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2019 deliverables archive
Links to OSU USLI Team formal design review document from 2018-2019, available for download.
Oregon State University - 2019 - Proposal
Oregon State University - 2019 - PDR - Report
Oregon State University - 2019 - PDR - Presentation
Oregon State University - 2019 - PDR - Flysheet
Oregon State University - 2019 - CDR - Presentation
Oregon State University - 2019 - CDR - Flysheet
Oregon State University - 2019 - CDR - Report
Oregon State University - 2019 - FRR - Presentation
Oregon State University - 2019 - FRR - Flysheet
Oregon State University - 2019 - FRR - Report
Oregon State University - 2019 - FRR - Addendum
Oregon State University - 2019 - PLAR - Report
2018 deliverables archive
Links to OSU USLI Team formal design review document from 2017-2018, available for download.
Oregon State University - 2018 - Proposal
Oregon State University - 2018 - PDR - Report
Oregon State University - 2018 - PDR - Presentation
Oregon State University - 2018 - PDR - Flysheet
Oregon State University - 2018 - CDR - Presentation
Oregon State University - 2018 - CDR - Flysheet
Oregon State University - 2018 - CDR - Report
Oregon State University - 2018 - FRR - Presentation
Oregon State University - 2018 - FRR - Flysheet
Oregon State University - 2018 - FRR - Report
Oregon State University - 2018 - FRR - Addendum
Oregon State University - 2018 - PLAR - Report
2017-2018 documentation archive
CAD models and Github Repo (Git currently restricted).
Launch Vehicle CAD
Areo Dynamics/Structures
Payload Rover CAD
Payload
2018 Team Github Repo
Source Code


Search for a day that means a lot to you
Regrettably, our memory only goes back to 1970
The weather in , on -- was:
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It was , Amazin'!
You may have heard on the radio, it was the top hit on the Billboard charts on this day!


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Warehouse Keeper Collob:
Now let me think... Where did I put it?
Ah, yes. Here it is.
These are the coins that I have... I ?need a
medium grade coin
. See anything you like?
Blood Dragon
Silver Dragon
Gold Dragon
Beleth's Gold Dragon


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2019 - Now Master in Management. ESCP Europe. France
2015 - 2019 Bachelor’s in Systems and Administration. ITBA. Argentina
2009 - 2015 High School diploma. Bedes Grammar School. Argentina
2008 - 2009 Primary School. Multinational School of Riyadh. Saudi Arabia
2001 - 2008 Elementary Schhol. Dainfern College. South Africa
I was chosen as Assistant professor at my university to guide students in an introductory course.
I took responsibilities at a regional level for Partner Solution Center Latin America positioning parnters in local markets and pushing global iniciatives such as SAP-Qualified Partner-Packaged Solutions, Move to SAP S/4HANA, amongst many others.


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If you don’t know the name Felix Kjellberg by now, you’re in the minority.
His channel is the most watchable channel in the world. In the past three months, the 25-year-old YouTuber has scored a lengthy profile in ESPN and the cover of Variety. He’s written a book for teens that is already among Amazon.com’s most popular — a full month before its release. And on Sunday, he added a new record to his résumé: He’s the first person to ever reach 10 billion YouTube views. (For reference, there are only 7 billion people on Earth.)
Legend of the Brofist is a $4.99 mobile game where the big bad villain is...a barrel. Yes, you read that right. An evil barrel. To the average person, this might seem ridiculous. To fans, it will make total sense: Barrels have their very own Pewdiepie Wiki page,which explains how this inanimate object turned into the blonde YouTuber’s “arch-nemesis” after playing through horror game Amnesia. Of course barrels make an appearance during the game, even if the result is pretty damn silly.
The feel is retro with 8-bit-style graphics and a chiptune soundtrack, and there are plenty of references to games and YouTube culture, from Minecraft Endermen and a snowbound Donkey Kong to an achievement earned for killing 301 enemies – “301+” being the number that YouTube’s view-counter famously used to get stuck on shortly after new videos went live.
The upgrades appear as you discover them within the game, with early examples including a crab that heals three of your life hearts; the ability to slow down time; and a farting pug attack – PewDiePie and Marzia’s pet dogs are present and correct, fans will be pleased to know.
 If you follow each and every one, your life will become easier, more fabulous, more rewarding.
Imagine what a chilled-out and wonderful human being people would think you were if you lived by the simple principle "You can never fail if you never try." Your wasted life would be an inspiration to others. Think of all the pointless, unhappy striving you could simply give up. Throw away that guitar! Give up on your dreams! Embrace your astounding mediocrity.
This Book Loves You has something for everyone--or at least everyone willing to give up and stop caring. If all else fails, remember: "Don’t be yourself. Be a pizza. Everyone loves pizza.
You can buy this book right NOW .


“MIT," "Massachusetts Institute of Technology," and its logos and seal are trademarks of the Massachusetts Institute of Technology. Except for purposes of attribution as required by our Creative Commons License, you may not use MIT's names or logos, or any variations thereof, without prior written consent of MIT. You may not use the MIT name in any of its forms nor MIT seals or logos for promotional purposes, or in any way that deliberately or inadvertently claims, suggests, or in MIT's sole judgment gives the appearance or impression of a relationship with or endorsement by MIT.
Other brand names and logos appear throughout the MIT OpenCourseWare course materials and web pages and are owned by third parties. Use of these trademark(s) is without permission and does not imply endorsement by MIT. This content is excluded from our Creative Commons license.
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3D Studio® is a registered trademark or trademark of Autodesk, Inc., in the USA and/or other countries.
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7-Eleven® - see http://www.7-eleven.com/Home/tabid/72/ctl/Terms/Default.aspx for more information.
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7-Up® - soft drink - is a registered trademark of Dr Pepper/Seven Up, Inc.
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Adobe® is either a registered trademark or trademark of Adobe Systems Incorporated in the United States and/or other countries.
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Adobe® and Photoshop® are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries.
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Advanced Placement Program® is a registered trademark of the College Board.
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AMAZON® refers to Amazon.com; AMAZON and AMAZON.COM are trademarks or trade dress of Amazon.com, Inc. or its subsidiaries.
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Anacin® - pain reliever - is a registered trademark of WYETH CORPORATION.
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Analog Devices - No statement language identified. See Analog Devices Terms for more information.
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AP® is a registered trademark of the College Board.
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Apache™ is a trademark of The Apache Software Foundation.
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Apple® is a registered trademark of Apple Inc.
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Appletalk® is a registered trademark of Apple, Inc.
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Asteroids (1979) © Atari Interactive Inc. ATARI is a registered trademark of Atari Interactive Inc. a wholly owned subsidiary of Infogrames Interactive. All rights reserved.
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Atari and the Atari and Fuji logos are trademarks of Atari Interactive, Inc.
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Aural Exciter® - audio processing system - is a registered trademark of Aphex Systems.
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AutoCAD® is a registered trademark or trademark of Autodesk, Inc., in the USA and/or other countries.
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Battle for Middle Earth™ - © 2005 Electronic Arts Inc. Electronic Arts, EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved. All "The Lord of the Rings" related content other than content from the New Line Cinema trilogy of "The Lord of the Rings" films © 2005 The Saul Zaentz Company d/b/a Tolkien Enterprises ("SZC"). All Rights Reserved. All content from "The Lord of the Rings" film trilogy © MMV New Line Productions Inc. All Rights Reserved. The Watcher logo, "The Lord of the Rings" and the names of the characters, items, events and places therein are trademarks or registered trademarks of SZC under license.
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Bayer® - aspirin - is a registered trademark of Bayer Aktiengesellschaft
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Bethesda Softworks - Bethesda Softworks® LLC. Bethesda Softworks and its logo are registered trademarks of ZeniMax Media Inc. All Rights Reserved.
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Bioshock™ - is a trademark and/or registered trademark of Take-Two Interactive Software, Inc.
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Black & White® - is a Lionhead® Studios brand.
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Bufferin® - pain reliever - is a registered trademark of Bristol-Myers Squibb Company
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Bungie Studios (developed), Microsoft Game Studios (published) All contents of the Bungie Web Sites are: Copyright © 2004 Microsoft Corporation and/or its suppliers, One Microsoft Way, Redmond, Washington 98052-6399 U.S.A. All rights reserved. TRADEMARKS. Microsoft, Halo and/or other Microsoft products referenced herein are either trademarks or registered trademarks of Microsoft.
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Burnout 3 Takedown Burnout™ 3: Takedown™. © 2004 Criterion Software Limited. Burnout and Takedown are trademarks of Criterion Software Limited. All rights reserved.
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Campbell's® - soup and other foods - is a registered trademark of CSC Brands, Inc.
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Camry® - motor vehicles - Toyota Motor Corporation (USPTO)
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Capcom Entertainment, Inc. CAPCOM and the CAPCOM LOGO are registered trademarks of CAPCOM CO., LTD.
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Chemkin® Software is a registered trademark of Reaction Design Corporation.
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Chips Ahoy!® - cookies - is a registered trademark of Nabisco Brands Company
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Civilization® III and Sid Meier's Civilization®, are U.S. registered trademarks. Atari and the Atari logo are trademarks of Atari, Inc. Firaxis Games is a registered trademark of Firaxis Games, Inc
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Clorox® - bleach - is a registered trademark of The Clorox Company.
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Coca-Cola® is a registered trademark of The Coca-Cola Company
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Coke® is a registered trademark of The Coca-Cola Company
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CorelDRAW® is a trademark or registered trademark of Corel Corporation and/or its subsidiaries in Canada, the United States and/or other countries.
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Crystal Ball® is a registered trademark and CB Predictor is a trademark of Decisioneering, Inc.
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Crystal Light® - soft drink - is a registered trademark of KRAFT FOODS HOLDINGS, INC.
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Cybertrust® Security software; GTE CyberTrust is a registered trademark of GTE Corporation.
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DataStream® is a registered trademark of Thomson and/or its affiliates, in the United States and other countries.
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DataStudio® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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Debian® is a registered trademark of Software in the Public Interest, Inc.
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DIP™ is a trademark of the Regents of the University of California.
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DIRGE OF CERBERUS™ - is a trademark of Square Enix Co., Ltd.
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Disagaea 2™ - © 2006 NIPPIN ICHI SOFTWARE INC. © 2006 NIS America, Inc. All rights reserved. Disgaea is a trade mark of NIPPON ICHI SOFTWARE INC. Distributed exclusively by ATLUS U.S.A. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a trademark of the Entertainment Software Association
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Dreamweaver® is a trademark or registered trademark of Macromedia, Inc. in the United States and/or other countries.
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Elder Scrolls Series The Elder Scrolls®. © 1993-2005 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks, ZeniMax and their respective logos are registered trademarks of ZeniMax Media Inc. All Rights Reserved.
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Electronic Arts ELECTRONIC ARTS, EA, EA SPORTS, EA SPORTS BIG, EA GAMES, EA STORE, ORIGIN, BULLFROG, MAXIS, WESTWOOD STUDIOS, POGO, CLUB POGO, POGO.COM, all associated logos and "Challenge Everything" are trademarks, registered trademarks or service marks of Electronic Arts Inc. in the U.S. and/or other countries.
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Entrust® Entrust is a trademark or a registered trademark of Entrust, Inc. in the United States and certain countries.
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Envivio™ is a trademark of Envivio, Inc.
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Envoy® - motor vehicles - registered trademark of General Motors Corporation
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Eudora® - email software - is a registered trademark of QUALCOMM Incorporated
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Evil Genius™ - is a trademark of Sierra Entertainment.
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Excedrin® - pain reliever - is a registered trademark of BRISTOL-MYERS SQUIBB COMPANY
- Fable™
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Fairchild Semiconductor® - Fairchild Semiconductor® is a registered trademark owned by Fairchild.
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Fatal Frame™ is a registered trademark of Sony Computer Entertainment Inc.
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F.E.A.R.™ - is a trademark of Activision.
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FeatureCAM® is a registered trademark or trademark of Engineering Geometry Systems , Inc., in the USA and/or other countries.
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Final Cut Pro® is a registered trademark of Apple, Inc.
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Final Fantasy® and Final Fantasy III® products are either trademarks, service marks or registered trademarks of Square Enix and its suppliers and licensors, and may not be copied, imitated or used, in whole or in part, without the prior written permission of Square Enix or its suppliers or licensors.
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Fireworks® is a trademark or registered trademark of Macromedia, Inc. in the United States and/or other countries.
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Flash™ is a trademark or registered trademark of Macromedia, Inc. in the United States and/or other countries.
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FormZ® is a registered trademark of Autodessys, Inc.
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FrameMaker® is either a registered trademark or trademark of Adobe Systems Incorporated in the United States and/or other countries.
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FrontPage® is a registered trademark or trademark of Microsoft Corporation in the U.S. and/or other countries.
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Gaussian® is a registered trademark of Gaussian Inc.
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GeoTrust® is a trademark or registered trademark of GeoTrust Inc.
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Godiva® - chocolates - is a registered trademark of Godiva Chocolatier, Inc.
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GoLive® is either a registered trademark or trademark of Adobe Systems Incorporated in the United States and/or other countries.
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Google™ is a trademark of Google Inc.
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Gradius V - Gradius™ is a trademark of KONAMI CORPORATION.
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Grand Cherokee® - motor vehicles - is a registered trademark of DaimlerChrysler Corporation
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Guitar Hero III™ - is a registered trademark of Activision Publishing Inc.
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GX, RX330® - motor vehicles - Lexus - are registered trademarks of Toyota Motor Corporation
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Halo® and Halo 2 Microsoft, Halo and/or other Microsoft products referenced herein are either trademarks or registered trademarks of Microsoft.
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Hidden Valley® - salad dressing, other flavorings - is a registered trademark of the HV Food Products Company
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HTML® HyperText Markup Language; claimed as a trademark or generic term by MIT, ERCIM, and/or Keio on behalf of the W3C
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HTTP® Hypertext Transfer Protocol; claimed as a trademark or generic term by MIT, ERCIM, and/or Keio on behalf of the W3C
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ImagiCalc® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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ImagiGraph® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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ImagiLab® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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ImagiMath® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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ImagiProbe® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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ImagiSolve® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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ImagiWorks® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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iPod™ is a trademark of Apple, Inc.
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iTunes Music Store® - online music store - registerd trademark of Apple Comptuer, Inc.
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iTunes® - music software - registered trademark of Apple, Inc.
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iWork® is a registered trademark of Apple Inc.
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Jak II™ is a registered trademark of Sony Computer Entertainment Inc.
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Java™ is a trademark or registered trademark of Sun Microsystems, Inc. in the United States and other countries.
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Java™ Applets - Java™ is a trademark or registered trademark of Sun Microsystems, Inc. in the United States and other countries.
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Java™ Web Start - Java™ is a trademark or registered trademark of Sun Microsystems, Inc. in the United States and other countries.
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JavaBeans™ is a registered trademark of Sun Microsystems, Inc. in the United States and other countries.
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Javascript™ is a trademark of Sun Microsystems, Inc. in the United States and other countries.
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Jeep Liberty® - motor vehicles - is a registered trademark of DaimlerChrysler Corporation.
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JMP® and all other SAS Institute Inc. product or service names are registered trademarks or trademarks of SAS Institute Inc. in the USA and other countries. ® indicates USA registration.
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John Madden Football - The mark "John Madden" and the name, likeness and other attributes of John Madden reproduced on this product are trademarks or other intellectual property of Red Bear, Inc. or John Madden, are subject to license to Electronic Arts Inc., and may not be otherwise used in whole or in part without the prior written consent of Red Bear or John Madden.
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JSP™ is a trademark of Sun Microsystems, Inc. in the United States and other countries.
- The Kazaa name, the Kazaa logo, and other Kazaa related properties are trademarks of Sharman Networks Limited.
- Keynote® is a registered trademark of Apple Inc.
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Kingdom Hearts II™ - is trademark of Square Enix.
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Kleenex® - tissues - Kleenex® is a registered trademark of Kimberly-Clark Corporation
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Klixon® is a registered trademark of Texas Instruments Inc.
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LEGO® is a trademark of the LEGO Group of companies.
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Linux® is a registered trademark of Linus Torvalds, the original author of the Linux kernel.
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Lotus Notes® is a registered trademark of IBM Corporation.
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Mac OS® - Operating System software - is a registered trademark of Apple, Inc.
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Mac OS® X - Operating System software - is a registered trademark of Apple, Inc.
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Mac® - Operating System software - is a registered trademark of Apple, Inc.
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MacDraw® is a registered trademark of Claris Corporation.
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Macintosh® is a registered trademark of Apple, Inc.
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Macromedia® is a trademark or registered trademark of Macromedia, Inc. in the United States and/or other countries.
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Maple® is a registered trademark of Waterloo Maple Inc.
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Mario Power Tennis® is a trademark of Nintendo.
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MasterCam® is a registered trademark of CNC Software Inc. or its subsidiaries in the U.S. and in other countries.
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MasterCard® - credit card - MasterCard is a registered trademark of MasterCard International Incorporated.
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Mathcad® is a registered trademark of Mathsoft Engineering & Education, Inc.
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Mathematica® is a registered trademark of Wolfram Research, Inc.
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Mathsoft™ is a trademark of Mathsoft Engineering & Education, Inc.
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MATLAB® and are registered trademarks of The MathWorks, Inc. See mathworks.com/trademarks for a list of additional trademarks. Other product or brand names may be trademarks or registered trademarks of their respective holders.
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McNuggets® - fast food - is a registered trademark of McDonald's Corporation
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MDX® - motor vehicles - registered trademark of Honda Motor Co., Ltd.
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Megasoft® is a registered trademark of Megasoft, Inc.
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MetaFrame® and Citrix MetaFrame are registered trademarks or trademarks of Citrix Systems, Inc. in the United States and other jurisdictions.
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Microsoft® is a registered trademark or trademark of Microsoft Corporation in the U.S. and/or other countries.
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Microsoft® Outlook® and/ or other Microsoft products referenced herein are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries.
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Microsoft® and PowerPoint® are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
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Microsoft® Project - Microsoft is a registered trademark of Microsoft Corporation.
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Microsoft® and Visio® are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
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Microstation® is a registered trademark of Bentley Software, Inc.
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MiniTab® is a registered trademark of MiniTab Inc.
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MobyGames™ is a registered trademark of MobyGames.
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Molecular Visions™ is a trademark of Darling Models Corporation.
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MultiMeasure Sensors® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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Murano® - motor vehicles - is a registered trademark of Nissan Motor Co., LTD
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Musicmatch® - music sharing software - is a registered trademark of Musicmatch, Inc.
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MySims™ - © 2007 Electronic Arts Inc. MySims is a trademark or registered trademark of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved.
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MySQL® is a registered trademark of MySQL AB in the United States, the European Union and other countries.
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Napster®, Napster To Go, and the Napster logos are trademarks or registered trademarks of Napster, LLC.
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National Semiconductor® - a registered trademark of National Semiconductor Corporation.
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Netscape® is a trademark of Netscape Communications Corporation in the United States and/or other countries.
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Netscape® and Communicator® are registered trademarks of Netscape Communications Corporation.
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New Balance® New Balance, the New Balance logo, the flying NB logo, N (design), and other New Balance trademarks and logos are each trademarks or registered trademarks of New Balance, and the trade dress of New Balance's products is owned by New Balance.
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Nintendo™ is a registered trademark.
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Novell® IPX® - Novell is a registered trademark and IPX is a trademark of Novell, Inc.
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NT® - see entry for Windows NT.
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Oblivion - The Elder Scrolls IV: Oblivion™, © 2006 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Oblivion, Bethesda Game Studios, Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. All Rights Reserved.
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OMAX® is a trademark or registered trademark of OMAX Corporation and/or its subsidiaries in the United States and/or other countries.
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OS/2® is a registered trademark of IBM Corporation.
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Overlord™ - is a trade mark of Codemasters.
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Pac Man™ (1980) is a trademark of Namco Bandai Games America, Inc.
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Pantene® - shampoo - is a registered trademark of The Proctor & Gamble Co.
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PASCO scientific® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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PASCO® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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PASPORT® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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Pentium® is a trademark or registered trademark of Intel Corporation or its subsidiaries in the United States and other countries.
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PGP®, Pretty Good Privacy® and the PGP logo are trademarks or registered trademarks of PGP Corporation in the United States and other countries.
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PKZIP® is a registered trademark of PKWARE, Inc.
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PlayStation® - video game system - is a registered trademark of Sony Computer Entertainment Inc.
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Poser® is a registered trademark of Curious Labs, Inc. and EGISYS AG.
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Postscript® is either a registered trademark or trademark of Adobe Systems Incorporated in the United States and/or other countries.
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PowerMac® Hardware Power Mac (and Power Macintosh) are registered trademarks of Apple, Inc.
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Powersim® is a registered trademark of Powersim Corporation
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Prego® - pasta sauce - is a registered trademark of CSC Brands, Inc.
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Premium Solver® is a registered trademark of Frontline Systems, Inc., in the USA and/or other countries.
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President's Choice® - food and non-food consumer products - is a registered trademark of Loblaw Companies Limited
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Primavera Project Planner® is a registered trademark of PRIMAVERA SYSTEMS, INC.
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Primavera® Expedition Primavera® is a registered trademark of PRIMAVERA SYSTEMS, INC. Expedition is not trademarked.
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Primavera® Montecarlo Primavera® is a registered trademark of PRIMAVERA SYSTEMS, INC. Expedition is not trademarked.
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Pro Tools® - software - is a registered trademark of Avid Technology, Inc.
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PTC®, Pro/E®, and Pro/Engineer® are trademarks or registered trademarks of Parametric Technology Corporation or its subsidiaries in the U.S. and in other countries.
-
ProChain® is a registered trademark of ProChain Solutions, Inc.
- Psychonauts™
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PureDigital Probeware® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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Puritan Bennett® - medical devices - is a company name, so does not need to be listed
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Purple Moon™ is a trademark of Mattell, Inc.
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Qiagen® HotStarTaq® is either a registered trademark or trademark of Qiagen Corporation in the U.S. and/or other countries.
-
QuattroPro® is a registered trademark of Corel Corporation.
- Quicken®
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QuickTime® is a trademark of Apple, Inc., registered in the U.S. and other countries.
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RealOne™ is a trademark or a registered trademark of RealNetworks, Inc.
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Resident Evil® and Resident Evil® 4 is a registered trademark of CAPCOM CO., LTD.
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Rhino® is a registered trademark of Robert McNeel & Associates, Inc.
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Rhinoceros® is a registered trademark of Robert McNeel & Assoc., in the USA and/ or other countries.
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Rise of Nations® and/ or other Microsoft products referenced herein are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries.
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Rockstar Games is a trademark of Take-Two Interactive Software, Inc.
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Rollercoaster Tycoon® 3 - ATI and RADEON are trademarks and/or registered trademarks of ATI Technologies Inc.
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RSA® is either a registered trademark or trademarks of RSA Security Inc. in the United States and/or other countries.
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Sabre® is a trademark of an affiliate of Sabre Holdings Corporation.
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SAINT® and SAINT™ are either trademarks or registered trademarks of SAINT Corporation.
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Santa's Home Page® - No statement language identified. See the AOL Trademark List for more information.
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Saran™ Wrap - Saran™ is a trademark or registered trademark of S. C. Johnson & Son, Inc. All Rights Reserved.
-
SAS® and all other SAS Institute Inc. product or service names are registered trademarks or trademarks of SAS Institute Inc. in the USA and other countries. ® indicates USA registration.
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ScienceWorkshop® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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Sega is either a registered trademark or trademark of Sega Corporation.
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Sequoia® - motor vehicles - is a registered trademark of Toyota Motor Corporation
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Shockwave® is a trademark or registered trademark of Macromedia, Inc. in the United States and/or other countries.
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SimCity™ is a trademark, registered trademark or service mark of Electronic Arts Inc. in the U.S. and/or other countries.
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The Sims™ 2 - copyright 2004 Electronic Arts Inc. The Simsis a trademark or registered trademark of Electronic Arts Inc. in the U.S. and/or other countries. All rights reserved.
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SIMUL8® is a registered trademark of SIMUL8 Corporation.
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Simulink® is a registered trademark of The MathWorks, Inc. See http://www.mathworks.com/trademarks for a list of additional trademarks. Other product or brand names may be trademarks or registered trademarks of their respective holders.
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Sly Cooper™ - is a trademark of Sony Computer Entertainment America Inc. Created and developed by Sucker Punch Productions LLC. ©2005 Sony Computer Entertainment America Inc.
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SoftBatch® - cookies - is a registered trademark of Kellogg North America Company
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SolidWorks® is a registered trademark of SolidWorks Corporation.
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Space Invaders™ (1978) is a trademark of the Taito Corporation.
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Splash® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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Splish® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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S-PLUS® is a registered trademark of Insightful Corporation.
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SPSS® is a registered trademark of SPSS Inc.
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Square Enix or Square, Co. Ltd. SQUARE, SQUARESOFT, SQUARE SOFT, SQUARE ENIX USA, SQUARE ENIX, ENIX, and/or other Square Enix products are either trademarks, service marks or registered trademarks of Square Enix and its suppliers and licensors, and may not be copied, imitated or used, in whole or in part, without the prior written permission of Square Enix or its suppliers or licensors.
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SRX® - motor vehicles - registered trademark of General Motors Corporation
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STAR WARS©: KNIGHTS OF THE OLD REPUBLIC™ - © 2001 LucasArts Entertainment Company LLC. © 2001 Lucasfilm Ltd. & TM or ® as indicated. All rights reserved. Used Under Authorization
-
STATA® and the STATA® logo are registered trademarks of StataCorp LP.
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Stew Leonard's® - retail store - is a regstered trademark of Marianne Leonard and the Marianne Leonard Trust of 1993.
-
Stratasys® is a registered trademark or trademark of Stratasys, Inc., in the USA and/or other countries.
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StuffIt® is a trademark of Aladdin Systems, Inc.
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Suave® - shampoo - is a registered trademark of Helene Curtis, Inc.
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Syphon Filter™ - is a registered trademark of Sony Computer Entertainment Inc.
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Tahoe® - motor vehicles - registered trademark of General Motors Corporation
-
TALES OF SYMPHONIA™ - ©KOSUKE FUJISHIMA and ©2003 NAMCO LTD., ALL RIGHTS RESERVED.
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ThinkPad® is a registered trademark of IBM Corporation.
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Tomcat™ is a trademark of The Apache Software Foundation.
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Tylenol® - pain reliever - is a registered trademark of McNeil-PPC, Inc.
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Unigraphics® is a registered trademark or trademark of Electronic Data Systems Corporation or its subsidiaries., in the USA and/or other countries.
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UNIX® is a registered trademark of The Open Group.
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UPS® - See http://www.ups.com/content/us/en/trademark.html?WT.svl=Footer for more information.
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Vensim® is a registered trademark or trademark of Ventana Systems, Inc., in the USA and/or other countries.
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Verisign® is a registered trademark of VeriSign in the United States and/or other countries.
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VIAGRA The blue diamond tablet shape is a registered trademark of Pfizer Inc.
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Visual Basic® - software development system - is a registered trademark of Microsoft Corporation.
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VisualRoute® is a trademark of Visualware, Inc.
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Warner Brothers Interactive Entertainment ™ & © Warner Bros. Entertainment Inc.
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WAVEPORT® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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WebElements™ is a trademark of Mark Winter of the University of Sheffied and WebElements Ltd, UK.
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Wii Sports™ - is a registered trademark of Nintendo®
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Windows® and/or other Microsoft products referenced herein are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries.
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Windows Media® is a registered trademark or trademark of Microsoft Corporation in the U.S. and/or other countries.
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Windows NT® is a registered trademark of Microsoft Corporation.
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Windows® XP - Windows® is a registered trademark of Microsoft Corporation.
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Winzip® is a registered trademark of WinZip Computing, Inc.
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Wizard® MaxiPrep Kit is either a registered trademark or trademark of Promega Corporation in the U.S. and/or other countries.
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World of Warcraft™ - is a registered trademark of Blizzard Entertainment, Inc. in the United States and/or other countries.
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Wrath Unleashed™ - LucasArts
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Xess™ is a trademark of Xess Corporation.
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XML® - Extensible Markup Language; Language by W3C - claimed as a trademark or generic term by MIT, ERCIM, and/or Keio on behalf of the W3C.
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Xplorer® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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Xplorer GLX® is a trademark or registered trademark of PASCO scientific, in the United States and/or in other countries.
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YAHOO® - refers to Yahoo.com. YAHOO! is a registered trademark of of Yahoo! Inc.
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Yoplait® - consumer food company - registered trademark of Yoplait Marques Internationales Corporation.
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Yukon XL® - motor vehicles - registered trademark of General Motors Corporation.
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Ocean Wave Interaction with Ships and Offshore Energy Systems (13.022)
|
Some Description
|
|
Instructor(s)
|
Prof.
|
|
As Taught In
|
Spring 2002
|
|
Course Number
|
2.24
|
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Level
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Undergraduate/Graduate
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Features
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Lecture Notes, Student Work
|


The American-style imperial stout is the strongest in alcohol and body of the stouts. Black in color, these beers typically have an extremely rich malty flavor and aroma with full, sweet malt character. Bitterness can come from roasted malts or hop additions.


Louisiana's governor declared a state of emergency after a cybersecurity attack on government servers
by Lauren Frias- Louisiana Gov. John Bel Edwards declared a state of emergency Friday following a cyberattack on state government servers.
- The state of Louisiana activated its cybersecurity response team following a ransomware attack on government servers on Monday, but the state did not lose any data nor pay any ransom, according to a press release.
- The attack prompted an outage of "many state websites and emails" on Monday "due to the state taking extreme emergency protective measures, including shutting down server traffic, to neutralize the attack."
- Visit Business Insider's homepage for more stories.
Louisiana Gov. John Bel Edwards declared a state of emergency on Friday following a cybersecurity attack on state government servers.
The state of Louisiana activated its cybersecurity response team following a ransomware attack on government servers on Monday, but the state did not lose any data nor pay any ransom, according to a press release. The attack prompted an outage of "many state websites and emails" on Monday "due to the state taking extreme emergency protective measures, including shutting down server traffic, to neutralize the attack."
"These protective actions likely saved the state from data loss and weeks of service outages," the press release said.
The declaration will allow several agencies — specifically the Office of Motor Vehicles, Department of Transportation and Development and the Department of Revenue — "to take actions, including waiving fees and fines, to assist members of the public," according to the release.
"We appreciate the patience of the public as our team of experts has worked around the clock to restore online services related to this cybersecurity issue," Edwards said in a statement. "We know that some people may have missed filing deadlines or incurred fees because of the outage, which the emergency declaration allows us to correct so that the members of the public are not penalized unnecessarily."
The attempted ransomware attack is being investigated by state police and federal agencies.


Ensemble maps showing the potential global distribution of Leucanthemum vulgare under current and future scenarios. Blue = Not suitable, White = Low suitable, Light red = Moderately suitable and Red = Highly suitable. The figure was generated using GIS software (QGIS v2.14.20, https://qgis.org/).


Welcome to the DKG WebServer.
Place all your files inside the www subfolder to serve them.
Copyright © 2020 by Daniel Kurashige-Gollub


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@main("Wrappers"){
This page contains template examples. Look at the back end code to figure out how it works!


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Links to the multipage version of the specification are unfortunately likely to break over time. You might be able to find what you want from the contents page.


By default the input type is "text" (inputType="text"). The following additional input types are available:


After working on React and practical stuff, getting to be better JS devs, we suddenly plunge into a breadth of all kinds of computer science-y topics. At first, these might seemingly be unrelated to anything that you might use in the field.
So why do we teach it?
Although the entire program at Lambda School is called The CS Program, six weeks of the program is dedicated to Computer Science topics. That is what this article is about.
This article is a more complete version of the information given in this short video.
Working as a software developer, much of your career will be spent solving previously-unsolved problems. As you write more and more code, you’ll get more practice solving problems.
It’s a normal feeling to be presented by a problem from your supervisor or client and have no immediate idea how to solve it. In those cases, it’s usually fine to say you need to research a solution before getting back to them. But the more you get used to the sensation of being presented with a problem of unknown difficulty, the more you’ll realize that it’s just a matter of figuring it out, just like you’ve done a hundred times before.
Sometimes in the course of work, you’ll be presented with truly giant and intimidating problem to solve. Flight instincts take over and you just know you can’t do it. But this is false.
Big, difficult problems are virtually always composed of a lot of small, surmountable problems. (The ones that are not tend to become famous in computer science, like the Halting Problem.)
Take a deep breath, relax, and start breaking the problem into subproblems. Eventually the subproblems will be small enough that you can take them on.
The more you practice this, the better at it you will become.
And, more importantly, the problems that used to be hard, will retrospectively seem to be relatively easy compared to the monsters you’ve been taking on.
Everything you write, even if it’s something you’ve written before, will help you improve as a programmer. Practice!
And we do a lot of programming in the CS portion of the curriculum. The more you do, the better you become.
In addition to improving your JS skills, we’ll tear into new languages! Notably C and Python.
Why learn new languages? This is something you’ll have to do over and over throughout your career. Senior software devs are expected to be able to begin productively coding in a new language in about a week, and reach literate status in 2-3 weeks.
The first language you learn is the hardest. The second one is about half as hard to learn, and the third about half again. Our goal is to get those steps at least partly out of the way here at Lambda School so you’re more prepared for it when you get out in the field.
Why Python? Python is a very popular, well-formed, and useful language. Although the syntax is farther from JavaScript than C is, it’s an easy language to step into. There are a lot of Python shops out there.
Why C? Although C was at one time considered a high-level language, it’s now considered a low-level language as so many more higher-level languages have been invented since its creation. We teach it because it gives you near-maximal perspective across the spectrum of languages. Low-level, high control, high speed, and minimal room for programming errors defines C programming. After learning it, JavaScript seems (and is) easy to program with.
Why not C++? Short answer: there’s not enough time. While a really popular language, the nuances of the language are so many that giving adequate coverage to C++ in even three weeks is not possible.
C gives you enough rope to hang yourself.
That said, after learning JS, Python, and C, C++ will be a lot easier to pick up than it would be as a first language.
Many solutions to problems will come to you as being related to other problems that you’ve already solved, even if they’re not identical.
Maybe you want to select random numbers in a range, but never select the same number twice. And you want to get new random numbers in O(1) time. If you’d already implemented an efficient card shuffling algorithm in the past, you might recognize these as the same problem.
As you build the breadth of your knowledge, more and more of these connections will become apparent, and you will find them coming to indirectly apply to many challenges your daily work.
And this part of the program is absolutely about breadth. With the web curriculum, you dove deep into React and JS, but now we’re going to use those well-honed skills to branch out and explore more of what the computing world has to offer.
Jargon and acronyms abound in Computer Science. While many of these are du jour, the deeper concepts survive for decades (and centuries). If you want to operate in the field and communicate effectively with your peers, it’s important to know some of the mathematical and theoretical underpinnings of what makes software actually work.
When you first start programming, the computer is a mysterious, black box into which go commands and out of which come results. This can be unsettling, like swimming on the surface of the ocean without knowing what exactly is below you.
Also, it can impair your ability to effectively utilize the computer. If you don’t know what it’s doing at a low level, you might make choices at a high level that don’t make proper use of the low-level components. While this is more of an issue in C/C++ than it is in JavaScript, knowing what is going on deep down will make you a better dev at the high level.
Learning about computer architecture aims to help with these issues. The machine is pretty simple deep down, and once that is laid bare, you’ll be more comfortable working with it at any level.
A state machine is one of the most basic models of computation. A process exists in a certain state, and different inputs cause it to move to different states. When it arrives at a particular state, it can perform some action, and wait to move to another state.
Many things in CS are modeled as state machines. (And indeed virtually all
computational processes you will encounter can be represented by state
machines.) NPCs in video games often exist in states. For example, a guard
at a door might be in GUARDING
state until it detects the
player, at which point it switches to CHASE
state.

Just about everything you do in dev will be a state machine, but the language usually abstracts the gritty details away from you behind functions, loops, and other constructs you have at your disposal.
In what might be a surprise, state machines are closely related to regular expressions. These are extremely commonly used to match patterns in strings, and are doubly common in JavaScript.
Knowing what algorithm to implement (or use from a library) can have great impacts on the time it takes for a process you implement to complete. A not-uncommon task at work is to take a job that completes in 5 minutes, and change it to complete in 10 seconds.
Knowing how to analyze an algorithm can help you figure out what about the process is taking so long to complete.
And knowing the right algorithmic or data structure tool for the job can help you implement the right thing to get the runtime down.
Time complexity also helps you to not overengineer a solution. If you know the difference between O(n^2) and O(n), that’s really useful. And if you know that n will never be more than 3, you’ll know you might be OK with the easier O(n^2) solution.
There is a lot to learn in Computer Science. You can’t learn it all since field knowledge is being created faster than any one person can learn it; for all intents and purposes, the amount of knowledge you stand to gain is infinite.
But you shouldn’t find this to be a daunting task because you get to pick and choose from this larger-than-life selection what it is you want to study next. And you will never run out of options.
Choose things that look interesting, pursue them, and see where they lead. You’ll find a lot of connections to a lot of topics that lead a lot of places.
And if you ever feel lost in the infinite ocean of topics out there, remember that you’ve learned to swim. Pick any subject, read up on it, and implement it. You’ll soon find yourself feeling on track.
There are some subjects where you need to learn a vast collection of facts and then apply them in a systematic way. Although that statement sounds computer-y on the surface, it does not reflect working in the computer field in the least.
A lot of people new to programming are somewhat surprised to find that software development is a very creative process, and a lot of thought goes into how to design and write your code.
In order to be proficient, you’ll need to think beyond the facts presented to you by instructors, books, and tutorials, and learn how to creatively put these pieces together into the software that you’re trying to build.
To get good at this, like with everything else, you need practice. If there are stretch goals for the project, implement them if you have time. If you think of alternate stretch goals, talk to the instructor and they’ll certainly support you in those goals instead.
Just listening to instruction isn’t enough. The more you code, the better you will be.
Lots of times problem solving might seem like a drag. You might have been hoping for just an easy day at work, but these problems to solve keep coming your way!
It’s a subtle change of perspective, but work to convince yourself that a problem to be solved presents an interesting and unique challenge. This might take some forcing at first.
But the secret is this: the more problems you solve, the easier problems become to solve. This is especially true if you remain in the same subfield for a while and build up a massive collection of domain knowledge.
Because the field moves fast, you have to keep you chops sharp. This means practicing programming and problem solving, but it also means to keep on top of the latest and greatest things that come out.
This can be a challenge in web dev where a new test platform or framework is invented every week. Some of these are worth exploring; others aren’t. There’s a bit of a skill to waiting until something graduates from the bleeding edge before deciding it’s worth looking into. There simply isn’t enough time in the day to keep up with them all. Most of the new frameworks wither on the vine, but a few spring bigger than life.
But even the ones that don’t make it might have interesting, alternative approaches to a certain set of problems that are worth adding to your arsenal.
It can be useful to get a newsreader and follow feeds on your favorite sites (reddit, or whichever). Just skimming the headlines gets you an idea of what’s new and exciting. You can always read more if it’s enticing.

Breadth of Technical Knowledge Students should understand how code works, how computers work, how the internet works, and how they all work together.
Sense of Scale Students should be comfortable identifying and measuring complexity and understand techniques for refactoring code for scalability.
Quality Students code with a consistent eye toward scalability and readability, i.e. code that is efficient and easily maintained.
Quantity Students write large quantities of code every day, building the reps needed to overcome difficult challenges and build confidence.
Diversity Students tackle a variety of challenges, picking up a versatile set of skills and building comfort with the unknown.


Our company is amazing
Welcome to our company's website. On here, you will find all of the latest and coolest tech gadgets the 1980s brought to us.
Look around, see if you find anything of interest, and make sure to contact us if you do!
Shop nowWelcome to our company's website. On here, you will find all of the latest and coolest tech gadgets the 1980s brought to us.
Look around, see if you find anything of interest, and make sure to contact us if you do!
Shop now


Produces the integers from 0 to limit-1 in a queue. (deprecated)
tf.compat.v1.train.range_input_producer( limit, num_epochs=None, shuffle=True, seed=None, capacity=32, shared_name=None, name=None )
Warning: THIS FUNCTION IS DEPRECATED. It will be removed in a future version.
Instructions for updating:
Queue-based input pipelines have been replaced by tf.data
. Use tf.data.Dataset.range(limit).shuffle(limit).repeat(num_epochs)
. If shuffle=False
, omit the .shuffle(...)
.
Note: if num_epochs
is not None
, this function creates local counter
epochs
. Use local_variables_initializer()
to initialize local variables.
limit
: An int32 scalar tensor.num_epochs
: An integer (optional). If specified, range_input_producer
produces each integer num_epochs
times before generating an
OutOfRange error. If not specified, range_input_producer
can cycle
through the integers an unlimited number of times.shuffle
: Boolean. If true, the integers are randomly shuffled within each
epoch.seed
: An integer (optional). Seed used if shuffle == True.capacity
: An integer. Sets the queue capacity.shared_name
: (optional). If set, this queue will be shared under the given
name across multiple sessions.name
: A name for the operations (optional).A Queue with the output integers. A QueueRunner
for the Queue
is added to the current Graph
's QUEUE_RUNNER
collection.
Input pipelines based on Queues are not supported when eager execution is
enabled. Please use the tf.data
API to ingest data under eager execution.


Football League
Detail Match
Matchday:
Kick Off:
VS
Head To Head
Number Of Matches:
total Goals:
WINS
DRAWS
LOSSES
Tambah Ke Favorit


Asad Shafiq: We didn't reach the total we wanted
Cape Town - Pakistan batsman Asad Shafiq admitted that they did not get total they wanted but was satisfied with the fight showed by his team on the first day of the first Test against Australia in Brisbane.
The visitors were bowled out for 240 in the final session at the Gabba with Shafiq top-scoring with 76 while left-arm quick Mitchell Starc claimed figures of 4-52.
It could have been much worse for Pakistan as they were labouring at 143-6 but Shafiq and tail-ender Yasir Shah (26) added 84 runs for the seventh wicket to get the tourists to a respectable total.
After the day's play, Shafiq said the stand with Yasir was important and is also confident that their own pace attack will pose problems to the Australia batting unit.
Shafiq told reporters: "There was a partnership needed, with wickets falling very quickly.
"I was trying to build that partnership and I knew a good partnership could help the team.
"We didn't reach the total we wanted but still we got a respectable total.
"With the bowling unit that we have got, we still show that we have some very good fight."
Pakistan's pace bowling attack includes 16-year-old Naseem Shah, who is making his debut at international level after just seven first-class appearances.
- TEAMTalk


Copyright © 2009 Tolon Data Solutions
Notes The enchant_get_user_dirs() function in the enchant.c file controls where the library searches for dictionaries and where it writes custom dictionaries. It is now configured to look in Application Data\enchant first and this is where the custom dictionaries are written to.
One sentence overview...
Star features...
Longer paragraph on how the library is used, mentioning flexibility of "C" interface.
Quick start guide link...
Documentation overview...
Licence overview...
Acknowledgements...
In-depth discussion of features.
How to distribute your application that uses Tolon SpellCheckLib.
Separate page for each API function.


{% load static %} {% csrf_token %} Add/Edit Property Name of Property: {{ prop_name }} {{ prop_form_html }} There are a number of things which we've left out of this implementation: Partner login Only allowing edits for properties belonging this partner to be edited {{ location_form_html }} {{ name_form_html }} {{ contact_form_html }} {{ info_form_html }} {{ message }}
There are a number of things which we've left out of this implementation:


- getAcceptRejectMH() - Method in class bartMachine.bartMachine_d_init
-
- getAcceptRejectMHsAfterBurnIn(int) - Method in class bartMachine.bartMachineRegressionMultThread
-
Returns a record of Metropolis-Hastings acceptances or rejections for all trees after burn-in
- getAcceptRejectMHsBurnin() - Method in class bartMachine.bartMachineRegressionMultThread
-
Returns a record of Metropolis-Hastings acceptances or rejections for all trees during burn-in
- getAtIndex(int) - Method in class OpenSourceExtensions.TDoubleHashSetAndArray
-
bartMachine: we get the value at an index in the array
- getAttributeProps(String) - Method in class bartMachine.bartMachineRegressionMultThread
-
Return the proportion of times each of the attributes were used (count over total number of splits)
during the construction of the sum-of-trees by Gibbs sample.
- getCanvas() - Method in class bartMachine.TreeIllustration
-
- getCountsForAllAttribute(String) - Method in class bartMachine.bartMachineRegressionMultThread
-
Return the number of times each of the attributes were used during the construction of the sum-of-trees
by Gibbs sample.
- getDepthsForTrees(int, int) - Method in class bartMachine.bartMachine_c_debug
-
Queries the depths of the num_trees
trees between a range of Gibbs samples
- getDepthsForTreesInGibbsSampAfterBurnIn(int) - Method in class bartMachine.bartMachineRegressionMultThread
-
After burn in, find the depth (greatest generation of a terminal node) of each tree for each Gibbs sample
- getFirst() - Method in class OpenSourceExtensions.UnorderedPair
-
Gets the smallest element of the pair (according to its Comparable
implementation).
- getGeneration() - Method in class bartMachine.bartMachineTreeNode
-
- getGibbsSamplesSigsqs() - Method in class bartMachine.bartMachine_c_debug
-
Get the untransformed samples of the sigsqs from the Gibbs chaing
- getGibbsSamplesSigsqs() - Method in class bartMachine.bartMachineRegressionMultThread
-
- getHyper_lambda() - Method in class bartMachine.bartMachine_b_hyperparams
-
- getHyper_mu_mu() - Method in class bartMachine.bartMachine_b_hyperparams
-
- getHyper_nu() - Method in class bartMachine.bartMachine_b_hyperparams
-
- getHyper_sigsq_mu() - Method in class bartMachine.bartMachine_b_hyperparams
-
- getInteractionCounts() - Method in class bartMachine.bartMachineRegressionMultThread
-
For all Gibbs samples after burn in, calculate the set of interaction counts (consider a split on x_j
and a daughter node splits on x_k and that would be considered an "interaction")
- getInvCDF(double, boolean) - Static method in class OpenSourceExtensions.StatUtil
-
- getK() - Method in class AlgorithmTesting.DataSetupForCSVFile
-
- getLeft() - Method in class bartMachine.bartMachineTreeNode
-
- getN() - Method in class bartMachine.Classifier
-
How many observations are in the training data set?
- getNumNodesAndLeavesForTrees(int, int) - Method in class bartMachine.bartMachine_c_debug
-
Queries the number of nodes (terminal and non-terminal) in the num_trees
trees between a range of Gibbs samples
- getNumNodesAndLeavesForTreesInGibbsSampAfterBurnIn(int) - Method in class bartMachine.bartMachineRegressionMultThread
-
After burn in, return the number of total nodes (internal plus terminal) of each tree for each Gibbs sample
- getP() - Method in class bartMachine.Classifier
-
How many features are in the training data set?
- getPrunableAndChangeableNodes() - Method in class bartMachine.bartMachineTreeNode
-
Find a list of prunable and changeable nodes (ie singly internal nodes)
from this point in the tree and below
- getResponseFromRecord(double[]) - Method in class bartMachine.Classifier
-
Given a data record, return the Y (response) value i.e.
- getRight() - Method in class bartMachine.bartMachineTreeNode
-
- getSecond() - Method in class OpenSourceExtensions.UnorderedPair
-
Gets the largest element of the pair (according to its Comparable
implementation).
- getSplitAttributeM() - Method in class bartMachine.bartMachineTreeNode
-
- getSplitValue() - Method in class bartMachine.bartMachineTreeNode
-
- getTerminalNodes() - Method in class bartMachine.bartMachineTreeNode
-
Return all terminal nodes under this node
- getTerminalNodesWithDataAboveOrEqualToN(int) - Method in class bartMachine.bartMachineTreeNode
-
Search the tree below this current node for terminal nodes that have more than n_rule
data records
- getX_y() - Method in class AlgorithmTesting.DataSetupForCSVFile
-
- getY_max() - Method in class bartMachine.bartMachine_b_hyperparams
-
- getY_min() - Method in class bartMachine.bartMachine_b_hyperparams
-
- getY_range_sq() - Method in class bartMachine.bartMachine_b_hyperparams
-


25 August 2005
As of 24 August, 5 new cases were reported in Indonesia, bringing the total number of cases to 225. The affected provinces are West Java, Central Java, Banten, Lampung and Jakarta.
The onset of the most recent wild polio virus cases were on 29 July 2005 in West Jakarta city and Brebes district, Central Jakarta.
Preparations are underway for the first Nationwide Immunization Day (NID) to be held on 30 August, targeting 24.4 million children less than 5 years old throughout the country. A second NID is scheduled to take place on 27 September 2005.


We've had an exciting semester thus far, both at Brown and at The Herald. Recently, Chancellor Emeritus Stephen Robert '62 P'91 pledged $1 million to the student activities endowment and has promised to lead fundraising towards its $17 million goal. The Herald covered the lack of donations to the fund since President Ruth Simmons initially pledged $100,000. The Herald then published an editorial a week later critiquing the fund's stagnation. That same morning the editorial ran, Robert pledged $1 million to the endowment and promised to lead fundraising efforts for the endowment. More recently, our coverage of the Athletic Review Committee's plan to cut four varsity teams caused quite a stir, as we headed into our final week of production. Simmons announced at the end of last month that the four varsity teams will be allowed to compete next year. We are thrilled to announce the beginning of The Herald's mentorship program! With this exciting program, current staff members will be matched individually with alumni mentors to help build relationships and make our network stronger.
I am writing to ask you to help support The Herald's Financial Aid Initiative through our 2011 Annual Appeal. Our funds to date are not enough to sustain the needs of students working at The Herald for the upcoming year. This semester, new staffers have already played a role in The Herald's coverage of: President Simmons' decision to step down from her position at the end of the academic year, her reflections, and students' reactions; The upcoming reopening of the Metcalf Chemistry and Research Laboratory; Brown Football's victory at the Governor's Cup at our second ever night game.


Psalms 146:8
The LORD openeth the eyes of the blind: the LORD raiseth them that are bowed down: the LORD loveth the righteous:


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{% extends "main/base.html" %} {% block content %}
Note: you are already logged in as {{ user_display }}.
{{ error|escape }}


Ready: {{isReady}}
-
Aspect ratio
-
Scan settings samples
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Cameras (curently {{activeCamera?.label || 'not specified'}})
-
Enable camera switcher (currently {{enableCameraSwitcher}})
-
Enable pinch to zoom (currently {{enablePinchToZoom}})
-
Enable tap to focus (currently {{enableTapToFocus}})
-
Enable torch toggle (currently {{enableTorchToggle}})
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Enable vibrate on scan (currently {{enableVibrateOnScan}})
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Enable sound on scan (currently {{enableSoundOnScan}})
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GUI style (currently {{scannerGuiStyle}})
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Scanning pause (currently {{scanningPaused}})
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{{barcode.data}}


Everton fans react as humble Anthony Gordon remains patient
Anthony Gordon has impressed in the U23 team.
by Jay WilliamsEverton fans believe Anthony Gordon deserves his chance in the first-team.
But Gordon has told evertontv that he will continue to improve and wait for his chance. He is not taking anything for granted and wants to get into a position where Marco Silva calls him up.
Gordon has been the standout performer in the Everton academy team this season. Offering goals, assists and excitement, the 18-year-old is also making a name for himself at youth level for England. He now wants to add to his one first-team outing.
Gordon on his first-team chances
Gordon told evertontv: “I just try to enjoy myself and get better every day.  That is for other people to say. I am just trying to keep getting better and progressing.
“To be around it shows I am progressing well. But I am not there yet. I am not starting for the first team and I still have so much to do.”
Everton posted an infographic showing Gordon’s comments. Fans are impressed with his attitude and hope he sticks around at the club and gets his chance soon. Here are the best tweets.
Have something to tell us about this article?
Let us know


Nilasini Thirunavukkarasu
(Document manager & Architech at Kneato)
120425C
Hi,welcome to my web page!!!
I am a member of Kneato Technologies. My responsibilities are selecting a efficient tools for designing, help to design and link all of our member's parts together and summit it.
I am very enthusiasm in designing and i have a good knowledge in java,C,C++.I did some GUI applications also.In my free times i have a habbit to play badminton and chess.
contact informations


data class Error : StripeModel
The error encountered in the previous SetupIntent confirmation.
See last_setup_error.
Type |
enum class Type |
code |
For some errors that could be handled programmatically, a short string indicating the error code reported. val code: String? |
declineCode |
For card errors resulting from a card issuer decline, a short string indicating the card issuer’s reason for the decline if they provide one. val declineCode: String? |
docUrl |
A URL to more information about the error code reported. val docUrl: String? |
message |
A human-readable message providing more details about the error. For card errors, these messages can be shown to your users. val message: String? |
param |
If the error is parameter-specific, the parameter related to the error. For example, you can use this to display a message near the correct form field. val param: String? |
paymentMethod |
The PaymentMethod object for errors returned on a request involving a PaymentMethod. val paymentMethod: PaymentMethod? |
type |
The type of error returned. val type: Type? |


[gecode-users] Documentation question
Guido Tack
tack at ps.uni-sb.de
Mon Jul 6 08:26:25 CEST 2009
Hi Gustavo,
sorry, the tutorial documentation was wrong. There is no support for
posting n-ary set operations with arbitrary relations. You have to
decompose by hand using an auxiliary variable. Thanks for pointing
this out!
Cheers,
Guido
Gustavo Gutiérrez wrote:
> Hello,
>
> In the document "Modeling with Gecode", section 5.2.3 "Set
> operations" you say that:
>
> rel(home, SOT_UNION, x, SRT_SUP, y);
>
> Enforces a union relation of all the elements of x (an array of set
> variables) to be a subset of set variable y. When I tried to use
> this constraint I got an error from the compiler saying that such a
> function does not exist:
>
> error: no matching function for call to 'rel(GdPIPSolver&,
> Gecode::SetOpType, Gecode::SetVarArray&, Gecode::SetRelType,
> Gecode::SetVar&)'
>
> The line in my code producing the error is:
>
> rel(*this,SOT_UNION,supliers,SRT_SUB,nT);
>
> being suppliers the array of set variables and nT a set variable.
>
> When I open the documentation (the part linked from the first
> paragraph of the section 5.2.3) I notice that the only methods that
> take a SetOpType as a second parameter are:
>
> void Gecode::rel (Space &home, SetOpType op, const SetVarArgs &x,
> SetVar y)
> Post propagator for $ y = \diamond_{\mathit{op}} x$.
> void Gecode::rel (Space &home, SetOpType op, const SetVarArgs &x,
> const IntSet &z, SetVar y)
> Post propagator for $ y = \diamond_{\mathit{op}} x
> \diamond_{\mathit{op}} z$.
>
> Which of course do not match with the documented function. Am I
> missing something?, probably I am looking at the wrong place an is
> an stupid mistake.
>
>
> Regards,
> Gustavo
> _______________________________________________
> Gecode users mailing list
> users at gecode.org
> https://www.gecode.org/mailman/listinfo/gecode-users
More information about the gecode-users
mailing list


Extensive analysis on ESPN fantasy football leagues.
FFStats
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| Selecting a range of frames | |
| To make an animation, with only a selected number of frames, You must set a frames-range on the 'View'-Tab. The 'Animation'-Panel on the lower-left has 2 sliders that are used to set the range. There is one slider to set the 'Start Frame', and one slider to set the 'End Frame'. The range will also be indicated by a colored range on the 'Current Frame'-slider. Note: The 'Current Frame'-slider is not used for setting a frames-range.. and if You want to change the current-frame, You would first have to disable playback, change the slider, then enable playback again ('Play'-checkbox). | |
| After loading an MDM/MDX | |
| Only after loading an MDM/MDX playermodel You can use the dropdown-listbox to select a named animation, and thereby its frames-range. This way of selecting the range is not possible after loading any other type of file. The 'Start Frame' & 'End Frame' will automaticly be set by the tool. You can still manually drag one of the sliders at any time if You want to change the range. | |
| Dragging the sliders | |
| By dragging the sliders You change the length of the animation. If You want to change the current-frame, You would first have to disable playback, change the slider, then enable playback again ('Play'-checkbox) | |
| Doubleclicking the values | |
| You can also set the positions of all 3 sliders by doubleclicking on the values just to the right of a slider. This will pop-up a dialog that asks the user to enter a framenumber manually. | |
| Entering the framenumber: | |


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Rules: At the Double, Forward to Victory, Inspiring Presence
Categories: CHAOS, DAEMON, HERO, MONSTER, WIZARD, Leader, DAEMON PRINCE
Magic: Be'lakor, Spell: Enfeeble Foe, Unit: Be'lakor, Unit Abilities: Fly, Lord of Torment, Shadow Form, The Dark Master, Weapon: Blade of Shadows
| Magic | Cast/Unbind | Spells Known |
|---|---|---|
| Be'lakor | 2 | Arcane Bolt, Mystic Shield, Enfeeble Foe |
| Spell | Casting Value | Description |
|---|---|---|
| Enfeeble Foe | 6 | If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Subtract 1 from wound rolls for attacks made with melee weapons by that unit until your next hero phase. |
| Unit | Move | Wounds | Bravery | Save |
|---|---|---|---|---|
| Be'lakor | 12" | 8 | 10 | 4+ |
| Unit Abilities | Ability Details |
|---|---|
| Fly | This unit can fly. |
| Lord of Torment | If an enemy unit fails a battleshock test while it is within 10" of this model, you can heal up to D3 wounds allocated to this model. |
| Shadow Form | Ignore modifiers (positive or negative) when making save rolls for attacks that target this model. |
| The Dark Master | After set-up is complete but before the first battle round begins, secretly pick 1 enemy unit on the battlefield. Once per battle, at the start of the enemy hero phase, you can reveal which unit you picked. Until your next hero phase, your opponent must roll a dice each time that unit attempts to cast a spell, move, charge or attack with any weapons it is armed with. On a 1-4, that unit cannot do so. On a 5+, that unit can do so as normal. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage |
|---|---|---|---|---|---|---|---|
| Blade of Shadows | Melee | 1" | 6 | 3+ | 3+ | -1 | 2 |
Categories: Battalion
Battalion Abilities: Scions of Change, Spell: Stolen Sting
Selections: 20 Chaos Marauders [150pts], Barbarian Axes and Darkwood Shields, Drummer, Icon Bearer, Tzeentch
Categories: CHAOS, MORTAL, SLAVES TO DARKNESS, CHAOS MARAUDERS, Battleline, WIZARD, TZEENTCH
Unit: Chaos Marauders, Unit Abilities: Barbarian Hordes, Boundless Ferocity, Darkwood Shields, Drummer, Icon Bearer, Marauder Chieftain, Weapon: Barbarian Axe
Selections: 20 Chaos Marauders [150pts], Barbarian Axes and Darkwood Shields, Drummer, Icon Bearer, Tzeentch
Categories: CHAOS, MORTAL, SLAVES TO DARKNESS, CHAOS MARAUDERS, Battleline, WIZARD, TZEENTCH
Unit: Chaos Marauders, Unit Abilities: Barbarian Hordes, Boundless Ferocity, Darkwood Shields, Drummer, Icon Bearer, Marauder Chieftain, Weapon: Barbarian Axe
Selections: 4. Mask of Darkness, 4. Mighty Ritualist, 6. Spell Familiar, Chaos Runeblade, General, Tzeentch
Categories: CHAOS, CHAOS SORCERER LORD, HERO, MORTAL, SLAVES TO DARKNESS, WIZARD, EYE OF THE GODS, MARK OF CHAOS, General, TZEENTCH, Artefact
Artefact: Spell Familiar, Command Trait: Mighty Ritualist, Magic: Chaos Sorcerer Lord, Mask of Darkness, Spell: Arcane Bolt, Daemonic Power, Mystic Shield, Unit: Chaos Sorcerer Lord, Unit Abilities: Oracular Visions, Weapon: Chaos Runesword, Sorcerer Staff
Selections: 3. Whispers of Chaos, Tzeentch
Categories: CHAOS, CHAOS SORCERER LORD, HERO, MORTAL, SLAVES TO DARKNESS, WIZARD, EYE OF THE GODS, MARK OF CHAOS, TZEENTCH
Magic: Chaos Sorcerer Lord, Whispers of Chaos, Spell: Arcane Bolt, Daemonic Power, Mystic Shield, Unit: Chaos Sorcerer Lord, Unit Abilities: Oracular Visions, Weapon: Sorcerer Staff
Selections: 2. Ethereal Amulet, 6. Ruinous Vigour, Tzeentch
Categories: CHAOS, CHAOS SORCERER LORD, HERO, MANTICORE, MONSTER, MORTAL, SLAVES TO DARKNESS, WIZARD, Behemoth, Leader, TZEENTCH, Artefact
Artefact: Ethereal Amulet, Damage Table: Chaos Sorcerer Lord on Manticore, Chaos Sorcerer Lord on Manticore1, Chaos Sorcerer Lord on Manticore2, Chaos Sorcerer Lord on Manticore3, Chaos Sorcerer Lord on Manticore4, Chaos Sorcerer Lord on Manticore5, Magic: Chaos Sorcerer Lord on Manticore, Ruinous Vigour, Winds of Chaos, Spell: Arcane Bolt, Mystic Shield, Unit: Chaos Sorcerer Lord on Manticore, Unit Abilities: Fly, Oracular Vision, Oracular Visions, Territorial Predator, Weapon: Honed Fangs and Claws, Shredding Tail, Sorcerous Reaping Staff
Selections: 5 Chaos Warriors [100pts], Chaos Hand Weapons and Chaos Runeshields, Hornblower, Standard Bearer, Tzeentch
Categories: CHAOS, MORTAL, SLAVES TO DARKNESS, CHAOS WARRIORS, Battleline, WIZARD, TZEENTCH
Unit: Chaos Warriors, Unit Abilities: Aspiring Champion, Chaos Runeshield, Hornblower, Legions of Chaos, Standard Bearer, Weapon: Chaos Hand Weapon
Selections: 5 Chaos Warriors [100pts], Chaos Hand Weapons and Chaos Runeshields, Hornblower, Standard Bearer, Tzeentch
Categories: CHAOS, MORTAL, SLAVES TO DARKNESS, CHAOS WARRIORS, Battleline, WIZARD, TZEENTCH
Unit: Chaos Warriors, Unit Abilities: Aspiring Champion, Chaos Runeshield, Hornblower, Legions of Chaos, Standard Bearer, Weapon: Chaos Hand Weapon
Selections: 5 Chaos Warriors [100pts], Chaos Hand Weapons and Chaos Runeshields, Hornblower, Standard Bearer, Tzeentch
Categories: CHAOS, MORTAL, SLAVES TO DARKNESS, CHAOS WARRIORS, Battleline, WIZARD, TZEENTCH
Unit: Chaos Warriors, Unit Abilities: Aspiring Champion, Chaos Runeshield, Hornblower, Legions of Chaos, Standard Bearer, Weapon: Chaos Hand Weapon
Selections: 5 Chaos Warriors [100pts], Chaos Hand Weapons and Chaos Runeshields, Hornblower, Standard Bearer, Tzeentch
Categories: CHAOS, MORTAL, SLAVES TO DARKNESS, CHAOS WARRIORS, Battleline, WIZARD, TZEENTCH
Unit: Chaos Warriors, Unit Abilities: Aspiring Champion, Chaos Runeshield, Hornblower, Legions of Chaos, Standard Bearer, Weapon: Chaos Hand Weapon
Categories: CHAOS, DAEMON, HERO, MORTAL, TZEENTCH, WIZARD, EVERCHOSEN, Leader
Magic: Gaunt Summoner, Infernal Flames, Spell: Fractal Mindstorm, Unit: Gaunt Summoner on Disc of Tzeentch, Unit Abilities: Book of Profane Secrets, Fly, Hovering Disc of Tzeentch, Warptongue Blade, Weapon: Blades and Sttingers, Changestaff, Warptongue Blade
| Artefact | Artefact Details |
|---|---|
| Ethereal Amulet | Ignore modifiers (positive or negative) when making save rolls for this model. |
| Spell Familiar | The bearer knows 1 extra spell from the Lore of the Damned (pg 69). |
| Battalion Abilities | Battalion Ability Details |
|---|---|
| Scions of Change | At the start of your hero phase, you can pick 1 unit from this battalion that has 9 or more models. If you do so, until the end of that phase, that unit can attempt to cast 1 spell and attempt to dispel 1 endless spell. It knows the Stolen Sting spell: |
| Command Trait | Command Trait Details |
|---|---|
| Mighty Ritualist | When this general attempts to perform a Ritual of Sorcerous Might, that ritual is successful on a 2+. |
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 |
|---|---|---|---|---|
| Chaos Sorcerer Lord on Manticore | Wounds Suffered | Move | Honed Fangs and Claws | Shredding Tail |
| Chaos Sorcerer Lord on Manticore1 | 0-2 | 12" | 1+ | 5 |
| Chaos Sorcerer Lord on Manticore2 | 3-4 | 10" | 2+ | 4 |
| Chaos Sorcerer Lord on Manticore3 | 5-7 | 8" | 3+ | 3 |
| Chaos Sorcerer Lord on Manticore4 | 8-9 | 6" | 4+ | 2 |
| Chaos Sorcerer Lord on Manticore5 | 10+ | 6" | 5+ | 1 |
| Magic | Cast/Unbind | Spells Known |
|---|---|---|
| Chaos Sorcerer Lord | 1/1 | Arcane Bolt, Mystic Shield, Daemonic Power |
| Chaos Sorcerer Lord on Manticore | 1/1 | Arcane Bolt, Mystic Shield, Wind of Chaos |
| Gaunt Summoner | 2/2 | Arcane Bolt, Mystic Shield, Fractal Mindstorm |
| Infernal Flames | 7 | If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them, and roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound. If that unit is a MONSTER or WAR MACHINE, roll 3 dice for each model instead. |
| Mask of Darkness | 7 | If successfully cast, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of the caster and visible to them. Remove that unit from the battlefield and then set it up again anywhere on the battlefield more than 9" from any enemy units. That unit cannot move in the following movement phase. |
| Ruinous Vigour | 7 | If successfully cast, pick 1 friendly SLAVES TO DARKNESS MONSTER wholly within 12" of the caster and visible to them. Until your next hero phase, when you look up a value on that MONSTER’s damage table, it is treated as if it has suffered 0 wounds. |
| Whispers of Chaos | 7 | If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them. Roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1 mortal wound. If any models from that unit are slain by this spell, that unit cannot move until the start of your next hero phase. |
| Winds of Chaos | 7 | If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Roll a number of dice equal to the number of models in that unit. For each 5, that unit suffers 1 mortal wound. For each 6, that unit suffers D3 mortal wounds. |
| Spell | Casting Value | Description |
|---|---|---|
| Arcane Bolt | 5 | If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead. |
| Daemonic Power | 6 | If successfully cast, pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 18" of the caster and visible to them. You can re-roll hit and wound rolls for attacks made by that unit until your next hero phase. |
| Fractal Mindstorm | See below | Before attempting to cast the spell, choose an enemy unit within 9" of the caster. The spell has a casting value equal to the Bravery of the unit you chose. If the spell is successfully cast, roll a number of dice equal to the unit's Bravery. It suffers 1 mortal wound for each dice that rolls 4 or more. |
| Mystic Shield | 6 | If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase. |
| Stolen Sting | 7 | If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Worsen the Rend characteristic of that unit’s melee weapons by 1 until your next hero phase. A unit cannot be affected by this spell more than once per turn. |
| Unit | Move | Wounds | Bravery | Save |
|---|---|---|---|---|
| Chaos Marauders | 6" | 1 | 5 | 6+ |
| Chaos Sorcerer Lord | 5" | 5 | 7 | 4+ |
| Chaos Sorcerer Lord on Manticore | * | 12 | 8 | 4+ |
| Chaos Warriors | 5" | 2 | 7 | 4+ |
| Gaunt Summoner on Disc of Tzeentch | 16" | 5 | 8 | 6+ |
| Unit Abilities | Ability Details |
|---|---|
| Aspiring Champion | 1 model in this unit can be an Aspiring Champion. Add 1 to the Attacks characteristic of that model’s melee weapons. |
| Barbarian Hordes | Add 1 to hit rolls for attacks made by this unit while it has at least 10 models. In addition, improve the Rend characteristic of this unit’s melee weapons by 1 while it has at least 20 models. |
| Book of Profane Secrets | Once per battle, at the start of your hero phase, you can say this model will use its Book of Profane Secrets. If you do so, you can summon 1 unit from the list below to the battlefield, and add it to your army, but the number of spells that this model can attempt to cast in that phase is reduced by 1. The summoned unit must be set up wholly within 9" of this model and more than 9" from any enemy units. Choose 1 unit from the following list: • 10 Pink Horrors • 10 Bloodletters • 10 Plaguebearers • 10 Daemonettes • 6 Furies |
| Boundless Ferocity | When you make a charge roll for this unit, change the lowest dice in that roll to a 6. If the roll is a double, change one of the dice to a 6 instead. |
| Chaos Runeshield | Roll a dice each time you allocate a mortal wound to a unit that carries Chaos Runeshields. On a 5+, that mortal wound is negated. |
| Darkwood Shields | Add 1 to save rolls for attacks that target a unit with Darkwood Shields. |
| Drummer | 1 in every 5 models in this unit can be a Barbarian Drummer. Add 1 to run and charge rolls for this unit while it includes any Barbarian Drummers. |
| Fly | This unit can fly. |
| Hornblower | 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for this unit while it includes any Hornblowers. |
| Hovering Disc of Tzeentch | Add 2 to save rolls for attacks made with melee weapons that target this model unless the attacking unit is a MONSTER or can fly. |
| Icon Bearer | 1 in every 5 models in this unit can be an Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Icon Bearers. |
| Legions of Chaos | You can re-roll save rolls for attacks that target this unit while it has at least 10 models. |
| Marauder Chieftain | 1 model in this unit can be a Marauder Chieftain. Add 1 to the Attacks characteristic of that model’s melee weapons. |
| Oracular Vision | In your hero phase, pick either this model or or a unit within 10" to receive the gift of foresight. Until your next hero phase, you can re-roll save rolls of 1 for that unit. |
| Oracular Visions | In your hero phase, you can pick 1 friendly MORTAL SLAVES TO DARKNESS unit wholly within 12" of this model. If you do so, you can re-roll save rolls for attacks that target that unit until your next hero phase. |
| Standard Bearer | 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit while it includes any Standard Bearers. |
| Territorial Predator | You can re-roll hit rolls for attacks made with this model’s Honed Fangs and Claws if the target is a MONSTER |
| Warptongue Blade | If the unmodified wound roll for an attack made with a Warptongue Blade is 6, that attacks inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a save roll). |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage |
|---|---|---|---|---|---|---|---|
| Barbarian Axe | Melee | 1" | 2 | 4+ | 4+ | - | 1 |
| Blades and Sttingers | Melee | 1" | D3 | 4+ | 4+ | - | 1 |
| Changestaff | Missile | 18" | 1 | 3+ | 4+ | - | D3 |
| Chaos Hand Weapon | Melee | 1" | 2 | 3+ | 3+ | - | 1 |
| Chaos Runesword | Melee | 1" | 1 | 4+ | 4+ | - | 1 |
| Honed Fangs and Claws | Melee | 1" | 5 | 3+ | * | -1 | 2 |
| Shredding Tail | Melee | 3" | * | 4+ | 4+ | - | 1 |
| Sorcerer Staff | Melee | 2" | 1 | 4+ | 3+ | -1 | D3 |
| Sorcerous Reaping Staff | Melee | 2" | 3 | 3+ | 3+ | -1 | D3 |
| Warptongue Blade | Melee | 1" | 1 | 3+ | 4+ | - | 1 |
Categories: Allegiance
Selections: Cabalists
Aura of Chaos Power: Aura of Chaos Undivided, Aura of Khorne, Aura of Nurgle, Aura of Slaanesh, Aura of Tzeentch, Battle Trait: Aura of Chaos, Binding Rituals, Cabalists, Eye of the Gods, Ritual of Sorcerous Might, Eye of the Gods - 2D6 roll: 02 - Spawndom, 03 - Slaughterer's Strength, 04 - Murderous Mutation, 05 - Iron Flesh, 06 - Flames of Chaos, 07 - Snubbed by the Gods, 08 - Unholy Resilience, 09-10 - Daemonic Legions, 11-12 - Dark Apotheosis, Magic: Crippling Rain
| Aura of Chaos Power | Ability |
|---|---|
| Aura of Chaos Undivided | Do not take battleshock tests for friendly SLAVES TO DARKNESS UNDIVIDED units wholly within 12" of this model. In addition, if this model is a general, roll a dice each time you allocate a wound or mortal wound to a friendly SLAVES TO DARKNESS UNDIVIDED unit wholly within 12" of this model. On a 6, that wound or mortal wound is negated. |
| Aura of Khorne | You can re-roll hit rolls of 1 for attacks made with melee weapons by friendly SLAVES TO DARKNESS KHORNE units wholly within 12" of this model. In addition, if this model is a general, add 1 to wound rolls for attacks made with melee weapons by friendly SLAVES TO DARKNESS KHORNE units wholly within 12" of this model. |
| Aura of Nurgle | If the unmodified wound roll for an attack made with a melee weapon by a friendly SLAVES TO DARKNESS NURGLE unit wholly within 12" of any friendly models with this ability is 6, add 1 to the damage inflicted by that attack. In addition, if this model is a general, subtract 1 from hit rolls for attacks made with missile weapons that target friendly SLAVES TO DARKNESS NURGLE units wholly within 12" of this model. |
| Aura of Slaanesh | If the unmodified hit roll for an attack made with a melee weapon by a friendly SLAVES TO DARKNESS SLAANESH unit wholly within 12" of this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. In addition, if this model is a general, you can re-roll run and charge rolls for friendly SLAVES TO DARKNESS SLAANESH units wholly within 12" of this model. |
| Aura of Tzeentch | You can re-roll save rolls of 1 for attacks that target friendly SLAVES TO DARKNESS TZEENTCH units wholly within 12" of this model. In addition, if this model is a general, each time a friendly SLAVES TO DARKNESS TZEENTCH unit wholly within 12" of this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on that unit. |
| Battle Trait | Battle Trait Details |
|---|---|
| Aura of Chaos | If a SLAVES TO DARKNESS HERO has a Mark of Chaos keyword, that HERO has one of the following Aura of Chaos abilities. The Aura of Chaos a HERO has is determined by its Mark of Chaos keyword: KHORNE HEROES have the Aura of Khorne, TZEENTCH HEROES have the Aura of Tzeentch, NURGLE HEROES have the Aura of Nurgle, SLAANESH HEROES have the Aura of Slaanesh, and UNDIVIDED HEROES have the Aura of Chaos Undivided. If you select a unit with more than one Mark of Chaos keyword to be part of your army, you must pick which one will apply to that unit for the duration of the battle. |
| Binding Rituals | At the start of your hero phase, you can pick 1 friendly CABALISTS WIZARD to perform 1 of the following binding rituals |
| Cabalists | Pick 1 friendly CABALISTS unit within 3" of the WIZARD performing this binding ritual and roll a dice. On a 3+, the ritual is successful and D3 models from that unit are slain. Then, pick 1 predatory endless spell within 12" of that WIZARD. If 1 model was slain by this ritual, you can move that endless spell up to 3". If 2 models were slain by this ritual, you can move that endless spell up to 6". If 3 models were slain by this ritual, you can move that endless spell up to 9". |
| Eye of the Gods | At the end of the combat phase, if any attacks made by a friendly SLAVES TO DARKNESS HERO that has the EYE OF THE GODS keyword destroyed any enemy HEROES or MONSTERS in that phase, you can make 1 roll on the Eye of the Gods table below for that friendly HERO. Rewards gained by rolling on this table apply for the rest of the battle. Duplicate rewards are treated as ‘Snubbed by the Gods’ instead |
| Ritual of Sorcerous Might | Pick 1 friendly CABALISTS unit within 3" of the WIZARD performing this binding ritual and roll a dice. On a 3+, the ritual is successful and D3 models from that unit are slain. For each model that was slain by this ritual, add 1 to casting rolls made for friendly CABALISTS WIZARDS until the end of that phase. |
| Eye of the Gods - 2D6 roll | Reward |
|---|---|
| 02 - Spawndom | You can add 1 SLAVES TO DARKNESS CHAOS SPAWN to your army. If you do so, set up 1 SLAVES TO DARKNESS CHAOS SPAWN model within 1" of this HERO, then this HERO is slain. If you do not add a SLAVES TO DARKNESS CHAOS SPAWN to your army, this HERO suffers D3 mortal wounds. |
| 03 - Slaughterer's Strength | Pick 1 of this HERO’s melee weapons. Improve the Rend characteristic of that weapon by 1. |
| 04 - Murderous Mutation | Pick 1 of this HERO’s melee weapons. Add 1 to the Attacks characteristic of that weapon. |
| 05 - Iron Flesh | Add 1 to save rolls for attacks that target this HERO. |
| 06 - Flames of Chaos | Each time this HERO is affected by a spell or endless spell you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this HERO. |
| 07 - Snubbed by the Gods | This reward has no effect. |
| 08 - Unholy Resilience | Roll a dice each time you allocate a wound or mortal wound to this HERO. On a 5+, that wound or mortal wound is negated. |
| 09-10 - Daemonic Legions | You can add 1 of the following units to your army. The unit you add is determined by this HERO’s Mark of Chaos. Set up the unit wholly within 12" of this HERO and more than 9" from any enemy units. • Khorne: 10 Bloodletters • Nurgle: 10 Plaguebearers • Slaanesh: 10 Daemonettes • Tzeentch: 10 Pink Horrors • Undivided: 6 Furies |
| 11-12 - Dark Apotheosis | You can add a SLAVES TO DARKNESS DAEMON PRINCE to your army. If you do so, set it up within 1" of this HERO then remove this HERO from play (they do not count as slain). If the HERO had the UNDIVIDED keyword, the DAEMON PRINCE must instead have one of the following Mark of Chaos keywords: KHORNE, NURGLE, SLAANESH or TZEENTCH. Otherwise, the DAEMON PRINCE must have the same Mark of Chaos keyword that the HERO had. The DAEMON PRINCE keeps any command traits and artefacts of power that the HERO had. If the HERO was a WIZARD, the DAEMON PRINCE is a WIZARD, can make the same number of casting, dispelling and unbinding attempts, and knows the same spells. If the HERO was your general, the DAEMON PRINCE is now your general. If you do not set up a SLAVES TO DARKNESS DAEMON PRINCE, you can heal up to D3 wounds allocated to this HERO. |
| Magic | Cast/Unbind | Spells Known |
|---|---|---|
| Crippling Rain | 7 | If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. In addition, reduce the Move characteristic of that unit by the number of mortal wounds inflicted by this spell until your next hero phase. |
Selections: 2000 Points - Battlehost
Categories: Game Options, Battlehost
Selections: Origin: Shyish
Categories: Realm of Origin
Categories: ENDLESS SPELL, AETHERVOID PENDULUM, Malign Sorcery
Spell: Summon Aethervoid Pendulum, Unit Abilities: Fly, Predatory, Scything Blade, Slicing Into Reality, Unstoppable Mechanism
| Spell | Casting Value | Description |
|---|---|---|
| Summon Aethervoid Pendulum | 6 | If successfully cast, set up an Aethervoid Pendulum model wholly within 6" of the caster so that it points lengthways in the direction you wish it to move. |
| Unit Abilities | Ability Details |
|---|---|
| Fly | This unit can fly. |
| Predatory | An Aethervoid Pendulum is a predatory endless spell. It can move up to 8" and can fly. |
| Scything Blade | After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D6 mortal wounds. |
| Slicing Into Reality | When this model is set up, the player who set it up can immediately make a move with it. |
| Unstoppable Mechanism | Whenever you set up an Aethervoid Pendulum, you must place it lengthways in the direction you wish it to move. Whenever it moves, move it in a straight line in that direction. |
Categories: ENDLESS SPELL, BALEWIND VORTEX, Malign Sorcery
Rules: Balewind Vortex
Spell: Summon Balewind Vortex, Unit Abilities: Against the Aetheric Wind, Arcane Invigoration
| Spell | Casting Value | Description |
|---|---|---|
| Summon Balewind Vortex | 6 | WIZARDS with a Wounds characteristic of 9 or more, that are part of a unit of two or more models, or that are already on a Balewind Vortex, cannot attempt to cast this spell. If successfully cast, set up a Balewind Vortex model within 1" of the caster and more than 3" from any enemy models, and then place the caster on the upper platform. |
| Unit Abilities | Ability Details |
|---|---|
| Against the Aetheric Wind | Add 1 to save rolls for a WIZARD on a Balewind Vortex. |
| Arcane Invigoration | A WIZARD on a Balewind Vortex can attempt to cast an additional spell in each of their hero phases (including the turn in which the Summon Balewind Vortex spell was cast), and you can add 6" to the range of any spells that the WIZARD casts. |
Categories: ENDLESS SPELL, Malign Sorcery
Spell: Summon Darkfire Daemonrift, Unit Abilities: Billowing Energies, Fly, Fuelled by Sorcery, Predatory, Reality Screams
| Spell | Casting Value | Description |
|---|---|---|
| Summon Darkfire Daemonrift | 6 | Only SLAVES TO DARKNESS WIZARDS can attempt to cast this spell. If successfully cast, set up a Darkfire Daemonrift model wholly within 9" of the caster. |
| Unit Abilities | Ability Details |
|---|---|
| Billowing Energies | After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds. |
| Fly | This unit can fly. |
| Fuelled by Sorcery | Add 1 to the number of mortal wounds inflicted by this endless spell for each WIZARD and each other ENDLESS SPELL within 12" of this model after it has moved. |
| Predatory | A Darkfire Daemonrift is a predatory endless spell. It can move up to 12" and can fly. |
| Reality Screams | When this model is set up, the player who set it up can immediately make a move with it. |
At the Double: You can use this command ability after you make a run roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general.
Forward to Victory: You can use this command ability after you make a charge roll for a friendly unit that is within 6" of a friendly HERO, or 12" of a friendly HERO that is a general. If you do so, re-roll the charge roll.
Inspiring Presence: You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6" of friendly HERO, or 12" of a friendly HERO that is a general. That unit does not have to take battleshock tests in that phase.
Balewind Vortex:
As long as the Balewind Vortex remains on the battlefield, the caster and the Balewind Vortex are treated as being a single model
from the caster’s army that uses the caster’s warscroll as well as the endless spells rules. It is treated as an enemy model by the opposing player’s army. A WIZARD on a Balewind Vortex cannot move.
If a WIZARD on a Balewind Vortex attempts to dispel it, the attempt is automatically successful (do not roll any dice). This uses up the additional spell that the WIZARD would have received in that hero phase, and still counts as the single attempt they can make to dispel an endless spell this hero phase, but allows them to use any remaining spell casting attempts normally.
If the WIZARD on the Balewind Vortex is slain, then the Balewind Vortex is immediately dispelled and removed from play along with the slain WIZARD.
If a Balewind Vortex is dispelled and the WIZARD on it has not been slain, set up the WIZARD wholly within 6" of the Balewind
Vortex and more than 3" from any enemy models, and then remove the Balewind Vortex model from play. If it is impossible
to set up the WIZARD, then the WIZARD is slain.
Created with BattleScribe


CindyJS: Virtual resolutions
This is a canvas of size 200 times 100 pixels:
This is the normal way CindyJS handles an upscaled canvas:
This canvas with a specified virtual resolution should be a SVG-like scaled version of the first canvas.


Christopher Lo
Project Portfolio
Chris is a student at UCSD
Projects
Study Buddies
Prch
Prototyping
Portfolio:
link


ONE MORE TEST
Text text text, I can write whatever I want in here. Pretty cool! Gotta go for a little bit longer with this nonsense to create some random bits of text, so that we can test the looks a little bit more. But oh well, that’s pretty cool still! Okay, one last sentence, especially for you:
Testing Stuff Out
I am really digging this Octopress so far! One could achieve a whole lot with it and really make it stand out and look awesome :)
THIS IS ITALIC?
A test of an h3 tag
And yet this is bold, cool! How about if I try to post a link here? Let’s do just that: Visit Github!


{% extends 'layout.html' %} {% block pageTitle %} Text message {% endblock %} {% block beforeContent %} {{ breadcrumb({ href: "javascript:history.back()", text: "Back" }) }} {% endblock %} {% block content %}
You have a text message conversation with a mental health expert. They ask you questions about how you're feeling, and a few to make sure they recommend something you're eligible for, and suggest the best places for you to go for help.