Shannon Patrick Sullivan. Archived at The Popcorn Gallery, http://www.physics.mun.ca/~sps/movies.html
| Shannon Patrick Sullivan |<EMAIL_ADDRESS>| +---------------------------------+---------------------------------+ / Doctor Who: A Brief History of Time (Travel) go.to/drwho-history \ \__ We are all in the gutter but some of us are looking at the stars __/
========== X-RAMR-ID: 29372 X-Language: en X-RT-ReviewID: 247020 X-RT-TitleID: 1101854 X-RT-SourceID: 886 X-RT-AuthorID: 1699 X-RT-RatingText: 3/4
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--- layout: post title: Jedi or Sith Lord: Ruby's inject method date: 2016-04-03T09:55:57-04:00 categories: - articles tags: - Ruby published: true ---
"Remember, a Jedi's strength flows from the Force."
The ruby inject method is a powerful ally in a jedi (ruby) master's arsenal. It is wielded easily to those who train with it and mastered by a jedi with both knowledge of the light and dark side of the force. The light side of inject involves the different usages for the method as well as the basic format of it. The dark side involves inject's power using symbol#to_proc shortcut methods.
The inject method in ruby is a powerful method for reducing (or folding) all the elements of a collection, into a single value. It is commonly known as the reduce or fold method in other programming languages. Ruby provides an alias to reduce via inject.
Let's walk through a typical use case for the inject method in ruby. I originally thought of this idea after reading this awesome post, by Joey Devilla. He uses folding paper to demonstrate how inject works. Rather than recreate his post, I've decided to use playing cards to demonstrate another type of explanation.
{% include rich-snippets/article-image src="2016/inject/post-intro-1.jpg" caption="The darkside collection" width="700" height="560" %}Thought I was done with the Star Wars theme, eh? Not quite.
If you look at the above picture, I've grabbed five cards out of the deck. For now just assign them number values: 1 for ace, 2 for 2, and so on. Our goal is to calculate the total number of points that we hold in our hand. The cards directly represent our ruby collection that is passed into the block.
The inject method works by taking values and injecting, or folding, them into themselves. For instance the following code is an example of calculating the sum for the above collection using the inject method.
{% highlight ruby %} [1, 2, 3, 4, 5].inject { |sum, n| sum + n } # => 15 {% endhighlight %}Using our smaller deck of cards above, I'll show you exactly what is happening step-by-step. First we take our first card (Ace or 1) and combine with the second card that we drew (2) from the deck.
The inject method takes the first two indexes from the cards in our hand, or the collection, and applies them to the block. Essentially, 1 becomes the sum and 2 becomes n. This is the typical implementation of inject.
Next, drawing a new card from the deck we recieve 3.
Note that on this iteration of the inject method we already have the cards, ace and 2, in our hand. Therefore, the current sum is 3 and n, or the current drawn card is also 3. This gives us a resulting sum of 6.
Let's draw another card from the deck.
Sensing a pattern here? The previous sum is 6 and the new card is 4 giving us a current sum of 10.
Draw the last card
Finally, our last card (5) gets added to the total for a grand total of 15 points for our hand.
This is the power of inject in that it can reduce a collection down to a single value. All in a single line of code no less!
Here are some alternative formats for accomplishing the same thing.
{% highlight ruby %} (0..5).inject(:+) # => 15, Whoa! We'll talk about (:+) a little later. (0..5).reduce { |sum, n| sum + n } # => 15, reduce is an alias to inject {% endhighlight %}The inject method has a couple of tricks up its sleeve (card pun). Here are several of the formats that you can utilize. These are taken straight from the ruby docs.
{% highlight ruby %} inject(initial, sym) → obj inject(sym) → obj inject(initial) { |memo, obj| block } → obj inject { |memo, obj| block } → obj {% endhighlight %}This format of inject allows the developer to pass in an optional initial value to be used as the first element. Other than that this format is exactly the same as inject { |memo, obj| block } → obj
.
Looking at our above example we essentially could say the initial value of the block is the ace (1), or our first card. Inject assumes the first index as your initial value unless you specify it using the inject(initial)
optional format. This is what would happen if instead of using the ace we had drawn another 5 before the other cards.
Now our first iteration of the loop yields { |5, 1| 5 + 1 }
and increases the ending sum by 5 making it 20. This can come in handy if you have an existing collection and need to use a different starting point.
Let's take a look at a real world example. Say we had a forum for asking questions on our website between buyers and sellers. The buyer creates questions that can be shared between multiple projects. On these projects, the seller answers the required questions.
Now the project requirement is to lock the buyer out of editing a question, if that particular question is used on more than one project or location in the app. We need to make sure that we have a starting value of 0 in this example which is where our initial value comes into play.
{% highlight ruby %} [seller.projects.questions, seller.other_locations.questions].inject(0) do |sum, n| break sum if sum > 1 sum + n.size end {% endhighlight %}Lazy Evaluation"...lazy evaluation, or call-by-need is an evaluation strategy which delays the evaluation of an expression until its value is needed (non-strict evaluation) and which also avoids repeated evaluations..."- Wikipedia
The above code will check the size of the collection within the array (e.g. seller.projects.questions), and add its size to the sum.
Then by adding a stop condition to the inject statement break sum if sum > 1;
, the inject iteration will stop once we determine that a question is in use elsewhere in the app. This utilizes a technique called lazy evaluation to essentially not do any more work than is necessary.
Now that we have an understanding into the inner workings of inject, we'll now take look at the darkside of the force with Symbol#to_proc.
Do you remember seeing this example above? (0..5).inject(:+) #=> 15
. This format is known as Symbol#to_proc or inject(sym) → obj
. This is also known as using some of Ruby's built-in syntactical sugar.
In more simple terms, inject(sym)
, allows you to pass in a symbol which is then executed against the collection. For instance :+
, would take the elements from the collection and add them to each other one at a time.
Some addtional examples of valid symbols include: :+
, :-
, :*
, and :/
.
Let's take a look at the two bits of code that accomplish the exact same thing.
{% highlight ruby %} [1, 2, 3, 4, 5].inject { |sum, n| sum + n } #=> 15 [1, 2, 3, 4, 5].inject(:+) => 15 (0..5).reduce(:+) => 15, this is the same thing again just different format {% endhighlight %}This can be quite handy for quickly implementing basic logic against a collection. Additionally, just like above the inject(sym) → obj
format can also accept an initial value in the following format inject(initial, sym) → obj
Pretty awesome, no?
Symbol confusion
There two different symbol formats you may encounter online. Up until Ruby 1.8.7, the inject method required that you prepend symbols with an ampersand (&:+
) to convert them to a Proc so that inject could understand them. With 1.8.7 the inject method will accept both :+
and &:+
as valid symbols.
Now before you go applying :+
and :*
to other enumerable methods such as (0..5).map
, keep in mind that these require the usage of the ampersand to convert them to proc. Only inject and reduce have this functionality of current.
In the next Enumerables series post, we'll take a look at the map method. So keep reading to learn more about how powerful Ruby's enumerable methods really are.
Got a method you'd like to see analyzed? Leave me a comment below.


h
> Tech's E-Waste ProblemJune 28, 2014
Advances in Information Technology have allowed us to reduce our impact on the environment in a myriad of ways. Telecommuting helps reduce the energy consumption required to physically commute from place to place. The transitional to digital allows for production of content without having to print or move that content. And these are just two of the more pervasive aspects.
Despite the green benefits of IT, e-waste poses a serious environmental and social challenge to the tech community. As new technologies are developed and consumers swap out their computers, iphone, and tablets, proper disposal of these devises is a growing challenge. Remember digital cameras? They were those things you used for a few years that seemed to improve in megapixels by the month and that you eventually just replaced with your smart phone? I bet you threw at least one, if not more, of those away, right? The main issue with e-waste is that many of the components in our electronics are toxic and their disposal, whether through recycling or in landfills, is a danger to human and environmental health. Retailers have improved their effort to provide recycling and repair services to consumers. A lot of manufactures and retailers will take back the electronics that they sell you. Best Buy, in particular, has built up an e-waste recycling program that will take anything from batteries to appliances. Once the consumer recycles it, though, what happens? Some electronics are repaired or refurbished here in the US and then sold again either in the US or abroad. A large part of our e-waste, however, is exported to developing countries. There are a lot of statistics on e-waste out there on the Internet, many of which our out-of-date (the EPA still has 2009 figures on their website). The actual numbers seem unreliable, but what is clear is that not all e-waste can or is actually recycled. In many ways, developing countries such as China, India, and parts of Africa have becoming dumping grounds for this waste. If you do a Google Image search for e-waste you'll see a lot of pictures like the one below. This certainly is one aspect of e-waste recycling that's cause for concern. As electronics are taken apart manually, people are exposed to the toxic components within. This process can also involve burning the materials, specifically the plastic parts, to access the copper and other metals that can be used for local industry. That's right, burning plastic! We're all aware of the carcinogenic effects of dioxins released by burning plastic (or at least we should be), so this process of 'recycling' e-waste is a definite problem for tech, one that industry and government alike are becoming more aware of. Not all recycling of e-waste in developing countries mirrors the process described above. China has developed fairly sophisticated processes for re-incorporating e-waste into their manufacturing sector. Nonetheless, there are still components of e-waste that cannot be recycled. The graphic below shows the functional recycling rates of the 30 metals contained in the average cell phone. This means that for some metals, only 25% of their value can be retained and recycled. The rest of our waste, then, is being disposed of off-shore. Many organizations that are vocal about the e-waste problem are pushing for more state and national regulations that would force manufactures and retailers to be responsible for the disposal of their products. The regulations would ultimately encourage manufactures to create greener products and to export less of their waste. Organizations like iFixit emphasize an important additional to the traditional recycling mantra. They propose we Reduce, Reuse, Repair, then Recycle. You could really think of this as another type of reusing, but since it also starts with an R, let's go with it. Repairing (or refurbishing, which also starts with an R!) helps prevent the inevitable loss of material that occurs in the cycling of metals. Sitting here typing on my Macbook, I'd like to propose another solution based on the old General Motors slogan 'Built to last'. Electronic companies need to focus on building products that will last. When I was trying to decide whether to switch from a PC to a Mac, what I frequently heard from friends and saw on online forums was being saying that you'll have a Mac for years. They said that their technology does not go obsolete as quickly as PC's and that they rarely experienced hardware or software issues with the computer that would require them to buy a new one. Much of Apple's great reputation as a company is derived from this very reliability of their products. I think if more companies focused on building products that would last longer, we would also significantly reduce our e-waste problem, and improve our user experience in the process.> So what are the solutions?
Government Regulation
The Fourth R: Repair
Built to Last


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FHA Mortgage Limits - HUD
Those are the median price estimates used for loan limit determination. They are for the high-price county within each defined metropolitan area, and for the .
https://entp.hud.gov/idapp/html/hicostlook.cfm
Web Page Tools
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Loan Limits for Conventional Mortgages - Fannie Mae
The general loan limits for 2013 remain unchanged from 2012 (e.g., $417,000 for a 1-unit property in the continental U.S.). Maximum Original Principal Balance .
https://www.fanniemae.com/singlefamily/loan-limits
The following are general eligibility requirements for all borrowers seeking teacher loan forgiveness:
Clay County, Florida Mortgage Loan Limits
View county mortgage loan limits in Clay County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Clay
Broward County, Florida Mortgage Loan Limits
View county mortgage loan limits in Broward County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Broward
Florida FHA Loan Limits - Search FL FHA mortgage limits
FHA loan limits for Florida . View maximum FHA mortgage loan limits for all 67 Florida counties for both FHA purchase loans or FHA home refinance mortgages.
http://www.fha-home-loans.com/fhaloanlimits/florida_fha_loan_limits.htm
FHA Loan Limits for FLORIDA - FHA.com
FHA lending limits in FLORIDA inform homebuyers how much .
http://www.fha.com/lending_limits_state?state=FLORIDA
Miami-dade County, Florida Mortgage Loan Limits
View county mortgage loan limits in Miami-dade County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Miami-.-dade
Florida Jumbo Loan Limits by County | Bankrate.com
Jul 9, 2012 . View the current jumbo loan limits for all counties in Florida. Each Florida county jumbo mortgage loan limit is displayed.
http://www.bankrate.com/finance/mortgages/florida-jumbo-loan-limits-by-county.aspx
Orange County, Florida Mortgage Loan Limits
View county mortgage loan limits in Orange County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Orange
VA Loan Limits in FLORIDA
Although VA guaranteed loans do not have a maximum dollar amount, lenders who sell their VA loans in the secondary market must limit the size of those loans .
http://www.valoans.com/lending_limits_state?state=FLORIDA
Walton County, Florida Mortgage Loan Limits
View county mortgage loan limits in Walton County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Walton
2013 FHA Lending Limits - FLA - Loan Limits for FHA, Fannie Mae ...
2013 FHA Loan Limits for Florida counties. Is the seller .
https://sites.google.com/site/floridamortgagelimits/fha-limits
Lee County, Florida Mortgage Loan Limits
View county mortgage loan limits in Lee County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Lee
Martin County, Florida Mortgage Loan Limits
View county mortgage loan limits in Martin County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Martin
Duval County, Florida Mortgage Loan Limits
View county mortgage loan limits in Duval County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Duval
Florida Loan: Foundation Mortgage:<PHONE_NUMBER> Free- Premier ...
Florida VA Mortgage Loan Limits for a 0% Down-Payment: . The Florida VA Jumbo Mortgage Loan program is one of the least understood in the market.
http://www.foundationmortgage.net/vaLoans.php
Florida VA Loan Limits - Military Rates
Find the 2013 VA limits for your county in FLORIDA to see how much you can borrow while using your VA loan eligibility. VA limits vary from state to state.
http://www.militaryrates.com/military-valoan-limits-state.cfm?state=FLORIDA
Single Family Loan Limits - Freddie Mac
For 2013, we are maintaining the base conforming loan limits at the 2012 levels. Through December 31, 2013, Freddie Mac will continue to purchase home .
http://www.freddiemac.com/sell/selbultn/limit.htm
HUD announces 2013 FHA home loan limits - Inlanta Mortgage
Jan 1, 2013 . FHA and FHA 203k Rehab Loan Limits in Minnesota Wisconsin Illinois Florida effective January 1, 2013 to December 31, 2013.
http://www.madisonmortgageguys.com/announcements/FHA_loan_limits.htm
Current FHA Loan Limits- Tampa, St. Petersburg, Clearwater, Fl ...
in FHA loan limits, Financing and Mortgage News. fha mortgage loan limits tampa . Tampa Real Estate Investing: 10 Reasons Buying In Florida Is A No- Brainer!
http://thetamparealestateinsider.com/financing-and-mortgage-news/fha-loan-limits/fha-reduces-loan-limits-tampa-st-petersburg-clearwater-fl/
Pinellas County, Florida Mortgage Loan Limits
View county mortgage loan limits in Pinellas County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Pinellas
Lower FHA loan limits could hurt housing recovery - Collections ...
Jul 23, 2011 . "Lowering the loan limits in this market really is like clipping us off at the . With falling home prices in South Florida the past five years, most .
http://articles.sun-sentinel.com/2011-07-23/business/fl-new-loan-limits-20110722_1_loan-limits-fha-buyers-fha-mortgages
Sarasota County, Florida Mortgage Loan Limits
View county mortgage loan limits in Sarasota County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Sarasota
Loan Limits - Home Loan
Apr 3, 2013 . Loan Limits page for the VA Loan Guaranty Service.
http://www.benefits.va.gov/HOMELOANS/purchaseco_loan_limits.asp
Sfh direct state area loan limits
SFH DIRECT STATE AREA LOAN LIMITS. FLORIDA. County or. Equivalent. Est. Limit -. Effective. 5-1-13. Alachua. $166,700. Baker. $151,700. Bay. $160,000 .
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UNF - One Stop Student Services - Loans - University of North Florida
The University of North Florida encourages students to borrow only what is . Data System (NSLDS) to monitor their progression toward the aggregate loan limit.
http://www.unf.edu/onestop/loans/
Flagler County, Florida Mortgage Loan Limits
View county mortgage loan limits in Flagler County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Flagler
FHA loan limits unchanged in 2013 - Florida Realtors
WASHINGTON Dec. 11, 2012 Mortgage loans backed by the Federal Housing Administration (FHA) won't change in 2013 for most of the nation. The only .
http://www.floridarealtors.org/NewsAndEvents/article.cfm?id=284625
Conforming Loan Limits, Conventional Loans - Zillow
Definition of conforming loan limits and the recent changes to loan limits from government-sponsored enterprises (GSEs) Freddie Mac and Fannie Mae, .
http://www.zillow.com/mortgage/help/Mortgage-Conforming-Loan-Limits.htm
Volusia County, Florida Mortgage Loan Limits
View county mortgage loan limits in Volusia County, Florida for conventional loans from Fannie/Freddie and for FHA loans by number of living units.
http://fha-limits.realtor.org/d/l/Florida/Volusia
Conforming loan - Wikipedia, the free encyclopedia
Year, Historical Conventional Loan Limits, High Cost Area. Single Family, Two Family, Three Family, Four Family .
http://en.wikipedia.org/wiki/Conforming_loan
Florida FHA Loan Limits
Find the FHA loan limits that apply to mortgages taken out in any county in the state of Florida (FL).
http://www.fha-loan.org/fha-loan-limits/fha-loan-limits-in-florida/
VA Loan Limits for High-Cost Counties | Military.com
The maximum guaranty amount of a VA loan is typically $417000, but you may qualify for much more depending on the county where you live.
http://www.military.com/money/va-loans/home-purchase/va-loan-limits-for-high-cost-counties.html


--- ---
|
Event Title: |
Constrained Approximation |
|
Speaker: |
Prof. Wayne Lawton |
|
Affiliation: |
National University of Singapore |
|
Abstract/Brief Description: |
A classical result of Weierstrass ensures that one whose coordinates are trigonometric functions can uniformly approximation any continuous finite length trajectory in a vector space. We derive an analogous result for trajectories in spheres and apply it to show that a continuous frequency response of a conjugate quadrature filter can be uniformly approximated by the frequency response of a finitely supported conjugate quadrature filter. We also extend this result, so as to preserve specified roots of the frequency response, and derive an approximation result for orthonormal wavelets. Our methods utilize properties of loop groups, jets, and the Browser topological degree. |
|
Subject Area: |
Mathematics |
|
Date: |
Monday, June 28, 2004 |
|
Time: |
4:00pm |
|
Venue: |
Lecture Hall I, Mathematics Department, IISC., Bangalore-12 |


EKS Cluster ResourcesVpcConfig
The
ResourcesVpcConfig
property type specifies the VPC subnets and security
groups used by the Amazon EKS cluster control plane. Amazon EKS VPC resources have
specific
requirements to work properly with Kubernetes. For more information, see Cluster VPC
Considerations and Cluster Security Group Considerations in the
Amazon EKS User Guide.
ResourcesVpcConfig
is a property of the AWS::EKS::Cluster resource type.
Syntax
To declare this entity in your AWS CloudFormation template, use the following syntax:
JSON
{ "SecurityGroupIds" : [
String
, ... ] , "SubnetIds" : [String
, ... ] }
YAML
SecurityGroupIds: -
String
SubnetIds: -String
Properties
SecurityGroupIds
-
Specify one or more security groups for the cross-account elastic network interfaces that Amazon EKS creates to use to allow communication between your worker nodes and the Kubernetes control plane.
Required: No
Type: List of String values
Update requires: No interruption
SubnetIds
-
Specify at least 2 subnets for your Amazon EKS worker nodes. Amazon EKS creates cross-account elastic network interfaces in these subnets to allow communication between your worker nodes and the Kubernetes control plane.
Required: Yes
Type: List of String values
Update requires: No interruption
See Also
-
Clusters in the Amazon EKS User Guide.
-
CreateCluster in the Amazon EKS API Reference.


BlendMode enum
Algorithms to use when painting on the canvas.
When drawing a shape or image onto a canvas, different algorithms can be used to blend the pixels. The different values of BlendMode specify different such algorithms.
Each algorithm has two inputs, the source, which is the image being drawn, and the destination, which is the image into which the source image is being composited. The destination is often thought of as the background. The source and destination both have four color channels, the red, green, blue, and alpha channels. These are typically represented as numbers in the range 0.0 to 1.0. The output of the algorithm also has these same four channels, with values computed from the source and destination.
The documentation of each value below describes how the algorithm works. In each case, an image shows the output of blending a source image with a destination image. In the images below, the destination is represented by an image with horizontal lines and an opaque landscape photograph, and the source is represented by an image with vertical lines (the same lines but rotated) and a bird clip-art image. The src mode shows only the source image, and the dst mode shows only the destination image. In the documentation below, the transparency is illustrated by a checkerboard pattern. The clear mode drops both the source and destination, resulting in an output that is entirely transparent (illustrated by a solid checkerboard pattern).
The horizontal and vertical bars in these images show the red, green, and blue channels with varying opacity levels, then all three color channels together with those same varying opacity levels, then all three color channels set to zero with those varying opacity levels, then two bars showing a red/green/blue repeating gradient, the first with full opacity and the second with partial opacity, and finally a bar with the three color channels set to zero but the opacity varying in a repeating gradient.
Application to the Canvas API
When using Canvas.saveLayer and Canvas.restore, the blend mode of the Paint given to the Canvas.saveLayer will be applied when Canvas.restore is called. Each call to Canvas.saveLayer introduces a new layer onto which shapes and images are painted; when Canvas.restore is called, that layer is then composited onto the parent layer, with the source being the most-recently-drawn shapes and images, and the destination being the parent layer. (For the first Canvas.saveLayer call, the parent layer is the canvas itself.)
See also:
- Paint.blendMode, which uses BlendMode to define the compositing strategy.
Constants
- clear → const BlendMode
-
Drop both the source and destination images, leaving nothing.
This corresponds to the "clear" Porter-Duff operator.
const BlendMode(0)
- color → const BlendMode
-
Take the hue and saturation of the source image, and the luminosity of the destination image.
The effect is to tint the destination image with the source image.
The opacity of the output image is computed in the same way as for srcOver. Regions that are entirely transparent in the source image take their hue and saturation from the destination.
See also:
- hue, which is a similar but weaker effect.
- softLight, which is a similar tinting effect but also tints white.
- saturation, which only applies the saturation of the source image.
const BlendMode(27)
- colorBurn → const BlendMode
-
Divide the inverse of the destination by the the source, and inverse the result.
Inverting the components means that a fully saturated channel (opaque white) is treated as the value 0.0, and values normally treated as 0.0 (black, transparent) are treated as 1.0.
const BlendMode(19)
- colorDodge → const BlendMode
-
Divide the destination by the inverse of the source.
Inverting the components means that a fully saturated channel (opaque white) is treated as the value 0.0, and values normally treated as 0.0 (black, transparent) are treated as 1.0.
const BlendMode(18)
- darken → const BlendMode
-
Composite the source and destination image by choosing the lowest value from each color channel.
The opacity of the output image is computed in the same way as for srcOver.
const BlendMode(16)
- difference → const BlendMode
-
Subtract the smaller value from the bigger value for each channel.
Compositing black has no effect; compositing white inverts the colors of the other image.
The opacity of the output image is computed in the same way as for srcOver.
The effect is similar to exclusion but harsher.
const BlendMode(22)
- dst → const BlendMode
-
Drop the source image, only paint the destination image.
Conceptually, the source image is discarded, leaving the destination untouched.
This corresponds to the "Destination" Porter-Duff operator.
const BlendMode(2)
- dstATop → const BlendMode
-
Composite the destination image over the source image, but only where it overlaps the source.
This corresponds to the "Destination atop Source" Porter-Duff operator.
This is essentially the dstOver operator, but with the output's opacity channel being set to that of the source image instead of being a combination of both image's opacity channels.
For a variant with the source on top instead of the destination, see srcATop.
const BlendMode(10)
- dstIn → const BlendMode
-
Show the destination image, but only where the two images overlap. The source image is not rendered, it is treated merely as a mask. The color channels of the source are ignored, only the opacity has an effect.
To show the source image instead, consider srcIn.
To reverse the semantic of the mask (only showing the source where the destination is present, rather than where it is absent), consider dstOut.
This corresponds to the "Destination in Source" Porter-Duff operator.
const BlendMode(6)
- dstOut → const BlendMode
-
Show the destination image, but only where the two images do not overlap. The source image is not rendered, it is treated merely as a mask. The color channels of the source are ignored, only the opacity has an effect.
To show the source image instead, consider srcOut.
To reverse the semantic of the mask (only showing the destination where the source is present, rather than where it is absent), consider dstIn.
This corresponds to the "Destination out Source" Porter-Duff operator.
const BlendMode(8)
- dstOver → const BlendMode
-
Composite the source image under the destination image.
This is the opposite of srcOver.
This corresponds to the "Destination over Source" Porter-Duff operator.
This is useful when the source image should have been painted before the destination image, but could not be.
const BlendMode(4)
- exclusion → const BlendMode
-
Subtract double the product of the two images from the sum of the two images.
Compositing black has no effect; compositing white inverts the colors of the other image.
The opacity of the output image is computed in the same way as for srcOver.
The effect is similar to difference but softer.
const BlendMode(23)
- hardLight → const BlendMode
-
Multiply the components of the source and destination images after adjusting them to favor the source.
Specifically, if the source value is smaller, this multiplies it with the destination value, whereas is the destination value is smaller, it multiplies the inverse of the destination value with the inverse of the source value, then inverts the result.
Inverting the components means that a fully saturated channel (opaque white) is treated as the value 0.0, and values normally treated as 0.0 (black, transparent) are treated as 1.0.
See also:
- modulate, which always multiplies the values.
- screen, which always multiplies the inverses of the values.
- overlay, which is similar to hardLight but favors the destination image instead of the source image.
const BlendMode(20)
- hue → const BlendMode
-
Take the hue of the source image, and the saturation and luminosity of the destination image.
The effect is to tint the destination image with the source image.
The opacity of the output image is computed in the same way as for srcOver. Regions that are entirely transparent in the source image take their hue from the destination.
See also:
- color, which is a similar but stronger effect as it also applies the saturation of the source image.
HSVColor
, which allows colors to be expressed using Hue rather than the red/green/blue channels of Color.
const BlendMode(25)
- lighten → const BlendMode
-
Composite the source and destination image by choosing the highest value from each color channel.
The opacity of the output image is computed in the same way as for srcOver.
const BlendMode(17)
- luminosity → const BlendMode
-
Take the luminosity of the source image, and the hue and saturation of the destination image.
The opacity of the output image is computed in the same way as for srcOver. Regions that are entirely transparent in the source image take their luminosity from the destination.
See also:
- saturation, which applies the saturation of the source image to the destination.
- ImageFilter.blur, which can be used with
BackdropFilter
for a related effect.
const BlendMode(28)
- modulate → const BlendMode
-
Multiply the color components of the source and destination images.
This can only result in the same or darker colors (multiplying by white, 1.0, results in no change; multiplying by black, 0.0, results in black).
When compositing two opaque images, this has similar effect to overlapping two transparencies on a projector.
For a variant that also multiplies the alpha channel, consider multiply.
See also:
- screen, which does a similar computation but inverted.
- overlay, which combines modulate and screen to favor the destination image.
- hardLight, which combines modulate and screen to favor the source image.
const BlendMode(13)
- multiply → const BlendMode
-
Multiply the components of the source and destination images, including the alpha channel.
This can only result in the same or darker colors (multiplying by white, 1.0, results in no change; multiplying by black, 0.0, results in black).
Since the alpha channel is also multiplied, a fully-transparent pixel (opacity 0.0) in one image results in a fully transparent pixel in the output. This is similar to dstIn, but with the colors combined.
For a variant that multiplies the colors but does not multiply the alpha channel, consider modulate.
const BlendMode(24)
- overlay → const BlendMode
-
Multiply the components of the source and destination images after adjusting them to favor the destination.
Specifically, if the destination value is smaller, this multiplies it with the source value, whereas is the source value is smaller, it multiplies the inverse of the source value with the inverse of the destination value, then inverts the result.
Inverting the components means that a fully saturated channel (opaque white) is treated as the value 0.0, and values normally treated as 0.0 (black, transparent) are treated as 1.0.
See also:
- modulate, which always multiplies the values.
- screen, which always multiplies the inverses of the values.
- hardLight, which is similar to overlay but favors the source image instead of the destination image.
const BlendMode(15)
- plus → const BlendMode
-
Sum the components of the source and destination images.
Transparency in a pixel of one of the images reduces the contribution of that image to the corresponding output pixel, as if the color of that pixel in that image was darker.
This corresponds to the "Source plus Destination" Porter-Duff operator.
const BlendMode(12)
- saturation → const BlendMode
-
Take the saturation of the source image, and the hue and luminosity of the destination image.
The opacity of the output image is computed in the same way as for srcOver. Regions that are entirely transparent in the source image take their saturation from the destination.
See also:
- color, which also applies the hue of the source image.
- luminosity, which applies the luminosity of the source image to the destination.
const BlendMode(26)
- screen → const BlendMode
-
Multiply the inverse of the components of the source and destination images, and inverse the result.
Inverting the components means that a fully saturated channel (opaque white) is treated as the value 0.0, and values normally treated as 0.0 (black, transparent) are treated as 1.0.
This is essentially the same as modulate blend mode, but with the values of the colors inverted before the multiplication and the result being inverted back before rendering.
This can only result in the same or lighter colors (multiplying by black, 1.0, results in no change; multiplying by white, 0.0, results in white). Similarly, in the alpha channel, it can only result in more opaque colors.
This has similar effect to two projectors displaying their images on the same screen simultaneously.
See also:
- modulate, which does a similar computation but without inverting the values.
- overlay, which combines modulate and screen to favor the destination image.
- hardLight, which combines modulate and screen to favor the source image.
const BlendMode(14)
- softLight → const BlendMode
-
Use colorDodge for source values below 0.5 and colorBurn for source values above 0.5.
This results in a similar but softer effect than overlay.
See also:
- color, which is a more subtle tinting effect.
const BlendMode(21)
- src → const BlendMode
-
Drop the destination image, only paint the source image.
Conceptually, the destination is first cleared, then the source image is painted.
This corresponds to the "Copy" Porter-Duff operator.
const BlendMode(1)
- srcATop → const BlendMode
-
Composite the source image over the destination image, but only where it overlaps the destination.
This corresponds to the "Source atop Destination" Porter-Duff operator.
This is essentially the srcOver operator, but with the output's opacity channel being set to that of the destination image instead of being a combination of both image's opacity channels.
For a variant with the destination on top instead of the source, see dstATop.
const BlendMode(9)
- srcIn → const BlendMode
-
Show the source image, but only where the two images overlap. The destination image is not rendered, it is treated merely as a mask. The color channels of the destination are ignored, only the opacity has an effect.
To show the destination image instead, consider dstIn.
To reverse the semantic of the mask (only showing the source where the destination is absent, rather than where it is present), consider srcOut.
This corresponds to the "Source in Destination" Porter-Duff operator.
const BlendMode(5)
- srcOut → const BlendMode
-
Show the source image, but only where the two images do not overlap. The destination image is not rendered, it is treated merely as a mask. The color channels of the destination are ignored, only the opacity has an effect.
To show the destination image instead, consider dstOut.
To reverse the semantic of the mask (only showing the source where the destination is present, rather than where it is absent), consider srcIn.
This corresponds to the "Source out Destination" Porter-Duff operator.
const BlendMode(7)
- srcOver → const BlendMode
-
Composite the source image over the destination image.
This is the default value. It represents the most intuitive case, where shapes are painted on top of what is below, with transparent areas showing the destination layer.
This corresponds to the "Source over Destination" Porter-Duff operator, also known as the Painter's Algorithm.
const BlendMode(3)
-
values
→ const List<
BlendMode> -
A constant List of the values in this enum, in order of their declaration.
const List<
BlendMode> - xor → const BlendMode
-
Apply a bitwise
xor
operator to the source and destination images. This leaves transparency where they would overlap.This corresponds to the "Source xor Destination" Porter-Duff operator.
const BlendMode(11)
Properties
Methods
-
toString(
) → String -
Returns a string representation of this object.
override
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a non-existent method or property is accessed. [...]
inherited
Operators
-
operator ==(
dynamic other) → bool -
The equality operator. [...]
inherited


Catching up
Wish I could post date these – I'll put the separate events into different entries...
About this entry
You"re currently reading "Catching up," an entry on a crick in the net
- Published:
- 09.29.04 / 11am
- Category:
- Circular File
--- layout: post title: Catching up categories: Circular File published: 2004-09-29 11:00:00 ---
Wish I could post date these – I'll put the separate events into different entries...
You"re currently reading "Catching up," an entry on a crick in the net


--- title: eig3 sidebar: function_reference_sidebar permalink: eig3.html folder: function_reference toc: false ---
eigenvalue and vectors of a symmetric 3x3 matrix
| M | array of symmetric 3x3 matrix |
| a11, a12,a13,a22,a23,a33 | vector of matrix elements |
| lambda | eigen values |
| v | eigen vectors |


JavaScript is high-level, often just-in-time compiled, and multi-paradigm. While it is most well-known as the scripting language for Web pages.
Python is an interpreted, high-level, general-purpose programming language. It is also a very powerfull language and comes under top 5 languages.
Python is an interpreted, high-level, general-purpose programming language. It is also a very powerfull language and comes under top 5 languages.
JavaScript is high-level, often just-in-time compiled, and multi-paradigm. While it is most well-known as the scripting language for Web pages.
Python is an interpreted, high-level, general-purpose programming language. It is also a very powerfull language and comes under top 5 languages.
Python is an interpreted, high-level, general-purpose programming language. It is also a very powerfull language and comes under top 5 languages.


Reports the Java code constructs that may fail to compile in future Java versions. The following problems are reported:
- Use of 'assert', 'enum' or '_' as an identifier
- Use of restricted keyword 'var' as a type name
- Unqualified calls to method named 'yield'
- Modifiers on 'requires java.base' statement inside module-info.java


Usage Instruction
Getting Started
(Assuming you know what Jekyll and Github pages are.)
-
Download this theme’s zip file from here or clone the repository using
git clone https://github.com/brijeshb42/bitwiser.git
. If you are cloning, then make sure to delete thegh-pages
branch as it includes the files for the theme website. -
Install
ruby
and then dogem install jekyll
. This theme uses the latestjekyll
version. So if you already have it installed, then upgrade it. -
_config.yml
describes all the variables which you are required to set. The description begins with double hash(##
). And the value to be set is commented below it using#
. - Edit
_config.yml
according to your requirements.name
:Your website name
disqus
:disqusForumName
If this value is present, disqus commenting will be automatically added to all your blog posts.ga_id
:googleAnalyticsID
If this value is present, google analytics will be added to your website/blog. Ifga_id
is present, make sure thatga_domain
is also present.description
:A short description of your website to be included in meta tag of your homepage
keywords
:a few frequently used keywords on your site
links
: This vriable has a few commonly used social networks’ linksfacebook
:facebookId
twitter
:twitterHandle
email
<EMAIL_ADDRESS>github
:githubUsername
about_image
: This is a new variable introduced. If defined, make sure the image is present inimg
directory. If not defined, a provided placeholder image is used. ** If github link is provided inlinks
variable, then the github profile picture will be used ifabout_image
is not defined.
-
After setting the values in
_config.yml
, you can start adding posts in the_posts
directory. Remove the example posts from the directory. The name of files in this directory should be according to specifications byjekyll
, i.e,YYYY-MM-DD-your-post-title.md
. Note that the file name extenion can be anything from md, markdown, mkd, textile or html. -
Replace the image files
favicon.png
andsharer.png
with images of your own. -
Test the site on local machine using
jekyll serve
in the theme directory. -
If all works well,
git push
your changes to your github pages repositoryhttps://github.com/githubUserName/githubUserName.github.io
-
Then visit your blog at http://githubUserName.github.io.
- If you want to use a custom domain, then edit the
CNAME
file and add your own domainexample.com
. Make sure your domain points to github ip address.


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Size Report
A tool to log, compare, display code size change history
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Train random forest classifier. Dimensions: M - number trees F - number features N - number input vectors H - number classes USAGE forest = forestTrain( data, hs, [varargin] ) INPUTS data - [NxF] N length F feature vectors hs - [Nx1] or {Nx1} target output labels in [1,H] varargin - additional params (struct or name/value pairs) .M - [1] number of trees to train .H - [max(hs)] number of classes .N1 - [5*N/M] number of data points for training each tree .F1 - [sqrt(F)] number features to sample for each node split .split - ['gini'] options include 'gini', 'entropy' and 'twoing' .minCount - [1] minimum number of data points to allow split .minChild - [1] minimum number of data points allowed at child nodes .maxDepth - [64] maximum depth of tree .dWts - [] weights used for sampling and weighing each data point .fWts - [] weights used for sampling features .discretize - [] optional function mapping structured to class labels format: [hsClass,hBest] = discretize(hsStructured,H); OUTPUTS forest - learned forest model struct array w the following fields .fids - [Kx1] feature ids for each node .thrs - [Kx1] threshold corresponding to each fid .child - [Kx1] index of child for each node .distr - [KxH] prob distribution at each node .hs - [Kx1] or {Kx1} most likely label at each node .count - [Kx1] number of data points at each node .depth - [Kx1] depth of each node EXAMPLE N=10000; H=5; d=2; [xs0,hs0,xs1,hs1]=demoGenData(N,N,H,d,1,1); xs0=single(xs0); xs1=single(xs1); pTrain={'maxDepth',50,'F1',2,'M',150,'minChild',5}; tic, forest=forestTrain(xs0,hs0,pTrain{:}); toc hsPr0 = forestApply(xs0,forest); hsPr1 = forestApply(xs1,forest); e0=mean(hsPr0~=hs0); e1=mean(hsPr1~=hs1); fprintf('errors trn=%f tst=%f\n',e0,e1); figure(1); subplot(2,2,1); visualizeData(xs0,2,hs0); subplot(2,2,2); visualizeData(xs0,2,hsPr0); subplot(2,2,3); visualizeData(xs1,2,hs1); subplot(2,2,4); visualizeData(xs1,2,hsPr1); See also forestApply, fernsClfTrain Piotr's Computer Vision Matlab Toolbox Version 3.24 Copyright 2014 Piotr Dollar. [pdollar-at-gmail.com] Licensed under the Simplified BSD License [see external/bsd.txt]


Makers was started in the Fall of 2016 by three engineering students at the University of Southern California as an effort to promote more innovation and interest in electronics on campus. The mission of Makers is to facilitate the exploration of concepts in electronics design and stimulate interest in fields of electronics such as the Internet of Things, Embedded Systems, and Robotics. The organization hopes to serve as a resource for its community by offering its assistance with electronics-related projects and hosting workshops that are open to the general public.
MAKERS has a dedicated eboard focused on delivering the best experience for MAKERS members, and to foster an encouraging and creative environment
Waterbender's goal is to create an interactive art installation that will be deployed on campus upon completion. The project allows users to interact with the project in different ways, i.e. drawing their own 2D rasterized designs, and then see them displayed by streams of water. This project was inspired by an advertisement that used droplets of water to create 3D animations frame by frame, that were later stitched together to form a video. While visually impressive, the advertisement required significant production work to create the animation -- Waterbender makes the art piece more interactive so that users can see their design live.
The goal of this project was to design and build an IDEX (Independent-Dual-Extrusion) 3D printer with dual-color printing capability, and an experimental automated part removal mechanism as we named it Pusha. We are scrapping parts from a Luizbot TAZ Pro 3D printer and retaining the general chassis design. We designed many components in-house while also remixing from open-source 3D printer projects. We have three subteams working on the IDEX capability, the pusha gantrysystem, and the slack integration and computer vision aspect.
The goal of this project was to make our own version of the Suzuki Omnichord. We used the "Le Strum" DIY midi controller as the base of our instrument and then used open-source software on a raspberry pi to output sound. For finishing touches, we are building an enclosure and putting together circuitry to form a cohesive instrument. We also designed a web interface to sample sounds to make custom sound fonts to be used on the instrument.
Zooming Kitties is an autonomous rover designed to carry a cat like a motorized cat stroller. The rover can be operated through a remote control such as an Xbox controller or navigate on its own to destinations using its GPS and IMU sensors. Operators can see a first person view of what is in front of the rover by wearing FPV goggles, allowing for beyond line of sight operation. The rover is also equipped with computer vision capabilities, allowing it to track and follow subjects on its own.
Starry Starry Bot uses an astronomy laser pointer to point out stars in the night sky. The data processing pipeline of the project allows the robot's user to both pick stars to point out in the sky and identify unknown stars. Group stargazing events would be perfect times to bring along Starry Starry Bot as a stargazing assistant robot. The robot is portable and easily interfaced with through a graphical user interface, such that someone can bring the robot along to a stargazing site in order to better understand the sky above them.
Paper Airplayin's goal was to create a lightweight flight module that motorizes paper airplanes. This module is designed to fit onto most shapes and sizes of paper airplanes, and it offers the user relibale control over three degrees of motion. The inspiration for this project came from a desire to transform this popular childhood pastime into one that can be thoroughly enjoyed by everyone and enthrall even the older audiences.
The main goal of RamseyBot was to create a fun, interactive robot that imitates Gordon Ramsay, and "tastes" food by electrical resistivity. It can be controlled by a remote controller, with joysticks for control of movement. There will be buttons on the controller to engage in fun features like speaking lines Gordon Ramsay has said, or moving his mechanically made arm.
Electrobike is about converting a regular mountain bike into a super powerful electric bike. It doesn't have any petals, because who needs those when you have 2kW of motor power? The bike uses a Raspberry Pi to interface with sensors and a custom phone app dashboard.
This project is based off of Space Force Season I Episode I, an episode I know we all remember where Steve Carell's character storms out of the UN meeting, and in desperation starts singing Kokomo. Once he is several verses into signing, Kokomo the song begins playing, and grows over time into a full-blown musical. Kokomo aka PartyBot, a physical robot, has the same objective. From a person singing, Kokomo will identify words, look up lyrics from those words, start playing the song being sung, and drive over to the singer.
The goal of Talaria was to harness the kinetic energy from walking to charge a battery located within a shoe, and then use the power in this battery to charge a cellular device. Piezoelectric crystal discs were used to harness the kinetic energy while walking from the compression and decompression that occurs within the sole of a shoe for every step. This product, which focuses on power electronics and wearable devices, enables the user to charge their phone on the go, which would be extremely beneficial when in remote locations without access to a phone charger.
This project aimed to build a Star Wars-themed droid in the shame of a cube. Similar to how the BB-8 droid is a spherical droid that rolls around with a head on top, QB-7 is a cubic droid that can "walk" on its own by flopping onto its side in the direction it intends to go.


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16 years experience in software development with a focus on PHP applications and libraries. My time has been split between writing open source projects and involvement and leadership of projects in the areas of e-commerce and content management.
I am member of the PHP and Symfony community and I give talks at work, meetups and conferences.
{{ .name }}
| Period | Company | Role | Summary |
|---|---|---|---|
| {{ .startDate }} > {{ if isset . "endDate" }}{{ .endDate }}{{ else }}present{{ end}} | {{ .name }} | {{ .position }} | {{ .summary }} |
| Period | Client | Role | Keywords |
|---|---|---|---|
| {{ .startDate }} | {{ .name }} | {{ .role }} | {{ delimit .keywords ", " }} |
| Period | Name | Role | Description | Keywords |
|---|---|---|---|---|
| {{ .startDate }} > {{ if isset . "endDate" }}{{ .endDate }}{{ else }}present{{ end }} | {{ .name }} | {{ .role }} | {{ .description }} | {{ delimit .keywords ", " }} |
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stripstream.algorithms.incremental package¶
Submodules¶
stripstream.algorithms.incremental.incremental_planner module¶
-
stripstream.algorithms.incremental.incremental_planner.
incremental_planner
(problem, search=<function <lambda>>, max_time=inf, max_iterations=inf, max_calls=inf, waves=True, frequency=1, optimal=False, verbose=False, debug=False)[source]¶ Incremental algorithm.
Parameters: - problem –
STRIPStreamProblem
- search – python function of the search subroutine
- max_time – numeric maximum planning time
- max_iterations – int maximum subroutine calls
- waves – boolean flag when
True
considers each stream evaluation iteration to be the current queue rather than a single stream - frequency – numeric number of evaluation iterations given by
waves
(float('inf')
implies to evaluate all streams per iteration) - optimal – boolean flag which saves the best current solution
- verbose – boolean flag which toggles the print output
- debug – boolean flag which prints the objects on each iteration
Returns: a sequence of
Action
and tuple ofConstant
pairs as well asUniverse
- problem –


| Code | Date | Title | Type | Items |
|---|---|---|---|---|
DIPPAM is an online virtual archive of documents and sources relating to the history of Ireland, and its migration experience from the 18th to late 20th centuries.
EPPI is a large database of 15,000 official publications relating to all aspects of Irish affairs during the period of the Union, including bills, reports, commisions of inquiry, and the published census reports. It is a rich source for the social history of Ireland, as well as for statistics relating to population, emigration and other subjects. DIPPAM will offer an enhanced and comprehensive version of the resource previously hosted by the University of Southampthon.
The IED is a virtual library of emigration-related primary sources, principally letters to and from emigrants, compiled by the Centre for Migration Studies, Omagh. This extensive collection of more than 33,000 records is drawn from a number of collections, including the Public Record Office of Northern Ireland and many private donors, and is capable of expansion as new records become available. It covers a wide time period, but with a concentration on the period between c.1780 and c.1920.
VMR comprises over 90 life-narrative interviews conducted with returned and non-returned migrants from Ulster (9-counties) gathered during the course of two studies on contemporary migration (2004-2008). The study participants represent a range of geographic origins within Ulster, class backgrounds and religious denominations.


{% load i18n %}
{% blocktrans trimmed %} You already entered a card number that we will use to charge the payment amount. {% endblocktrans %}
{% blocktrans trimmed %} Your payment will be processed by Stripe, Inc. Your credit card data will be transmitted directly to Stripe and never touches our servers. {% endblocktrans %}


About KidsTv
This app is a safe video player/ android launcher with parental control, so you can chose what your kids are
watching, what apps and games they can use, and how long they can use the device.

Team
This app is initially developed by elton kola, if you want to join the project, feel free to fork the project in github and give your contribute.
License
Copyright 2019 Elton Kola Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Links


---
layout: post
title: Quick sketch at the zoo
date: '2016-07-27T18:30:28+02:00'
categories:
- Sketchbooks
- Sketches
picture_url: https://film-Storyboards.tumblr.com/post/148070799314/quick-sketch-at-the-zoo
---
Quick sketch, Zoo Bucuresti Baneasa, ballpoint.


This Tissue Optic application has been developed to teach concepts of optics in biological tissues. It used as a
support of one of the activity of the Biophotonics workshop organised by the Irish
Photonic Integration centre (IPIC) and sponsored by Science Fundation Ireland.
The content of activities was designed to match that of lectures, theoretical material, experiments and quizzes
offered during the workshop. You can find a user manual for this app on Researchgate by clicking here.
This app is composed of 4 parts that can be accessed using the sidebar:
- Tissue absorption:
-
This page lets you visualise the absorption spectra of tissue when you change some of their characteristics
such as the concentration of blood, the oxygen saturation, the concentration of water or the concentration of fat.
- Inverse tissue absorption:
-
This page is an exercise where you can try to match the absorption spectra of a tissue with one of the reference
absorption spectra by changing the characteristics of the tissue.
- Effective attenuation coefficient:
-
This page lets you calculate the effective attenuation spectrum that takes into account both the absorption and
the scattering properties of the tissue.
- Diffusion equation:
-
This page lets you calculate the light intensity from the diffusion equation in three ideal scenarii: Inside a
1D infinite medium, inside a semi infinite medium and the reflectance at the boundary of a semi infinite medium.


weird sign Å to prevent successful decoding
This page can not be properly decoded so its content will be passed to HTML parser encoded but service will be found because x-xrds-location is found on time


Narrated Anas:
While the Prophet was delivering the Khutba on a Friday, a man stood up and said, "O, Allah's Apostle! The livestock and the sheep are dying, so pray to Allah for rain." So he (the Prophet) raised both his hands and invoked Allah (for it).


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Hi
I've just soldered together my emonGLCD and running the tester sketch. It is certainly not a complete failure but there are a couple of things I'd like to ask about.
1. When the screen says Green LED it is in fact red, does this mean I have the LED the wrong way round?
2. The switches part of the display seems very confused, It seems to switch between blank and Up, pressing the bottom switch will say Down and it returns to its previous value afterwards. Pressing the middle one says Up. Pressing the top one says Enter. Any ideas?
3. The light level seems to read 0 the majority of the time, Covering the sensor will spike it up momentarily but it returns to 0 without me removing my finger, any ideas?
Thanks
Matt
Re: emonGLCD - debugging basic issues
Hello Matt, Yes it sounds like your LED's are the wrong way around, but that doesnt really matter as you can switch them in software, for example in the tester sketch the digital pins that control the color is defined like this:
const int redLED=9; // Green tri-color LED
const int greenLED=6; // Red tri-color LED
Just switch them around.
The bottom one should say down when pressed and return to blank
The middle one should say up when pressed and return to blank
The top one should say enter when pressed and return to blank.
Again you can switch these around if you wish by changing the digital pin numbers:
const int enterswitchpin=15; // digital pin of enter switch - low when pressed
const int upswitchpin=16; // digital pin of up switch - low when pressed
const int downswitchpin=19; // digital pin of down switch - low when pressed
To set the top push button to be up and middle to be enter set enterswitchpin = 16 and upswitchpin = 15
The light level on my test emonglcd here in a room lit by daylight is currently 925 dropping to 720 when lightly shaded with my hand. Could there be accidental solder bridge affecting your LDR? I also have the LDR pointing up and out of the case.
Trystan
Re: emonGLCD - debugging basic issues
Matt,
Have you got the correct resistor for R6 (the one closest to S1 & S2 - brown-black-orange, see the build guide)? It could also be a bad joint on the LDR.
[I recommend you leave the LEDs as they are, and change the software. If you try to unsolder them, you risk damaging the PCB and there's no harm in swapping the pin numbers in the software and no risk of damage to the PCB.]
Re: emonGLCD - debugging basic issues
Should both the LEDs flash the same colour? Currently they only flash red, no green ever. I'll try swapping in the software tomorrow though and see what happens.
I have the LDR pointing up out of the case but don't have the back on yet anyway. Definitely no solder bridge, probably my best soldering on the whole board for that. I bought all the parts from Trystan and followed the build guide right up until the point where it says not to attach the LCD properly until all is working, as I'd already jumped ahead and fitted it.
Re: emonGLCD - debugging basic issues
You can see from the circuit diagram that the 2 LEDs are connected in parallel so they will always show the same colour.
If the green LED doesn't come on when you run the test script then clearly you have a hardware fault somewhere. Swapping the outputs in software won't solve this.
Re: emonGLCD - debugging basic issues
My LEDs alternate, never both on at the same time, even swapping the constants in the test script they are still only red and alternating
When it says RED LED on the screen the left LED is lit in red, when it says GREEN LED the right LED is lit in red
LDR still shows 0
The switches part of the display seems to be quite random, looking at both the display and the serial monitor, the lowest (Down) button seems to operate correctly, the top one seems to be a bit intermittent and the middle one works when I press it but after I let go it acts like it is still pressed for a time
Re: emonGLCD - debugging basic issues
If you get a red LED on each side alternately, it means that the RED and GREEN outputs are working correctly, but the right LED is inserted the wrong way round. You'll have to unsolder it. As MartinR says, the two LEDs are wired in parallel, so because the red LED works on a lower voltage than the green, it is starving it of current and the green on the other side is not lighting.
Unsoldering the LED: I suggest you get a soldering iron with a wide chisel bit and melt all 3 joints simultaneously, then pull the LED out while the solder is still molten. You'll need a clamp or someone to hold the board while you do it.  Take care not to overheat the PCB. If you can't do it on the first few attempts, you might need to destroy the LED in situ and remove the remains of the wires from the holes one at a time. Then get a replacement LED.
LDR: What voltage do you read across the LDR itself? I see about 0.4 V when facing a window, about 2 V when well shaded but not completely covered. Look at the circuit diagram - there are only the two components, the LDR and R6 plus the analogue input, so very little to go wrong. The processor input pin has gone into the socket correctly and not folded underneath?
Switches: This sounds like a mechanically dodgy switch. Does it feel and sound the same as the good one?
Re: emonGLCD - debugging basic issues
I'll turn the LED around later.
It seems to be over 3.2V which would imply that it is not doing much resisting at all. The processor is seated correctly and all pins where they should be. I'll try to lift the LCD and check the solder underneath but I'm pretty sure it's fine
All the switches feel the same
Re: emonGLCD - debugging basic issues
Good diagnosis work on the LEDs Robert, great bit of reasoning there.
Re: emonGLCD - debugging basic issues
I wouldn't even try to get the LCD out unless there is absolutely no alternative, there is a great risk of writing off the pcb and the display. But why do you want to do that? I can't see that it would help.
What does the display show if you short the LDR - it should go to 1023. If you have a multimeter that applies a very low voltage on the resistance ranges (check the manual), then you could try to measure the LDR in situ. As a guide, I measured about 2 kΩ in good light and about 20 kΩ when well shaded.
Again, you should be able to get your meter on the switches - the contacts are the two pins nearest the board edge. You can probably test those in situ too, if your meter responds fairly quickly on the resistance ranges.
Re: emonGLCD - debugging basic issues
Made some progress now. I damaged the LED while removing it but the remaining one now flashes red and green.
Strangely the LDR now seems to have come to life and a reasonable percentage of the time seems to behave as expected. But the display regularly goes to zero for a while no matter what the lighting condition.
The top switch now displays Enter on the display when pressed, however it does not immediately go off and Enter often just pops up randomly on the display whether the button is pressed or not.
The middle now seems to perform as expected
The bottom button comes on as expected but seems to take some time to notice that it is no longer pressed
Re: emonGLCD - debugging basic issues
"But the display regularly goes to zero..."
What provokes that? Anything specific that you've noticed?
Switches: Can you measure the voltage on the common connection between the switch and the 10 kΩ pull-down resistor for each switch? You should see a steady 0 V normally, and a steady 3.3 V while the switch is pressed.
Remember it does take the sketch a short time to run around the main loop, measuring temperature, writing to the display, etc so the switches won't respond instantaneously, mine tells me it takes 820 ms to run through loop( ) from top to bottom, inside the loop it takes 38 ms between reading the switches and writing the state to the display and refreshing the display. So it could be about 858 ms between the switch moving and the display changing, if you just catch the worst case, and 38 ms best case.
Re: emonGLCD - debugging basic issues
I've not noticed anything repeatable, sometimes covering the LDR it goes to 0 and doesn't raise when the cover is removed. Sometimes it just does it all on its own.
The delay in the display updating was several seconds. I'll check those voltages tomorrow and also check with the serial output and see if this picks up the response any faster


magneticalc.Field_Widget.Field_Widget(Groupbox)
class documentationmagneticalc.Field_Widget
(View In Hierarchy)
Field_Widget class.
| Class Variable | DistanceLimitMinimum | Undocumented |
| Class Variable | DistanceLimitMaximum | Undocumented |
| Class Variable | DistanceLimitStep | Undocumented |
| Class Variable | DistanceLimitPrecision | Undocumented |
| Method | __init__ | Populates the widget. |
| Instance Variable | gui | Undocumented |
| Instance Variable | field_type_group | Undocumented |
| Instance Variable | distance_limit_spinbox | Undocumented |
| Instance Variable | total_limited_points_label | Undocumented |
| Method | reinitialize | Re-initializes the widget. |
| Method | on_field_type_changed | Gets called when the field type changed. |
| Method | set_field | Sets the field. This will overwrite the currently set field in the model. Parameters may be left set to None in order to load their default value. |
| Method | update_labels | Updates the labels. |
Inherited from Groupbox:
| Instance Variable | layout | Undocumented |
| Instance Variable | palette | Undocumented |
| Method | addWidget | Adds widget to groupbox. |
| Method | addSpacing | Adds spacing to groupbox. |
| Method | addLayout | Adds layout to groupbox. |
Populates the widget.
| Parameters | gui | GUI |
Gets called when the field type changed.
| Parameters | _type | Field type (0: A-field; 1: B-field) |
| checked | Boolean |
Sets the field. This will overwrite the currently set field in the model. Parameters may be left set to None in order to load their default value.
| Parameters | _type | Field type (0: A-field; 1: B-field) |
| distance_limit | Distance limit | |
| recalculate | Enable to trigger final re-calculation | |
| invalidate_self | Enable to invalidate the old field before setting a new one |


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