Project documentation is built using Sphinx docs, which uses ReST for markup. This allows the docs to cover a vast amount of topics without using a thousand-line README file.
Sphinx docs is pip-installable via pip install sphinx
. Once installed, open a command line in the docs folder and run the following commands:
$ sudo pip install -r requirements.txt
This will install the requirements needed for the generating the docs. Afterwards you can run:
$ make html
The docs will be generated, the output files will be placed in the _build/html/
directory, and can be browsed (locally) with any browser.
The docs can also be found online at http://bootstrap-datepicker.readthedocs.org/.


|
ChemScript API Reference 13
|
Public Member Functions | |
| const std::vector< Isotope * > | Isotopes () |
Public Attributes | |
| double | AverageMass |
| double | ExactMass |
| Isotope | CommonIsotope |
| int | AtomicNumber |
| int | IsotopeMassNumber |
| std::string | Symbol |
| std::string | FullName |
| double | Density |
| double | MP |
| double | BP |
| double | IP |
| double | Electronegativity |
| double | Radius |
| std::string | DiscoveredBy |
Users cannot create Element object directly. Use PeriodicTable.GetElement() to get an Element object.
Get AtomicNumber of Element
| double Element::AverageMass |
Get AverageMass of Element, at natural abundance.
| double Element::BP |
Get BP of Element, unit: Celsius
Get CommonIsotope of Element
| double Element::Density |
Get Density of Element, unit: g/ml
| std::string Element::DiscoveredBy |
Get DiscoveredBy of Element
| double Element::Electronegativity |
Get Electronegativity of Element, unit is "Pauling"
| double Element::ExactMass |
Get ExactMass of Element
| std::string Element::FullName |
Get FullName of Element
| double Element::IP |
Get IP of Element, unit: kJ/mol
Get IsotopeMassNumber of Element
| double Element::MP |
Get MP of Element, unit: Celsius
| double Element::Radius |
Get Radius of Element, unit: Angstroms
| std::string Element::Symbol |
Get Symbol of Element


You can’t get Carol Vorderman out of her skinny jeans and that's a fact
Carol Vorderman took her so-called ‘bitable bum’ out in the sunshine over the weekend. Fact.
Taking in the rays in Cardiff, it’s become abundantly clear that be it summer or winter, Vorders is not about to give up her famous skinny jeans without a fight.
The 58-year-old has seemingly declared them a wardrobe staple as she donned them on many on occasion, to the rugby, to the hair salon – now she’s wearing them to the local BBC studios in Wales.
Stepping out on Saturday in what can only be described as pretty frigid Welsh temperatures, Carol donned a wool sweater with her trousers, as she added a pair of black boots and toted a puffer jacket just in case things get a little chilly.
With the sun shining on her face, though, it looked like a blissful November day in the city as she headed to the radio studios looking incredible.
The Pride Of Britain host wore a pair of sunglasses as she headed out with what Amanda Holden brilliantly described recently as a ‘bum you can bite’.
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Vorders has become somewhat of an icon for her curves as of late, opening up on the mayhem surrounding her behind.
Keeping fit by trekking for 15 miles twice a week, she insisted she has never had bottom implants.
She told Mailonline: ‘I’ve always had a huge a**e. I promise I haven’t had bottom implants. It’s the same old bottom.’
‘In my family, loads of us have it: the Vorderman A**e. My daughter Katie has it. My nephew has it. We’re all sticky-out-bottom people.
‘And I’ve been working out for decades, so the shape of mine is down to years of keeping fit.’
Her title in the Rear Of The Year awards was recently stolen by Amanda, though, with the radio presenter dumbfounded she beat THE Vorderman, who took the crown in 2011 and again in 2014.
‘Yes — gosh — I beat Carol Vorderman. She’s won it quite a lot. She’s got a bum you can really bite,’ Amanda said.
‘And there is a physical award. My husband is thrilled!’
Got a showbiz story?
If you've got a story, video or pictures get in touch with the Metro.co.uk Entertainment team by emailing us<EMAIL_ADDRESS>calling 020 3615 2145 or by visiting our Submit Stuff page - we'd love to hear from you.


Get involved in your district
Your member of Congress is a top MAYDAY.US Potential Leader for Reform. We can put you together with other MAYDAY volunteers in the district, provide you with materials, and support you in other ways to ensure a successful effort.
Fill out this form to meet with your local congressional office or to write a letter to the editor. This is a big opportunity to put us within striking distance of a majority for reform before our 2016 electoral work.


We are gum - a studio of diverse designers with various skillsets who want to explore different areas of design through a variety of projects, anywhere from conceptual to commercial.
We aim to provide a flexible workspace that will expand your knowledge and stretch your imaginations. We value each designer as an individual and want to build your confidence by encouraging self-expression and experimentation. We want every one of our sessions to be beneficial and most importantly, fun!

Creative Director
Creative Director
Creative Director
Senior Designer
Junior Designer
Junior Designer
Junior Designer
Intern
Gum Studio, 78 West Port, Edinburgh EH1 2LE


Three missing as ship capsizes after collision with launch in Munshiganj
by bdnews24.comAt least three people are missing after a ship carrying sand capsized in the Meghna River in Munshiganj.
The vessel sank around 5am on Sunday following a collision with a launch near the Gajaria jetty.
Four labourers were asleep onboard when the ship was hit by a Dhaka-bound launch MV Kirtankhola, said police.
Two of the missing men were identified as 'Aslam', 24, and 'Emaidul', 38. The other labourer, 'Nizam', 40, managed to swim ashore.
The launch's Captain Md Shahidul Islam and other two staffers, Jahangir Hossain and Yunus Bepari, have been arrested over the accident, said Coast Guard Station Officer MM Asif.
The Coast Guard had detained a sand-laden ship for sailing at night and was taking it to the Gajaria jetty when the incident occurred, said Gajaria Police Station chief Harun-Or-Rashid.
The launch captain said the fog over the river hampered visibility and by the time the ship came into view, it was already to late to avoid a collision.
Divers from the fire service are conducting a search for the missing men, said Munshiganj Deputy Commissioner Md Maniruzzaman.


This tutorial shows how to make a simple game using the C64Style framework. The following concepts are covered:
The complete game can be found here: Tutorial - Alien Invasion
This tutorial assumes at least a basic working knowledge of HTML and Javascript.
We will be making an alien invasion type of game, in the spirit of Space Invaders and Gorf.
First, let's get some basic page stuff out of the way. Start your HTML page and import the Javascript bundle:
  <title>C64Style Tutorial - Alien Invasion</title>
You can also include any css files in the head if you want special page styling.
Setup the page body:

Tutorial - Alien Invasion

The "content" div will hold our C64 screen. So now, let's create a bare-bones screen:

And be sure to close your HTML tag.

If you save your html file and open it in the browser, it should look something like this:
Pretty basic. Let's change the colors a bit on the screen. We can add this to the config variable:
var config = { "rows" : 25, "cols" : 40, "scaleX" : 2, "scaleY" : 2, "backgroundColor" : C64Style.Color.BLACK, "borderColor" : C64Style.Color.DARKGREY };
You now have:
Let's create a text layer and write to the screen. You'll notice in the example above, we've created a GameContext variable in the global scope. That is going to store all the variables and things that we create, so that we have easy access to them from anywhere (you could just put all the variables in the global scope, but this is a little cleaner). You can already see that we create a 'screen' property, that is a reference to our C64 Screen.
We'll do the same thing to add a text layer:
function initialize(config) { GameContext.screen = new C64Style.C64Screen(config); GameContext.screen.initialize(); GameContext.textLayer = GameContext.screen.createLayer("TextLayer", { scaleX : config.scaleX, scaleY : config.scaleY }); GameContext.textLayer.writeText("Alien Invasion!", 12,1, C64Style.Color.WHITE); GameContext.screen.render(); }
This gives you:
Not much going on so far. Let's make things interesting by creating a space ship. You can find an image for the ship here: ship.png.
We'll use an ImageElement for this, and load up a png. We need to adjust a couple of things to accommodate the time it takes to load an image - we want to ensure that the image has finished loading before we start rendering the screen.
At the bottom of your script, replace this:
initialize(config);
with this:
GameContext.shipPng = new Image(); GameContext.shipPng.src = "ship.png"; GameContext.shipPng.onload = function() { initialize(config); }
This way, our initialization code is only called when the image is done. So we have our image loaded now, but we need a way to put it on our screen.
Below the code that creates the text layer, let's add a graphics layer:
GameContext.textLayer = GameContext.screen.createLayer("TextLayer", { scaleX : config.scaleX, scaleY : config.scaleY }); GameContext.textLayer.writeText("Alien Invasion!", 12,1, C64Style.Color.WHITE); GameContext.gfxLayer = GameContext.screen.createLayer("GfxLayer");
Now it's time to create the element for the ship:
var imageRenderer = new SL.ImageRenderer(config.scaleX, config.scaleY); GameContext.shipElement = new C64Style.ImageElement({ screenContext: GameContext.screen, imageRenderer: imageRenderer, image: GameContext.shipPng, sourceX:0, sourceY:0, sourceWidth:32, sourceHeight:32, width:32, height:32, x:144, y:160 });
Then add the element to your graphics layer:
GameContext.gfxLayer.addElement(GameContext.shipElement);
Your initialize function should look like this:
function initialize(config) { GameContext.screen = new C64Style.C64Screen(config); GameContext.screen.initialize(); GameContext.textLayer = GameContext.screen.createLayer("TextLayer", { scaleX : config.scaleX, scaleY : config.scaleY }); GameContext.textLayer.writeText("Alien Invasion!", 12,1, C64Style.Color.WHITE); GameContext.gfxLayer = GameContext.screen.createLayer("GfxLayer"); var imageRenderer = new SL.ImageRenderer(config.scaleX, config.scaleY); GameContext.shipElement = new C64Style.ImageElement({ screenContext: GameContext.screen, imageRenderer: imageRenderer, image: GameContext.shipPng, sourceX:0, sourceY:0, sourceWidth:32, sourceHeight:32, width:32, height:32, x:144, y:160 }); GameContext.gfxLayer.addElement(GameContext.shipElement); GameContext.screen.render(); }
And your page should look like this:
Things are getting exciting!
Let's add some aliens. Instead of using an image, let's create aliens using pix arrays. This will let us use multiple palettes. We will use two sets of pix arrays and create a sprite. The code for the arrays is kind of long and uninteresting. We'll load it from separate files. Add these two lines to your  section:

You can find the files here and here.
These will load alienPix1 and alienPix2 into our GameContext.
We want a bunch of aliens, so let's make an array for them after the code that adds the ship element:
GameContext.shipElement = new C64Style.ImageElement(GameContext.screen, GameContext.gfxLayer, { image: GameContext.shipPng, sourceX:0, sourceY:0, sourceWidth:32, sourceHeight:32, width:32, height:32, x:144, y:160 }); GameContext.gfxLayer.addElement(GameContext.shipElement); GameContext.aliens = [];
Set up our sprite frames:
GameContext.aliens = []; GameContext.alienFrame1 = new C64Style.PixSpriteFrame({pixArray:GameContext.alienPix1, duration:200}); GameContext.alienFrame2 = new C64Style.PixSpriteFrame({pixArray:GameContext.alienPix2, duration:200});
These reference the alienPix arrays we imported. Duration tells us how long (milliseconds) to display each frame.
Now let's use a loop to create the sprites and position them on the screen:
GameContext.aliens = []; GameContext.alienFrame1 = new C64Style.PixSpriteFrame({pixArray:GameContext.alienPix1, duration:200}); GameContext.alienFrame2 = new C64Style.PixSpriteFrame({pixArray:GameContext.alienPix2, duration:200}); var x = 8; for (var i = 0; i < 8; i++) { var newAlien = new C64Style.PixSprite({ screenContext: GameContext.screen, frames:[GameContext.alienFrame1,GameContext.alienFrame2], x:x, y:y, defaultPalette: palette }); GameContext.aliens.push(newAlien); GameContext.gfxLayer.addElement(newAlien); x += 20; }
There is a lot going on there! Notice that we are creating an array of frames using the frames we setup in the previous step. We are pulling in the default palette provided by the C64Style.Color enum. Also notice we advance the x position each time we create and alien, and that we add the alien to both the GameContext.aliens array and to the gfxLayer.
If all went well, your screen ought to look like this:
This is a static image; what you should see is some animated aliens.
Let's add another row of aliens. We can do the same thing, but let's use a different palette.
var altPalette = [ C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.YELLOW, C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.RED, C64Style.Color.LIGHTGREEN ];
In the PixArray, we only use colors 2, 6, and 7 from the default palette. With our new palette, we change the colors at those indices, and set the rest to black (no special reason to do this, just to make it more apparent those color indices aren't used.) We're doing basically the same thing again, but with a different palette.
Let's extract what we did before into a function:
function createAlien(x,y, palette) { var newAlien = new C64Style.PixSprite({ screenContext: GameContext.screen, frames:[GameContext.alienFrame1,GameContext.alienFrame2], x:x, y:y, defaultPalette: palette }); return newAlien; }
Then we can update the code we did before to look like this:
var x = 8; for (var i = 0; i < 8; i++) { var newAlien = createAlien(x, 32, C64Style.Color.getDefaultPalette()); GameContext.aliens.push(newAlien); GameContext.gfxLayer.addElement(newAlien); x += 20; }
and we can just copy and paste that bit, reset our x variable, bump the y position a little bit, and plugin the new palette:
var x = 8; for (var i = 0; i < 8; i++) { var newAlien = createAlien(x, 32, C64Style.Color.getDefaultPalette()); GameContext.aliens.push(newAlien); GameContext.gfxLayer.addElement(newAlien); x += 20; } var altPalette = [ C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.YELLOW, C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.RED, C64Style.Color.LIGHTGREEN ]; x = 8; for (var i = 0; i < 8; i++) { var newAlien = createAlien(x, 48, altPalette); GameContext.aliens.push(newAlien); GameContext.gfxLayer.addElement(newAlien); x += 20; }
Now you should have this:
And your initialize function should look like this:
function initialize(config) { GameContext.screen = new C64Style.C64Screen(config); GameContext.screen.initialize(); GameContext.textLayer = GameContext.screen.createLayer("TextLayer", { scaleX : config.scaleX, scaleY : config.scaleY }); GameContext.textLayer.writeText("Alien Invasion!", 12,1, C64Style.Color.WHITE); GameContext.gfxLayer = GameContext.screen.createLayer("GfxLayer"); var imageRenderer = new SL.ImageRenderer(config.scaleX, config.scaleY); GameContext.shipElement = new C64Style.ImageElement({ screenContext: GameContext.screen, imageRenderer: imageRenderer, image: GameContext.shipPng, sourceX:0, sourceY:0, sourceWidth:32, sourceHeight:32, width:32, height:32, x:144, y:160 }); GameContext.gfxLayer.addElement(GameContext.shipElement); GameContext.aliens = []; GameContext.alienFrame1 = new C64Style.PixSpriteFrame({pixArray:GameContext.alienPix1, duration:200}); GameContext.alienFrame2 = new C64Style.PixSpriteFrame({pixArray:GameContext.alienPix2, duration:200}); var x = 8; for (var i = 0; i < 8; i++) { var newAlien = createAlien(x, 32, C64Style.Color.getDefaultPalette()); GameContext.aliens.push(newAlien); GameContext.gfxLayer.addElement(newAlien); x += 20; } var altPalette = [ C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.YELLOW, C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.BLACK, C64Style.Color.RED, C64Style.Color.LIGHTGREEN ]; x = 8; for (var i = 0; i < 8; i++) { var newAlien = createAlien(x, 48, altPalette); GameContext.aliens.push(newAlien); GameContext.gfxLayer.addElement(newAlien); x += 20; } GameContext.screen.render(); }
So now we have some cool retro looking graphics. But it isn't a game just yet.
Let's make our ship move. C64Style offers a couple of ways to handle moving elements. In this case, we want to tie the movement of the ship to the arrow keys, left and right, and keep the ship in the bounds of the screen. To do this, we are going to add a couple of event handlers. We want to know when the user pushes a key down, and lets a key up; when the key is down, we want to be moving the ship, and when they let the key up, we want to cease moving the ship. If the key that was pressed isn't one we are using, we want it to have normal behavior for that key. So we add to our ever growing initialize function:document.onkeydown = function(e) { var preventDefault = false; switch (e.key) { case "ArrowLeft": GameContext.shipMovingLeft = true; break; case "ArrowRight": GameContext.shipMovingRight = true; break; default: break; } if (preventDefault) event.preventDefault(); return !preventDefault; } document.onkeyup = function(e) { var preventDefault = false; switch (e.key) { case "ArrowLeft": GameContext.shipMovingLeft = false; break; case "ArrowRight": GameContext.shipMovingRight = false; break; default: break; } if (preventDefault) event.preventDefault(); return !preventDefault; }
So, if the left key is pressed, we set a variable shipMovingLeft to true, and likewise for the right key. If one of those keys is let up we set the ship moving variable to false.
That's great, but we still need to move the ship. Let's create a function to do that, outside of the initialize function.
GameContext.shipMoveRate = 1/8; function updateShip(event) { var ship = GameContext.shipElement; if (GameContext.shipMovingLeft && ship.getX() > 4) { ship.setX(ship.getX() - event.data.diff * GameContext.shipMoveRate); } if (GameContext.shipMovingRight && ship.getX() < 284) { ship.setX(ship.getX() + event.data.diff * GameContext.shipMoveRate); } }
For shorthand, this function assigns the GameContext.shipElement to a local variable. I also set a variable called shipMoveRate, this will make it easier if we want to change it later. So here you can see, if the ship is moving left, we will subtract the time difference (relative to the previous render cycle, more on this in a minute) multiplied by the shipMoveRate from the current X location; if it is less than some (arbitrary) boundary (4) we keep it at that boundary. We do something analogous for if the ship is moving right. About the time difference: in general the browser will try to run the canvas at 60 frames per second; so when rendering we will find that the difference between the previous render cycle and the current one is usually 15-16ms. However, this may change if the last render cycle took to long, or if for some reason the browser thread was kept suspended longer. So, by factoring in the time difference, we can create smooth movement, even if there are small hiccups in the rate the browser updates the canvas.
We get the time diff from an event that is passed into the function. So, In order for this to work, we need to call this function from an event hook, specifically BEFORE_RENDER in the screen. We can add this in the initialize function after our key event handlers.
GameContext.screen.on(SL.EventType.BEFORE_RENDER, function(e) { updateShip(e); });
This calls the function before each render cycle, and passes a BEFORE_RENDER event. Now that our ship can move, we need to work on our aliens. Orchestrating the aliens' movement is a little more complex. In 'invaders' tradition, we want our aliens to move left or right, and to move down a little bit when they hit the edge of the screen. Let's start by creating a function to set our aliens in motion:
function setAliensMoving() { GameContext.aliens.forEach(function(alien) { if (GameContext.alienMoveDirection === "RIGHT") { alien.setMoveRates(48,0); } else { alien.setMoveRates(-48,0); } }); }
This will give each of our aliens a movement rate, depending on the move direction. We haven't set the move direction anywhere yet, so let's do that, and call our new function.
Back in our initialize function, between our keyboard event handling code and our before-render handling code we can add:
document.onkeyup = function(e) { // ... omitted for brevity ... } GameContext.alienMoveDirection = "RIGHT"; setAliensMoving(); GameContext.screen.on(SL.EventType.BEFORE_RENDER, function(e) { updateShip(e); });
Now if we reload our game, we should see the aliens move to the right and shortly disappear of the right side of the screen. We need a way to check if any of our aliens are near the edge of the screen, and if so, make all the aliens move down a little bit. So let's create a function that checks the position of all the aliens and return whether or not any of them are touching a particular boundary:
function anyAlienAtX(boundary) { var result = false; GameContext.aliens.forEach(function(alien) { if (alien.getX() <= boundary && alien.getX() + alien.getWidth() >= boundary) result = true; }); return result; }
If the boundary argument falls between any alien's x coordinate and the alien's right edge coordinate (x + width), then we return true. Now we need a place to call that, and to handle things when it returns true. When it is true, we need to move the aliens down. We'll make another function:
function updateAliens(event) { if (!GameContext.aliensMovingDown && ((anyAlienAtX(4) && GameContext.alienMoveDirection === "LEFT") || (anyAlienAtX(316) && GameContext.alienMoveDirection ==="RIGHT"))) { moveAliensDown(); } }
Only a few lines, but there is a lot going on here. You can see the boundary checks (anyAlienAtX(4) and anyAlienAtX(316)) are coupled with a check of our movement direction, and with a check whether the aliens are moving down (we haven't defined this yet, but we will soon). The logic here is that we only want this to trigger if we are moving toward the right wall and hit our boundary, or moving toward the left wall and hit our boundary. We don't want to trigger this if the aliens are moving away from the wall, or if they are moving down. In the case that these conditions are true, we want to move our aliens down. Here's a function for that:
function moveAliensDown() { GameContext.aliens.forEach(function(alien) { alien.moveTo(alien.getX(), alien.getY() + 16, 1100); alien.setMoveRates(0,0); }); GameContext.aliensMovingDown = true; }
This does a couple of things. We give each alien a specific destination: its current x coordinate (no change) and an incremental amount over it's current y coordinate. This move will run over the course of 1.1 seconds. On the next line we are setting our movement rates to zero. This may seem counter intuitive, but it is important to understand that movement rates and moveTo instructions are not mutually exclusive; however, movement as a result of moveTo instructions supercedes movement caused by move rates (basically, if you have both running, you will only see the movement caused by moveTo, until it completes; then the move rates will take effect again). Once we've set our aliens moving down, we set the flag to indicate that they are moving down.
Speaking of which it is probably a good idea to give that flag an initial value before the action starts. Back in our init code, add this:
document.onkeyup = function(e) { if(GameContext.actionPaused) return true; var preventDefault = false; switch (e.key) { case "ArrowLeft": GameContext.shipMovingLeft = false; break; case "ArrowRight": GameContext.shipMovingRight = false; break; default: break; } if (preventDefault) event.preventDefault(); return !preventDefault; } GameContext.aliensMovingDown = false; GameContext.alienMoveDirection = "RIGHT"; setAliensMoving(); GameContext.screen.on(SL.EventType.BEFORE_RENDER, function(e) { updateShip(e); });
So now we have the instruction to move aliens down when they are near the edges of the screen. We need to make this check every render cycle. We can add to our before-render event handler:
GameContext.screen.on(SL.EventType.BEFORE_RENDER, function(e) { updateShip(e); updateAliens(e); });
So that's great. If you run this now, you will see your aliens move to the right edge of the screen, move down when they hit it, and then... just stop. So we need to send them back the other direction when all the aliens have completed their downward movement. We'll create a function to handle this:
function alienStoppedMoving() { GameContext.alienCounter++; if (GameContext.alienCounter === GameContext.aliens.length) { GameContext.aliensMovingDown = false; GameContext.alienCounter = 0; if (GameContext.alienMoveDirection === "RIGHT") { GameContext.alienMoveDirection = "LEFT"; } else { GameContext.alienMoveDirection = "RIGHT"; } setAliensMoving(); } }
We'll be calling this each time that an alien stops moving, and we only want to set them moving again after all the aliens have stopped. So we keep a counter, and when all aliens are accounted for, we take action. They are no longer moving down, so we can set that flag false. And we'll need to reset our counter. Then we check the last direction they were moving and switch it: if they were moving right, we send them left, and vice versa. Once that's done, we call our setAliensMoving() function to get them moving again.
Before we forget, we referenced an alienCounter variable that we hadn't yet defined. Let's do that now, in the same place we initialize the other alien stuff:
GameContext.aliensMovingDown = false; GameContext.alienMoveDirection = "RIGHT"; GameContext.alienCounter = 0; setAliensMoving();
Now, we need to find a way to call this when the aliens stop moving. We can actually add this directly to our moveTo function call:
function moveAliensDown() { GameContext.aliens.forEach(function(alien) { alien.moveTo(alien.getX(), alien.getY() + 16, 1100, alienStoppedMoving); alien.setMoveRates(0,0); }); GameContext.aliensMovingDown = true; }
Now we are really getting somewhere! Our ship moves in response to arrow keys, and our aliens creep steadily forward. Let's add some bullets for our spaceship. After we declare GameContext, add this line:


Product Market: You will have the role of a producer of a product that will be sold in a market. Your earnings during this session will depend on your profits from producing and selling this product.
You will manage {{ player.capacity}} capacity units. Think of each capacity unit as a plant that can produce one unit of the product. You will be told the cost of operating the capacity unit, and the unit profit will be the price of the product minus the cost of producing that unit.
Permits: Producers are required to obtain permits to cover their output.
Permit Requirements: Different producers will need different numbers of permits for each unit produced. For low users the number of permits per unit output is {{ Constants.emission_intensity_low}}. High users need {{ Constants.emission_intensity_high }} permits for each unit of output. There are {{session.config.num_low_emitters}} low users in this market and {{session.config.num_high_emitters}} high users. Your role during today's session will be: {{ player_type}} user.
Product Price: In any period, the product price could be high, {{ high_output_price}}, or low,
{{ session.config.low_output_price}}. The sequence of output prices is not known in advance, but the current price at which the output can be sold in a round will be announced at the start of each round. All producers receive the same price for their output in a given round.
Production Costs: The cost of production differs from one person to another, and new costs are randomly determined for each person at the start of each period. You will also have the cost of obtaining permits for each unit you produce.


Simple PacMan Game
Use your arrow keys to navigate PacMan.
Your goal is to gobble up as much food as you can AND exit the maze within the given timeframe. (Sorry, no timer added yet.)
Avoid the ghost! (If there is one... still working on the kinks)


A function (which uses a similar interface to the ‘glm’ function) for the fitting of a Conway-Maxwell-Poisson GLM. There are also various methods for analysis of the model fit. The package also contains functions for the Conway-Maxwell-Poisson distribution in a similar interface to functions ‘dpois’, ‘ppois’ and ‘rpois’. The functions are generally quick, since the workhorse functions are written in C++ (thanks to the Rcpp package).
| Version: | 2.0 |
| Imports: | Rcpp, stats |
| LinkingTo: | Rcpp |
| Suggests: | testthat, devtools, roxygen2, covr, lintr |
| Published: | 2018-04-29 |
| Author: | Jeffrey Pollock |
| Maintainer: | Jeffrey Pollock <jeffpollock9 at gmail.com> |
| BugReports: | https://github.com/jeffpollock9/CompGLM/issues |
| License: | GPL-2 | GPL-3 [expanded from: GPL (≥ 2)] |
| URL: | https://github.com/jeffpollock9/CompGLM |
| NeedsCompilation: | yes |
| Materials: | README |
| In views: | Distributions |
| CRAN checks: | CompGLM results |
| Reference manual: | CompGLM.pdf |
| Package source: | CompGLM_2.0.tar.gz |
| Windows binaries: | r-devel: CompGLM_2.0.zip, r-release: CompGLM_2.0.zip, r-oldrel: CompGLM_2.0.zip |
| OS X binaries: | r-release: CompGLM_2.0.tgz, r-oldrel: CompGLM_2.0.tgz |
| Old sources: | CompGLM archive |
Please use the canonical form https://CRAN.R-project.org/package=CompGLM to link to this page.


/**
* @file Common helper functions
* @author Patrick Godschalk<EMAIL_ADDRESS>* @copyright Patrick Godschalk 2015-2018 - code reused from
* git@github.com:crowbartools/Mixer-Chat-Overlay copyright (c) 2016
* Firebottle under MIT license
* @license MIT
*/
/*
* Copyright (c) 2018 Patrick Godschalk
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
var getUrlParameter = function getUrlParameter(sParam) {
var sPageURL = decodeURIComponent(window.location.search.substring(1)), sURLVariables = sPageURL.split('&'), sParameterName, i;
for (i = 0; i < sURLVariables.length; i++) {
sParameterName = sURLVariables[i].split('=');
if (sParameterName[0] === sParam) {
return sParameterName[1] === undefined ? true : sParameterName[1];
}
}
};
/**
* Sets a Client-ID request header with the OAuth key.
*
* @param {*} xhr
*/
function setHeader(xhr) {
xhr.setRequestHeader('Client-ID', 'gdswj1g5j9qq52avv4dvm27gf4t3mc'); //DevSkim: ignore DS173237
}
// Timer for removing chat messages
var chatTime = getUrlParameter('timer');
if (chatTime) {
timeToShowChat = chatTime; // in milliseconds
} else {
timeToShowChat = '0';
}
// Set a background colour to a CSS colour string if defined.
$('body').css({ 'background-color': getUrlParameter('bgcolor') });


Before today, you had to endure repeating character after repeating character. There was no relief in sight!
That is, until now! At last, your suffering is ended! Enter your string below and witness the magic of the...
REPEATER DELETER!


When Should I Use Go?
DISCLAIMER: I don’t claim to be an expert on this language, so I may have made mistakes. If there is anything you would say differently or anything that is just plain wrong, please open an issue on Github
Go is a language that many people (yet not enough) are talking about.
Yes, it has the interesting origin of basically being designed by Google to solve Google’s problems. Yes, it looks at first glance like C with some random syntax changes. And yes, why do you need to learn a new language to do the things you already know how to do?
But every language has its place, and today we’re going to look at this beautiful construct (all languages are beautiful, really, except JavaScript) and try to find the answer to the question of When to Use Go.
And it all starts with another question:
What is Go?
Go is a compiled language that strongly inherits from Alef and C. However, it makes a special emphasis in some very interesting aspects:
- Simplicity
- Fast compilation
- Package management
- Channel-based concurrency
- Statically link everything
- Code Clarity
Simplicity
The first thing to understand about Go is that it is stupidly easy to learn. Anyone with any programming experience can learn it at a competent level in under a week.
This is in great part to the amazing amount of emphasis the Golang team have put on a clear language.
For example, here is an excerpt from a random repo I’ve been contributing to:
func InvertColorMap() {
re := regexp.MustCompile(".*.fg")
for k, _ := range ColorMap {
if re.FindAllString(k, 1) != nil {
ColorMap[k] = ui.ColorBlack
}
}
ColorMap["par.text.hi"] = ui.ColorWhite
}
It doesn’t really take a rocket scientist to realize that this code simply does:
- Declare a function InvertColorMap with no arguments that does the following:
- Make a regexp for things ending in “.fg”
- Iterate the keys of a ColorMap thing.
- Find All Strings that match the Regex in the Key and if not nil, set that ColorMap key to ui.ColorBlack
- Finally, set the specific key of “par.text.hi” in ColorMap to White
Congratulations, you apparently already know Golang.
Fast Compilation
Golang compiles fast. And I don’t mean the “Just one cup of coffe” kind of fast. I mean “Are you sure I used the right build command?” fast.
As an example I timed the compilation of Revel, one of the main Web Frameworks for Go (which is awesome, by the way) and the compilation took less than a second (specifically 0.879s of real time).
Granted, it’s not the hugest app I could find, but it’s a good representation I feel of a useful app.
As a bigger example, I also compiled the go compiler and its tools, and it took just 8m 20.068s, and about 40% of that was running the tests.
So if you care for fast compilation times, Go has your back, bro.
Package Management
Go has taken the trend started by Python’s pip
and Ruby’s gem
, and integrated the package management system into the standard toolchain in the form of go get
.
This is, IMO a fantastic thing, as there is a standard way of organizing your dependencies. However, go get
is not without its caveats:
go get
kinda forces you into a monorepo, where your code is always located in$GOPATH/src/github.com/kenan-rhoton/foo-project
or similar.- It encourages a philisophy of always using the latest version of dependencies, which I find a good thing, but most people dont. You can opt out of that by vendoring the dependencies, but it’s kinda ugly.
Some solutions have appeared that target these problems, chief among them is Glide, which essentially makes vendoring easy.
In most cases, though, this means that the only step to build a project is go get -u github.com/user/repo
, which will automatically fetch the project and its dependencies, build it and install its binary (if any) into $GOPATH/bin.
Update!
Go is now introducing Go Modules so it seems that there will be no true pain points left in this area (I even think they’ve surpassed every other package management tool for any language except perhaps Rust’s Cargo).
Channel-Based Concurrency
Here we can see a big part of its Alef influence: channels.
The “Go way” of doing concurrency is to simply launch a “goroutine” and communicate with it through blocking channels.
A quick example, since Go tends to be easier to understand by actually looking at code:
import (
"fmt"
)
func main() {
c := make(chan string)
go func(i chan string) {
i <- "Hello, World!"
}(c)
fmt.Println(<-c)
}
That is a complete Hello World program with concurrency.
Another cool feature in golang is that, although reading and writing to a channel is, in general, blocking, one can do a nonblocking read using the select
construct:
select {
case res := <-i:
fmt.Println(res)
default:
fmt.Println("Received nothing yet!")
}
Statically link everything
This is a funny one. I’ve heard two kinds of arguments:
- Statically linking is a vestige of the 80s, dynamically link everything!
- Statically linking is faster, clearer, cleaner and makes things not randomly break.
I’m in favor of the second one, so this section is a Go advantage in my mind, but feel free to disagree! (You can always open an issue at github)
So Go compiles into a completely self-contained executable 100% of the time. No worries about external things breaking it. That has got to be good.
Code Clarity
This is one of my favorite things: Go includes tools such as gofmt
and go vet
which define the code style and best practices for the language.
 Or unused package imported.
I love that many of these “warnings” have become compilation errors, forcing you to do what you should already be doing: coding correctly.
Finally, go test
is something that is more and more prevalent in different languages, and that is an ingrained testing approach.
I particularly like that go encourages you to have your test files alongside the files they’re testing (so thing.go
would be tested by thing_test.go
in the same directory).

Go, like every other language, is not perfect. In fact it has some very clear flaws:
- Development speed.
- No real mature Game Development packages.
- Embedded systems not really supported.
- Error handling is weird
Development speed
This is where Go has sacrificed everything, pretty much. By following the less is more principle they’ve created a beautiful understandable language where you have to put the more to get things done.
So pretty much everything you want to do in the language, you have to do yourself. And it will be very easy to do, yes. But it will also take time.
As an example, the language doesn’t even have a round
function in its Math library. But yeah, you can probably implement it in less than 10 lines of code, so who cares?
When you add all this, you reach a very weird conclusion: the time you save in searching documentation and stuff because the language is so easy to understand is simply traded in increased development time.
So Go is not a language for when you want to develop fast.
Update!
After some further usage and being involved with companies that are working in Go a lot, I now see I was terribly wrong in this point.
It may be that the verbosity of Go (which might be greatly reduced if generics happen) sort of offsets its simplicity and readability when working alone. However, when working as a team, these advantages are so great that the development speed is comparable to Python or Ruby, making development with this language a very fast and smooth process.
No real GameDev
Aside from Azul3d I’m not really aware of any true 3D game engines, and it’s still a very small project.
For 2D you have some other options, but nothing mature enough, really.
Embedded Systems
Sure, you can use Go for Embedded Systems, just like you can use Java, but really, it’s like trying to put on a very small shoe.
Just don’t force it.
Error handling is weird
This is more of a style chose, but it puts many people off. This is a typical function call with error handling in Go:
c, err := DoSomething(foo)
if err != nil {
return nil, err
}
This is much clunkier than the try/catch
paradigm most people are used to, and for some that’s enough to just scratch the language.
Update!
This is being looked into
So… When should I use Go?
Go is, I believe, a great team language.
I would reccommend using it if you’re beginning any project with more than 4 people and there’s no language that they’re “experts at” (like, everyone having 10+ years of Java experience or something).
I also think it’s a great server language.
What I mean is that, if your software requires a lot of concurrency, web connections, and all sorts of other server shenanigans, it is a great choice.


reStructuredText mode
The python
mode will be used for highlighting blocks
containing Python/IPython terminal sessions: blocks starting with
>>>
(for Python) or In [num]:
(for
IPython).
Further, the stex
mode will be used for highlighting
blocks containing LaTex code.
MIME types defined: text/x-rst
.


Airport traffic vs Population ranking
We wanted to see if creating a list of cities arranged by the ratio of air traffic to the population of that city would produce any interesting results. Turns out, it actually does! This list could actually be a good indicator towards the kind of economy the city must be based on. For example, while the population of Goa is not much, the air traffic it serves is very high. This could be because the Goa state is incredibly dependent on tourists visiting from other places. Interesting insights could be drawn from this list. Nevertheless, we mapped the ratios into a geoJSON file and now have visualised it too.
1. Goa
The Goa airport leads here with a ratio of 5.9 making it first in our list. The ratio is almost two times more than that of the next airport on this list. This is probably because of the dependece of the Goan economy on tourism! Very interesting!
Ratio 5.9
2. Kochi
The Kochi airport is second with a ratio of 2.6!
Ratio 2.6
3. Delhi
Delhi, our largest airport comes in at 3rd despite being the busiest airport in the country
Ratio 2.28
4. Bombay
The Bombay airport comes in at fourth.
Ratio 2.25
5. Chennai
Chennai comes in at fifth.
Ratio 2.2
Bangalore
Bangalore comes in at 6th. The ratio is same as that of Chennai but since Chennai's population was lower, we decided to place it higher on this list
Ratio 2.2
Hyderabad
Hyderabad clocks in at 7th. The ratio from here on falls sharply.
Ratio 1.6
8. Ahmedabad, Sardar Vallabhbhai Patel International Airport
Ahmedabad comes in the same as our other list. No change here.
Ratio 1.18
Pune
Pune comes in at ninth.
Ratio 1.17
Calcutta
Despite being the fifth most busiest airport, Calcutta comes in last here because of its low ration. Interesting observation.
Ratio 1.1
INDIA
With population over and about 125 crores,Not only our roads are full,Even the skies have joined the race.Airport authority of India operating about 125 airports and civil enclaves out of a total of 449 airports and airstrips located throughout India, releases the list of top 10 busiest airports of India which handled a total of 223.6 million passengers (168.9 m domestic and 54.7 m international) during 2015-16 (Apr-Mar)
_________________________________________________


This demo is currently hardwired to the Starterkit with id .
These controls and indicators represent the dispenser hardware that is exposed as a WAMP component and connected to Crossbar.io:
Open JavaScript console to watch output.


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When the Test object instance, calls the method number at line 4,
(number is declared at line 6) this leads to the instantiation of
a RuntimeException object
, at line 8 (note: instantiation simply creates an allocation of space in memory –
for the new object). However, no reference (variable) to the
RuntimeException object is declared – resulting in the object ultimately
having no impact on the source code.
Meanwhile, the method's return statement (at line 10), because its located inside
a finally block - and
finally blocks within source code always execute (with one noted exception), returns the
int1 to the method call at line 4 (i.e. the argument of the println statement).
The only time that a finally block will not execute is, if it is preceded by the statement:
System.exit(0);


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HelloWorldHTML
Hello there, awesome person!
HTMLheader
This is a link to Youtube!
This is a link to Twitch!
This is a link to Reddit!


Functions | |
| template<typename Geometry , typename RoP > | |
| void | boost::geometry::append (Geometry &geometry, RoP const &range_or_point, int ring_index=-1, int multi_index=0) |
| Appends one or more points to a linestring, ring, polygon, multi. | |
| template<typename Geometry , typename Range > | |
| void | boost::geometry::assign (Geometry &geometry, Range const &range) |
| assign a range of points to a linestring, ring or polygon | |
| template<typename Geometry , typename Type > | |
| void | boost::geometry::assign (Geometry &geometry, Type const &c1, Type const &c2, Type const &c3, Type const &c4) |
| assign center + radius to a sphere [for extension] | |
| template<typename Geometry , typename Type > | |
| void | boost::geometry::assign (Geometry &geometry, Type const &c1, Type const &c2, Type const &c3) |
| assign three values to a 3D point [or the center + radius to a circle] | |
| template<typename Geometry , typename Type > | |
| void | boost::geometry::assign (Geometry &geometry, Type const &c1, Type const &c2) |
| assign two values to a 2D point | |
| template<typename Box , typename Point > | |
| void | boost::geometry::assign_box_corners (Box const &box, Point &lower_left, Point &lower_right, Point &upper_left, Point &upper_right) |
| Assign the 4 points of a 2D box. | |
| template<typename Geometry > | |
| void | boost::geometry::assign_inverse (Geometry &geometry) |
| assign to a box inverse infinite | |
| template<std::size_t Index, typename Point , typename Geometry > | |
| void | boost::geometry::assign_point_from_index (Geometry const &geometry, Point &point) |
| Assign a point with a point of a box or segment. | |
| template<std::size_t Index, typename Geometry , typename Point > | |
| void | boost::geometry::assign_point_to_index (Point const &point, Geometry &geometry) |
| Assign a box or segment with the value of a point. | |
| template<typename Geometry > | |
| void | boost::geometry::assign_zero (Geometry &geometry) |
| assign zero values to a box, point | |
| template<typename Geometry > | |
| void | boost::geometry::clear (Geometry &geometry) |
| Clears a linestring, linear ring or polygon (exterior+interiors) or multi*. | |
| template<typename Polygon > | |
| const ring_type< Polygon >::type & | boost::geometry::exterior_ring (Polygon const &polygon) |
| Function to get the exterior ring of a polygon (const version). | |
| template<typename Polygon > | |
| ring_type< Polygon >::type & | boost::geometry::exterior_ring (Polygon &polygon) |
| Function to get the exterior_ring ring of a polygon. | |
| template<std::size_t Dimension, typename Geometry > | |
| coordinate_type< Geometry >::type | boost::geometry::get (Geometry const &geometry) |
| |
| template<std::size_t Dimension, typename Geometry > | |
| coordinate_type< Geometry >::type | boost::geometry::get_as_radian (const Geometry &geometry) |
| get coordinate value of a point, result is in Radian | |
| template<typename Polygon > | |
| const interior_type< Polygon > ::type & | boost::geometry::interior_rings (Polygon const &polygon) |
| Function to get the interior rings of a polygon (const version). | |
| template<typename Polygon > | |
| interior_type< Polygon >::type & | boost::geometry::interior_rings (Polygon &polygon) |
| Function to get the interior rings of a polygon (non const version). | |
| template<typename Geometry , typename T > | |
| Geometry | boost::geometry::make (T const &c1, T const &c2, T const &c3) |
| Make a geometry. | |
| template<typename Geometry , typename T > | |
| Geometry | boost::geometry::make (T const &c1, T const &c2) |
| Make a geometry. | |
| template<typename Geometry > | |
| Geometry | boost::geometry::make_inverse () |
| Create a box with inverse infinite coordinates. | |
| template<typename Geometry > | |
| Geometry | boost::geometry::make_zero () |
| Create a geometry with "zero" coordinates. | |
| template<typename Geometry > | |
| std::size_t | boost::geometry::num_interior_rings (Geometry const &geometry) |
| Function to get the number of interior rings of a polygon. | |
| template<typename Geometry > | |
| std::size_t | boost::geometry::num_points (Geometry const &geometry) |
| get number of points | |
| template<std::size_t Dimension, typename Geometry > | |
| void | boost::geometry::set (Geometry &geometry, typename coordinate_type< Geometry >::type const &value) |
| |
| template<std::size_t Dimension, typename Geometry > | |
| void | boost::geometry::set_from_radian (Geometry &geometry, const typename coordinate_type< Geometry >::type &radians) |
| set coordinate value (in radian) to a point |
The library provides the following functions to edit geometries:
For getting coordinates it is similar:
| coordinate_type< Geometry >::type boost::geometry::get | ( | Geometry const & | geometry | ) |
| Index | index
| |
| Dimension | dimension | |
| Geometry | geometry |
Definition at line 263 of file access.hpp.
| void boost::geometry::set | ( | Geometry & | geometry, | |
| typename coordinate_type< Geometry >::type const & | value | |||
| ) |
| Index | index
| |
| Dimension | dimension | |
| Geometry | geometry |
Definition at line 299 of file access.hpp.
| ring_type<Polygon>::type& boost::geometry::exterior_ring | ( | Polygon & | polygon | ) |
Function to get the exterior_ring ring of a polygon.
| P | polygon type |
Definition at line 93 of file exterior_ring.hpp.
| const ring_type<Polygon>::type& boost::geometry::exterior_ring | ( | Polygon const & | polygon | ) |
Function to get the exterior ring of a polygon (const version).
| Polygon | polygon type |
Definition at line 113 of file exterior_ring.hpp.
| interior_type<Polygon>::type& boost::geometry::interior_rings | ( | Polygon & | polygon | ) |
Function to get the interior rings of a polygon (non const version).
| P | polygon type |
Definition at line 177 of file interior_rings.hpp.
| const interior_type<Polygon>::type& boost::geometry::interior_rings | ( | Polygon const & | polygon | ) |
Function to get the interior rings of a polygon (const version).
| P | polygon type |
Definition at line 197 of file interior_rings.hpp.
| std::size_t boost::geometry::num_interior_rings | ( | Geometry const & | geometry | ) |
Function to get the number of interior rings of a polygon.
Can be used for any geometry, returning 0 for geometries not having interior rings
| Geometry | geometry type |
Definition at line 222 of file interior_rings.hpp.
| coordinate_type<Geometry>::type boost::geometry::get_as_radian | ( | const Geometry & | geometry | ) |
get coordinate value of a point, result is in Radian
Result is in Radian, even if source coordinate system is in Degrees
Definition at line 112 of file radian_access.hpp.
| void boost::geometry::set_from_radian | ( | Geometry & | geometry, | |
| const typename coordinate_type< Geometry >::type & | radians | |||
| ) |
set coordinate value (in radian) to a point
Coordinate value will be set correctly, if coordinate system of point is in Degree, Radian value will be converted to Degree
Definition at line 132 of file radian_access.hpp.
| void boost::geometry::append | ( | Geometry & | geometry, | |
| RoP const & | range_or_point, | |||
| int | ring_index = -1 , |
|||
| int | multi_index = 0 | |||
| ) |
Appends one or more points to a linestring, ring, polygon, multi.
| geometry | a geometry | |
| range_or_point | the point or range to add | |
| ring_index | the index of the ring in case of a polygon: exterior ring (-1, the default) or interior ring index | |
| multi_index | reserved for multi polygons |
Definition at line 170 of file append.hpp.
| void boost::geometry::assign | ( | Geometry & | geometry, | |
| Type const & | c1, | |||
| Type const & | c2 | |||
| ) |
assign two values to a 2D point
Definition at line 363 of file assign.hpp.
| void boost::geometry::assign | ( | Geometry & | geometry, | |
| Type const & | c1, | |||
| Type const & | c2, | |||
| Type const & | c3 | |||
| ) |
assign three values to a 3D point [or the center + radius to a circle]
Definition at line 380 of file assign.hpp.
| void boost::geometry::assign | ( | Geometry & | geometry, | |
| Type const & | c1, | |||
| Type const & | c2, | |||
| Type const & | c3, | |||
| Type const & | c4 | |||
| ) |
| void boost::geometry::assign | ( | Geometry & | geometry, | |
| Range const & | range | |||
| ) |
assign a range of points to a linestring, ring or polygon
Definition at line 418 of file assign.hpp.
| void boost::geometry::assign_inverse | ( | Geometry & | geometry | ) |
assign to a box inverse infinite
The assign_inverse function initialize a 2D or 3D box with large coordinates, the min corner is very large, the max corner is very small. This is a convenient starting point to collect the minimum bounding box of a geometry.
Definition at line 435 of file assign.hpp.
| void boost::geometry::assign_zero | ( | Geometry & | geometry | ) |
assign zero values to a box, point
The assign_zero function initializes a 2D or 3D point or box with coordinates of zero
| Geometry | the geometry type |
Definition at line 453 of file assign.hpp.
| void boost::geometry::assign_box_corners | ( | Box const & | box, | |
| Point & | lower_left, | |||
| Point & | lower_right, | |||
| Point & | upper_left, | |||
| Point & | upper_right | |||
| ) |
Assign the 4 points of a 2D box.
Definition at line 472 of file assign.hpp.
| void boost::geometry::assign_point_to_index | ( | Point const & | point, | |
| Geometry & | geometry | |||
| ) |
| void boost::geometry::assign_point_from_index | ( | Geometry const & | geometry, | |
| Point & | point | |||
| ) |
| void boost::geometry::clear | ( | Geometry & | geometry | ) |
Clears a linestring, linear ring or polygon (exterior+interiors) or multi*.
Generic function to clear a geometry
| Geometry boost::geometry::make | ( | T const & | c1, | |
| T const & | c2 | |||
| ) |
Make a geometry.
the Generic Geometry Library uses concepts for all its geometries. Therefore it does not rely on constructors. The "make" functions are object generators creating geometries. There are overloads with two, three, four or six values, which are implemented depending on the geometry specified.
| G | the geometry type | |
| T | the coordinate type |
| Geometry boost::geometry::make | ( | T const & | c1, | |
| T const & | c2, | |||
| T const & | c3 | |||
| ) |
| Geometry boost::geometry::make_inverse | ( | ) |
| Geometry boost::geometry::make_zero | ( | ) |
| std::size_t boost::geometry::num_points | ( | Geometry const & | geometry | ) |
get number of points
| Geometry | geometry type |
Definition at line 129 of file num_points.hpp.
|
December 1, 2009 |
Copyright © 1995-2009 Barend Gehrels, Geodan, Amsterdam Copyright © 2008-2009 Bruno Lalande, Paris Copyright © 2009 Mateusz Loskot, Cadcorp, London |


Your elderly neighbours have heard about the UK government's 'digital by default' initiative
and are concerned about whether
this will affect them and their friends at the local community centre.
They have asked you to find out more about it.
Use your best judgement to highlight what would impact them with reasons for your choices.


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Generate 💡 smart tests from your docs
The more complete your OpenAPI / Swagger / Postman the smarter the tests!
Leverage tools from a pre-existing ecosystem, no vendor lock-in.
Simulate real-world user behavior with generative testing
🔎 Catch crashes, invalid data and wrong HTTP logic in your Web services before they hit production.
Run hundreds of tests per push or hundreds of thousands overnight
Once a bug is discovered it is automatically simplified into a ⚡ minimized test case so you can get to its root fast.


a Senior Year Computer Engineering Student
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I pretty much listen every type of music. Currently Billie Eilish is my fav singer.
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IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), 2022
Tae-Gyu Song (1) Young-Ha Shin (1) Seungwoo Hong (1) Hyungho Chirs Choi (1) Joon-Ha Kim (1) Hae-won Park (1)
(1) Korea Advanced Institute of Science and Technology
|
Abstract
This paper presents a reduction mechanism for
robot actuators that can switch between two types of reduction
ratio. By fixing the carrier or ring gear of the proposed actuator
which is based on the 3K compound planetary drive, the
actuator can shift its reduction ratio. For compact design with
reduced weight of the actuator, unique pawl brake mecha-
nism interacting with cams and micro servos for switching
mechanism is designed. The resulting prototype module has
a reduction ratio of 6.91 and 44.93 for ‘low-reduction’ and
‘high-reduction’ ratios, respectively. Reduction ratios can be
easily adjusted by modifying the pitch diameters of gears.
Experimental results demonstrate that the proposed actuator
could extend its operation region via two reduction modes that
are interchangeable with gear shifting.
|
Paper: [TODO]
|
Video
TODO
Bibtex
TODO


XHY
XHY
Back to Home
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codepen


The future is here
Google Assistant can now help you buy movie tickets in Chrome
The Assistant can automatically navigate pages and fill out all the forms for you.
by Babu MohanWhat you need to know
- Google has extended Duplex to the Web.
- You can now use the Assistant on your Android phone to book movie tickets on the Web with Chrome.
- In the near future, Google hopes to expand the feature to allow users to perform more complex tasks such as booking a car rental.
Google began testing a new Duplex feature last month, which allowed select Chrome users in the U.S. to book movie tickets in Chrome with the Assistant. Google has now formally rolled out the feature for users in the U.S. and the UK.
To book a movie ticket on the web, you will first need to choose a theater and time. Google says users will have the option to buy tickets with the Assistant from over 70 cinemas and ticketing services, including AMD, Fandango, MJR Theaters, and Movietickets.com in the U.S. In the UK, users can book their movie tickets from Odeon.
To search for movie times, you can simply ask the Assistant "Hey Google, showtimes for (movie name) in Miami this weekend", or just use the Google app. Once you have chosen a theater and time, the Assistant will open in Chrome and guide you through the whole process to purchase your ticket. With Duplex on the Web technology, the Assistant can not only navigate the site but also fill out all your information that is saved in Chrome.
Google plans to make it even easier for users to get things done with the Assistant on the Web from your phone in the future. It says the feature will be expanded to more complex tasks such as booking a car rental.


|
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| PREV NEXT | FRAMES NO FRAMES |
| Packages that use Transition | |
| org.apache.commons.scxml | The Commons SCXML executor and core concepts. |
| org.apache.commons.scxml.env | A collection of classes that may be commonly used to bridge the SCXML executor to the runtime environment. |
| org.apache.commons.scxml.io | A collection of classes for reading in and writing out SCXML documents, to and from the Commons SCXML Java object model. |
| org.apache.commons.scxml.model | A collection of classes needed to model SCXML documents. |
| Uses of Transition in org.apache.commons.scxml |
| Methods in org.apache.commons.scxml with parameters of type Transition | |
void |
SCXMLListener.onTransition(TransitionTarget from,
TransitionTarget to,
Transition transition)
Handle the transition. |
static Set |
SCXMLHelper.getStatesExited(Transition t,
Set currentStates)
Returns the set of all states (and parallels) which are exited if a given transition t is going to be taken. |
static boolean |
SCXMLHelper.inConflict(Transition t1,
Transition t2,
Set currentStates)
According to the UML definition, two transitions are conflicting if the sets of states they exit overlap. |
void |
SCXMLExecutor.addListener(Transition transition,
SCXMLListener listener)
Add a listener to this transition. |
void |
SCXMLExecutor.removeListener(Transition transition,
SCXMLListener listener)
Remove this listener for this transition. |
void |
NotificationRegistry.fireOnTransition(Transition observable,
TransitionTarget from,
TransitionTarget to,
Transition transition)
Inform all relevant listeners of a transition that has occured. |
void |
NotificationRegistry.fireOnTransition(SCXML observable,
TransitionTarget from,
TransitionTarget to,
Transition transition)
Inform all relevant listeners of a transition that has occured. |
| Uses of Transition in org.apache.commons.scxml.env |
| Methods in org.apache.commons.scxml.env with parameters of type Transition | |
void |
Tracer.onTransition(TransitionTarget from,
TransitionTarget to,
Transition transition)
|
void |
SimpleSCXMLListener.onTransition(TransitionTarget from,
TransitionTarget to,
Transition transition)
|
static String |
LogUtils.transToString(TransitionTarget from,
TransitionTarget to,
Transition transition)
Create a human readable log view of this transition. |
void |
AbstractStateMachine.EntryListener.onTransition(TransitionTarget from,
TransitionTarget to,
Transition transition)
No-op. |
void |
AbstractSCXMLListener.onTransition(TransitionTarget from,
TransitionTarget to,
Transition transition)
|
| Uses of Transition in org.apache.commons.scxml.io |
| Methods in org.apache.commons.scxml.io with parameters of type Transition | |
static void |
SCXMLSerializer.serializeTransition(StringBuffer b,
Transition t,
String indent)
Serialize this Transition object. |
static void |
SCXMLSerializer.serializeTarget(StringBuffer b,
Transition t,
String indent)
Deprecated. Inline <target> element has been deprecated in the SCXML WD |
| Uses of Transition in org.apache.commons.scxml.model |
| Methods in org.apache.commons.scxml.model that return Transition | |
Transition |
Initial.getTransition()
Get the initial transition. |
Transition |
History.getTransition()
Get the transition. |
| Methods in org.apache.commons.scxml.model with parameters of type Transition | |
void |
TransitionTarget.addTransition(Transition transition)
Add a transition to the map of all outgoing transitions for this transition target. |
void |
Initial.setTransition(Transition transition)
Set the initial transition. |
void |
History.setTransition(Transition transition)
Set the transition. |
|
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| PREV NEXT | FRAMES NO FRAMES |


|
The Sydney .NET Users Group
NET Object Design - Authoring Effective Types and
Objects Hierarchies
The .NET framework provides extensive support for
object and component orientated design techniques. Taking advantage
of this support requires an understanding of the principles involved,
and knowledge of how to implement these principles in .NET.
At
this month's meeting we will begin by demonstrating
the techniques required to successfully design and author types
that interact well with the .NET framework and Base Class Libraries
(BCL). Topic will include:
-
Value versus reference types
-
When and how to override the Equals and GetHashCode
methods
-
Implementation Interfaces
-
Object finalization and clean up
-
Method modifiers.
The second part of the presentation will focus on
designing object hierarchies according to the principles of object-orientated
design. Topics covered will include:
-
Object Orientated Principles and how .NET supports
these
-
Beyond objects - component-orientated features
of .NET
-
Design Pattern Basics
The
next User Group meeting will be held on Wednesday 19th of December
at 5:45 PM.
See
You There! | Sorry
I can't make it
|


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A
- key of the hashmap, for example a Value-objectpublic class ScoreKeeper
extends java.lang.Object
implements java.util.Comparator, java.io.Serializable
| Modifier and Type | Field and Description |
|---|---|
protected java.util.Map |
m
Map of objects and their score
|
protected int |
max
The highest score in the map
|
protected int |
total
The sum of all scores in the map
|
| Constructor and Description |
|---|
ScoreKeeper()
Creates a ScoreKeeper object by initializing the hashmap.
|
ScoreKeeper(ScoreKeeper sk)
Clones the given scorekeeper-object.
|
| Modifier and Type | Method and Description |
|---|---|
int |
compare(A o1,
A o2)
Comparator to compare the score of two objects.
|
java.util.Set |
getElements()
Returns the objects from which the score is registered.
|
int |
getMaxValue()
Returns the highest score in the map.
|
double |
getNormalizedScore(A a)
Returns the normalized score of the given object.
|
double |
getRelativeScore(A a)
Returns the relative score of a given object.
|
int |
getScore(A a)
Returns the score of the given object.
|
java.util.TreeMap |
getSortedCopy() |
int |
getTotal()
Returns the sum of all scores.
|
void |
score(A a)
Adds one to the score of the given object.
|
void |
score(A a,
int score)
Method used to add a given score to a given object.
|
java.lang.String |
toMathematicaListPlot()
Returns a Mathematica list plot of the map.
|
java.lang.String |
toString() |
protected java.util.Map m
protected int max
protected int total
public ScoreKeeper()
public ScoreKeeper(ScoreKeeper sk)
sk
- object keeper which is cloned.public void score(A a)
a
- object to which one must be added to its score.public void score(A a, int score)
a
- object to which the given score must be added.score
- to be added to the object.public int getScore(A a)
a
- object from which the score must be returned.public double getNormalizedScore(A a)
a
- the object from which the score is requested.public double getRelativeScore(A a)
a
- object from which the score must be returnedpublic int compare(A o1, A o2)
compare
in interface java.util.Comparator
public java.lang.String toString()
toString
in class java.lang.Object
public java.util.TreeMap getSortedCopy()
public int getMaxValue()
public int getTotal()
public java.util.Set getElements()
public java.lang.String toMathematicaListPlot()


Your user account does not have access to this page. If you think you are receiving this message in error, please contact a system administrator.
Log in as different user
by blindacre*


What does each ingredient do?
-
{% assign counter = 1 %}
{% assign triangle-counter = 1 %}
{% for ingredient in page.ingredients limit:1000 %}
Acknowledgements
This blog is possible thanks to these great sources of information.-
{% for item in page.acknowledgements limit:1000 %}
- {% assign acknowledgement = site.data.acknowledgements[item] %} {{ acknowledgement.name }}{% if acknowledgement.subtitle %}: {{ acknowledgement.subtitle }}{% endif %} {% endfor %}


On September 27th, 70+ techies will ride from Paris to London. Over the 3 day, 200 mile ride they will raise $75000+ for Room to Read. From 10am on the 27th September you'll be able to see their tweets from the ride and track their progress througout the weekend. You can see a preview here to show you how the page works.
Site by SecondSync
Hello and welcome to the Joyride documentation page.
this is a map.


Meditation Process
19 December 2015
How did the 'process over product' concept affect the way you tackled the site redesign and rebuild?
Reading through the process over product article/concept made me feel a bit more relaxed about my wonky looking site (Its less wonky looking now :) ). It made me take a pause and think about the process I should be following, including referencing my wireframe drawings and using dev tools to make minor adjustments to my site before making the changes in the CSS itself. This last thing, using dev tools, whether in chrome or firefox, is something that I need to remember to do in future as it can really speed up the process. One doesn't waste time digging through the CSS trying to find what selector is causing some element to do what its doing. And sometimes feeling like you have a lot redundancy/or excess in the CSS. I feel like I have just got my head around the DOM a bit better and how to use that knowledge to tweak my site.
What did you think about meditation before reading chapter 2?
As I mentioned in my last Cultural Blog, I had read some of the 'Search Inside Yourself' book previously, including chapter 2, so it wasn't so much that my idea of what meditation is has changed. Although I did find it really interesting to re-read it. I guess I have for some years been quite interested in meditation as its benefits seem quite varied, esp. things like calmness, clarity and happiness. Its something that I think would be really beneficial to my life if I could find a way to include it in my routine. Being able to deal with difficult times in life with a bit more equanimity.
What new things have you learnt about meditation?
I found it fascinating to learn about how meditation can help to boost your immune system. And that meditation can increase your ability to pay attention for a longer period of time.
Did any of the suggested meditation techniques stand out to you?
The fact that just creating an intention is a form of meditation. And that even just doing that can have effects. And that the process of bringing your attention back to your breath, again and again, is like flexing the muscles of your mind and will make it easier to do this in future. I really like the ideas in the section about how to deal with distractions during meditation. Acknowledge that something is happening, Experience without judging, If you need to react, to maintain mindfulness. And finally letting it go, inviting something gently to leave. But if it 'decides' on staying then thats ok too.


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This is some error


Doing Windows
问题描述 :
Suppose your windowing software only allows windows to be resized in such a way that their aspect ratios are unmodified. For example, a window with a width of 150 pixels and a height of 100 pixels (and an espect ratio of 150/100, or 1.5) can be resized so its width is 225 pixels and its height is 150 pixels (the aspect ratio remains unchanged, at 225/150, or 1.5), but a width of 224 and a height of 150 is not allowed, since that would change the aspect ratio. Each window can be moved to an arbitrary location on the screen, but the entire window must remain visible on the screen.
Given the size of a screen and the initial sizes of four different windows (as integer values for width and height), is it possible to resize (and relocate) the four windows so they completely cover the screen without overlapping each other? That’s the question you are to answer in this problem.
For example, consider a square screen with four square windows. The aspect ratio for each of these is exactly 1. We are permitted to resize each of the four windows so they would completely fill the screen without overlapping. This case is illustrated by the first data set in the Sample Input, below.
输入:
输出:
样例输入:
400 400 10 10 35 35 15 15 100 100 200 300 10 10 20 20 30 45 40 60 200 250 10 10 20 20 30 45 40 60 0 0
样例输出:
Set 1: Yes Set 2: No Set 3: Yes
第二个方法挺不错。NewHead代表新的头节点，通过递归找到最后一个节点之后，就把这个节点赋给NewHead，然后一直返回返回，中途这个值是没有变化的，一边返回一边把相应的指针方向颠倒，最后结束时返回新的头节点到主函数。
厉害啊，我遇见数学问题就头疼！
递归还真是一门学问，学习了
隐藏最深的bug是(start+end)/2有可能上溢
感觉第二种方法其实也不是很好，不过的确要比第一种方法要好一点。
楼主放题时候没注意下？xxx定律见：
hdoj3782：http://acm.hdu.edu.cn/showproblem.php?pid=3782
编辑的时候有些不小心了
修改一下吧 …
神奇的网站
通不过。
涨姿势了
<EMAIL_ADDRESS>这种二分还是比较经典！mark
afsasfasfasf


King Salman urges Iran to junk its expansionist ideology
RIYADH: Commercial activities are a “vital part” of the Saudi-US relationship, Alan Hallman, the US Embassy’s agriculture attache, said while inaugurating the Discover America festival at LuLu Hypermarket in Riyadh on Wednesday.
The week-long festival showcases high-quality food products from the US.
“To deepen our economic and commercial ties, the US Mission supports the bilateral relationship by helping US products to enter the Saudi market,” Hallman told Arab News.
“Saudi Arabia has a growing and increasingly diverse economy that presents rich opportunities for US firms in the food sector.”
While touring the festival, Hallman said: “US food producers are the world leaders in quality, safety and innovation. I’m happy to see the wide range of healthy US food products on display.”
He added: “This is another fantastic example of the strong commercial relationship between the US and Saudi Arabia.”
Last year, the Kingdom imported some $1.8 billion worth of US food and agricultural products, a third of them consumer-ready.
Hallman said this highlights the robust and growing economic relationship between the two countries, a key component of the strong bilateral partnership.
The festival’s opening ceremony concluded with an announcement of the winners of a competition organized ahead of the event. The winners will go on a sponsored trip to the NASA center in the US.


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(Oi, oi, oi, oi, oi, oi, oi, oi, oi, oi, oi, oi, oi, oi, oi)
See me ride out of the sunset
On your colour TV screen
Out for all that I can get
If you know what I mean
Women to the left of me
And women to the right
Ain't got no gun
Ain't got no knife
Don't you start no fight
'Cause I'm T.N.T., I'm dynamite
(T.N.T.) and I'll win the fight
(T.N.T.)  I'm dynamite
(T.N.T.) and I'll win the fight
(T.N.T.) I'm a power load
(T.N.T.) watch me explode
T.N.T., (oi, oi, oi)
T.N.T., (oi, oi, oi)
T.N.T., (oi, oi, oi)
T.N.T., (oi, oi, oi)
T.N.T., (oi, oi, oi) , I'm dynamite
(T.N.T., oi, oi, oi), and I'll win the fight,
(T.N.T., oi, oi, oi), I'm a power load
(T.N.T.), watch me explode!


| Jump to DART Documentation Main Index |
Provides a shell-scripting-friendly way to increment and decrement
calendar dates and times. The code uses the standard DART time
manager for all time calculations.
A date, an increment or decrement, and an optional output formatting
flag are read from standard input. Increments can be days, hours,
minutes, or seconds. The accuracy is to the second. The resulting
output time string is echoed to standard output. For example:
echo<PHONE_NUMBER> 12 | advance_time
will output the string<PHONE_NUMBER>.
It uses the Gregorian calendar and will roll over month and year
boundaries, both going forward and backwards in time. See the
Usage section below for more examples of use.
The program is general purpose, but based on a time program
distributed with the WRF model. This is the reason there are
a few WRF specific options, for example the '-w' flag outputs
a date string in a WRF-specific format, useful for creating
WRF filenames.
The program does require that an 'input.nml' namelist file
exist in the current directory, and at least a &utilities_nml
namelist (which can be empty) exists.
Interface identical to advance_cymdh, except for reading the arg line from standard input, to be more portable since iargc() is nonstandard across different fortran implementations.
Some examples:
advance 12 h: echo 20070730 12 | advance_time back 1 day 2 hours 30 minutes and 30 seconds: echo<PHONE_NUMBER> -1d2h30m30s | advance_time back 3 hours 30 minutes less 1 second: echo<PHONE_NUMBER> 1s-3h30m | advance_time advance 2 days and 1 second, output in wrf date format : echo<PHONE_NUMBER>00 2d1s -w | advance_time echo 2007-07-30_12:00:00 2d1s -w | advance_time echo<PHONE_NUMBER>00 2d1s -f ccyy-mm-dd_hh:nn:ss | advance_time advance 120 h, and print year and Julian day: echo<PHONE_NUMBER> 120 -j | advance_time advance 120 h, print year, Julian day, hour, minute and second: echo<PHONE_NUMBER> 120 -J | advance_time print Gregorian day and second (since year 1601): echo<PHONE_NUMBER> 0 -g | advance_time
utilities_mod time_manager_mod parse_args_mod
No namelist is currently defined for advance_time.
| Routine | Message | Comment |
|---|---|---|
none
none
DART software - Copyright UCAR. This open source software is provided by UCAR, "as is", without charge, subject to all terms of use at http://www.image.ucar.edu/DAReS/DART/DART_download


nkf
Network kanji filter.
Converts kanji code from one encoding to another.
More information: home page
- Convert to UTF-8 encoding:
nkf -w path/to/file.txt
- Convert to SHIFT_JIS encoding:
nkf -s path/to/file.txt
- Convert to UTF-8 encoding and overwrite the file:
nkf -w --overwrite path/to/file.txt
- Set new line code to LF and overwrite (UNIX type):
nkf -d --overwrite path/to/file.txt
- Set new line code to CRLF and overwrite (windows type):
nkf -c --overwrite path/to/file.txt
- Decrypt mime file and overwrite:
nkf -m --overwrite path/to/file.txt


Aethera
Date:
Sound:
Visible Light:
Air Quality:
Temperature (F):
Humidity (%):
Heat Index (F):
UV Index:
Barometric Pressure (hPA):
Particulate Matter (PM2.5 per cubic ft):
Particulate Density:


chagers
The Enumerable Method: cycle
Say that again?
05.01.15
Today I'll be talking about the Enumerable method called cycle
. Ruby Docs provides the following documentation on this method:
Pretty dry explanation, right? Let's see if we can make it a bit more understandable and applicable. Global Nerdy gives a great and simple definition for the cycle method:
Given a collection, [Enumerable#cycle
] creates an infinitely-repeating ordered source of its items.
So, now that we get what the cycle
method will do. Why would we want to use it? Well, say you have a list of household chores that you want to assign to all your household members. Ok, let's say you live in a huge house with a lot of roommates and you just don't want to manually write this list out. You also want to give everyone a day of the week to complete their chore so they stay on top of it. Enumerable#cycle
can help you!
First, we'll want to create our lists of chores, days and roommates, and call the cycle
method on them so we can cycle through them later as we write our assign method:
Now, let's cycle through the lists 10 times while assigning each roommate a day and a chore since we've got 10 chores in our house. To do this we'll use the next
method to iterate through the lists one element at a time to assign days and chores (which, by the way, only works since we so handily created our lists with the cycle
method on them in step 1!)
Now, we've got a handy list of which roommate will need to do which chore on which day:
Unfortunately, there are some roommates that will be doing two chores and others only doing one! But we'll leave that to the next house meeting. I'm sure the housemates can think of some way to make this work equally (as I'm sure you the reader has already figured out!)
Hopefully this example has given you a better idea of how and why you'd use the Enumerable#cycle
method. Now go have fun and code!


MediaBrowser
public class MediaBrowser: UIViewController, UIScrollViewDelegate, UIActionSheetDelegate
MediaBrwoser is based in UIViewController, UIScrollViewDelegate and UIActionSheetDelegate. So you can push, or make modal.
-
UINavigationBar Translucent for MediaBrowser
Declaration
Swift
public var navigationBarTranslucent = true
-
UINavigationBar Text Color for MediaBrowser
Declaration
Swift
public var navigationBarTextColor = UIColor.white
-
UINavigationBar Background Color for MediaBrowser
Declaration
Swift
public var navigationBarBackgroundColor = UIColor.black
-
UINavigationBar Tint Color for MediaBrowser
Declaration
Swift
public var navigationBarTintColor = UIColor.black.withAlphaComponent(0.5)
-
UIStatusBarStyle for MediaBrowser
Declaration
Swift
public var statusBarStyle: UIStatusBarStyle = .lightContent
-
UIToolBar Text Color for MediaBrowser
Declaration
Swift
public var toolbarTextColor = UIColor.white
-
UIToolBar Tint Color for MediaBrowser
Declaration
Swift
public var toolbarBarTintColor = UIColor.black.withAlphaComponent(0.5)
-
UIToolBar Tint Background for MediaBrowser
Declaration
Swift
public var toolbarBackgroundColor = UIColor.black
-
MediaBrowser has belonged to viewcontroller
Declaration
Swift
public var hasBelongedToViewController = false
-
Check viewcontroller based status bar apperance
Declaration
Swift
public var isVCBasedStatusBarAppearance = false
-
Hide or show status bar
Declaration
Swift
public var statusBarShouldBeHidden = false
-
Display action button (share)
Declaration
Swift
public var displayActionButton = true
-
Make status bar not hide
Declaration
Swift
public var leaveStatusBarAlone = false
-
Perform layout
Declaration
Swift
public var performingLayout = false
-
Support rotating
Declaration
Swift
public var rotating = false
-
Active as in it’s in the view heirarchy
Declaration
Swift
public var viewIsActive = false
-
Save previous status bar style to return when push
Declaration
Swift
public var didSavePreviousStateOfNavBar = false
-
Stop specific layout being triggered
Declaration
Swift
public var skipNextPagingScrollViewPositioning = false
-
View has appeared initially
Declaration
Swift
public var viewHasAppearedInitially = false
-
Make current grid offset
Declaration
Swift
public var currentGridContentOffset = CGPoint(x: 0, y: CGFloat.greatestFiniteMagnitude)
-
Set MediaBrowserDelegate for MediaBrowser
Declaration
Swift
public var delegate: MediaBrowserDelegate?
-
Available zoom photos to fill
Declaration
Swift
public var zoomPhotosToFill = true
-
Display Media Navigation Arrows
Declaration
Swift
public var displayMediaNavigationArrows = false
-
Display selection buttons
Declaration
Swift
public var displaySelectionButtons = false
-
Always show controls
Declaration
Swift
public var alwaysShowControls = false
-
Enable grid
Declaration
Swift
public var enableGrid = true
-
Enable swipe to dismiss
Declaration
Swift
public var enableSwipeToDismiss = true
-
Start on Grid
Declaration
Swift
public var startOnGrid = false
-
Auto play video on appear
Declaration
Swift
public var autoPlayOnAppear = false
-
Hide control when MediaBrowser start
Declaration
Swift
public var hideControlsOnStartup = false
-
Hide time inerval
Declaration
Swift
public var delayToHideElements = TimeInterval(5.0)
-
Captionview alpha
Declaration
Swift
public var captionAlpha = CGFloat(1)
-
Toolbar alpha
Declaration
Swift
public var toolbarAlpha = CGFloat(1)
-
Loading Indicator Inner Ring Color
Declaration
Swift
public var loadingIndicatorInnerRingColor = UIColor.white
-
Loading Indicator Outer Ring Color
Declaration
Swift
public var loadingIndicatorOuterRingColor = UIColor.gray
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Loading Indicator Inner Ring Width
Declaration
Swift
public var loadingIndicatorInnerRingWidth:CGFloat = 1.0
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Loading Indicator Outer Ring Width
Declaration
Swift
public var loadingIndicatorOuterRingWidth:CGFloat = 1.0
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Loading Indicator Font
Declaration
Swift
public var loadingIndicatorFont = UIFont.systemFont(ofSize: 10)
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Loading Indicator Font Color
Declaration
Swift
public var loadingIndicatorFontColor = UIColor.white
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Loading Indicator Show or hide text
Declaration
Swift
public var loadingIndicatorShouldShowValueText = true
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Media selected on icon
Declaration
Swift
public var mediaSelectedOnIcon: UIImage?
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Media selected off icon
Declaration
Swift
public var mediaSelectedOffIcon: UIImage?
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Media selected grid on icon
Declaration
Swift
public var mediaSelectedGridOnIcon: UIImage?
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Media selected grid off icon
Declaration
Swift
public var mediaSelectedGridOffIcon: UIImage?
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Caching image count both side (e.g. when index 1, caching 0 and 2)
Declaration
Swift
public var cachingImageCount = 1
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init with delegate
Declaration
Swift
public override init(nibName: String?, bundle nibBundle: Bundle?)
Parameters
nibName
nibName
nibBundle
nibBundle
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init with delegate
Declaration
Swift
public convenience init(delegate: MediaBrowserDelegate)
Parameters
delegate
MediaBrowserDelegate
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init with media
Declaration
Swift
public convenience init(media: [Media])
Parameters
media
Media array
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init with coder
Declaration
Swift
public required init?(coder: NSCoder)
Parameters
coder
coder
-
didReceiveMemoryWarning
Declaration
Swift
public override func didReceiveMemoryWarning()
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Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
Declaration
Swift
public override func viewDidLoad()
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view will transition
Declaration
Swift
public override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator)
Parameters
size
size
coordinator
UIViewControllerTransitionCoordinator
-
viewWillAppear
Declaration
Swift
public override func viewWillAppear(_ animated: Bool)
Parameters
animated
Bool
-
view Did Appear
Declaration
Swift
public override func viewDidAppear(_ animated: Bool)
Parameters
animated
Bool
-
view will disappear
Declaration
Swift
public override func viewWillDisappear(_ animated: Bool)
Parameters
animated
Bool
-
will move toParentViewController
Declaration
Swift
public override func willMove(toParentViewController parent: UIViewController?)
Parameters
parent
UIViewController
-
did move toParentViewController
Declaration
Swift
public override func didMove(toParentViewController parent: UIViewController?)
Parameters
parent
UIViewController
-
viewWillLayoutSubviews
Declaration
Swift
public override func viewWillLayoutSubviews()
-
supported interface orientations
Declaration
Swift
public override var supportedInterfaceOrientations: UIInterfaceOrientationMask
-
will rotate to interfaceOrientation
Declaration
Swift
public override func willRotate(to toInterfaceOrientation: UIInterfaceOrientation, duration: TimeInterval)
-
will animate rotation
Declaration
Swift
public override func willAnimateRotation(to toInterfaceOrientation: UIInterfaceOrientation, duration: TimeInterval)
-
did rotate
Declaration
Swift
public override func didRotate(from fromInterfaceOrientation: UIInterfaceOrientation)
-
UIScrollViewDelegate - scrollViewDidScroll
Declaration
Swift
public func scrollViewDidScroll(_ scrollView: UIScrollView)
-
UIScrollViewDelegate - scrollViewWillBeginDragging
Declaration
Swift
public func scrollViewWillBeginDragging(_ scrollView: UIScrollView)
-
UIScrollViewDelegate - scrollViewDidEndDecelerating
Declaration
Swift
public func scrollViewDidEndDecelerating(_ scrollView: UIScrollView)
-
prefersStatusBarHidden
Declaration
Swift
public override var prefersStatusBarHidden: Bool
-
preferredStatusBarUpdateAnimation
Declaration
Swift
public override var preferredStatusBarUpdateAnimation: UIStatusBarAnimation


Multipurpose Cable Lockout, Best for multiple applications, PVC molded section for gripping purpose Incorporating solid steel die-cut insert for holding the Vinyl coated galvanized steel cable. Galvanized steel cable withstands more than 100 Kg weight. Used for Multipurpose group locking. Route the cable where necessary to lock out the device then feed the cable down the center point at the top.
We are among the most sought-after companies which deal in the business of PVC Hand Gloves. As its name conveys, these gloves are manufactured from Polyvinyl chloride. These gloves are widely purchased by our clients owing to its innovative safety features. These PVC hand gloves are meticulously designed and developed and are skin friendly nature. These PVC hand gloves are available in bulk at affordable prices to suit the pocket requirements of different clients.
This leather bib apron is a welding apron that uses double lock-stitching with 5-ply Kevlar® thread. The Leather Bib Apron by Weldas® is a welding bib and apron in one. This welding apron and bib combination is made durable with the help of double lock-stitching using 5-ply Kevlar® thread. Each of these welding bibs has stress points that are riveted. These bibs provide even weight distributed
Heavy Duty & Professional Grade in a Beautiful White Finish. Works on Both Indoor & Outdoor Surfaces. INCREDIBLY EASY TO USE - Our Double Sided Tape is Bonded to Paper Making it Easy to Peel by Hand. SAFE ON ALL SURFACES - Wood, Tile, Stone, Laminate, Mats, or Carpet. Designed to bond to Rough or Smooth Surfaces.No More Slipping on Loose Rugs or Carpet. More affordable solution to Rug Gripper Pads.
Ball valve lockout devices will lock out a range of different pipes by securing the valve handle in the OFF position. Our small lockout devices will lock pipes with diameters measuring from ½" to 3". Our large ball valve lockout devices can lock out pipes that range from 2" to 8" in diameter. Device material also varies depending on the application.
Safe and effective method of locking out Miniature Circuit Breakers. Available with Pin In, Pin Out or Pin Out Wide. Pin In features inward facing pins and push-button for ease of installation and de-installation. It fits breakers with toggle openings of less than 12.7 mm. Pin Out features outward facing pins and push-button for ease of installation and de-installation. Fits breakers with toggle openings 11 mm or less
Incredibly versatile 100% silicone sealant that dries translucent clear. Best for sealing gaps or cracks between two surfaces; Works on window, door, kitchen, bath, gutters, auto, marine and more. Indoor/outdoor; 100% Waterproof. Won't Yellow, shrink or crack. Mold and Mildew resistant
Accepts up to three carabiners to facilitate use. High-strength pulley designed for rescue professionals to set up progress capture systems. Working load: 8kN (4kN on one rope end). Breaking strength: 36kN. Prusik Minder Pulley, Max. Rope Size, Rope Access, Rescue, Work-at-Height, Features 97 Percent Efficiency.


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--- layout: default title: FAQ ---
CTFs (short for capture the flag) are a type of computer security competition. Contestants are presented with a set of challenges which test their creativity, technical (and googling) skills, and problem-solving ability. Challenges usually cover a number of categories, and when solved, each yields a string (called a flag) which is submitted to an online scoring service. CTFs are a great way to learn a wide array of computer security skills in a safe, legal environment, and are hosted and played by many security groups around the world for fun and practice.
Attacking the scoring server (e.g. by brute-forcing), other teams, or machines not explicitly designated as targets is cheating. This includes both breaking into such machines and denying others access to them (for example, by altering a key or ping-flooding). Sharing keys or providing overly-revealing hints with other teams is cheating, as is being directly assisted by personnel outside the team (using tools from the internet is OK; asking people on the internet to help you solve the problem is not). We encourage you to solve problems in novel and creative ways using all available resources, but we do require that you solve them yourselves.


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RT @1337807: tl:dr for @ReinH's talk at #roa4: Your FACE is a monoid.
3/7/2014, 2:41:47 PM
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link--- layout: tweet ---
RT @1337807: tl:dr for @ReinH's talk at #roa4: Your FACE is a monoid.
3/7/2014, 2:41:47 PM
Favs: 0
Retweets: 0
link


Thanks for this. Was having some serious trouble with postgres trying to use my system username as the role name but this pointed me towards a solution.
Thanks for this. Was having some serious trouble with postgres trying to use my system username as the role name but this pointed me towards a solution.


Advice on Roofing
Low-slope roofing technology is perpetually evolving, and architects, contractors, and roof system manufacturers are continually trying to differentiate and improve their products and services. From 1850 to 1950, virtually every low-slope roof was a built-up roof (BUR), an old but proven system with alternating layers of asphalt or coal tar (bitumen) and reinforcing fabric, surfaced with aggregate (gravel or minerals). By 1980, an advancement known as a modified-bitumen system, consisting of rubber or plastic polymers combined into bitumen on a reinforced scrim between more layers of hot bitumen, began gaining prominence. The evolution of these polymer technologies eventually incorporated SEBS and SIS modifiers to improve UV resistance, which is known to extend rooftop longevity. Today, the next big breakthrough in roofing technology may be the infusion of urethane as the modifier in modified-bitumen membranes.
Kota
Great idea! Helped a lot.
Shenal
Thank you for you advices..


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Alicia Keys to Host the Grammys Again, Better Play Two Pianos Again
by Justin CurtoIs there a Grammy for hosting the Grammys? No? Well, they better make one for Alicia Keys, who is hosting again in 2020 after doing an extraordinary job this year. Ever since she took us to Club Keys, effortlessly playing two pianos and covering everything from “Killing Me Softly” to “Boo’d Up,” we’ve wanted to return. Now she’ll take us back, hopefully with more capes and stoned presentations as well. This year’s ceremony takes place a little earlier than usual, on January 26, meaning nominations come out next week (and we’ll find out if Ms. Keys will make that list for best hosting of a music awards show). At this rate, she can tie LL Cool J’s five ceremonies in a row by 2023 — and honestly, we would like to see it.