Canvas is a visual (WYSWYG) game level/object editor for Phaser. With this tool you can create a scene, add sprites to it and edit the sprite's properties. The scenes are compiled to Phaser JavaScript code, to a "class" that extends the Phaser.Group
prototype, so it is added to the game in the same way you add any other custom group:
function create() {
var scene = new MyScene(game);
...
}
This feature is in its PREVIEW stage, but yet it is pretty usable and useful for many cases
Many of the art used in this document is part of the game The Life of Cuco.
Index
- Run the demo
- Create a scene
- Add objects to scene
- Outline window
- Edit the objects properties
- Arcade physics support
- Editor-specific, non Phaser properties
- Create a group
- Create different types of objects
- Advanced property editors
- Objects aligment and depth order
- Common editing operations
- Removing distractions. The Palette
- Canvas settings
- Include the generated code in your game
Run the demo
There is a project template with a Canvas scene. Actually, all the code and pictures in this tutorial are part of that template, so we recommend you start looking into it.
Just create a project based on the Main Template > Platformer (using level designer)
.
Create a scene
To create a new scene go to File > New > Canvas
. It opens the New Canvas wizard, select the containing folder and the name of the file. Choose a JavaScript prototype valid name, because that name will be used in the generated code. If your scene name is Scene1.canvas
then it generates a Scene1.js
file with a Scene1
class in it.
The Canvas file can be created in any folder under the WebContent
, because later you need to include the generated file Scene1.js
in your game by adding it to the index.html
file or to the asset pack file.
One time the canvas file is created it is opened in the scene editor.
Add objects to scene
The objects of the scene are created from the assets defined in the asset pack files of your project.
This file is included in some project templates (check the Main Templates section of the New Phaser Project wirzad) but also can be added manually at any moment by the user.
We recommend you to read the Asset Manager tutorial to get familiar with the asset pack file.
Let's go step by step:
- Create (if you don't have yet) an asset pack file in your project.
- Add some assets to the pack file.
- If the Assets window is not open (it is by default) then open it (press
Ctrl+3
and typeassets
, the select "View - Assets"). - Open the Canvas file in the scene editor (this is opened when the file is created, or just double click on the
Scene1.canvas
file of the Project Explorer). - Drag an asset (eg. an image or atlas frame) from the Assets view into the scene area.
By the way, you can drag assets also from the Preview window and drop them into the scene, it cause the same effect than if you drag it from the Assets view. If you have open a texture atlas or a spritesheet in the Preview window, then you can select a frame and drop it into the Canvas.
The objects created by dropping an asset in the scene are simple sprites. In the next sections we explain how to add specialized sprites like buttons and tiles.
Outline window
In the top/left corner of the editor there is the Outline window. It shows the objects of the scene in a tree viewer, so there you can filter, select, delete, group and move the objects of the scene. This is very useful when the scene is huge or you can move objects from one group to other.
In addition there is the Quick Outline window. It is opened by the user with a key sequence (Ctrl+O
). The object selected by the user is focused in the scene, so it can be used as a search tool too.
Edit the objects properties
The list of properties of the scene objects are a subset of the properties provided by the Phaser API. We just try to reproduce how traditionally developers add objects to the world but with a visual and assited apporach.
- Select the object in the scene (or in the Outline).
- The objects properties are shown in the Property Grid small window at the left/bottom of the editor.
- Click on the value of a property and change it. Then press ENTER to apply that change. In case of numeric properties, you can write a math expression like
15*30
, then it is evaluated and the result is set as value.
As you can note, in the top of the grid there is a textbox with "type filter text", it helps to filter the list of properties and find the one of your interest.
A nice feature is that you can hover the mouse over a property and it displays the help of that property. This help is the same of the Phaser API, actually, that help is taken from the Phaser metadata generated by Phaser Editor, by parsing the Phaser sources.
As alternative to the Property Grid, you can open the Quick Edit dialog (by pressing Q
or clicking in the button of the toolbar). It is actually the same thing of the Property Grid but is whown in a popup dialog.
When you change a property it is highlighted with a bold font, and generated in the code in this way:
var sprite = this.add.sprite(10, 20, "wall");
sprite.tint = 0xfcfcfc; // modified property
There are some properties that can be edited with visual tools, like Arcade physics body size, tile sprite size, object scale, pivot, and anchors.
To edit the transformations of an object, select it and open the context menu, it shows the Transform
menu, inside there are the options Scale
, Rotate
and Anchor
.
Arcade physics support
To enable Arcade physics on a sprite you have two options:
1. Set true
the physicsGroup
property of the parent group. Physics bodies are automatically enabled in objects added to a physics group.
2. Select the object and open the context menu, in the Arcade
menu there are two commands: Set Arcade Body - Rectangular
and - Circular
, both commands enable a physic body (rectangular or circular) in the selected object. Note that when you add a body to a sprite, in the properties editor is shown and can be edited many properties related to the Arcade physics.
If a sprite has a physics body, then the body size can be visually edited by executing the Edit Body
command of the contxt menu.
Editor-specific, non Phaser properties
There are special properties that are not directly related to any Phaser API, else these are values provided to improve the Editor usability or to customize some aspects of the generated code. These properties are under the "Editor" section of the Property Grid:
- name: Used as var name in the generated code and label in the Outline window.
- public: To make public an object in the generated code. By default the objects are not accesible to the outside.
- pick: To control when an object can be selected in the scene. Useful when you considere an object is done so you set it not pickable to be sure you are not going to mess it. By default is false.
- generate: Set to false if you need to keep the object in the scene but exclude it from the generated code. By default is true.
- show: Set to false if you want to hide the object in the scene, but it still visible in the game runtime. Useful when you want to temporarily hide distracting elements from the scene, like background objects.
- closed: It only applies to groups. If set to true, the group and children are going to perform like one single object, in operations like selection and dragging. It means, if you pick a child, the group is selected. Yet you can select the children in the Outline window.
Create a group
You can create groups of objects by selecting them and pressing the G
key, or through the Group Selection
option of the scene context menu.
In Canvas a group is the same as a group in Phaser (it generates a Phaser.Group
) and share a subset of properties and functionalities.
In Phaser a group has different roles, like object pooling, transformation unity, layer, proxy to apply changes to a set of sprites, etc... In Canvas we focus mainly on the display role of the group, so you can translate, scale, rotate, bring to forward, etc, a list of objects by joining them in a group.
Here a list of properties and functions related to groups:
- To group a selection of objects press
G
or select Group Selection in the context menu. - To create an empty group select the Create Empty Group option in the context menu.
- To move objects from one group to other, drag/drop them in the Outline window .
- To break a group select it and press
Shift+G
or select Break Group in the context menu. - To trim a group select it and press
T
or select the Trim Group option in the context menu. Trim a group means remove the blank space at the left/top of the group. It changes the local group and children positions but keep the same global position. Use it when you like to use a group as a transformation unity and not as a layer or object pool. - To close a group select it and press
C
or selectClose Group
in the context menu. As we explained before, you may close a group when you want to manipulate the group and the children as a single object. This is not a Phaser concept, else a feature to be used only in design time. To open the group pressShift+T
. - A group contains the Display properties: position, scale, rotation and pivot.
- To create a physics group, first create it and then set to true the
physicsGroup
property. A physics group is a regular group but it will automatically set a physics body to all its children. In addition you can select thephysicsBodyType
and thephysicsSortDirection
.
A group is generated in the following way:
var group1 = this.add.group(parent);
If it is a physics group then it is generated as:
var group1 = this.add.physicsGroup(parent);
Create different types of objects
Canvas supports these type of objects:
- Group
- Sprite
- Tile Sprite
- Button
Groups was covered in the previous section so here we will focus on the rest of the types.
The simple way to add different type of sprites is by opening the Add Sprite dialog. To open this dialog you can press Ctrl+Shift+A
or click in the toolbar button. As you can see in the picture, you will be able to select the asset (from the list) and the type of the sprite (from the buttons):
Sprite
A sprite is the common object, when you drop an asset into the scene a new sprite is created. The code generated for a sprite is the following:
var zombi = this.add.sprite(100, 100, "atlas1", "zombi");
A sprite can be created from an image, a texture atlas frame or a spritesheet frame.
The properties of a sprite are:
- Editor properties: explained in a previous section.
- Display properties: it includes position, scale, rotation, and pivot.
- Sprite properties: anchor, tint, animations and frameName or (frame in case it is based on a spritesheet).
Tile Sprite
A tile sprite in Canvas is the same of a Phaser.TileSprite
. It is a sprite but adds other "tiling" properties and functions.
To create a tile sprite:
- Create a sprite by droping an asset into the scene.
- Select the sprite, open the context menu (right click) and in the submenu Morph To select the Tile Sprite option.
The properties added by the tile sprite are grouped in the Tile Sprite section of the Property Grid:
- tilePosition: the offset position of the image.
- width and height: the dimensions of the sprite, usually it matches with the width or height of the game bounds.
- tileScale: the scale of the image.
The code generated for a tile sprite is like:
var background = this.add.tileSprite(0, 0, 1800, 1800, "atlas1", "wall", parentGroup);
Button
A button, like in Phaser.Button
is a sprite with button related properties and functions, like callbacks and state frames.
To create a button is just like the tile sprite, you morph a sprite into a button:
- Create a sprite by droping an asset into the scene.
- Select the sprite, open the context menu (right click) and in the submenu Morph To select the Button option.
A button in Canvas supports the next properties, grouped into a Button section of the Property Grid:
- callback and callbackContext: just like in a Phaser button. Note the text you write in these properties are generated verbatim, so take care of it. An example of callback could be
this.playButtonPressed
and for the callback contextthis
. Note thatthis
refers to the scene, wich is a custom group. - overFrame, outFrame, downFrame and upFrame: like in Phaser, you set there the name or the index of the frame. To select a frame it opens a Frame Selector dialog. In a next section we talk more about it. In the scene the button always shows the selected outFrame. Maybe in a future we can add a "simulate" mode so you can preview how the button performs in run-time.
The code generated for a button is like this:
var play = this.game.add.button(200, 0, 'play_btn', this.play, this, 1, 0, 2, 3, this);
Advanced property editors
The majority of the property editors are common text-field based widgets, but there are some properties with a more advanced editors, to assist the user to select well known values.
Tint property editor
The tint
property is present in all the sprite based objects: sprite, tile sprite and button. To edit the value of the tint the editor shows a dialog where the user can select a color. This color dialog is the one provided by the underlaying OS, so the one shown in Windows may differ for the one shown in Linux.
To unset the tint, select the white color.
Frame Editor
The Frame Editor opens a dialog that shows to the user all the frames of a spritesheet or texture atlas. This editor is used in properties like frameName
, frame
, overFrame
, outFrame
etc...
In case that the frame could be set to null, the dialog shows a Set Null button.
Animations editor
Sprites have the animations
properties, represented in Phaser by the Phaser.AnimationManager
. In Canvas, the animations
property is generated like this:
var dino = this.add.sprite(0, 0, 'dino');
dino.animations.add('walk', [0, 1, 2], 4, true);
We provide an Animations editor where you create animations and set the name, fps, loop and frames:
Data editor
The data
property of the sprites can be used to set custom attributes to the object. To edit that property it opens a dialog where you can write a JSON literal with arbitrary values. In the JSON values you can use the special var $$
, it will be replaced by the name of the sprite. It is very useful to set relative values.
Objects aligment and depth order
Position commands are always a powerful resource to build the layout of scenes. In Canvas we support some basic commands for alignment (left, right, top, bottom, center and middle) and for depth order (rise, rise to top, lower and lower to bottom).
Aligment
The alignment commands are avilable in the conext menu and the Canvas toolbar:
The aligment commands are related to the parent group of the target object. If the sprite "head" belongs to the group "dino", and we select the "left" aligment, then the local X position of "dino" will be set to 0
, it means, that it will be at the left border of the group. Note that objects with no parent group set explicity belong to the global scene group.
Depth order
Pretty similar to aligment commands there are the order commands. To apply them first you select the target objects and click on the corresponfing toolbar button or context menu option.
The "order" commands send an object back and forward, in the display list of its group.
NOTE: In Phaser there are some aligment constants and methods, but they are more (we think) about to align an object in runtime. It is a great resource for those who set the game layout "by hand". We are exploring this new features and in future versions of Canvas we can take advantage of it or reuse some concepts, like align in a grid.
Common editing operations
Canvas support common editing operations like:
- Cut, Copy and Paste of the objects.
- Undo, Redo of all major operations on nodes.
- Zoom in/out/restore. Scroll the wheel of the mouse to zoom in/out, and the Zoom 1:1 button in the toolbar.
- Pan the scene, by hodling the middle mouse button and dragging in any direction.
- Object selection, by clicking it or dragging the mouse and create a selection box.
- Object moving, first you select the objects and then you drag them.
Removing distractions. The Palette
For sure, to design your scene, you will want to get all the space of the screen and put down all un-usefulls windows around.
The default layout in Phaser Editor is a bit charged, it opens the Project Explorer, Chains view, Problems view, Preview view and Assets view, in addition to the editor area.
However, Eclipse (the platform behind Phaser Editor) has a very customizable and flexible layout. You can minimize windows and open them with a quick look, or dock the windows (really they are called "views") in the screen corners or stack them. We encourage you to read the Workbench User Guide bundled in Phaser Editor.
There are two shortcuts to remove all windows around your canvas editor:
- Dettach the editor and show it as a single and independent window. To do this, drag the editor tab and drop it outside the main window. To restore it just drop it again into the main window. This is a better method when you have multiple monitors so you can open the Canvas editor in a display and the other editors and views in the other display.
- Double click in the Canvas editor tab, it maximize the editor part and minimize all the views around. So you will get all the space for Canvas while you can at the same time take a fast look to the other views (like Assets and Preview) by pressing their icons.
That's fine, but yet inside the editor you have the Porperty Grid and the Outline windows. You can hide/show them with the "side panel" button of the Canvas toolbar (next to the alignment buttons).
Palette
"Ok, I removed all distractions around the scene window, but how can I add the sprites".
If your Assets window is minimized, you can click on its icon, it opens the Assets in a fast mode, so you can drag the assets and drop them into the scene.
But there is other option. You can open the Palette. In the toolbar there is an icon to open it, next to the "side panel" button.
The Palette is a thin panel docked at the right of the scene. You can drop assets in that panel so they will be there available to be dropped later into the scene, so you don't need to keep open the Assets view:
Canvas settings
To open the general Canvas settings dialog click on the wrench icon in the toolbar.
The dialog shows few settings:
Scene width and height. These values has not impact on the generated code, it is used only for show the "world frame" in the editor. The generated code is just a custom group so the developer is should to set the game size and world bounds in the game code.
Scene color. It sets the canvas "world" background color. This value is not included in the generated code.
Snapping. You can enable snapping and set the X and Y steps of the snapping. This is very useful to create levels with fixed size sprites, because the snapping guarantee that objects are placed in the right positions. The snapping can be toggle with a key sequence:
E
.Generate on Save. If set to true, the code is generated when the user saves the scene.
Include the generated code in your game
A Canvas scene is compiled into a readable JavaScript file, with the same name of the scene file but with the js
extension. If your scene is named Scene1.canvas
then it generates Scene1.js
.
This is an example of the code of a scene with a single "door" sprite:
// Generated by Phaser Editor v1.2.0
/**
* Scene1.
* @param {Phaser.Game} aGame The game.
* @param {Phaser.Group} aParent The parent group.
*/
function Scene1(aGame, aParent) {
Phaser.Group.call(this, aGame, aParent);
/* --- pre-init-begin --- */
// you can insert code here
/* --- pre-init-end --- */
var door = this.game.add.sprite(1005, 753, 'atlas1', 'Puerta', this);
door.anchor.setTo(0.5, 0.0);
/* --- post-init-begin --- */
// you can insert code here
/* --- post-init-end --- */
}
/** @type Phaser.Group */
var Scene1_proto = Object.create(Phaser.Group.prototype);
Scene1.prototype = Scene1_proto;
Scene1.prototype.constructor = Phaser.Group;
/* --- end generated code --- */
As you can see, it generates a Scene1
prototype that extends the Phaser.Group
prototype, and in the constructor it adds to "this" (the group) the objects of the scene.
Then you can include that code in your game like you add any other custom group in it:
function create() {
var scene = new Scene1(game);
}
Note that with Canvas we do not pretend to deal with all the aspects of a game, the developer should write the code to create the game, the states, other objects of the world, etc... Canvas is just an object (group) visual editor.
As you do with any other JavaScript file of your game, you should load the Scene1.js
by including it in the index.html
file or by using any other javascript files loading. We prefer to load it as a script
asset of the pack file.
Access the objects of the scene
If you look inside the generated code, the variables used to reference the scene objects are declared local (var door
), so you can't access, in the code of your game, to the scene objects.
To get access to the scene objects you should explicity set them "public". To do this select the object in the scene and set the "public" property to true, save the file, and the generated code is updated, with a new field this.fDoor = door;
, in this way you can access to the door object via the fDoor
field:
function create() {
var scene = new Scene1(game);
var door = scene.fDoor;
// do something with the door
}
Extending the generated code
To extend the generated code you can use any JavaScript "extending" pattern like prototype "inheritance", or you can write directly inside the generated file, in certains regions of the file marked as protected.
If you look into the code, there are sections marked by comments like:
/* --- post-init-begin --- */
// you can insert code here
/* --- post-init-end --- */
Everything you write between the "tags" /* --- post-init-begin --- */
and /* --- post-init-end --- */
is preserved at code generation. This is very helpful to fill the gap between the Canvas supported fueatures and the Phaser API. For example, yet Canvas does not support Arcade physics, but you can layout the objects and later modify the generated code and add physics bodies and properties to the objects, by inserting that code in the protected code sections.
In addition you can add methods to the generated group, note there is a line to mark the end of the generated code:
/* --- end generated code --- */
Below that line you can write your code, it will be preserved from generation to generation. You can add an update
, render
, preRender
, etc... methods to the prototype:
/* --- end generated code --- */
Secne1.prototype.render = function () {
this.debug.body(this.fDoor);
};
In future versions we can add some customizable settings and TypeScript code generators. As many other elements of Phaser Editor, this scene editor can be used as a complement of the text editor of your choice, as you can see, the generated code is very easy to understand and can be included in any project.


Point, line, multi line, polygon, annotations
All these classes are thrown here.
- Point
- Line
- Multi line
- Polygon
- Multi line polygon
- Annotations
Point
There are different types of points.
Line
There is only 1 type of line: CLine.
Polygon
Polygon consisting of points and lines.
Polygon multi line
Polygon consisting of points, lines and multi lines.


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Card title
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The virtual workshop will consist of a mix of pre-recorded and live content, with multiple different ways to participate!
Quick Links:
Throughout the day we will be livestreaming invited talks, contributed talks, spotlight presentations, and a live panel discussion. Please see the Schedule for details on what is being streamed when.
During the livestream, please also join the Rocket Chat to discuss the workshop content with other participants and to ask questions of our speakers.
Our invited speakers and panelists will discuss a mix of curated and audience questions. Topics of discussion are available on the Sli.do, though submission is now closed.
For each paper being presented at the workshop, we will host (1) the pre-recorded presentation from SlidesLive, (2) a RocketChat chatroom for text-based discussion, and (3) a Zoom meeting room. All of these can be found from each paper's landing page (which you can access by visiting the Papers page and then clicking on the relevant paper).
The Zoom meeting rooms will be open only during the poster session timeslots (see the Schedule), during which authors will join the meeting rooms to allow you to ask them questions face-to-face. We encourage you to first watch the presentation associated with the paper, and then join the Zoom meeting room to ask questions and engage in further discussion.
To try to replicate the in-person aspect of workshops, we are hosting a virtual meet-and-greet. This is based on the Neuromatch "mind-matching" model. Sign ups are now closed.
We will match participants with up to three other people (four total) who have similar interests and who can meet during the same 30-minute timeslot. Then, we will set up a videochat meeting for you to meet and talk about whatever you would like!
By participating in any of the BAICS events, including the meet-and-greets, chatrooms, panel, and poster sessions, you agree to follow the ICLR Code of Conduct.


Former India Spinner Dilip Doshi Takes A Dig At T20-Driven Shorter Formats
Doshi, meanwhile, heaped praised on India's pace-bowling trio of Mohammed Shami, Umesh Yadav and Ishant Sharma.
Dilip Doshi, former India left-arm spinner, said that anything beyond T20 will have an adverse effect on the game. The 71-year-old also expressed his disapproval for T10 cricket.
“T20 is the lowest ceiling in my view or maintaining still some of the aesthetics of the game. Once you go lower than that, you will have to make huge compromise and I think the game would suffer from that compromise,” Doshi, who played 33 Tests and 15 ODIs was speaking on the sidelines of Tata Literature Live in Mumbai, alongside former international umpire Simon Taufel and commentator Ashis Ray, said.
Doshi took a swipe at the T20-driven shorter formats of the game. “The exceptional talent can come only from proper breeding ground. I think more and more T20s and more and more shortened versions is showing that people with incomplete actions, bad actions, sledge-hammering game for 10 balls are winning the Man of the Match and they have suddenly arrived on the scene…,” he said.
“So from this angle they filter upwards, then I think they are found wanting at the higher levels. If you really want to watch the game properly, the quality must filter from the top, which is from Test cricket, first-class cricket downwards, that is my personal opinion,” Doshi said.
Doshi, meanwhile, heaped praised on India’s pace-bowling trio of Mohammed Shami, Umesh Yadav and Ishant Sharma. The three shared 14 of 20 wickets amongst themselves as India thumped Bangladesh to win the Indore Test by an innings and 130 runs.
“Very pleasing. India was always known for spinners but now we have some fast-bowlers who can be termed as high-quality great bowlers. It is a very, very good change and I welcome it,” Doshi said.
For breaking news and live news updates, like us on Facebook or follow us on Twitter and Instagram. Read more on Cricket Latest News on India.com.
Story Timeline
- 17 Nov 2019 Former India Spinner Dilip Doshi Takes A Dig At T20-Driven Shorter Formats...
- 17 Nov 2019 India-Pakistan Series is Bigger Than The Ashes: Mushtaq Ahmed...
- 17 Nov 2019 Rahul Dravid Sir Helped Me A Lot In My Comeback: Prithvi Shaw...
- 17 Nov 2019 Eden Gardens Pitch Ready For Pink-Ball Test: Curator Sujan Mukherjee...
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(or any other modules which get addressed via digitial write)
Open dev tools console to view log output.


Yes, the C8 Corvette police car we have here is a mere rendering, but make no mistake, this Chevy will definitely get dressed in the uniform.
For one thing, Corvette cop vehicles are nothing new and, since the C8 puts on even more of a show than its front-engined predecessors, the correct question revolves around the time when officers will get behind the wheel. Given that the customer deliveries for the mid-engined 'Vette were delayed to February next year, we at least have this point of reference when discussing the said topic.
Of course, this could also involve unmarked police vehicles (ouch!), which means the "livery" portrayed here will be skipped, while the colored lights will migrate from the bar to the cabin of the 495 hp machine.
Heck, if we are to look past the obvious US situations, the police over in the United Arab Emirates could buy an entire fleet of C8s for the kind of money it uses to maintain its supercar pool that has made the authorities famous across the world.
Let's zoom in on this pixel work a little bit, shall we?
One might notice this C8 police car and expect the thing to be a product of Need for Speed, especially since the latest installment of the franchise only landed earlier this month (that would be NFS: Heat).
However, while there are three Corvettes in the said arcade game, none of them is a C8, even though the mid-engined toy might arrive via an update.
Instead, we're looking at a rendering created by Jota Automotive, a label that always enjoys a good widebody adventure.
Of course, the carbon bits that can be seen adorning the machine should be replaced, since this isn't exactly the kind of material you wish to use when performing that PIT maneuver.


Bitcoin transactions include a fee collected by miners on the network.
The higher the fee, the greater the incentive a miner has to include that transaction in a block. Current fees are determined based on network load and the selected policy.
Average confirmation time: {{fee.nbBlocks * 10}} minutes
Current fee rate for this policy: {{fee.feePerKBUnit}}/kiB


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Jensen Ackles
American actor and director. He has appeared on television as Dean Winchester in The CW horror fantasy series Supernatural, Eric Brady in Days of Our Lives, which earned him several Daytime Emmy Award nominations, Alec/X5-494 in Dark Angel and Jason Teague in Smallville. He also starred as the lead in the box office success My Bloody Valentine 3D and voiced Jason Todd in the popular animated film Batman: Under the Red Hood.


--- layout: post tags: [Dependency Injection] date: 2010-01-27 19:36:34 UTC title: "What's so dangerous about a DI attribute?" --- {% include JB/setup %}
In a reaction to Uncle Bob's recent post on Dependency Injection Inversion, Colin Decker writes that he doesn't consider the use of the single Guice @Inject annotation particularly problematic. As I read it, the central argument is that
annotations are not code. By themselves, they do nothing.
I'll have to take that at face value, but if we translate this reasoning to .NET it certainly holds true. Attributes don't do anything by themselves.
I'm not aware of any DI Container for .NET that requires us to sprinkle attributes all over our code to work (I don't consider MEF a DI Container), but for the sake of argument, let's assume that such a container exists (let's call it Needle). Would it be so bad if we had to liberally apply the Needle [Inject] attribute in large parts of our code bases?
Colin suggests no. As usual, my position is that it depends, but in most cases I would consider it bad.
If Needle is implemented like most libraries, InjectAttribute is just one of many types that make up the entire API. Other types would include NeedleContainer and its associated classes.
Java annotations may work differently, but in .NET we need to reference a library to apply one of its attributes. To apply the [Inject] attribute, we would have to reference Needle, and herein lies the problem.
Once Needle is referenced, it becomes much easier for a junior developer to accidentally start directly using other parts of the Needle API. Particularly he or she may start using Needle as a Service Locator. When that happens, Needle is no longer a passive participant of the code, but a very active one, and it becomes much harder to separate the code from the Container.
To paraphrase Uncle Bob: I don't want to write a Needle application.
We can't even protect ourselves from accidental usage by writing a convention-based unit test that fails if Needle is referenced by our code, because it must be referenced for the [Inject] attribute to be applied.
The point is that the attribute drags in a reference to the entire container, which in my opinion is a bad thing.
So when would it be less problematic?
If Needle was implemented in such a way that InjectAttribute was defined in an assembly that only contains that one type, and the rest of Needle was implemented in a different assembly, the attribute wouldn't drag the rest of the container along.
Whether this whole analysis makes sense at all in Java, and whether Guice is implemented like that, I can't say, but in most cases I would consider even a single attribute to be unacceptable pollution of my code base.
Comments
http://code.google.com/p/atinject/
http://atinject.googlecode.com/svn/tags/1/javadoc/javax/inject/package-summary.html
babakks, thank you for writing. While I'm aware of TypeScript and the overall design philosphy behind it, I've never written any TypeScript code, so I'm not really the right person to ask. As a general observation, though, I recommend Pure DI. Unless you have some rare and exotic requirements, a DI Container is almost never the best choice. DI Containers tend to create more problems than they solve.
In TypeScript, can't you compose object graphs by simply writing the necessary code? That's what I do in C#, at least...


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-
Adults and preschoolers seek visual information to support language comprehension in noisy environments
MacDonald, Kyle,
Marchman, Virginia,
Fernald, Anne,
and Frank, Michael C
In Proceedings of the 40th Annual Conference of the Cognitive Science Society
-
Real-time lexical comprehension in young children learning American Sign Language
MacDonald, Kyle,
LaMarr, Todd,
Corina, David,
Marchman, Virginia A,
and Fernald, Anne
Developmental science
-
Balancing informational and social goals in active learning.
Yoon, Erica J,
MacDonald, Kyle,
Asaba, Mika,
Gweon, Hyowon,
and Frank, Michael C
In Proceedings of the 40th Annual Meeting of the Cognitive Science Society
-
Data availability, reusability, and analytic reproducibility: Evaluating the impact of a mandatory open data policy at the journal Cognition
Hardwicke, Tom E,
Mathur, Maya B,
MacDonald, Kyle,
Nilsonne, Gustav,
Banks, George C,
Kidwell, Mallory C,
Hofelich Mohr, Alicia,
Clayton, Elizabeth,
Yoon, Erica J,
Henry Tessler, Michael,
Lenne, Richie,
Altman, Sara,
Long, Bria,
and Frank, Michael C
Royal Society open science


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Research Methods for Global Studies
Class 10: Qualitative Analysis in Action
Abelardo Gómez Díaz
Conversation Analysis
Fine-grained analysis of talk
Concerned with production of social order via interaction
Rooted in ethnomethodology (the study of the methods people use for understanding and producing social order)
Assumptions of conversation analysis
Talk is structured
Talk is forged contextually
Analysis should be grounded in data
Transcription
symbol
meaning
.hh
Breathing in
hh
Breathing out
:
Prolongation
(0.8)
Pause for 8/10 of a second
_
Emphasis
(.)
Slight pause
Conversation Analysis in
Sidewalk
Conversation Analysis in
Sidewalk
Grounded Theory
formal approach for iterative development of theory from data
data collection and analysis proceed in tandem
lots of different ideas about how it should be done; lots of misuse of the term
Grounded Theory Concepts
Theoretical sampling: sampling occurs in tandem with theory formation
Coding: data broken down into component parts and given names; codes emerge from data
Theoretical saturation: coding and data collection proceed until no further returns
Constant comparison: maintaining close connection between data and theory as it is formed
Grounded Theory
Kolopack et al. (2015)
Geo-spatial Methods
Geographic Information Systems (GIS)
Using GIS for Research
NYC Crime Map
Barcelona Geoportal
Mosquito Alert Map
Understanding GIS
Data
Hardware
Software
People
Data
Vector
Raster
Associated Attributes
Vector Data
Vector Data
Vector Data
Vector Data
points
polylines
polygons
Vector Data: Scale
Vector Data: Scale
Vector Data
Eurostat Country Shapefiles
Raster Data
Raster Data
Layers
Coordinate Reference Systems and Projections
GIS Software
ArcGIS
QGIS
Storytelling with GIS
Forensic Architecture Report on State Violence in Guatemala


{% extends "base.html" %} {% block title %}
Medieval catalogues > HENRY DE KIRKESTEDE > Catalogus, c. 1360
{% endif %}10 identified entries found.
All data was derived from the List of Identifications by Professor Richard Sharpe.
{% if not printing %}
A key to codes used in the List is available (opens in new tab).{% endif %}


Asahisho's comedic talents have provided many laughs
by John GunningSumo is a sport with a surprising amount of interesting characters.
For a lifestyle so intrinsically violent and harsh, it attracts a striking number of comedians and practical jokers.
Social media feeds of rikishi like Chiyomaru are filled with hilarious antics. Everything from scaring people with rubber cockroaches to shaking dozing rikishi awake just to tell them “you should try to sleep when you get a chance.”
One of the funniest rikishi in the sport is 30-year-old Asahisho. The Tomozuna stable veteran has such a good sense of humor that he has long been a regular on chat shows, despite only spending four tournaments in the top division and never passing the rank of No. 11 maegashira.
Virtually every time I’ve watched training at the Tomozuna stable or Oshima stable (where he was until 2012) Asahisho has had me in stitches.
Whether it’s begging senior wrestlers to let him stop because of exhaustion mere minutes into a practice session or throwing filthy looks and staring angrily at obvious first-time visitors throughout practice to freak them out, the Chiba native always seems to come up with something new.
The high point of his comedic career came in a 2014 fitness tracker commercial where he and three other wrestlers “played” fast-paced heavy metal while wearing mawashi.
Asahisho spent his first six years in sumo in the lower divisions and despite finally making the paid ranks in 2011, expectations were that he would be one and done in the juryo division.

One of Asahisho’s most memorable moments came in 2012 when cameras caught him in floods of tears waiting outside the dressing room for longtime stablemate Kyokutenho, who had just won his first championship at the age of 37.
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QuantumCircuit¶
-
class
QuantumCircuit
(*regs, name=None)[source]¶ Bases:
object
Quantum circuit.
Attributes Summary
Returns a list of classical bits in the order that the registers had been added.
Return number of qubits.
convenience function to get the parameters defined in the parameter table
Returns a list of quantum bits in the order that the registers had been added.
Methods Summary
AND
(qr_variables, qb_target, qr_ancillae[, …])Build a collective conjunction (AND) circuit in place using mct.
OR
(qr_variables, qb_target, qr_ancillae[, …])Build a collective disjunction (OR) circuit in place using mct.
add_register
(*regs)Add registers.
append
(instruction[, qargs, cargs])Append one or more instructions to the end of the circuit, modifying the circuit in place.
barrier
(*qargs)Apply barrier to circuit.
bind_parameters
(value_dict)Assign parameters to values yielding a new circuit.
cast
(value, _type)Best effort to cast value to type.
cbit_argument_conversion
(clbit_representation)Converts several classical bit representations (such as indexes, range, etc) into a list of classical bits.
ccx
(ctl1, ctl2, tgt)Apply Toffoli to from ctl1 and ctl2 to tgt.
ch
(ctl, tgt)Apply CH from ctl to tgt.
Return the current number of instances of this class, useful for auto naming.
Return the prefix to use for auto naming.
combine
(rhs)Append rhs to self if self contains compatible registers.
copy
([name])- param name
name to be given to the copied circuit, if None then the name stays the same
Count each operation kind in the circuit.
cry
(theta, q_control, q_target)Apply Controlled-RY (cry) Gate.
crz
(theta, ctl, tgt)Apply crz from ctl to tgt with angle theta.
cswap
(ctl, tgt1, tgt2)Apply Fredkin to circuit.
cu1
(theta, ctl, tgt)Apply cu1 from ctl to tgt with angle theta.
cu3
(theta, phi, lam, ctl, tgt)Apply cu3 from ctl to tgt with angle theta, phi, lam.
cx
(ctl, tgt)Apply CX from ctl to tgt.
cx_base
(ctl, tgt)Apply CX ctl, tgt.
cy
(ctl, tgt)Apply CY to circuit.
cz
(ctl, tgt)Apply CZ to circuit.
Call a decomposition pass on this circuit, to decompose one level (shallow decompose).
depth
()Return circuit depth (i.e.
diag_gate
(diag, qubit)Attach a diagonal gate to a circuit.
draw
([scale, filename, style, output, …])Draw the quantum circuit
extend
(rhs)Append rhs to self if self contains compatible registers.
from_qasm_file
(path)Take in a QASM file and generate a QuantumCircuit object.
from_qasm_str
(qasm_str)Take in a QASM string and generate a QuantumCircuit object.
h
(q)Apply H to q.
has_register
(register)Test if this circuit has the register r.
iden
(q)Apply Identity to q.
initialize
(params, qubits)Apply initialize to circuit.
inverse
()Invert this circuit.
iso
(isometry, q_input, q_ancillas_for_output)Attach an arbitrary isometry from m to n qubits to a circuit.
mcmt
(q_controls, q_ancillae, …[, mode])Apply a Multi-Control, Multi-Target using a generic gate.
mcrx
(theta, q_controls, q_target[, …])Apply Multiple-Controlled X rotation gate
mcry
(theta, q_controls, q_target, q_ancillae)Apply Multiple-Controlled Y rotation gate
mcrz
(lam, q_controls, q_target[, …])Apply Multiple-Controlled Z rotation gate
mct
(q_controls, q_target, q_ancilla[, mode])Apply Multiple-Control Toffoli operation
mcu1
(lam, control_qubits, target_qubit)Apply Multiple-Controlled U1 gate
measure
(qubit, cbit)Measure quantum bit into classical bit (tuples).
mirror
()Mirror the circuit by reversing the instructions.
num_connected_components
([unitary_only])How many non-entangled subcircuits can the circuit be factored to.
Computes the number of tensor factors in the unitary (quantum) part of the circuit only.
Computes the number of tensor factors in the unitary (quantum) part of the circuit only.
qasm
()Return OpenQASM string.
qbit_argument_conversion
(qubit_representation)Converts several qubit representations (such as indexes, range, etc) into a list of qubits.
rcccx
(q_control_1, q_control_2, q_control_3, …)Apply 3-Control Relative-Phase Toffoli gate from q_control_1, q_control_2, and q_control_3 to q_target.
rccx
(q_control_1, q_control_2, q_target)Apply 2-Control Relative-Phase Toffoli gate from q_control_1 and q_control_2 to q_target.
reset
(qubit)Reset q.
rx
(theta, q)Apply Rx to q.
ry
(theta, q)Apply Ry to q.
rz
(phi, q)Apply Rz to q.
rzz
(theta, qubit1, qubit2)Apply RZZ to circuit.
s
(q)Apply S to q.
sdg
(q)Apply Sdg to q.
size
()Returns total number of gate operations in circuit.
snapshot
(label[, snapshot_type, qubits, params])Take a statevector snapshot of the internal simulator representation.
squ
(u, qubit[, mode, up_to_diagonal])Decompose an arbitrary 2*2 unitary into three rotation gates: U=R_zR_yR_z.
swap
(qubit1, qubit2)Apply SWAP from qubit1 to qubit2.
t
(q)Apply T to q.
tdg
(q)Apply Tdg to q.
to_instruction
([parameter_map])Create an Instruction out of this circuit.
u0
(m, q)Apply u0 with length m to q.
u1
(theta, q)Apply u1 with angle theta to q.
u2
(phi, lam, q)Apply u2 to q.
u3
(theta, phi, lam, q)Apply u3 to q.
u_base
(theta, phi, lam, q)Apply U to q.
ucg
(gate_list, q_controls, q_target[, …])Attach a uniformly controlled gates (also called multiplexed gates) to a circuit.
ucx
(angle_list, q_controls, q_target)Attach a uniformly controlled (also called multiplexed) Rx rotation gate to a circuit.
ucy
(angle_list, q_controls, q_target)Attach a uniformly controlled (also called multiplexed) Ry rotation gate to a circuit.
ucz
(angle_list, q_controls, q_target)Attach a uniformly controlled (also called multiplexed gates) Rz rotation gate to a circuit.
unitary
(obj, qubits[, label])Apply u2 to q.
width
()Return number of qubits plus clbits in circuit.
x
(q)Apply X to q.
y
(q)Apply Y to q.
z
(q)Apply Z to q.
Attributes Documentation
-
clbits
¶ Returns a list of classical bits in the order that the registers had been added.
-
extension_lib
= 'include "qelib1.inc";'¶
-
header
= 'OPENQASM 2.0;'¶
-
instances
= 0¶
-
n_qubits
¶ Return number of qubits.
-
parameters
¶ convenience function to get the parameters defined in the parameter table
-
prefix
= 'circuit'¶
-
qubits
¶ Returns a list of quantum bits in the order that the registers had been added.
Methods Documentation
-
AND
(qr_variables, qb_target, qr_ancillae, flags=None, mct_mode='basic')¶ Build a collective conjunction (AND) circuit in place using mct.
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to build the conjunction on.
variable_register (QuantumRegister) – The QuantumRegister holding the variable qubits.
flags (list of int) – A list of +1/-1/0 to mark negations or omissions of qubits.
target_qubit (Qubit) – The target qubit to hold the conjunction result.
ancillary_register (QuantumRegister) – The ancillary QuantumRegister for building the mct.
mct_mode (str) – The mct building mode.
-
OR
(qr_variables, qb_target, qr_ancillae, flags=None, mct_mode='basic')¶ Build a collective disjunction (OR) circuit in place using mct.
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to build the disjunction on.
qr_variables (QuantumRegister) – The QuantumRegister holding the variable qubits.
flags (list of int) – A list of +1/-1/0 to mark negations or omissions of qubits.
qb_target (Qubit) – The target qubit to hold the disjunction result.
qr_ancillae (QuantumRegister) – The ancillary QuantumRegister for building the mct.
mct_mode (str) – The mct building mode.
-
append
(instruction, qargs=None, cargs=None)[source]¶ Append one or more instructions to the end of the circuit, modifying the circuit in place. Expands qargs and cargs.
- Parameters
instruction (Instruction or Operation) – Instruction instance to append
qargs (list(argument)) – qubits to attach instruction to
cargs (list(argument)) – clbits to attach instruction to
- Returns
a handle to the instruction that was just added
- Return type
-
barrier
(*qargs)¶ Apply barrier to circuit. If qargs is None, applies to all the qbits. Args is a list of QuantumRegister or single qubits. For QuantumRegister, applies barrier to all the qubits in that register.
-
bind_parameters
(value_dict)[source]¶ Assign parameters to values yielding a new circuit.
- Parameters
value_dict (dict) – {parameter: value, …}
- Raises
QiskitError – If value_dict contains parameters not present in the circuit
- Returns
copy of self with assignment substitution.
- Return type
-
cbit_argument_conversion
(clbit_representation)[source]¶ Converts several classical bit representations (such as indexes, range, etc) into a list of classical bits.
- Parameters
clbit_representation (Object) – representation to expand
- Returns
Where each tuple is a classical bit.
- Return type
List(tuple)
-
ccx
(ctl1, ctl2, tgt)¶ Apply Toffoli to from ctl1 and ctl2 to tgt.
-
ch
(ctl, tgt)¶ Apply CH from ctl to tgt.
-
classmethod
cls_instances
()[source]¶ Return the current number of instances of this class, useful for auto naming.
-
combine
(rhs)[source]¶ Append rhs to self if self contains compatible registers.
Two circuits are compatible if they contain the same registers or if they contain different registers with unique names. The returned circuit will contain all unique registers between both circuits.
Return self + rhs as a new object.
-
copy
(name=None)[source]¶ - Parameters
name (str) – name to be given to the copied circuit, if None then the name stays the same
- Returns
- a deepcopy of the current circuit, with the name updated if
it was provided
- Return type
-
count_ops
()[source]¶ Count each operation kind in the circuit.
- Returns
a breakdown of how many operations of each kind, sorted by amount.
- Return type
OrderedDict
-
cry
(theta, q_control, q_target)¶ Apply Controlled-RY (cry) Gate.
- Parameters
self (QuantumCircuit) – The circuit to apply the cry gate on.
theta (float) – The rotation angle.
q_control (Qubit) – The control qubit.
q_target (Qubit) – The target qubit.
-
crz
(theta, ctl, tgt)¶ Apply crz from ctl to tgt with angle theta.
-
cswap
(ctl, tgt1, tgt2)¶ Apply Fredkin to circuit.
-
cu1
(theta, ctl, tgt)¶ Apply cu1 from ctl to tgt with angle theta.
-
cu3
(theta, phi, lam, ctl, tgt)¶ Apply cu3 from ctl to tgt with angle theta, phi, lam.
-
cx
(ctl, tgt)¶ Apply CX from ctl to tgt.
-
cx_base
(ctl, tgt)¶ Apply CX ctl, tgt.
-
cy
(ctl, tgt)¶ Apply CY to circuit.
-
cz
(ctl, tgt)¶ Apply CZ to circuit.
-
decompose
()[source]¶ Call a decomposition pass on this circuit, to decompose one level (shallow decompose).
- Returns
a circuit one level decomposed
- Return type
-
depth
()[source]¶ Return circuit depth (i.e. length of critical path). This does not include compiler or simulator directives such as ‘barrier’ or ‘snapshot’.
- Returns
Depth of circuit.
- Return type
int
Notes
The circuit depth and the DAG depth need not bt the same.
-
diag_gate
(diag, qubit)¶ Attach a diagonal gate to a circuit. The decomposition is based on Theorem 7 given in “Synthesis of Quantum Logic Circuits” by Shende et al. (https://arxiv.org/pdf/quant-ph/0406176.pdf).
- Args:
- diag (list): list of the 2^k diagonal entries (for a diagonal gate on k qubits).
Must contain at least two entries
- qubit (QuantumRegister|list): list of k qubits the diagonal is
acting on (the order of the qubits specifies the computational basis in which the diagonal gate is provided: the first element in diag acts on the state where all the qubits in q are in the state 0, the second entry acts on the state where all the qubits q[1],…,q[k-1] are in the state zero and q[0] is in the state 1, and so on
- Returns:
QuantumCircuit: the diagonal gate is attached to the circuit.
- Raises:
- QiskitError: if the list of the diagonal entries or the qubit list is in bad format;
if the number of diagonal entries is not 2^k, where k denotes the number of qubits
-
draw
(scale=0.7, filename=None, style=None, output=None, interactive=False, line_length=None, plot_barriers=True, reverse_bits=False, justify=None, vertical_compression='medium', idle_wires=True, with_layout=True)[source]¶ Draw the quantum circuit
Using the output parameter you can specify the format. The choices are: 0. text: ASCII art string 1. latex: high-quality images, but heavy external software dependencies 2. matplotlib: purely in Python with no external dependencies
Defaults to an overcomplete basis, in order to not alter gates.
- Parameters
scale (float) – scale of image to draw (shrink if < 1)
filename (str) – file path to save image to
style (dict or str) – dictionary of style or file name of style file. You can refer to the Style Dict Doc for more information on the contents.
output (str) – Select the output method to use for drawing the circuit. Valid choices are text, latex, latex_source, mpl. By default the ‘text’ drawer is used unless a user config file has an alternative backend set as the default. If the output is passed in that backend will always be used.
interactive (bool) – when set true show the circuit in a new window (for mpl this depends on the matplotlib backend being used supporting this). Note when used with either the text or the latex_source output type this has no effect and will be silently ignored.
line_length (int) – sets the length of the lines generated by text
reverse_bits (bool) – When set to True reverse the bit order inside registers for the output visualization.
plot_barriers (bool) – Enable/disable drawing barriers in the output circuit. Defaults to True.
justify (string) – Options are left, right or none, if anything else is supplied it defaults to left justified. It refers to where gates should be placed in the output circuit if there is an option. none results in each gate being placed in its own column. Currently only supported by text drawer.
vertical_compression (string) – high, medium or low. It merges the lines generated by text so the drawing will take less vertical room. Default is medium. It is ignored if output is not text.
idle_wires (bool) – Include idle wires. Default is True.
with_layout (bool) – Include layout information, with labels on the physical layout. Default is True.
- Returns
PIL.Image: (output latex) an in-memory representation of the image of the circuit diagram.
matplotlib.figure: (output mpl) a matplotlib figure object for the circuit diagram.
str: (output latex_source). The LaTeX source code.
TextDrawing: (output text). A drawing that can be printed as ascii art
- Return type
PIL.Image or matplotlib.figure or str or TextDrawing
- Raises
VisualizationError – when an invalid output method is selected
-
extend
(rhs)[source]¶ Append rhs to self if self contains compatible registers.
Two circuits are compatible if they contain the same registers or if they contain different registers with unique names. The returned circuit will contain all unique registers between both circuits.
Modify and return self.
-
static
from_qasm_file
(path)[source]¶ Take in a QASM file and generate a QuantumCircuit object.
- Parameters
path (str) – Path to the file for a QASM program
- Returns
The QuantumCircuit object for the input QASM
- Return type
-
static
from_qasm_str
(qasm_str)[source]¶ Take in a QASM string and generate a QuantumCircuit object.
- Parameters
qasm_str (str) – A QASM program string
- Returns
The QuantumCircuit object for the input QASM
- Return type
-
h
(q)¶ Apply H to q.
-
has_register
(register)[source]¶ Test if this circuit has the register r.
- Parameters
register (Register) – a quantum or classical register.
- Returns
True if the register is contained in this circuit.
- Return type
bool
-
iden
(q)¶ Apply Identity to q.
Identity gate corresponds to a single-qubit gate wait cycle, and should not be optimized or unrolled (it is an opaque gate).
-
initialize
(params, qubits)¶ Apply initialize to circuit.
-
inverse
()[source]¶ Invert this circuit.
This is done by recursively inverting all gates.
- Returns
the inverted circuit
- Return type
- Raises
QiskitError – if the circuit cannot be inverted.
-
iso
(isometry, q_input, q_ancillas_for_output, q_ancillas_zero=None, q_ancillas_dirty=None)¶ Attach an arbitrary isometry from m to n qubits to a circuit. In particular, this allows to attach arbitrary unitaries on n qubits (m=n) or to prepare any state on n qubits (m=0). The decomposition used here was introduced by Iten et al. in https://arxiv.org/abs/1501.06911.
- Parameters
isometry (ndarray) – an isometry from m to n qubits, i.e., a (complex) ndarray of dimension 2^n×2^m with orthonormal columns (given in the computational basis specified by the order of the ancillas and the input qubits, where the ancillas are considered to be more significant than the input qubits.).
q_input (QuantumRegister|list[Qubit]) – list of m qubits where the input to the isometry is fed in (empty list for state preparation).
q_ancillas_for_output (QuantumRegister|list[Qubit]) – list of n-m ancilla qubits that are used for the output of the isometry and which are assumed to start in the zero state. The qubits are listed with increasing significance.
q_ancillas_zero (QuantumRegister|list[Qubit]) – list of ancilla qubits which are assumed to start in the zero state. Default is q_ancillas_zero = None.
q_ancillas_dirty (QuantumRegister|list[Qubit]) – list of ancilla qubits which can start in an arbitrary state. Default is q_ancillas_dirty = None.
- Returns
the isometry is attached to the quantum circuit.
- Return type
- Raises
QiskitError – if the array is not an isometry of the correct size corresponding to the provided number of qubits.
-
mcmt
(q_controls, q_ancillae, single_control_gate_fun, q_targets, mode='basic')¶ Apply a Multi-Control, Multi-Target using a generic gate. It can also be used to implement a generic Multi-Control gate, as the target could also be of length 1.
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the mcmt gate on.
q_controls (QuantumRegister | list of Qubit) – The list of control qubits
q_ancillae (QuantumRegister | list of Qubit) – The list of ancillary qubits
single_control_gate_fun (Gate) – The single control gate function (e.g QuantumCircuit.cz or QuantumCircuit.ch)
q_targets (QuantumRegister | list of Qubit) – A list of qubits or a QuantumRegister to which the gate function should be applied.
mode (str) – The implementation mode to use (at the moment, only the basic mode is supported)
-
mcrx
(theta, q_controls, q_target, use_basis_gates=False)¶ Apply Multiple-Controlled X rotation gate
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the mcrx gate on.
theta (float) – angle theta
control_qubits (list of Qubit) – The list of control qubits
target_qubit (Qubit) – The target qubit
-
mcry
(theta, q_controls, q_target, q_ancillae, mode='basic', use_basis_gates=False)¶ Apply Multiple-Controlled Y rotation gate
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the mcry gate on.
theta (float) – angle theta
control_qubits (list of Qubit) – The list of control qubits
target_qubit (Qubit) – The target qubit
q_ancillae (QuantumRegister | tuple(QuantumRegister, int)) – The list of ancillary qubits.
mode (string) – The implementation mode to use
-
mcrz
(lam, q_controls, q_target, use_basis_gates=False)¶ Apply Multiple-Controlled Z rotation gate
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the mcrz gate on.
phi (float) – angle phi
control_qubits (list of Qubit) – The list of control qubits
target_qubit (Qubit) – The target qubit
-
mct
(q_controls, q_target, q_ancilla, mode='basic')¶ Apply Multiple-Control Toffoli operation
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the mct gate on.
q_controls (QuantumRegister | list of Qubit) – The list of control qubits
q_target (Qubit) – The target qubit
q_ancilla (QuantumRegister | list of Qubit) – The list of ancillary qubits
mode (str) – The implementation mode to use
-
mcu1
(lam, control_qubits, target_qubit)¶ Apply Multiple-Controlled U1 gate
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the mcu1 gate on.
lam (float) – angle lambda
control_qubits (list of Qubit) – The list of control qubits
target_qubit (Qubit) – The target qubit
-
measure
(qubit, cbit)¶ Measure quantum bit into classical bit (tuples).
- Parameters
qubit (QuantumRegister|list|tuple) – quantum register
cbit (ClassicalRegister|list|tuple) – classical register
- Returns
the attached measure instruction.
- Return type
qiskit.Instruction
- Raises
QiskitError – if qubit is not in this circuit or bad format; if cbit is not in this circuit or not creg.
-
mirror
()[source]¶ Mirror the circuit by reversing the instructions.
This is done by recursively mirroring all instructions. It does not invert any gate.
- Returns
the mirrored circuit
- Return type
-
num_connected_components
(unitary_only=False)[source]¶ How many non-entangled subcircuits can the circuit be factored to.
- Parameters
unitary_only (bool) – Compute only unitary part of graph.
- Returns
Number of connected components in circuit.
- Return type
int
-
num_tensor_factors
()[source]¶ Computes the number of tensor factors in the unitary (quantum) part of the circuit only.
Notes
This is here for backwards compatibility, and will be removed in a future release of qiskit. You should call num_unitary_factors instead.
-
num_unitary_factors
()[source]¶ Computes the number of tensor factors in the unitary (quantum) part of the circuit only.
-
qbit_argument_conversion
(qubit_representation)[source]¶ Converts several qubit representations (such as indexes, range, etc) into a list of qubits.
- Parameters
qubit_representation (Object) – representation to expand
- Returns
Where each tuple is a qubit.
- Return type
List(tuple)
-
rcccx
(q_control_1, q_control_2, q_control_3, q_target)¶ Apply 3-Control Relative-Phase Toffoli gate from q_control_1, q_control_2, and q_control_3 to q_target.
The implementation is based on https://arxiv.org/pdf/1508.03273.pdf Figure 4
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the rcccx gate on.
q_control_1 (Qubit) – The 1st control qubit.
q_control_2 (Qubit) – The 2nd control qubit.
q_control_3 (Qubit) – The 3rd control qubit.
q_target (Qubit) – The target qubit.
-
rccx
(q_control_1, q_control_2, q_target)¶ Apply 2-Control Relative-Phase Toffoli gate from q_control_1 and q_control_2 to q_target.
The implementation is based on https://arxiv.org/pdf/1508.03273.pdf Figure 3
- Parameters
self (QuantumCircuit) – The QuantumCircuit object to apply the rccx gate on.
q_control_1 (Qubit) – The 1st control qubit.
q_control_2 (Qubit) – The 2nd control qubit.
q_target (Qubit) – The target qubit.
-
reset
(qubit)¶ Reset q.
-
rx
(theta, q)¶ Apply Rx to q.
-
ry
(theta, q)¶ Apply Ry to q.
-
rz
(phi, q)¶ Apply Rz to q.
-
rzz
(theta, qubit1, qubit2)¶ Apply RZZ to circuit.
-
s
(q)¶ Apply S to q.
-
sdg
(q)¶ Apply Sdg to q.
-
size
()[source]¶ Returns total number of gate operations in circuit.
- Returns
Total number of gate operations.
- Return type
int
-
snapshot
(label, snapshot_type='statevector', qubits=None, params=None)¶ Take a statevector snapshot of the internal simulator representation. Works on all qubits, and prevents reordering (like barrier).
For other types of snapshots use the Snapshot extension directly.
- Parameters
label (str) – a snapshot label to report the result
snapshot_type (str) – the type of the snapshot.
qubits (list or None) – the qubits to apply snapshot to [Default: None].
params (list or None) – the parameters for snapshot_type [Default: None].
- Returns
with attached command
- Return type
- Raises
ExtensionError – malformed command
-
squ
(u, qubit, mode='ZYZ', up_to_diagonal=False)¶ Decompose an arbitrary 2*2 unitary into three rotation gates: U=R_zR_yR_z. Note that the decomposition is up to a global phase shift. (This is a well known decomposition, which can be found for example in Nielsen and Chuang’s book “Quantum computation and quantum information”.)
- Args:
u (ndarray): 2*2 unitary (given as a (complex) ndarray) qubit (QuantumRegister|Qubit): the qubit, on which the gate is acting on mode (string): determines the used decomposition by providing the rotation axes.
The allowed modes are: “ZYZ” (default)
- up_to_diagonal (bool): if set to True, the single-qubit unitary is decomposed up to
a diagonal matrix, i.e. a unitary u’ is implemented such that there exists a 2*2 diagonal gate d with u = d.dot(u’)
- Returns:
QuantumCircuit: the single-qubit unitary (up to a diagonal gate if up_to_diagonal = True) is attached to the circuit.
- Raises:
QiskitError: if the format is wrong; if the array u is not unitary
-
swap
(qubit1, qubit2)¶ Apply SWAP from qubit1 to qubit2.
-
t
(q)¶ Apply T to q.
-
tdg
(q)¶ Apply Tdg to q.
-
to_instruction
(parameter_map=None)[source]¶ Create an Instruction out of this circuit.
- Parameters
parameter_map (dict) – For parameterized circuits, a mapping from parameters in the circuit to parameters to be used in the instruction. If None, existing circuit parameters will also parameterize the instruction.
- Returns
- a composite instruction encapsulating this circuit
(can be decomposed back)
- Return type
-
u0
(m, q)¶ Apply u0 with length m to q.
-
u1
(theta, q)¶ Apply u1 with angle theta to q.
-
u2
(phi, lam, q)¶ Apply u2 to q.
-
u3
(theta, phi, lam, q)¶ Apply u3 to q.
-
u_base
(theta, phi, lam, q)¶ Apply U to q.
-
ucg
(gate_list, q_controls, q_target, up_to_diagonal=False)¶ Attach a uniformly controlled gates (also called multiplexed gates) to a circuit. The decomposition was introduced by Bergholm et al. in https://arxiv.org/pdf/quant-ph/0410066.pdf.
- Args:
- gate_list (list[ndarray]): list of two qubit unitaries [U_0,…,U_{2^k-1}],
where each single-qubit unitary U_i is a given as a 2*2 array
- q_controls (QuantumRegister|list[(QuantumRegister,int)]): list of k control qubits.
The qubits are ordered according to their significance in the computational basis. For example if q_controls=[q[1],q[2]] (with q = QuantumRegister(2)), the unitary U_0 is performed if q[1] and q[2] are in the state zero, U_1 is performed if q[2] is in the state zero and q[1] is in the state one, and so on
- q_target (QuantumRegister|(QuantumRegister,int)): target qubit, where we act on with
the single-qubit gates.
- up_to_diagonal (bool): If set to True, the uniformly controlled gate is decomposed up
to a diagonal gate, i.e. a unitary u’ is implemented such that there exists a diagonal gate d with u = d.dot(u’), where the unitary u describes the uniformly controlled gate
- Returns:
QuantumCircuit: the uniformly controlled gate is attached to the circuit.
- Raises:
- QiskitError: if the list number of control qubits does not correspond to the provided
number of single-qubit unitaries; if an input is of the wrong type
-
ucx
(angle_list, q_controls, q_target)¶ Attach a uniformly controlled (also called multiplexed) Rx rotation gate to a circuit. The decomposition is base on https://arxiv.org/pdf/quant-ph/0406176.pdf by Shende et al.
- Args:
angle_list (list): list of (real) rotation angles [a_0,…,a_{2^k-1}] q_controls (QuantumRegister|list): list of k control qubits
(or empty list if no controls). The control qubits are ordered according to their significance in increasing order: For example if q_controls=[q[1],q[2]] (with q = QuantumRegister(2)), the rotation Rx(a_0)is performed if q[1] and q[2] are in the state zero, the rotation Rx(a_1) is performed if q[1] is in the state
one and q[2] is in the state zero, and so on
- q_target (QuantumRegister|Qubit): target qubit, where we act on with
the single-qubit rotation gates
- Returns:
QuantumCircuit: the uniformly controlled rotation gate is attached to the circuit.
- Raises:
- QiskitError: if the list number of control qubits does not correspond to the provided
number of single-qubit unitaries; if an input is of the wrong type
-
ucy
(angle_list, q_controls, q_target)¶ Attach a uniformly controlled (also called multiplexed) Ry rotation gate to a circuit. The decomposition is base on https://arxiv.org/pdf/quant-ph/0406176.pdf by Shende et al.
- Args:
angle_list (list[numbers): list of (real) rotation angles [a_0,…,a_{2^k-1}] q_controls (QuantumRegister|list[Qubit]): list of k control qubits
(or empty list if no controls). The control qubits are ordered according to their significance in increasing order: For example if q_controls=[q[1],q[2]] (with q = QuantumRegister(2)), the rotation Ry(a_0)is performed if q[1] and q[2] are in the state zero, the rotation Ry(a_1) is performed if q[1] is in the state
one and q[2] is in the state zero, and so on
- q_target (QuantumRegister|Qubit): target qubit, where we act on with
the single-qubit rotation gates
- Returns:
QuantumCircuit: the uniformly controlled rotation gate is attached to the circuit.
- Raises:
- QiskitError: if the list number of control qubits does not correspond to the provided
number of single-qubit unitaries; if an input is of the wrong type
-
ucz
(angle_list, q_controls, q_target)¶ Attach a uniformly controlled (also called multiplexed gates) Rz rotation gate to a circuit. The decomposition is base on https://arxiv.org/pdf/quant-ph/0406176.pdf by Shende et al.
- Args:
angle_list (list[numbers): list of (real) rotation angles [a_0,…,a_{2^k-1}] q_controls (QuantumRegister|list[Qubit]): list of k control qubits
(or empty list if no controls). The control qubits are ordered according to their significance in increasing order: For example if q_controls=[q[1],q[2]] (with q = QuantumRegister(2)), the rotation Rz(a_0)is performed if q[1] and q[2] are in the state zero, the rotation Rz(a_1) is performed if q[1] is in the state one and q[2] is in the state zero, and so on
- q_target (QuantumRegister|Qubit): target qubit, where we act on with
the single-qubit rotation gates
- Returns:
QuantumCircuit: the uniformly controlled rotation gate is attached to the circuit.
- Raises:
- QiskitError: if the list number of control qubits does not correspond to the provided
number of single-qubit unitaries; if an input is of the wrong type
-
unitary
(obj, qubits, label=None)¶ Apply u2 to q.
-
width
()[source]¶ Return number of qubits plus clbits in circuit.
- Returns
Width of circuit.
- Return type
int
-
x
(q)¶ Apply X to q.
-
y
(q)¶ Apply Y to q.
-
z
(q)¶ Apply Z to q.


/ test-package / JumpToLamBindingSimple.dhall
Copy path to clipboardThis examples shows a demo of jumping to a let-binding definition. If you hover
the a
paramter, the front-end will highlight all of its usages and if you
click it you will navigate to its definition.
The amount of empty lines left are intentional to show you how the browser jumps to the declaration of a
Source
{-|
This examples shows a demo of jumping to a let-binding definition. If you hover
the `a` paramter, the front-end will highlight all of its usages and if you
click it you will navigate to its definition.
The amount of empty lines left are intentional to show you how the browser jumps
to the declaration of a
-}
let fun = \(v : Text) ->
v
in fun


| Created: | 1/27/2021 3:53:39 PM |
| Modified: | 1/27/2021 3:53:39 PM |
| Project: | |
| Advanced: |
| Attribute |
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Public serial id |
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Details:
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Public integer transaction_request_form_id |
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Details:
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Public integer fund_id |
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Details:
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Public varchar(255) revenue_object_code |
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Details:
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Public varchar(255) chapter_number |
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Details:
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Public varchar(255) account_type |
|
Details:
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Public varchar(255) transaction_type |
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Details:
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Public varchar(255) program_description |
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Details:
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Public integer state_fiscal_year_fund_id |
|
Details:
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Public varchar(255) created_by |
|
Details:
|
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Public varchar(255) updated_by |
|
Details:
|
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Public timestamp with time zone(0) created_at |
|
Details:
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Public timestamp with time zone(0) updated_at |
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Details:
|
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Public timestamp with time zone(0) start_date |
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Details:
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Public timestamp with time zone(0) end_date |
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Details:
|
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Public integer fdr_appropriation_reference_id |
|
Details:
|
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Public integer[] primary_bucket_ids |
|
Details:
|
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Public integer[] secondary_bucket_ids |
|
Details:
|
| Operation | ||
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Public transaction_request_form_lines_pkey( id: serial, |
||
|
Details:
<<PK>>
|
| Tag | Value |
| Owner | public |
|
Details:
|
| Property | Value |
| isFinalSpecialization: | 0 |


This documentation relates to Opera's now deprecated .oex Extension API framework for Opera versions <= 12.15 and also provided by our OEX2NEX shim library.
For the latest Opera Extensions API documentation for Opera versions > 12.15 please consult the latest Opera Extensions API documentation online.
In this article we give you an overview of what is included inside an Opera Extension, and we'll have a brief look at some of the APIs. You'll find more extensive Opera Extensions API reference documentation.
Opera extensions are based on the W3C Widgets specification (e.g. for features like the config.xml
). An extension can contain all of the following files:
/config.xml
/index.html
/background.js
/popup.html
/icons/example.png
/locales/no/index.html
/locales/no/background.js
/locales/no/popup.html
/options.html
Let's go through these parts in turn and explain what they do:
This is the configuration file, which provides valuable meta data for the extension - this is actually one of the two only mandatory part of the extension package (the other is the index.html
), although you won't be able to get it to do very much on its own. Since Opera extensions are based on W3C Widgets, the config.xml
files are the same - see the W3C Widgets spec configuration document section. There are lots of different things you could include in here, and we would recommend that you include at least the following:
Here's an example config.xml
file:
<?xml version="1.0" encoding="utf-8"?>
<widget xmlns="http://www.w3.org/ns/widgets"
id="example.org/example">
<name>My test extension</name>
<description>API experiments and testing.</description>
<author href="http://foo-bar.example.org/"
<EMAIL_ADDRESS>Bar Corp</author>
<icon src="icons/example.png"/>
</widget>
In widget speak, this is called a "start file". A start file is always needed and serves as the extension's background process (if you want, you can point to a different file using a <content>
element in the config.xml).
This file can also include JavaScript to create UIItems like the UI button and callout. For example:
<!doctype html>
<html>
<head>
<script>
window.addEventListener("load", function(){
var theButton;
var UIItemProperties = {
disabled: false,
title: "101 - createItem w popup big",
icon: "icon.png",
popup: {
href: "popup.html",
width: 250,
height: 500
}
}
theButton = opera.contexts.toolbar.createItem( UIItemProperties );
opera.contexts.toolbar.addItem( theButton );
}, false);
</script>
</head>
<body>
</body>
</html>
Here is where you include your so-called background scripts, which control the extension's background process. Note that you can have as many as you like, and you don't have to call them background.js
.
This file (or files - you can have more than one in a single extension) simply contains the contents of the popup window(s) triggered from the background process. Note that instead of having a popup window specified in one of these files, you can instead specify an external URL as the contents of one of these popups, e.g. http://www.opera.com.
This includes an icon to be used in the extension (see the icons section below for more details).
Any JS files in this folder will be injected to pages you visit while browsing. These files can be made to target certain sites, like youtube.com. To learn more about how injected scripts work, visit our UserJS documentation pages.
The contents of the locales
directory are optional translations for when you have an extension you want to provide translated versions for. Inside the locales
directory you provide a separate directory for each translation, named the same as the language code for that language and dialect. For example, in our above directory tree we have provided a no
folder for a Norwegian translation, but you could provide en-gb
, pt-br
, ru
, cz
, jp
, and as many others as you like (note that they should always be kept lower case, to avoid compatibility problems - this is required by the W3C Widgets Packaging specification). Inside each folder you provide translated alternatives to your default index.html
, injectables, etc.
An Opera Extension's UI is constructed from the UI elements added to a webpage via injected scripts, the buttons in Opera's toolbar, which are created using the UIItems API in the background process, and Popups, which, as explained below, are populated from supplied HTML documents or an external website via its URL.
When the browser finds an options.html file in the extension, it makes a "Preferences" option available for that extension in the extension manager (Tools > Extensions > Manage Extensions). That way, when a user clicks on the extension's "Preferences" dropdown menu item in the extensions manager, the browser will fire up its options page.
Generally, the options page is used for setting preferences or notes such as acknowledgements. Take a look at the Opera extensions options page article for a more detailed explanation.
The architecture of an Opera Extension involves the interaction of the following four basic parts:
Injected script <-> Background Process <-> Button/badge <-> PopupThese parts communicate through cross-document messaging, and do the following:
This part provides the scripting that gets injected to targeted sites.
The background process is what weaves the architecture together - this is the central place where all messaging is routed through, and where most of the interaction with the Extension APIs occurs. The background process triggers the creation of UI items further down the chain via the following methods:
opera.contexts.toolbar.createItem( { ...properties... } )
opera.contexts.toolbar.addItem( uiItem )
opera.contexts.toolbar.removeItem( uiItem )
Note: toolbar
is currently the only context available, but more of these will be available later.
This is where the UI elements of the extension are put together and displayed, for example buttons that you press, badges that display information, and in future releases, menu items.
You can create a button for the browser toolbar by using the opera.contexts.toolbar.createItem()
function, and then add it using opera.contexts.toolbar.addItem()
. Here's an example index.html
file that simply adds a button, and fires a callout when the button is clicked:
<!doctype html>
<html>
<head>
<script>
window.addEventListener("load", function(){
var theButton; // the button variable
var toolbar = opera.contexts.toolbar; //the Opera toolbar
var props = { // options for the button
disabled: false,
title: "My first extension!",
icon: "opera.ico",
popup: {
href: "http://www.google.com",
width: 300,
height: 200
}
}
theButton = toolbar.createItem( props ); // create the button
toolbar.addItem( theButton ); // add button to UI
}, false);
</script>
</head>
<body>
</body>
</html>
You can remove the button using the function opera.contexts.toolbar.removeItem(theButton);
. You can also handle onclick
events on the button by adding onclick: function(){ /* do something */ }
to the button.
If you include a button in the UI, you should include an icon for it. The button icon is rendered 18 x 18 pixels in size, and anything above or below this will be scaled. For best results we recommend that you supply an icon that is exactly 18 x 18 pixels.
Additionally, you will be asked to supply an icon that is 64 x 64 pixels or larger when uploading your extension to our Opera extensions website. This icon will be used in our online catalog next to a title and description of the extension, as well as in the Opera Extension manager in the browser. The title, description, and path to the icon are stored in and retrieved from the config.xml
.
Popups can be defined by simply adding the popup properties when creating a button:
var props = { // options for the button
disabled: false,
title: "My first extension!",
icon: "opera.ico",
popup: {
href: "http://www.google.com",
width: 300,
height: 200
}
}
The above example will create a popup containing the google.com home page. You can also define a local HTML page as the contents of the popup, for example:
popup: {
href: "popup.html",
width: 300,
height: 300
}
A badge is a notification that appears as an overlay on top of an extension button. You add badges by making a dictionary of properties for your button:
var props = { // options for the button
disabled: false,
title: "My first extension!",
icon: "opera.ico",
popup: {
href: "popup.html",
width: 300,
height: 200
},
badge: {
textContent: '123'
}
}
You can also customize the background and foreground color of the badge using the simple style properties, like so:
backgroundColor: '#ffeedd',
color: '#404040',
Finally, the content of the badge can be updated by changing textContent
property:
theButton.badge.textContent = "45"
There are many different types of extension you could build, although the functionality required for all of these is not yet available. We will update this and provide more tutorials in later release phases. Essentially, the different parts of the extensions architecture approximate to this:
Injected script <-> Background <-> Button/badge <-> Popup
The different types of extension you can build are different permutations of these components:
index.html
: This is just an injected script, and an empty index.html
+ config.xml
, packaged up as an extension. It will work fine, but it won't take advantage of any of the extension-specific APIs and other features. javascript:
URL in the address bar.Note: The background has cross-domain XHR abilities, just like widgets. To find more out about using cross-domain XHR, read our article Opera Widgets and Ajax connecting to multiple servers.


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Guess what letter I'm thinking of!!!!
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Your Guesses so far:


Swedish court gives 3 years’ jail to soccer chairman
HARNOSAND, Sweden (AP) - The man regarded as the mastermind behind the rise of Swedish soccer team Ostersund was sentenced to three years in prison on Tuesday for serious financial crimes.
The northern Sweden Angermanland Court said Daniel Kindberg was guilty of funneling millions of kronor in taxpayer money into the club in a scheme that involved two other men and three companies, one being the Ostersund municipality’s housing corporation for which Kindberg was chief executive.
The two others - Hakan Nilsson and Mikael Carlqvist - were sentenced to jail sentences of 2 years and 2 1/2 years, respectively.
Deputy prosecutor Peter Jonsson told Swedish broadcaster SVT “the prison sentence was the reasonable penalty.”
All three were ordered to pay damages to two of the involved companies, including the housing corporation, amounting to about 13 million kronor ($1.4 million) in total. All three pleaded not guilty.
Kindberg also was banned from doing business for five years.
He said the verdict was “a legal scandal,” and would be appealed. “I am innocent,” Kindberg added.
During the trial in the town of Harnosand, the prosecution demanded he get four years in jail.
When Kindberg was club chairman, Ostersund rose from the amateur ranks in 2011 to Sweden’s top league in 2015, and won the Swedish Cup in 2017.
Ostersund qualified for the Europa League, where it advanced to the knockout stage before losing to Arsenal despite winning the second leg 2-1 at Emirates Stadium.
The remote city is 480 kilometers (300 miles) northwest of Stockholm and is better known for its winter sports than its soccer.
More AP soccer: https://apnews.com/Soccer and https://twitter.com/AP_Sports
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--- layout: page title: About header-img: "img/about-bg.png" ---
My name is Angela Bardysh. I live in Nashville, TN with my husband, two dogs, and a kitty. I am learning code so I can change my career and my life.


Head Blacksmith Newyear:
Well, what is this? I need more crystals. Please bring me
922 D-Grade Crystals
if you want this job done.


I went on a bit of an ecstasy binge and in the week following experienced some dizzy spells and general anxiety that this time I had *really* messed up my brain pretty good. Proof of this was my intuitive understanding that the only way to remedy the destruction of my nervous system was to try another drug, one I'd never used before. Uh, hydergeine? Why not? I got the 4.5 mg pills from a website; they came in crushed up boxes in a padded envelope and all of the documentation and labels were in Spanish.
I was about 4 or 5 cartridges into the nitrous when I dropped the hydergeine pill. I guess I should also mention that I also drank a beer, because, due to the nitrous, I wasn't thinking too clearly. Within 20 minutes of ingesting the hydergeine, I'd finished about 12 cartridges, and decided to lay down for a while and take a nap. Not a chance. There was a nervous rushing in my head, a kind of flushed, throbbing feeling that prevented me from falling asleep. I lay there a while and when I finally got up, my vision was blurry and I felt overheated and 'out of it.' Also, my sinuses were completely plugged, although my nose wasn't runny. This feeling lasted for about 30 minutes, and began to reside, slowly.  I felt kind of weird, off-balance and detached, for the rest of the evening. I don't feel any smarter.
My first impression of this experience is that I took too much; maybe I should've started with half a pill. Something was obviously going on in my brain; I'm just not sure it was something good. It almost reminded me of a low-dose amanita trip. Yucky body load, flushed face, and weird, but not really trippy, thought patterns.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


v0.8.1
Added support for IntelliJ 2020.3.
Bug fixes/improvements:
- "Slide In Branch Below Current Branch" action is now hidden for unmanaged branches
- Fixed faulty .git/machete file parsing when the last line has only whitespace
- Improved UX of Override Fork Point dialog
- Allowed fast forwarding parent when a branch is connected to the parent with a yellow edge
- Fixed font size dependent graph scaling
- Fixed incorrect indication of newly created branch after pulling its parent as merged
- Allowed checkout and rebase on detached state
- Improved fork point inference
- Added rediscover suggestion after long Git Machete non-use time
v0.8.2
Bug fixes/improvements:
- Add link to Open Machete File action from discovery success notification
- Improve stability of fast-forward pull action
- Prohibit re-checking out the currently checked out with double click
- Rename "fast-forward parent to match branch" action to "fast-forward merge branch to parent"
- Treat develop branch as root in discovery, even if master branch is present


{% extends "layout-v2.html" %} {% block pageScripts %} {% endblock %} {% block pageTitle %} NHS Cervical screening management system {% endblock %} {% block header %} {% include '../../components/header.html' %} {% endblock %} {% block content %}
If this isn't the patient you're looking for you can search again.We found 10 results for patients with last name Smith, date of birth 04-June-1988
| Name | Gender | Date of birth | Address | NHS Number |
|---|---|---|---|---|
| Jane Smith | Female | 04-June-1988 | 55 Troy Place, Sutton, X56 3TG |<PHONE_NUMBER> |
| Dorella Smith | Female | 01-July-1970 | 1 Bayside Circle, Linton, AY05XG |<PHONE_NUMBER> |
| Hali Smith | Female | 2-November-1985 | 21 Ludington Terrace, Upton, BR5 44HN |<PHONE_NUMBER> |
| Hannah Smith | Female | 14-Apr-1989 | 35 Gatsby Lane, Birmingham , B12 7YY |<PHONE_NUMBER> |
| Tome Smith | Female | 26-Apr-1998 | 80 Holmberg Lane, Upton, BS130LQ |<PHONE_NUMBER> |


|
NumCpp
2.11.0
A Templatized Header Only C++ Implementation of the Python NumPy Library
|
#include <Poly1d.hpp>
Public Member Functions | |
| Poly1d ()=default | |
| Poly1d (const NdArray< dtype > &inValues, bool isRoots=false) | |
| double | area (double a, double b) const |
| template<typename dtypeOut > | |
| Poly1d< dtypeOut > | astype () const |
| NdArray< dtype > | coefficients () const |
| Poly1d< dtype > | deriv () const |
| NdArray< dtype > | eval (const NdArray< dtype > &xValues) const noexcept |
| dtype | eval (dtype xValue) const noexcept |
| Poly1d< double > | integ () const |
| NdArray< dtype > | operator() (const NdArray< dtype > &xValues) const noexcept |
| dtype | operator() (dtype inValue) const noexcept |
| Poly1d< dtype > | operator* (const Poly1d< dtype > &inOtherPoly) const |
| Poly1d< dtype > & | operator*= (const Poly1d< dtype > &inOtherPoly) |
| Poly1d< dtype > | operator+ (const Poly1d< dtype > &inOtherPoly) const |
| Poly1d< dtype > & | operator+= (const Poly1d< dtype > &inOtherPoly) |
| Poly1d< dtype > | operator- (const Poly1d< dtype > &inOtherPoly) const |
| Poly1d< dtype > & | operator-= (const Poly1d< dtype > &inOtherPoly) |
| Poly1d< dtype > | operator^ (uint32 inPower) const |
| Poly1d< dtype > & | operator^= (uint32 inPower) |
| uint32 | order () const noexcept |
| void | print () const |
| std::string | str () const |
Static Public Member Functions | |
| static Poly1d< double > | fit (const NdArray< dtype > &xValues, const NdArray< dtype > &yValues, const NdArray< dtype > &weights, uint8 polyOrder) |
| static Poly1d< double > | fit (const NdArray< dtype > &xValues, const NdArray< dtype > &yValues, uint8 polyOrder) |
Friends | |
| std::ostream & | operator<< (std::ostream &inOStream, const Poly1d< dtype > &inPoly) |
A one-dimensional polynomial class. A convenience class, used to encapsulate "natural" operations on polynomials
|
default |
Default Constructor (not very usefull, but needed for other containers.
|
inline |
Constructor
| inValues | (polynomial coefficients in ascending order of power if second input is false, polynomial roots if second input is true) |
| isRoots |
|
inline |
Returns the area under the curve between the two bounds
| a | the lower bound |
| b | the upper bound |
|
inline |
Returns a copy of the polynomial of the new type
|
inline |
|
inline |
Takes the derivative of the polynomial
|
inlinenoexcept |
Evaluates the Poly1D object for the input value
| xValues |
|
inlinenoexcept |
Evaluates the Poly1D object for the input value
| xValue |
|
inlinestatic |
Polynomial linear least squares regression: Ax = b
| xValues | the x measurements [1, n] or [n, 1] array |
| yValues | the y measurements [n, 1] array |
| weights | the measurement weights [1, n] or [n, 1] array |
| polyOrder | the order of the poly nomial to fit |
|
inlinestatic |
Polynomial linear least squares regression: Ax = b
| xValues | the x measurements [1, n] or [n, 1] array |
| yValues | the y measurements [n, 1] array |
| polyOrder | the order of the poly nomial to fit |
|
inline |
Calculates the integral of the polynomial
|
inlinenoexcept |
Evaluates the Poly1D object for the input value
| xValues |
|
inlinenoexcept |
Evaluates the Poly1D object for the input value
| inValue |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inlinenoexcept |
|
inline |
Prints the string representation of the Poly1d object to the console
|
inline |
Converts the polynomial to a string representation
|
friend |


Option
public struct Option
An option that a user can vote for.
-
The title of the option
Declaration
Swift
public private(set) var name: String
-
The number of points the option has gotten. Only accessable by admin
Declaration
Swift
public private(set) var points: Int?
-
Identifier for the option
Declaration
Swift
public private(set) var id: String
-
The awards this option has earned. Available only for admins or for events with results released
Declaration
Swift
public var awards: [String]?
-
A boolean to indicate if the user is voting for this one
Declaration
Swift
public var isVotedFor: Bool = false
-
An int to indicate the order (starting at 1 ending at numSelected). Only nescesary if event is ordered
Declaration
Swift
public var voteOrder: Int? = nil
-
Parse the given json object
Declaration
Swift
public static func parse(object: JSON) -> Option?
-
Get the JSON value of this option
Declaration
Swift
public func json() -> JSON


| Number of Classes | Line Coverage | Mutation Coverage | Mutation Score |
|---|---|---|---|
| 4 | 47% | 30% | 14%
Killed: 3
Uncertain: 3
|
| Name | Line Coverage | Mutation Coverage | Mutation Score |
|---|---|---|---|
| BeanContext.java | 56% |
32% |
13%
Killed: 1
Uncertain: 3
|
| LocaleContext.java | 89% |
67% |
67%
Killed: 2
Uncertain: 0
|
| NullContext.java | 67% |
0% |
0%
Killed: 0
Uncertain: 0
|
| SimpleContext.java | 0% |
0% |
0%
Killed: 0
Uncertain: 0
|


Morocco is a country in the North of Africa. I visited Morocco in 2015 with my family. We stayed in Agadir, a coastal city to the south west of Marrakesh.
While in Agadir we went site-seeing, swimming at the beach and in the hotel pool, and visited the local markets called souqs.
Madrid is the capital of Spain and is located in the centre of the country. I visited Madrid with my family in July of 2013.
We spent most days in the hotel pool as the city was going through a heat wave at the time! Madrid has two big soccer teams, Real Madrid and Atletico Madrid. We went on a tour of the Real Madrid stadium, the world famous Santiago Bernabeu.
Paris is the capital of France, I visited Paris with my secondary school in 2015. We stayed in a hotel near the center of Paris.
We visited all the major tourist attractions, including the Eiffel Tour, Notre-Dame Cathedral and the Louvre museum.


 Instead of staking out a sniper position on a nearby building, Jackal gets fancy.  Of course, as a foundation for the gun, he purchases a super strong metal alloy stand and a minivan, plus special expensive uranium bullets and a remote control computer device that enables him to use his ball-point pen as a joystick. He also sprays special poison on the door of the van in case anyone tries to get in. Finally, Jackal purchases a yacht so he can sail the Gatling gun into the United States undetected. Typical of the logic the authorities use to catch the Jackal are statements like: "There's a 3000 mile border between Canada and the US. The criminal could be anywhere! Hmm. Why don't we try checking the Chicago Yacht Club?" So they send 30 agents to the yacht club, and sure enough, there's the Jackal, and a gun battle ensues. Will the authorities catch Jackal before he commits murder?
Opinion: The writing often makes or breaks a movie. Good movies are able to ensnare you in the plot, until you're on the edge of your seat and committed to seeing the movie through to its conclusion. Not-so-good movies consist of two or three action-packed scenes introduced by irrational jumps in logic and connected by long stretches of pointless wandering around. In ‘The Jackal' the talents of stars Poitier, Willis, and Gere, and Venora are not enough to rescue a poorly written script, although the two or three action scenes are good, if you can wait around long enough for them.
Reviewed by David Sunga November 15, 1997
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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Lorem Ipsum is simply
dummy text of the printing and typesetting industry.
Lorem Ipsum has been the industry's standard dummy text ever since the 1500s,
when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic
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- Remaining essentially unchanged
- Make a type specimen book
- Unknown printer


| Name | Description | Link | Completed | Instructions |
|---|---|---|---|---|
| 1 - Components and templating | Test your component and template making skills! | Components and templating | View completed | Instructions |
| 2 - Pipes and styles | Fancy up your views with interpolation expression-alterin' pipes and stylings. Also a nice intro to ngModel. | Pipes and Styles | View completed | Instructions |
| 3 - Child components | Create a child component. Put properties in their place. Subscribe to events. | Child components | View completed | Instructions |
| 4 - Services | Enforce separation of concerns with data fetchin' services. | Services | View completed | Instructions |
| 5 - RxJS and Http | Supercharge your service usin' story with the ability to make HTTP calls from Angular 2. | RxJS and Http | View completed | Instructions |


Copyright Peri Coleman, Delta Environmental Consulting
Return to Gulf St Vincent - Coastal flora for revegetation programs


{% include 'partials/phase_banner_beta.html' %}
{% include 'partials/validation_partial.html' %}
Do you have the address of the dominant building?
This is the address of the land losing access to light.