There is a beauty
in simplicity
Every time i want to meet and every time want to see your my heart is wating for your smile when i see you really it seems to me life a moon,i am now not able to express how much i love but i will prove it some days baby i love you


Predict Powerball
Frequency of Regular Numbers
Frequency of Powerball Number
Your Numbers:
30
40
50
60
70
13
Generate New Numbers


MHW Speedrun Thumbnail Generator
{{vm.timeText}}
TA
+Claw
Generate and download image
Warning: image download is very buggy. If you encounter problems, please take a screenshot instead.
Weapon
{{key}}
<
>
Monster {{i + 1}}
{{key}}
<
>
+
-
Time
Run category
None
TA
TA + Claw
Background color
Single
Gradient V.
Gradient H.
Time text color
Single
Gradient
Category text color
Single
Gradient
Claw text color
Monster outline color
None
White
Green
Purple
Orange
Custom
Font
{{key}}
<
>
Layout
{{value}}
<
>
Problems? Message
@stripedypaper


LEILANI RARANGA
FULLSTACK EXTRAORDINAIRE
Featured Work
Appify
http://github.com/udacity/Appify
Sunflower
http://github.com/udacity/Sunflower
Bokeh
http://github.com/udacity/Bokeh


Shift the bits of integer arrays left. More...
Functions | |
| AFAPI af_err | af_bitshiftl (af_array *out, const af_array lhs, const af_array rhs, const bool batch) |
| C Interface to shift the bits of integer arrays left. | |
| AFAPI array | operator<< (const array &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const bool &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const int &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const unsigned &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const char &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const unsigned char &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const long &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const unsigned long &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const long long &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const unsigned long long &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const double &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const float &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const cfloat &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const cdouble &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const bool &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const int &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const unsigned &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const char &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const unsigned char &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const long &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const unsigned long &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const long long &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const unsigned long long &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const double &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const float &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const cfloat &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const cdouble &rhs) |
| AFAPI array | operator<< (const short &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const unsigned short &lhs, const array &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const short &rhs) |
| Performs an left shift operation on two arrays or an array and a value. | |
| AFAPI array | operator<< (const array &lhs, const unsigned short &rhs) |
Shift the bits of integer arrays left.
| AFAPI af_err af_bitshiftl | ( | af_array * | out, |
| const af_array | lhs, | ||
| const af_array | rhs, | ||
| const bool | batch | ||
| ) |
C Interface to shift the bits of integer arrays left.
| [out] | out | result of the left shift |
| [in] | lhs | values to shift |
| [in] | rhs | n bits to shift |
| [in] | batch | specifies if operations need to be performed in batch mode |
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs
Performs an left shift operation on two arrays or an array and a value.
| [in] | lhs | the left hand side value of the operand |
| [in] | rhs | the right hand side value of the operand |
lhs
and rhs


#include <ip.hpp>
Definition at line 10 of file ip.hpp.
◆ address() [1/2]
| fc::ip::address::address |
( |
uint32_t |
ip = 0 | ) |
|
|
explicit |
◆ address() [2/2]
| fc::ip::address::address |
( |
const std::string & |
s | ) |
|
|
explicit |
◆ is_loopback_address()
| bool fc::ip::address::is_loopback_address |
( |
| ) |
const |
<IP_ADDRESS> to <IP_ADDRESS>
Definition at line 142 of file ip.cpp.
◆ is_multicast_address()
| bool fc::ip::address::is_multicast_address |
( |
| ) |
const |
<IP_ADDRESS> to <IP_ADDRESS>
Definition at line 132 of file ip.cpp.
◆ is_private_address()
| bool fc::ip::address::is_private_address |
( |
| ) |
const |
- Returns
- true if the ip is in the following ranges:
- <IP_ADDRESS> to <IP_ADDRESS>
- <IP_ADDRESS> to <IP_ADDRESS>
- <IP_ADDRESS> to <IP_ADDRESS>
- <IP_ADDRESS> to <IP_ADDRESS>
Definition at line 112 of file ip.cpp.
◆ is_public_address()
| bool fc::ip::address::is_public_address |
( |
| ) |
const |
not private, not loopback, and not multicast
- Note
- technically there are some addresses that are reserved but not public (see https://en.wikipedia.org/wiki/Reserved_IP_addresses), but so far we haven't distinguished them.
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>-<IP_ADDRESS> (within the range <IP_ADDRESS>–<IP_ADDRESS>)
- <IP_ADDRESS>–<IP_ADDRESS>
- <IP_ADDRESS>
Definition at line 150 of file ip.cpp.
◆ operator std::string()
| fc::ip::address::operator std::string |
( |
| ) |
const |
|
explicit |
◆ operator uint32_t()
| fc::ip::address::operator uint32_t |
( |
| ) |
const |
◆ operator=() [1/2]
| address & fc::ip::address::operator= |
( |
const std::string & |
s | ) |
|
◆ operator=() [2/2]
| address & fc::ip::address::operator= |
( |
uint32_t |
ip | ) |
|
◆ operator!=
◆ operator==
The documentation for this class was generated from the following files:
- libraries/fc/include/fc/network/ip.hpp
- libraries/fc/src/network/ip.cpp


Show/Hide controls/selections
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Force(tree)
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Mouse wheel to zoom (radial).
Hold click and move mouse to move tree
Select a valid JSON file:
CHOOSE A FILE
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Update 2/5/2018
I have rebuilt in C++ and Qt Creator, with certain optimizations. I believe overall, the time performance is much better with this iteration than the previous. Check it out on the github. Also, I have compiled a small report.
About
is an NxN sudoku generator and solver. This was made for an artificial intelligence course at UCI (COMPSCI 171). can generate random puzzles of different sizes, and solve them. It can also accept puzzles from text files.
Usage
To use , you can either give it a text file containing a puzzle or generate a random puzzle instead. Once a puzzle is generated, the solver will attempt to solve the puzzle. If it finds a solution, it will display the completed puzzle. If not, then it will state that there is no solution.
also keeps track of many different things. The most notable one is time elapsed. It keeps track of time for many different parts of the searching algorithm.
Finally, also has various heuristic flags that can be enabled. This will tell to use that heuristic in the search algorithm. The heuristics are as follows:
- Minimum remaining values (MRV): Determine which variable (or cell in this case) to try and solve next by looking at their domains. Variables with smaller domains are more likely to have the correct value chosen than ones with larger domains.
- Least constraining value (LCV): Determine which value to assign to a variable by choosing the value that will affect the least number of constraints. A value that affects a smaller number of constraints is less likely to cause a failure.
- Degrees heuristic (DH): Determine which variable to solve next by choosing the variable with the highest number of constraints to unassigned variables. This helps reduce as many domains as possible.
- Arc consistency: Ensure that impossible or illegal values are removed from variables before trying to solve another variable. This ensures consistency, and reduces the likelihood of choosing a failing value.
- Forward checking: Determine how a value assignment will affect the variable's neighbors before assigning it.
Development
Overview
was made in C++ using Qt Creator. The solver uses backtracking search with the help of some heuristic algorithms to solve random puzzles. The solver will either find a solution for a given puzzle, determine that there is no solution, or time out.
Constraint Satisfaction Problem
Sudoku puzzles can be modelled as constraint satisfaction problems, which are mathematical problems that have a set of constraints that need to be satisfied. This can be represented by a set of variables, each with a domain of possible values, and a set of rules or constraints relating the variables together. For a sudoku puzzle, the variables are each of the cells, the domains would be the numbers 1 - 9 (or higher for larger puzzles), and the constraints would be that each number must appear exactly once per row, column, and box.
Searching
uses backtracking search to solve puzzles. Essentially, it goes through every single cell, and assigns it a value. If at any time, cannot assign a value to an empty cell, it backtracks. If the solver cannot backtrack anymore, it considers the puzzle unsolvable.
uses the heuristics listed above (if enabled), to aid and speed up the search. Before choosing a cell to solve, the solver performs a check across each constraint to maintain arc consistency. Afterwards, the solver chooses a cell via the DH and MRV heuristics. Finally, it decides on a value for that cell via the LCV and forward check heuristics. If any of these heuristics are disabled, then it simply skips those steps. If none of these heuristics are enabled, then it simply chooses a random cell, and a random value for it.
Backtracking
When finds that it cannot assign a value to an unassigned cell, it backtracks. To do this, the solver keeps track in a bookkeeping data structure of each assignment and each domain reduction, and groups them by step. When the solver needs to backtrack, it simply undos the most recent step of actions. The solver knows when it can no longer backtrack by seeing that the bookkeeping is empty.
Time Keeping
also keeps track of time. It keeps track of time spent per heuristic, the total time, and bookkeeping time. This is used to analyze the heuristics, different combinations of heuristics, and the parameters for the puzzle.
Future
is not exactly a strong solver. It has trouble solving 12+ size puzzles due to inefficient algorithms. A few optimizations can greatly speed up the searching process. The most notable one is the degrees heuristic. Currently, the solver only searches for the neighbors when it needs to. This means that at every step, it must calculate the neighbors of every single cell to determine which cell to choose. Instead, this can be pre-computed and stored in the data structure. Whenever a cell is assigned, that cell's neighbors will have their degrees modified.
Team
- Me: programmer


--- layout: post title: Hiatus date: 2006-02-28 00:00:00 category: personal ---
Apologies for the quietitude here. I've just had what is undoubtedly the worst week of my life - perhaps I'll write about it here in time, certain (small) aspects of it have been interesting. If you know me In Real Life, and don't know what I'm talking about, feel free to drop me an email and I'll explain all.
In the meantime... links have piled up, and posting shall resume.


You may know raspberry Pi, BananaPi is the similar open source hardware single-board computers.
你可能知道树莓派，BananaPi 是一款类似的 开源硬件单板计算机。
You can do a lot of interesting things on it.
你可以用它做很多有趣的事。
This article introduce you how to install OpenCV on it, and also provide two example program wrote in C++ and Python.
这篇文章向你介绍如何在BananaPi 安装OpenCV, 并且提供两个用C++和Python编写的示例程序。
Install / 安装
To install OpenCV on BananaPi, just run following command on terminal.
在BananaPi上安装OpenCV，只需执行如下指令：sudo apt-get install libcv-dev
And to use it with Python, you also need to run following command.
为了让Python能够使用OpenCV，你需要执行如下指令：sudo apt-get install python-opencv
Capture camera images and display /捕获摄像头图像并显示 (C++)
Build /编译:g++ -o cap cap.cpp -lopencv_core -lopencv_highgui
The result/ 执行效果
Capture camera images and display /捕获摄像头图像并显示 (Python)
The result/ 执行效果
Enjoy it.
注：我以前写的香蕉派相关的文章，简单处理一下发这里，看看会受欢迎不？：）
This page is synchronized from the post: [在香蕉派上使用摄像头：安装 & C++/Python示例程序]/Using OpenCV on BananaPi : Install & example programs in C++ / Python


HOME
ABOUT_US
CONTACT_US
Contact Address
@ 25, tadeyo street, Idera Hall, Mushin Lagos.
Contact Number
+234 803604055


Hello World
Mostly, this website is an exercise in teaching myself web design skills. I have programmed with Java a lot for FTC Robotics, and have played with a few other languages, but I haven’t done very much web design. I am using the Hugo engine to create this site, but I have written everything on this site from scratch. I did draw some inspiration from the Terminal theme by Radek Kozieł, though. I would like to share this theme publicly some day, but for now it is very much in-development.


Students can take part in the competition individually or in a group in IT Code Fair.
During the exhibition the judges and the audience discuss regarding their work model ,after then the overall evaluation leads to a winner participent.


AMAZING PEOPLE ARE MAKING AMAZING DESIGNS IN A FUN ENVIRONMENT
When you work with us, you are part of a team of committed collaborators.
All aspects of our software development process are integrated, iterative and agile.
Our approach unifies design, development and
project management to create exceptional products.
We start each project by understanding our business goals,
the user's needs and the products requirements.
Then we help translate them into effective and elegant solutions
Before We sign a contract or write a line of code, our team will spend the necessary
time needed to understand our product vision.
The outcome of this scoping session is a proposal or high-level statement of work.
Based on your requirements, we can provide a complete offering or just the pieces
you need.
work 1
work 2
work 3
work 4
work 5
work 6
work 7
work 8


You are welcome to try out the new jME3, and contribute patches and features! This document shows how to download, set up, build, and run the latest development version from the sources. (As of Spring 2010, we are in alpha.) These instructions work in NetBeans IDE 6 or better.
Note: In the following, always replace "~" with the path to your home directory.
Check out the sources from the repository. (The following NetBeans instructions are equivalent to executing cd ~/NetBeansProjects; svn checkout jme3
on the commandline.)
trunk/engine
~/NetBeansProjects/jme3
The jme3 project opens in the Project window. It already includes a working ANT build script for building and running.
Look into the Libraries node and confirm that the project depends on the following libraries in the classpath:
jME3-natives-joal.jar lwjgl.jar gluegen-rt.jar jME3-lwjgl-natives.jar jinput.jar swing-layout-1.0.4.jar j-ogg-oggd.jar vecmath.jar stack-alloc.jar j-ogg-vorbisd.jar asm-all-3.1.jar jbullet.jar jheora-jst-debug-0.6.0.jar xmlpull.xpp3-1.1.4c.jar nifty*.jar eventbus-1.4.jar
Work in progress …
A jme3 application can either be deployed to the desktop (as Java Swing application) and web browser (as JNLP/WebStart or Applet), or to an Android phone. While the former is the default, switching to Android deployment can be done in a few steps.
src/android/
src/desktop
src/desktop_fx
That's it!
src/test/jme3test
folder. src/test/jme3test/model/TestHoverTank.java
and choose "Run" to run a sample.
Sample code for cool features is in the src/test/jme3test
folder. A sample game can be found in src/games/jme3game/cubefield/CubeField.java
.
Tips:
If you are working on the jme3 sources:
~/NetBeansProjects/jme3/dist/javadoc
If you are working on a game project that depends on jme3:
~/NetBeansProjects/jme3/dist/javadoc
. Check "as relative path" and click select.~/NetBeansProjects/jme3/src
. Check "as relative path" and click select.This tip works for any third-party JAR library that you use. (You may have to download the javadoc/sources from their home page separately).
Sources used: ,


There are simply so many great apps for kids in Ludilala World, that I wanted to share them with other parents.
I hope you enjoy this selection of apps for kids – and if you have any suggestions, please send them on.
Every child is special, with unique combinations of abilities and needs that affect learning. They
explore, question, and wonder, and by doing so, learn. Ludilala stimulates children’s curiosity.
In Ludilala, they explore animals, shapes, colours etc..
It’s proven that the best time to learn a language is under the age of six. Ludilala combines animations with interactive activities. It offers an easy-to-use language-learning program in a fun for young learners. Children will learn words and phrases suitable for their age, needs, and interests.
Babies are born learners, with a natural curiosity to figure out how the world works. Curiosity is the desire to learn. It is an eagerness to explore, discover and figure things out. Ludilala encourages children’s natural interest. They learn about time, seasons, weather…
Children are confronted daily with rich opportunities to solve problems and exercise their own independent judgment. Each problem offers children a chance to exercise and build a foundation for critical thinking.
At Ludilala, activities such as puzzles, memory games, labyrinth etc. keep children’s mind active and help them understand how things work.
At very early age, children got sense of quantity naturally.
At “Arithmetic”in Ludilala world, games, images and stories help children develop their numerical capacities and arithmetic skills.
 At Creativity in Ludilala World, children’s creativity can be developed by colouring, drawing and handcrafts. In Ludilala world, children are encouraged to share their works of imagination to give others inspiration.
Research has found that learning music facilitates learning other subjects and enhances skills that children inevitably use in other areas. “Music” at Ludilala offers an early childhood music development program. It stimulates their ears and eyes, benefits to their language development. At Ludilala, music is more than just music for children.
Reading books to children stimulates their imagination and expands their understanding of the world. It helps them develop many skills, such as language and listening, logical thinking, communication… In the reading world of Ludilala, children will find the knowledge that reading is fun. Their concentration and discipline get enhanced too.
We are an innovative enterprise committed to the research and services of children's educational products. Our group has dedicated itself to children's educational products for more than a decade, yielding a wide variety of knowledge for children that incorporates teaching into playing. All our products are available all around the world.
Ludilala World’s group is comprised of a bunch of great illustrators, computer programmers, excellent designers of creative product ideas, and education experts. We have supported each other all the way to our destination, young parents full of bright ideas, cute girls and romantic guys, as well as experienced men that have focused on the education of children for more than a decade.
Ludilala World has always committed itself to providing children worldwide from 0 to 6 years of age with substantial knowledge that incorporates teaching into playing. It offers to them a wide variety of gamified digital learning contents, such as reading, counting, creativity, illustrated books, puzzles, interactive music etc.
It is like a magnetic field that attracts children to enter, and can also be manipulated by them to create and develop different ideas. Ludilala World hopes to be helpful to children to build their constructive and positive attitude to explore the world.
Llearning happily, sharinge happily and growing happily. Ludilala World is looking forwards to collaborate with many of you!
No matter who you are, parents, college students or children with rich imaginations, you can join Ludilala World as long as you have basic finger painting knowledge and love expressing things by wielding brushes, such as any imaginative image, picture book, story, animal or figure, and as long as you're willing to share and bring happiness to others. Let us spread happiness to all the children around the world!
Ludilala World hopes to work together with all its friends to help children learn happily, share happily and grow happily. In addition, the creators of noted cartoon brands, copyright owners and publishers of picture books, owners of brand images, and children's educational institutions are all warmly welcome to develop intensive collaboration with Ludilala World, enabling them to share what they have with children around the world through this platform.
We are eagerly looking forward to developing intensive collaboration with worldwide creators, publishers of picture books, renowned children's educational institutions, toy production enterprises and so on. Through the Ludilala World platform, more famous brands can share what they have with children around the world.
We are located on a Ancient country in Asia.
Beijing, China
We will try our best to making progress, but nothing can be perfect. If you have any precious suggestions and advice for Ludilala World, anything, please contact us. We promise we will listen respectfully and improve ourselves constantly.
Facebook: Lala Ludi
Twitter: Ludilalaa
Wechat: Ludilala


Draws a graph where the coordinates are given by time of adoption, x-axis, and threshold level, y-axis.
plot_threshold(graph, expo, ...) # S3 method for diffnet plot_threshold(graph, expo, ...) # S3 method for array plot_threshold(graph, expo, ...) # S3 method for default plot_threshold(graph, expo, toa, include_censored = FALSE, t0 = min(toa, na.rm = TRUE), attrs = NULL, undirected = getOption("diffnet.undirected"), no.contemporary = TRUE, main = "Time of Adoption by\nNetwork Threshold", xlab = "Time", ylab = "Threshold", vertex.size = "degree", vertex.color = NULL, vertex.label = "", vertex.label.pos = NULL, vertex.label.cex = 1, vertex.label.adj = c(0.5, 0.5), vertex.label.color = NULL, vertex.sides = 40L, vertex.rot = 0, edge.width = 2, edge.color = NULL, arrow.width = NULL, arrow.length = NULL, arrow.color = NULL, include.grid = FALSE, vertex.frame.color = NULL, bty = "n", jitter.factor = c(1, 1), jitter.amount = c(0.25, 0.025), xlim = NULL, ylim = NULL, edge.curved = NULL, background = NULL, ...)
| graph | A dynamic graph (see |
|---|---|
| expo | \(n\times T\) matrix. Esposure to the innovation obtained from |
| ... | Additional arguments passed to |
| toa | Integer vector of length \(n\) with the times of adoption. |
| include_censored | Logical scalar. Passed to |
| t0 | Integer scalar. Passed to |
| attrs | Passed to |
| undirected | Logical scalar. When |
| no.contemporary | Logical scalar. When TRUE, edges for vertices with the same
|
| main | Character scalar. Title of the plot. |
| xlab | Character scalar. x-axis label. |
| ylab | Character scalar. y-axis label. |
| vertex.size | Numeric vector of size \(n\). Relative size of the vertices. |
| vertex.color | Either a vector of size \(n\) or a scalar indicating colors of the vertices. |
| vertex.label | Character vector of size \(n\). Labels of the vertices. |
| vertex.label.pos | Integer value to be passed to |
| vertex.label.cex | Either a numeric scalar or vector of size \(n\). Passed to |
| vertex.label.adj | Passed to |
| vertex.label.color | Passed to |
| vertex.sides | Either a vector of size \(n\) or a scalar indicating the number of sides of each vertex (see details). |
| vertex.rot | Either a vector of size \(n\) or a scalar indicating the rotation in radians of each vertex (see details). |
| edge.width | Numeric. Width of the edges. |
| edge.color | Character. Color of the edges. |
| arrow.width | Numeric value to be passed to |
| arrow.length | Numeric value to be passed to |
| arrow.color | Color. |
| include.grid | Logical. When TRUE, the grid of the graph is drawn. |
| vertex.frame.color | Either a vector of size \(n\) or a scalar indicating colors of vertices' borders. |
| bty | See |
| jitter.factor | Numeric vector of size 2 (for x and y) passed to |
| jitter.amount | Numeric vector of size 2 (for x and y) passed to |
| xlim | Passed to |
| ylim | Passed to |
| edge.curved | Logical scalar. When curved, generates curved edges. |
| background | TBD |
When vertex.label=NULL
the function uses vertices ids as labels.
By default vertex.label=""
plots no labels.
Vertices are drawn using an internal function for generating polygons.
Polygons are inscribed in a circle of radius vertex.size
, and can be
rotated using vertex.rot
. The number of sides of each polygon
is set via vertex.sides
.
Use threshold
to retrieve the corresponding threshold
obtained returned by exposure
.
Other visualizations: dgr
,
diffusionMap
, drawColorKey
,
grid_distribution
,
hazard_rate
, plot_adopters
,
plot_diffnet2
, plot_diffnet
,
plot_infectsuscep
,
rescale_vertex_igraph
# Generating a random graph set.seed(1234) n <- 6 nper <- 5 graph <- rgraph_er(n,nper, p=.3, undirected = FALSE) toa <- sample(2000:(2000+nper-1), n, TRUE) adopt <- toa_mat(toa) # Computing exposure expos <- exposure(graph, adopt$cumadopt) plot_threshold(graph, expos, toa)# Calculating degree (for sizing the vertices) plot_threshold(graph, expos, toa, vertex.size = "indegree")


--- author: brian.leroux categories: app date: '2009-09-24 10:57:35' link: http://blogs.nitobi.com/brian/2009/09/24/mobile-app-development-training-in-yvr-dont-miss-the-early-bird-discount/ permalink: /2009/09/24/mobile-app-development-training-in-yvr-don%e2%80%99t-miss-the-early-bird-discount/ slug: mobile-app-development-training-in-yvr-don%e2%80%99t-miss-the-early-bird-discount status: publish title: Mobile App Development Training in YVR, Don’t Miss the Early Bird Discount type: post format: html ---
If you're a developer interested in building cross-platform mobile apps, then you do not want to miss our upcoming PhoneGap Training on October 15 in Vancouver. Give us a day and we can teach you how to build jaw-dropping, cross-platform mobile apps for the iPhone, Android, Blackberry and Nokia with PhoneGap.
PhoneGap is an open source development tool for building fast, easy mobile apps with JavaScript. If you’re a web developer who wants to build mobile applications in HTML and JavaScript while still taking advantage of the core features in the iPhone, Android, Blackberry and Nokia SDKs, PhoneGap is for you. You can find out more about PhoneGap at www.phonegap.com.
Get a $100 Discount till October 1
We're offering a $100 discount on PhoneGap training till October 1. Simply enter this code (earlybird) in the 'Enter Discount Code' field during the registration process and you'll get $100 off!
Register now because space is super limited.
Vancouver
October 15, 9:30am - 5:30pm
UBC Robson Square
Cost: $399 (after $100 early bird discount)
Register now: http://bit.ly/34SeS7


Couple go on trial accused of genital mutilation of one-year-old daughter
by NewstalkA couple have gone on trial accused of the genital mutilation of their one-year-old daughter.
The couple, who cannot be named to protect their daughter's identity, are accused of carrying it out at an address in Dublin three years ago.
In his opening address on Wednesday, prosecuting barrister Shane Costelloe told the jury they will hear evidence of the couple arriving at hospital with their then one-year-old daughter on September 16th 2016.
She was bleeding and they sought assistance.
He said the paediatric surgeon who performed the procedure to stop the bleeding came to the conclusion that her injury was not an accident, and Gardaí were called.
Her parents, it will be alleged, claimed she hurt herself when she fell on a toy.
Mr Costelloe gave the jurors a detailed explanation of the law surrounding female genital mutilation, and he told them it is not a defence to say it was consented to - or that it was done for customary or ritual reasons.
He said it was not the State's case that they actually performed the mutilation, but rather that they aided, abetted or procured the act, and must have present when it was carried out.
Both accused deny the charge.
Reporting by Frank Greaney


Touchdowns and Tangents episode 149: NCAA rule changes and NFL trade deadline
by Pete D. CamarilloOct 20, 2019; Cincinnati, OH, USA; Cincinnati Bengals quarterback Andy Dalton (14) drops back to pass the ball in the second quarter against the Jacksonville Jaguars at Paul Brown Stadium. Mandatory Credit: Trevor Ruszkowski-USA TODAY Sp
The Touchdowns and Tangents podcast features a breakdown of what happened and did not happen at the NFL Trade deadline. That includes Leonard Williams getting traded, Jamal Adams getting salty and more.
https://www.spreaker.com/user/touchdowns_tangents/halloween-tdt-episode-149
Things get heated when it is time to talk about California’s latest law impacting the NCAA to make a change. There are also plenty of tangents about Halloween Candy and maintaining.
The last episode of October also brings you tricks and treats at the midseason mark. Tune in every week on touchdownsandtangents.com.


Cambodian Cultural Village is a theme park and museum in Siem Reap, Cambodia. It is about 6km from the town and located on the road from the airport.
Special Performances There are eleven unique villages, representing varied culture heritage of nineteen ethnic group. One of the special highlight is the main tradional Cambodian style called "Apsara dancing". Beside this, there are performances of ethnic minorities from the north-east of Cambodia, traditional wedding ceremony, Khmer circus, peacock dancing, elephant show and much more.


Welcome to the Digital Pāli Reader
To start, open the sidebar then choose a set, book, M/A/T, hierarchy and click the ⇒ or ≡ button to see the contents.
You could also view the sutta by directly entering the Set shortname and Sutta number (for instance mn 10) in quick links.


Prashant Kishor Opposes Amit Shah's Proposal Of NRC In The Entire Country
by Prakash SinghGeneral News
JDU vice president Prashant Kishor has opposed Union Home Minister Amit Shah's proposal that NRC would be applicable in entire India.
Written By Prakash Singh | Mumbai | Updated On: November 21, 2019 06:13 IST
JDU vice president Prashant Kishor has opposed Union Home Minister Amit Shah's proposal that NRC would be applicable in entire India. Prashant Kishor said that this is a unilateral decision and in federal structure without the consultation of the state govt, how can NRC be introduced.
Kishor in his tweet said that "15 plus states with more than 55% of India's population have non -BJP chief ministers. Wonder how many of them are consulted and are on board for NRC in their respective states." Through this tweet, Prashant Kishor has toed the line of west Bengal CM Mamta Banerjee and Bihar CM Nitish Kumar, who are opposed to NRC in their respective states.
Some ministers are opposing the move
In Bihar, Nitish Kumar's party JDU has expressed a number of times that NRC is not required in the state. Whereas BJP leaders like Giriraj Singh and Union minister of state for home, Nityanand Rai have announced a number of times that NRC will be introduced in the entire country and Bihar will not be an exception. NRC, boomeranged in Assam as the BJP which raised the issue that 55 lakh Citizens didn't have any papers pertaining to their residential status since 1971.
READ | CPI(M) slams Shah's nationwide NRC call, says it is "sectarian & devisive "
But once NRC was done under the monitoring of Supreme Court, 19 lakh citizens were found to be lacking documents, out of which 12 lakh were Hindus. Now, Assam minister Hemanta Vishwasharma has demanded to reject the NRC that was published in Assam and start afresh. Now after the issue Of Article 370 and Ram Mandir settled, Union Home Minister Amit Shah has raked up this issue in Parliament, as this issue would be very crucial for Bengal elections where BJP is locked in a pitched battle against Mamta Banerjee and Bihar elections if JDU &BJP part ways again.
READ | Home Minister Amit Shah to chair NRC review meet on November 21
Prashant Kishor has stakes in both the states, as in Bengal he is the poll strategist for TMC, and in Bihar, he is the Vice President of JDU. Today's declaration of Amit Shah regarding the introduction of NRC in the entire country would not have gone down well with Bihar CM Nitish Kumar who is opposed to the move.
READ | Amit Shah declares NRC plan: Nationwide NRC soon?
READ | MASSIVE: 'NRC process will be carried across country,' says Amit Shah in Rajya Sabha


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May Contain:


Evers signs bill ending 5-county Miller Park tax
by Logan RudeMADISON, Wis. - Gov. Tony Evers has signed a bill ending a five-county tax that was instituted in 1996 to pay for construction of Miller Park in Milwaukee.
The 0.1% sales tax has been in effect in Milwaukee, Ozaukee, Washington, Waukesha and Racine counties. About $600 million has been collected the past 23 years to pay for construction and interest costs at the stadium that's home to the Brewers and opened in 2001.
The tax was previously projected to end in 2014. Under the new law Evers signed Wednesday, the tax must end on Aug. 31.
The estimated $16 million in taxes collected beyond what the stadium district needs to pay off its bonds and satisfied reserve requirements will be redistributed to the five counties for property tax relief, public safety, parks and recreation and economic development.


News story
A new award for schools that encourage pupils to get interested in the democratic process has been launched on International Democracy Day.
The new Discovering Democracy Award will recognise schools that involve their pupils with democracy from an early age.
On International Democracy Day, the British Youth Council (BYC) has launched the Discovering Democracy Award. The new award is for schools that encourage pupils to take an interest in the democratic process.
The award aims to support the need to develop character as well as a strong grounding in core academic subjects. We are encouraging secondary schools and colleges to apply for it.
Watch Minister John Penrose on the Discovering Democracy Award
The award will encourage schools to engage young people, particularly those aged 16 and over, with democracy from an early age. This may include voting for their representatives on a school council or getting involved in social action campaigns.
Minister for Constitutional Reform, John Penrose said:
I am delighted to launch this important new award. In the 800th anniversary of Magna Carta we can all be proud of Britain’s role in laying the foundations of modern democracy.
Children and Families Minister, Edward Timpson said:
I welcome this Discovering Democracy Award that is owned and judged by young people themselves. It is vital that all school pupils develop character and understanding, and engaging in the democratic process is a key part of this. We want young people to leave school with not just a strong academic grounding, but a wider understanding of fundamental British values so they are fully prepared to succeed in adult life.
Jon Foster, Chair, British Youth Council said:
The British Youth Council welcomes this partnership with the Cabinet Office to promote and recognise the role of schools in supporting grassroots democracy. These principles are the foundation of our communities, society and government and where better to nurture them than through education. We have a great network of schools working in support of the UK Youth Parliament who we hope will take part in the Discovering Democracy Awards.
The government wants to see people from across society engaging in the democratic process – young and old. In the run up to the 2015 general election, the Cabinet Office funded youth organisations to provide activities to engage young people in the democratic process. This included funding the British Youth Council to set up the Discovering Democracy Schools Programme.
Find out more about the Discovering Democracy Award and apply.
To help schools and colleges, the Cabinet Office, in partnership with other organisations, has developed a collection of interactive learning resources for schools to use. Resources such as Rock Enrol!® help provide a greater understanding of democracy and the voting system.
The activities cover everything from the history of democracy to the practicalities of registering to vote. They include interactive approaches for getting people engaged in democracy, such as one-to-one support, peer-to-peer training, quizzes, workshops and leaflets.
Published: 15 September 2015


Additional ONNX Converters#
This packages implements or rewrites some of the existing converters. They can be registered and uses by sklearn-onnx by using the following function:
mlprodict.onnx_conv.register_converters
(exc = True)
This functions registers additional converters to the list of converters sklearn-onnx declares.
mlprodict.onnx_conv.register_rewritten_operators
(new_converters = None, new_shape_calculators = None)
Registers modified operators and returns the old values.
mlprodict.onnx_conv.to_onnx
(model, X = None, name = None, initial_types = None, target_opset = None, options = None, rewrite_ops = False, white_op = None, black_op = None, final_types = None, rename_strategy = None, verbose = 0)
Converts a model using on sklearn-onnx.
LightGBM#
Converters for package lightgbm.
mlprodict.onnx_conv.operator_converters.conv_lightgbm.convert_lightgbm
(scope, operator, container)
This converters reuses the code from LightGbm.py and makes some modifications. It implements converters for models in lightgbm.
scikit-learn#
A couple of custom converters were written to test scenarios not necessarily part of the official ONNX specifications.
mlprodict.onnx_conv.sklconv.tree_converters.new_convert_sklearn_decision_tree_classifier
(scope, operator, container)
Rewrites the converters implemented in sklearn-onnx to support an operator supporting doubles.
mlprodict.onnx_conv.sklconv.tree_converters.new_convert_sklearn_decision_tree_regressor
(scope, operator, container)
Rewrites the converters implemented in sklearn-onnx to support an operator supporting doubles.
mlprodict.onnx_conv.sklconv.tree_converters.new_convert_sklearn_gradient_boosting_classifier
(scope, operator, container)
Rewrites the converters implemented in sklearn-onnx to support an operator supporting doubles.
mlprodict.onnx_conv.sklconv.tree_converters.new_convert_sklearn_gradient_boosting_regressor
(scope, operator, container)
Rewrites the converters implemented in sklearn-onnx to support an operator supporting doubles.
mlprodict.onnx_conv.sklconv.svm_converters.new_convert_sklearn_random_forest_classifier
mlprodict.onnx_conv.sklconv.svm_converters.new_convert_sklearn_random_forest_regressor
SVM#
mlprodict.onnx_conv.sklconv.svm_converters.new_convert_sklearn_svm_classifier
(scope, operator, container)
Rewrites the converters implemented in sklearn-onnx to support an operator supporting doubles.
mlprodict.onnx_conv.sklconv.svm_converters.new_convert_sklearn_svm_regressor
(scope, operator, container)
Rewrites the converters implemented in sklearn-onnx to support an operator supporting doubles.
XGBoost#
Converters for package xgboost.
mlprodict.onnx_conv.operator_converters.conv_xgboost.convert_xgboost
(scope, operator, container)
This converters reuses the code from XGBoost.py and makes some modifications. It implements converters for models in xgboost.


Using CartoDB to visualize the relationship between private prisons and incarceration rates
The last post I wrote about CartoDB used the CartoDB API and Leaflet.js to produce a hover tooltip map of census data. Looking back, while it’s quite useful to learn CartoDB’s API, it’s now possible to achieve those same visual cues and interactivity without spending time wading through complex, undocumented JavaScript.


[§514E-14] Preexisting time share units and plans. Time share units and time share plans for existing units which were created in a project prior to June 29, 1980, shall, within six months after June 29, 1980, comply with this chapter, except as to section 514E-5. [L 1980, c 186, pt of §1]
Revision Note
"June 29, 1980" substituted for "the effective date of this Act" and "the effective date".


Lets do something about it!
The 250kb Club is a collection of web pages that focus on performance, efficiency and accessibility.
Websites in this list must not exceed 256kb compressed size!
Yes, compressed size. It makes much more sense because it allows for a lot of text to be transferred without having a big impact on the total size, while the impact of media is basically unaffected.
If your pages exceeds 250kb, you might consider 512kB.club or 1MB.club.
You can suggest a web page for this collection via Sourcehut or via Github. The site will be reviewed and, if applicable, added to the list below. Pages are checked again every week.


Class HornCSSFeatures
- Defined in: horn-jquery-css-1.0.js
| Constructor Attributes | Constructor Name and Description |
|---|---|
|
A Horn delegate implementation that extracts Horn data from DOM elements
that possess certain custom CSS classes.
|
| Field Attributes | Field Name and Description |
|---|---|
| <static> |
HornCSSFeatures.cssDelimiter
The delimiter used to separate Horn property path tokens encoded as CSS
'class' attribute values.
|
| <static> |
HornCSSFeatures.cssJSON
The CSS 'class' attribute value, nodes declare to indicate they contain
literal JSON data as their single child text element.
|
| <static> |
HornCSSFeatures.cssPrefix
The expected prefix for Horn property path indicators encoded as CSS
'class' attribute values.
|
| <static> |
HornCSSFeatures.cssRootContext
The CSS 'class' attribute value, nodes declare to indicate they are the root
of a data-hierarchy.
|
Method Summary
| Method Attributes | Method Name and Description |
|---|---|
|
hasJSONIndicator(node)
Determine if a node declares the JSON indicator.
|
|
|
hasRootIndicator(node)
Determine if a given node possesses a Horn root node indicator
(the CSS class 'horn').
|
|
|
pathIndicator(node)
Extracts and returns the Horn path indicator for a given node.
|
|
|
Return all the current HTML document's Horn root nodes.
|
Class Detail
Use this implementation if using HTML5 is not an option.
Please refer to our online documentation for fuller details http://horn.io/.
Use this function to create new HornCSSFeatures
instances,
thus: var hornCSSFeatures = new HornCSSFeatures();
.
Set it to use on a horn instance,
horn.delegate( hornCSSFeatures);
.
- Returns:
- {HornCSSFeatures} a newly initialised
HornCSSFeatures
instance
Field Detail
Method Detail
-
hasJSONIndicator(node)Determine if a node declares the JSON indicator.
Nodes that declare this indicator are implicitly value nodes and contain literal JSON encoded as the single text element body value child of declaring elements.
- Parameters:
- {Element} node
- the element that may declare the Horn JSON indicator
- Returns:
true
if 'node' declares the Horn JSON indicator
-
hasRootIndicator(node)Determine if a given node possesses a Horn root node indicator (the CSS class 'horn').
- Parameters:
- {Element} node
- the node to examine as to declaring a root indicator
- Returns:
true
if 'node' does possess a Horn root node indicator,false
otherwise.
-
{String|Boolean} pathIndicator(node)Extracts and returns the Horn path indicator for a given node.
In this implementation, path indicators are CSS class attribute values such as, '_a-0-b-c', that start with the underscore '_' and are formed of words or numbers interspersed with the minus character '-'.
- Parameters:
- {Element} node
- the node from which to extract the path indicator
- Returns:
- {String|Boolean} if 'node' does have a Horn path indicator, it
is returned in
String
form, elseBoolean false
is be returned
-
rootNodes()Return all the current HTML document's Horn root nodes.
This implementation thus returns all nodes with the CSS attribute 'class' value '_horn' (regardless of nesting considerations).
- Returns:
- a list of this document's Horn root nodes


Elysium Getting Started Guide
Elysium is a generative MIDI sequencer. Okay so what does that mean?
Let's take that in reverse:
Elysium is a sequencer, that means it's designed to produce sequences of notes that can be layered to form music.
Elysium uses MIDI which means that it doesn't make sounds itself but can drive MIDI based synthesizers, samplers, and other instruments. It also means that Elysium's output can be recorded, and manipulated, in a DAW such as Logic or Ableton Live.
Elysium is generative which relates to the way the music is created by building up a "system" composed of layers, cells, tokens, and playheads that combined, when "played", to produce a sequence of notes.
Still not with me? That's okay. Once you've played with it a bit it will all become clear.
The first thing people usually wonder is "Why doesn't it make any noise?" There's a good reason for that, Elysium generates MIDI which is an industry standard protocol for talking to things like synthesizers, samplers, and drum machines. And there are a lot of great synths out there. All you have to do is install one.
If you already have something like Logic, Ableton Live, Komplete, Kore, or, Reason then you already have some great tools for making noises. Elysium will route its MIDI into any of those and can play their instruments as if it were a regular keyboard.
If you don't have anything that makes cool noises then I suggest you start with the free Kore Player from Native Instruments. This comes with a 300MB library of great sounds but, beware, try it and you won't want to stop there and, believe me, Native Instruments can supply the goods if you can afford them :)
Elysium is also not a VST, RTAS, or AU plugin. It is a standalone Mac application. Whilst it doesn't plug into a DAW it will work with any of them. It's possible that, if I learned enough about how to create AU's, an Audio Unit version might appear in the future but it's very low priority.
Finally, something else Elysium is not is finished which brings me neatly to...
Elysium was started in August 2008 and, like all newborns, is liable to be a bit unpredictable at times, have hysterical fits, and leave a mess behind it. Generally you're also going to meet lots of dark corners in Elysium that have not been well thought out and your feedback, of all kinds, for improving the application is most welcome.
If you want to let us know about a problem or request a feature why not drop by our Get Satisfaction page. There is an option for this under the help menu of Elysium itself.
If you want to get more immediate help, or just chat about Elysium (or MIDI generally) come find me in #midi on FreeNode IRC. You will need an IRC client like Limechat for Mac OS X or mIRC for Windows.
Start Elysium. Nothing much happened? Right, by default Elsyium doesn't create an emtpy file for you so press Cmd+N (or use New from the File menu). Now you should be looking at something like this:
This is a layer. It's composed of a honeycomb of cells arranged in 17 columns of 12 rows each. Each cell corresponds to a musical note which will sounds if you click it using your left mouse button (and assuming you have something ready to make noises in response to notes on MIDI channel 1). Let's take a close look, from the Layer menu
select Show Notes
and you should see this instead:
The notes aren't spread out randomly but follow a pattern called a 'Harmonic Table'.
Right click (if you are using a laptop with a trackpad and ctrl+click doesn't work try using a two-finger click instead) one of the hexes, say a C4, and add a generator. Then add a note. Now do the same to add a note 2 or 3 hexes directly north of the hex you added the generator to. You should end up with something like this:
Now set it going using the start player option from the menu:
Now the player is running and the generate will generate a series of playheads (the moving red hexes) that will travel up the screen. You should hear a note played when the playhead is generated and another note played as the playhead enters the cell with the second note token we put down. If you're not hearing those make sure you have Elysium routing its MIDI to a compatible sound-producing application.
Note that it doesn't play a note for each hexes the playhead travels over, only the hexes with a note token specifically assigned to them by you. Stop the player again. If the layer has focus you can do that with the Enter
key otherwise try the transport control in the player inspector. That's this one:
Which brings us to those inspectors.
Elysiums inspectors are kind of scary looking and, in truth, they are not as well designed as they could be. But the good news is that once you have learned how to operate one control, pretty much all the other controls in all the inspectors work the same way. Also many of the controls are duplicated across the different inspectors so there really isn't as much to learn as you might, at first, think.
Let's take a look at one of the controls, the tempo:
Tempo is measured in Beats Per Minute (BPM). So with the tempo set at it's default of 120 there are 2 beats each second. In practical terms that means a playhead moves twice and can potentially play two notes per second.
The value of the tempo knob is set in the controls in the left hand green box. You can either type a value in to replace 120 or use the stepper controls to move the value up and down. Start the player again and try typing in a value of 300 (and pressing enter to confirm, you don't need to press enter when you use the steppers though) and see what happens.
The two controls in the right hand green box allow you to assign an oscillator to the knob value. Using an oscillator gives the knob a dynamic value. We'll get to that later.
Now that you know how this works, you know how nearly all of the inspector controls work. Let's take a look at another example, duration:
Do you notice how the hex with the upper note token is highlighted? That's the selected hex and you can see that I am now looking at the Hex Inspector
which shows you what is on that hex. In this case just a note token. If we had the hex with the generator selected you'd see more information. If you click on a hex with no tokens the hex inspector is, predictably enough, empty.
Something you should notice is that the note information on the hex inspector looks similar to a group of controls on the player inspector. But the duration control on the hex inspector isn't quite the same as it's counterpart in the player inspector:
Two things are different. The first is that we have a new inherit control which is, by default, checked. The second is that the controls for setting the value of the duration are grayed out and you can't use them.
Duration is, as you might have guessed, how long (in seconds) the note will be played for. And the player sets the value as half a second. When inherit is checked this particular note will inherit its duration from somewhere else. Uncheck it and you will see that the controls for setting the value become enabled. This means that the note is now free to use its own duration. Change the duration value to be 1.0. If the player is started you should be able to hear that the first note played is half a second long and the second note played is a full second long.
When the duration was inheriting its value, where was it inheriting it from?
Congratulations!
You see Elysium is multi-layered and each layer gets its own cells and can have its own pattern. It just happens that, in our previous example, we only have one layer. But here is an example of two layers:
In this case you can see I have named the layers (by double clicking the layer name in the Layer Manager panel) to describe what instrument I want them to play.
This naming process is entirely optional and there is no pre-determined structure for how things work. You can have one layer playing multiple instruments or multiple layers playing the same instrument, Elysium doesn't care.
What's important here though is that you understand the relationship between the player, layers, and tokens placed on layer cells. If we bring up the layer inspector up you can see the whole picture of how duration is inherited::
The arrows show how one duration knob inherits from another. The player knob doesn't have an inheritance control because it is "the master control".
So, by default, every note on layer 1 inherits its duration from the layer 1 duration knob which, in turn, inherits its value from the player duration knob. If you were to add a second layer you could override the duration so that all notes on layer 2 had a duration of 2s. Any particular note can "disinherit" and set its own duration.
At this point, whether you realize it or not, you've learned 80% of what there is to learn about these complex inspectors. The rest is familiarizing yourself with the tokens you can place on the layers, and the different knobs that determine what effect those tokens have.
Lets go through them now.
We'll start with the generate token which you have already seen:
A generate token creates playheads and sends them off with a direction. How often does it do it? That depends upon the Pulse Every
setting. With a Pulse Every
of 1 you'd get a new playhead on every beat, at 2 one every other beat, at 3 one every third beat, and so on. You'll notice that, a playhead doesn't keep going forever. There are two reasons why a playhead dies. The first is if it crosses the edge of the layer and the second is if it lives too long. A playheads "life" is measured in beats and can be controlled by the Time to Live
knob. This becomes an important parameter when you start setting up cyclical patterns.
The note token, you will be unsurprised to hear, plays a note. The note played is governed by which cell the token is placed on according to the harmonic table you saw earlier. The various knobs in the inspector allow you to control how the note is played.
A rebound token changes the direction of a moving playhead. In this example any playhead entering its hex would rebound to the south west. Confusingly the triangle is identical to direction triangle of the generate token (this will be fixed eventually) but the two are independent. If you stack a rebound on top of a generate the rebound will not affect newly generated playheads. They will still get their direction from the generator.
An absorb token "absorbs" any playhead entering its hex. Like the rebound this won't affect newly generated playheads if you stack an absorb on top of a generator.
A split token splits one playhead into many. Each time a playhead enters its cell it a new playhead is sent out in every other direction. These playheads have the same Time To Live
as the original playhead.
A spin token can be placed anywhere but it only has an effect when placed on top of either a generator or rebound token. The effect is simple, each time a generate generates, or a rebound rebounds its direction will change. Effectively the token "spins round". It's simpler to see than describe. Try it!
Okay, now you know about all the tokens, about layers, inspectors, knobs, inheritance, and a whole bunch more stuff. There is a huge amount of stuff left for you to discover but you know enough to be dangerous now so give it a try and make something cool!
Have fun.
Matt
For support check out Get Satisfaction or the #midi channel on FreeNode IRC.


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A simple Material Design ripple effect for any iOS view
Some time ago I had to create a background color transition animation for an iOS app I was working on. This animation was pretty similar to the ripple effect Material Design buttons have. I thought it would be a fun idea to go back and revise what I had done, change the animation so that it looks like the Material Design ripple effect and create a UIView category with it.
This blog post shows an implementation of this animation that can be applied to any UIView.
De-constructing the ripple effect
Before implementing anything we have to know exactly what it is we have to build. So first things first, let’s look at the ripple effect in slow motion. For this, I set the animation scale for all animations on my phone to 20x and recorded what happened when the flashlight tile is tapped in the quick settings menu.
The effect seems to be rather simple, a semi transparent circle starts expanding where the tile was touched, only to start fading out before it reaches its maximum size. If we take a closer look we can also see that the expansion doesn’t seem to be uniform, it seems to expand rather quickly at first and then slows down towards the end.
Constructing the ripple effect
Before we start writing any code we have to decide how we are going to be implementing this. Is it going to be a subclass of a particular UIView? Is it going to be a new type of UIView that we can add as a child? I opted for none of these, instead I decided extending UIView with a category would be a simple but effective idea. By creating a new category we can add this effect to any UIView seamlessly and without any trouble.
Now that we know where this is going to be coded we need to figure out an API for this animation. For now this implementation will be uncomplicated. For the animation there are a few things we need to define.
- A position to serve as our starting point for our animation.
- The color we want our ripple to have.
- How big we want our ripple to be.
- How fast we want it to expand, or rather, how long we want our animation to last.
- When the ripple should start fading.
At the end of this post you can find a link to a repository holding all this code, but lets see how to build this first.
Our UIView
Category will look like this:
Our animation will be taking place in a new CAShapeLayer
. This new layer will
sit behind all other layers so that it doesn’t cover any of the content of the
UIView
. We will then add a CABasicAnimation
that will transform a path.
This path will be the actual ripple, it will go from a tiny circle to the size
we specified as one of our parameters.
This is a simplified version of how to do it:
We will do the same for the fade out effect in a similar manner:
Finally, once we are done with our animations we can remove our ripple
animation from our UIView
. There is a small catch though. Normally we would
use a CAAnimationDelegate
and implement the appropriate callback, however we
would have to either store a reference to our newly added layer or we would
have to iterate through the sublayers and find the corresponding layer.
This would also mean we cannot (at least not easily) have more than one ripple
animation going at the same time. Thus we are going to go for a very simple
solution, we will enqueue a block of code to execute when the animations are
done and get rid of the ripple layer in that block.
The end result
In this repository you can find the full implementation full with comments and an example application. The example consists of two sliders that will control the ripple’s duration and radius and a button to test it out. If you look closer (and not that closer, really) you can also see that the two sliders will also show a ripple when they are touched.
If you find any bugs or can think of improvements please feel free to submit a pull request.
Conclusion
Replicating what Google did with Material Design on iOS was pretty
straightforward. All it took was creating two CABasicAnimation
and adding
them to a new sublayer in the desired UIView
. Categories in Objective-C
(or Extensions in Swift) also help make the core more generic and easier to
use.


This is an IDE for the Seriously programming language. Seriously and this site were made by Mego!
0 bytes and 0 chars long.
Hex Dump
Code
Input (each line is a different input)
These are some utilities that can be used when coding in Seriously.


Since the previous post, I have added three more functionalities:
First, as delineated last time, I suspect the jiggling motion of the flock simulation I showed last time was due to the individual members making too large turns between time steps. Animals all have a maximum degree they can turn with respect to their orientations (imagine a vector draw from its body to its head). It is more natural to define turning directions in terms of polar coordinates (angles) rather than Cartesians. What I have done is to keep a register of the direction each member is moving at (the angle theta and phi are defined with respect to the positive x-axis). One can quite easily transform between polar and Cartesian.
The code is as below, appended into the flock class. Here, each member are still moving randomly, but only within a restricted angle (45 degree by default).
def directionalVel(self):
self.updateCollisions()
#TODO world dimension
speed = np.random.normal((self.world.dim[0][1] - self.world.dim[0][0])/float(self.world.resolution), 0.001, self.members)
theta = np.add(np.random.normal(0, self.orientation/2, self.members) , [i[0] for i in self.directions] )
if len(self.world.dim) == 3:
phi = np.add(np.random.normal(0, self.orientation/2, self.members) , [i[1] for i in self.directions] )
x = np.multiply(speed, np.multiply(np.sin(phi), np.cos(theta)))
y = np.multiply(speed, np.multiply(np.sin(phi), np.sin(theta)))
z = np.multiply(speed, np.cos(phi))
coords = [ x, y, z ]
self.updateDirections(np.transpose([theta, phi]))
return self.updatePositions(np.transpose(coords))
x = np.multiply(speed, np.cos(theta))
y = np.multiply(speed, np.sin(theta))
coords = [x, y]
self.updateDirections([[i] for i in theta])
return self.updatePositions(np.transpose(coords))
The part that restricts the change in direction between time steps is going to be important when it comes to actually simulating swarms.
Secondly, I have added the detection for any collisions between flock members. As you probably have seen, the depth perception from the simulation visualisation is not very good, there is no way to determine whether two members are overlapping from purely looking. To do this, the pair-wise distance between members need to be calculated.
The pair-wise distance of the flock members is as below, using spatial class in the scipy package. The positions of every member in the flock is stored in the self.positions numpy array. Here, the euclidean distance between pairs makes the most sense for me. This is also in the flock class.
def updateCollisions(self, oriColor = 'green', colColor = 'red'):
# default color collision to red
collisions = self.isCollision()
#self.colors[collisions] = colColor
#self.colors[~collisions] = oriColor
self.colors = [colColor if i in collisions else oriColor for i in xrange(self.members) ]
def isCollision(self, lim = 0.01):
# Condesned matrix format
disMat = spatial.distance.squareform(self.pairDistance() < lim)
return [int(i[0]) for i,v in np.ndenumerate(np.sum(disMat, axis = 0)) if v > 1] # only overlap with itself
def pairDistance(self):
return spatial.distance.pdist(self.positions)
Combing the first two modifications yields the following simulation video:
At the start few second of the video, you can see some of the points are red, indicating members are overlapping. I hope you observe that the jittering motion seen in the last post has disappeared here.
Lastly, to make the analysis somewhat more quantitative, I have written a plotting function to show how the distance between the members in a flock evolve with time. This is a simple function defined in the world class. Where time step is plotted on the x-axis and the sum of all pair-wise distance at a time step is plotted on the y.
def plotAvgDist(self, flock, func, iter = 1000):
x = []
y = []
for i in xrange(iter):
x.append(i)
y.append(np.sum(flock.pairDistance()))
flock.positions = func()
plt.plot(x,y)
plt.show()
This is how the total pair-wise distance evolve with time for the animation above (in 1000 time step):
For something exhibiting flock behaviour, I would expect the plot not be a incrementing function.
For the full code, visit my GitHub page for this project : https://GitHub.com/hjuinj/Flock-Simulation
With these, I think I have the necessary framework at hand which allows me to write simple functions to mimic different motions, with the aim to achieve flock behaviour. One immediate idea to mind is having each member of the flock flying towards its closest neighbour, given the posed change in direction constraint. But that’s for the next time…


Publications
Methodology Development
Conference Papers
Chien Lu, and Jaakko Peltonen.
Gaussian Copula Embeddings. Conference on Neural Information Processing Systems (NeurIPS), 2022.
Chien Lu, Jaakko Peltonen, Timo Nummenmaa, and Jyrki Nummenmaa.
Nonparametric Exponential Family Graph Embeddings for Multiple Representation Learning. Conference on Uncertainty in Artificial Intelligence (UAI), 2022.
Chien Lu, Jaakko Peltonen, Timo Nummenmaa, Jyrki Nummenmaa, and Kalervo Järvelin.
Cross-structural Factor-topic Model: Document Analysis with Sophisticated Covariates. Asian Conference on Machine Learning (ACML), 2021. [
best student paper award runner-up]
Chien Lu, Jaakko Peltonen, Jyrki Nummenmaa, and Kalervo Järvelin.
Probabilistic Dynamic Non-negative Group Factor Model for Multi-source Text Mining. ACM International Conference on Information and Knowledge Management (CIKM), 2020.
Chien Lu, and Jaakko Peltonen.
Enhancing Nearest Neighbor Based Entropy Estimator for High Dimensional Distributions via Bootstrapping Local Ellipsoid. AAAI Conference on Artificial Intelligence (AAAI), 2020.
Empirical Analysis
Journal Papers
Mika Vanhala, Chien Lu, Jaakko Peltonen, Sanna Sundqvist, Jyrki Nummenmaa, and Kalervo Järvelin.
The Usage of Large Data Sets in Consumer Online Behaviour: a Bibliometric and Computational Text-mining-driven Analysis of Previous Research. Journal of Business Research (JBR), 2020.
Conference Papers
Chien Lu, and Jaakko Peltonen. Blooming Engagement in Flower: Computational Analysis of Player Experience on Steam. International Simulation and Gaming Conference (ISAGA), 2023.
Chien Lu, Giacomo Lauritano, Timo Nummenmaa, and Jaakko Peltonen. Human-Environment Relationships in Alba: A Typological Analysis of Player Engagement in Steam Reviews. Conference of the Digital Games Research Association (DiGRA), 2023.
Giacomo Lauritano, Valeria Marina Borodi, Chien Lu, and Jaakko Peltonen. Polarized Pills vs. Gaming Thrills: Empirical Exploration of r/TheRedPill and r/TheBluePill Users in r/gaming. Conference of the Digital Games Research Association (DiGRA), 2023.
Chien Lu, Giacomo Lauritano, and Jaakko Peltonen.
Cryptokitties vs. Axie Infinity: Computational Analysis of Reddit Discussions of two NFT Games. EAI International Conference: ArtsIT, Interactivity & Game Creation (ArtsIT), 2022.
Chien Lu, Lobna Hassan, Oğuz Buruk, Timo Nummenmaa, and Jaakko Peltonen.
"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame. International GamiFIN conference (GamiFIN), 2021.
Chien Lu, Elina Koskinen, Dale Leorke, Timo Nummenmaa, and Jaakko Peltonen.
The World Is Your Playground: a Bibliometric and Text Mining Analysis of Location-Based Game Research. EAI International Conference: ArtsIT, Interactivity & Game Creation (ArtsIT), 2020.
Chien Lu, Xiaozhou Li, Timo Nummenmaa, Zheying Zhang, and Jaakko Peltonen.
Patches and Player Community Perceptions: Analysis of No Man's Sky Steam Reviews. Conference of the Digital Games Research Association (DiGRA), 2020.
Chien Lu, Jaakko Peltonen, Timo Nummenmaa, Xiaozhou Li, and Zheying Zhang.
What Makes a Trophy Hunter? An Empirical Analysis of Reddit Discussions. International GamiFIN conference (GamiFIN), 2020.
Miikka Lehtonen, Chien Lu, Timo Nummenmaa, and Jaakko Peltonen.
Adoption of Requirements Engineering Methods in Game Development: a Literature and Postmortem Analysis. EAI International Conference: ArtsIT, Interactivity & Game Creation (ArtsIT), 2019.
Chien Lu, Jaakko Peltonen, and Timo Nummenmaa.
Game Postmortems vs. Developer Reddit AMAs: Computational Analysis of Developer Communication. International Conference on the Foundations of Digital Games (FDG), 2019.
Xiaozhou Li, Chien Lu, Jaakko Peltonen, and Zheying Zhang.
A Statistical Analysis of Steam User Profiles towards Personalized Gamification. International GamiFIN conference (GamiFIN), 2019. [
best paper award]
Others
Chien Lu, Diego A Mejía-Alandia, and Jaakko Peltonen. Game Genres as Social Dimensions: a Computational Revisit. (Extended Abstract) Nordic Conference of the Digital Games Research Association (Nordic DiGRA), 2023.
Chien Lu.
But Do Commit Messages Matter? An Empirical Association Analysis with Technical Debt. Joint Proceedings of the Inforte Summer School on Software Maintenance and Evolution, 2019.


|
|
IFXDevice Class ReferenceThe IFXDevice interface encapsulates a window that will contain 3D rendered images.
More...
Inheritance diagram for IFXDevice:
List of all members.
Detailed Description
The IFXDevice interface encapsulates a window that will contain 3D rendered images.
The window can use a specific renderer (DX8, DX7, OpenGL, etc.), or use the default renderer associated with the singleton IFXRenderServices object. Similarly, the AntiAliasing mode (and whether or not it is enabled) can use the settings contained in the IFXRenderServices object, or can be set unique to this instance of IFXDevice.
3D rendering only occurs after associating an allocated window and an IFXView with the IFXDevice. The IFXView object represents a camera in a 3D scene, and the window can be thought of as the print that will receive snapshot taken with the camera. Images are generated by calling the Render() method.
Member Function Documentation
| virtual IFXRESULT IFXAPI IFXDevice::AppendView |
( |
IFXView * |
pView, |
|
|
U32 |
viewInstance |
|
) |
[pure virtual] |
|
|
|
Adds a view to the end of the view list which is rendered by the Render function.
- Parameters:
-
| pView | Interface pointer to a view node to be added to the end of the view list used for rendering. |
| viewInstance | Instance index of the view node specified by pView to use for rendering. This value must be less than that reported by the IFXView::GetNumberOfInstances function. |
- Returns:
- Upon success, IFX_OK is returned and the specified view node instance will be added to the end of the list. Otherwise, one of the following failures are returned: IFX_E_INVALID_POINTER, IFX_E_INVALID_RANGE, IFX_E_NOT_INITIALIZED and IFX_E_UNDEFINED.
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::ClearRenderInfo |
( |
|
) |
[pure virtual] |
|
|
|
Clear all rendering statistical information for this device.
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetAAEnabled |
( |
IFXenum & |
eAAEnabled |
) |
[pure virtual] |
|
|
|
Retreives the Anti-Aliasing enabled property.
This property can be one of 3 values:
- IFX_AA_DEFAULT - Uses value in the IFXRenderServices object.
- IFX_AA_DISABLED - Not using anti-aliased rendering.
- IFX_AA_ENABLED - Is using anti-aliased rendering.
- Parameters:
-
| eAAEnabled | Output IFXenum value receiving the anti-aliasing enabled property. |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetAAMode |
( |
IFXenum & |
eAAMode |
) |
[pure virtual] |
|
|
|
Retreives the anti-aliasing mode property.
This property can be one of the following values:
- IFX_AA_DEFAULT - Uses the value in the IFXRenderServices object.
- IFX_AA_2X - Performs 2X anti-aliasing.
- IFX_AA_3X - Performs 3X anti-aliasing. On many cards this is Quincunx* anti-aliasing.
- IFX_AA_4X - Performs 4X anti-aliasing.
- IFX_AA_4X_SW - Performs 4X anti-aliasing partially implemented in software. This is much slower than IFX_AA_4X.
- Parameters:
-
| eAAMode | Output IFXenum to receive the anti-aliasing mode. |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetRenderCaps |
( |
IFXRenderCaps & |
rCaps |
) |
[pure virtual] |
|
|
|
Retreives capability information about the associated rendering device.
- Parameters:
-
| rCaps | Reference to an IFXRenderCaps object that will be filled with capability information about the underlying rendering device. |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetRenderer |
( |
U32 & |
uRenderId |
) |
[pure virtual] |
|
|
|
Get the currently set renderer type for this device.
- Parameters:
-
| uRenderId | Reference to a U32 value to be filled in with the currently set renderer id. |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual U32 IFXAPI IFXDevice::GetRenderInfo |
( |
IFXenum |
eRenderInfo |
) |
[pure virtual] |
|
|
|
Retreive rendering statistical information for this device.
The information is relative to either the creation of the device, or last time ClearRenderInfo() was called.
- Parameters:
-
| eRenderInfo | Input IFXenum specifying which information to return. Possible values are:
- IFX_NUM_FACES: Number of faces (polygons) rendered.
- IFX_NUM_VERTICES: Number of vertices rendered.
- IFX_NUM_MESHES: Number of meshes (surfaces) rendered.
- IFX_NUM_RENDER_CALLS: Number of draw calls placed to the underlying rendering system.
|
- Returns:
- A U32 value containing the requested information. If eRenderInfo was invalid, 0 is returned.
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetTargetFramerate |
( |
F32 * |
pfTargetFramerate |
) |
[pure virtual] |
|
|
|
Get the currently set target framerate.
The target framerate is used by the CLOD system to dynamically adjust geometry complexity.
- Parameters:
-
| pfTargetFramerate | Pointer to an F32 value that will receive the current target framerate. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_POINTER | The argument pfTargetFramerate was NULL. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetUseTargetFramerate |
( |
U32 * |
puUseTargetFramerate |
) |
[pure virtual] |
|
|
|
Retreives whether or not the use of CLOD to reach the target framerate is enabled.
- Parameters:
-
| puUseTargetFramerate | Pointer to a U32 value that will be filled with 1 if we are using CLOD to reach the target framerate, or 0 otherwise. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_POINTER | The value specified for puUseTargetFramerate was NULL. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetView |
( |
U32 |
index, |
|
|
IFXView ** |
ppView, |
|
|
U32 * |
pViewInstance |
|
) |
[pure virtual] |
|
|
|
Get a view from the view list which is rendered by the Render function.
- Parameters:
-
| index | Base zero, view list index of the view desired. The total number of available views can be obtained using the GetViewCount function. |
| ppView | Pointer to a view node interface pointer that upon success will be intialized to the specified view in the view list. As usual, the caller is responsible for releasing the interface reference when finished using it. NULL can be specified if this data is not desired. |
| pViewInstance | Pointer to a U32 that upon success will be initialized to the specified view's instance indice that is used when rendering. NULL can be specified if this data is not desired. |
- Returns:
- Upon success, IFX_OK is returned and the requested view node data is handed back. Otherwise, one of the following failures are returned: IFX_E_INVALID_RANGE and IFX_E_NOT_INITIALIZED.
- Note:
- When a node has more than one parent, or one of its ancestors has more than one parent, the node will have more than one instance in the world.
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetViewCount |
( |
U32 & |
rViewCount |
) |
[pure virtual] |
|
|
|
Get the total number of views in the view list which is rendered by the Render function.
- Parameters:
-
| rViewCount | Reference to a U32 that upon success will be initialized with the number of view node instances that are in the view list. |
- Returns:
- Upon success, IFX_OK is returned and the count of associated view node instances is handed back. Otherwise, one of the following failures are returned: IFX_E_NOT_INITIALIZED.
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::GetWindowSize |
( |
IFXRect & |
rcWindow |
) |
const [pure virtual] |
|
|
|
Retreives the size of the window attached to this IFXDevice object.
- Parameters:
-
| rcWindow | A reference to an IFXRect object that will receive the dimensions of the window attached to this IFXDevice. |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::Initialize |
( |
|
) |
[pure virtual] |
|
|
|
Initialize the IFXDevice.
This must be called before any other method is used.
- Returns:
- An IFXRESULT value.
- Note:
- Reinitialization is not supported.
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::RemoveLastView |
( |
|
) |
[pure virtual] |
|
|
|
Removes the last view in the view list which is rendered by the Render function.
- Returns:
- Upon success, IFX_OK is returned and the last view node instance will have been removed from the end of the list. Otherwise, one of the following failures are returned: IFX_E_CANNOT_FIND (indicates there is no last view node instance to remove) and IFX_E_NOT_INITIALIZED.
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::Render |
( |
|
) |
[pure virtual] |
|
|
|
Renders an image using the IFXView (camera) instances attached to this IFXDevice and displays the result in the window attached to this IFXDevice.
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_SUBSYSTEM_FAILURE | An uncorrectable failure occurred in the rendering subsystem while rendering the image. This can occur when a video card's resources are lost to another process. The device must be destroyed and re-created to continue (and even that may not work). |
| IFX_E_INVALID_RANGE | One of the associated views cannot be rendered because the instance index is no longer valid. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetAAEnabled |
( |
IFXenum |
eAAEnabled |
) |
[pure virtual] |
|
|
|
Sets the anti-aliasing enabled property.
This property can be one of 3 values.
- IFX_AA_DEFAULT - Uses the value in the IFXRenderServices object.
- IFX_AA_DISABLED - Not using anti-aliased rendering.
- IFX_AA_ENABLED - Is using anti-aliased rendering.
- Parameters:
-
| eAAEnabled | Input IFXenum value specifying the anti-aliasing enabled property. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_RANGE | The value specified for eAAEnabled is is not valid. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetAAMode |
( |
IFXenum |
eAAMode |
) |
[pure virtual] |
|
|
|
Sets the anti-aliasing mode property.
This property can be one of the following values:
- IFX_AA_DEFAULT - Uses the value in the IFXRenderServices object.
- IFX_AA_2X - Performs 2X anti-aliasing.
- IFX_AA_3X - Performs 3X anti-aliasing. On many cards this is Quincunx* anti-aliasing.
- IFX_AA_4X - Performs 4X anti-aliasing.
- IFX_AA_4X_SW - Performs 4X anti-aliasing partially implemented in software. This is much slower than IFX_AA_4X.
- Parameters:
-
| eAAMode | Input IFXenum specifying the desired anti-aliasing mode. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_RANGE | The value specified for eAAMode is not valid. Either the mode is not supported by the rendering device, or the enum value is invalid. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetDTS |
( |
BOOL |
bDTS |
) |
[pure virtual] |
|
| virtual IFXRESULT IFXAPI IFXDevice::SetPixelAspect |
( |
F32 |
fAspect |
) |
[pure virtual] |
|
|
|
Set the pixel aspect of the device.
The pixel aspect can be changed when the display device used has a pixel aspect other than 1.0. For instance, you are using a standard 4:3 resolution (1600x1200) on a widescreen 16:9 monitor. In that case, you would use a pixel aspect ratio of 1.333333.
- Parameters:
-
| fAspect | The new pixel aspect ratio to use. Must be a positive non-zero number. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_RANGE | The value specified with fAspect was either 0.0 or negative. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetRenderer |
( |
U32 |
uRenderId |
) |
[pure virtual] |
|
|
|
Sets the renderer type used for this device.
The uRenderId must be either 0 or an id that was previously registered with IFXRenderServices::RegisterRenderer().
- Parameters:
-
| uRenderId | Input U32 representing the id of the renderer type to use for this device. If this value is 0, the device will used the preferred renderer set in the IFXRenderServices object. If non-zero, this must correspond to a registered renderer type. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_RANGE | The uRenderId value specified was invalid. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetTargetFramerate |
( |
F32 |
fTargetFramerate |
) |
[pure virtual] |
|
|
|
Set the target framerate.
If the use of target framerate is enabled, the CLOD system will dynamically adjust geometry complexity so that actual framerate approaches this target framerate.
- Parameters:
-
| fTargetFramerate | Input F32 specifying the new target framerate. |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetTransparent |
( |
BOOL |
bTransparent |
) |
[pure virtual] |
|
|
|
Sets whether or not un-rendered pixels in the rendered buffer will be left untouched or cleared to the attached IFXView's clear color.
This property is only regarded when the bDTS parameter to SetWindowPtr() is FALSE.
- Parameters:
-
| bTransparent | Input BOOL specifying whether or not to use "transparent" rendering (leaving un-touched pixels in the rendered area untouched). |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetUseTargetFramerate |
( |
U32 |
uUseTargetFramerate |
) |
[pure virtual] |
|
|
|
Enables or disables the use of CLOD to reach the target framerate.
- Parameters:
-
| puUseTargetFramerate | An address of an output boolean value that specifies whether or not the target framerate will be used to determine the CLOD resolution. If a value of 0 is returned, target frame- rate is disabled, otherwise it is enabled. |
- Returns:
- An IFXRESULT value.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetWindow |
( |
IFXRenderWindow & |
rWindow |
) |
[pure virtual] |
|
|
|
Sets the current window parameters.
- Parameters:
-
| rWindow | An input reference to an IFXRenderWindow object specifying the parameters for the window. |
- Returns:
- An IFXRESULT code.
- Return values:
-
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetWindowPtr |
( |
IFXHANDLE |
pvWindow |
) |
[pure virtual] |
|
|
|
Attaches a destination buffer for the rendered image.
The type of destination buffer is determined by the bDTS parameter.
If bDTS is TRUE, then pvWindow represents an OS native window. On Microsoft* Windows*, this must be an HDC attached directly to a window (note: not an HDC*). On Apple* MacOS*, this value must be a WindowPtr value.
If bDTS is FALSE, then pvWindow represents an offscreen memory buffer. On Microsoft* Windows*, this must be and HDC to an offscreen bitmap. On Apple* MacOS*, this must be an an offscreen CGraphPtr.
- Parameters:
-
| pvWindow | An input value that represents the destination buffer for the rendered image. See above for an explanation of what this value may be. |
| bDTS | Boolean describing whether or not the rendered image appears directly on screen or not. DTS = Direct-To-Screen. If bDTS is FALSE, the rendered image will be located in an offscreen memory buffer. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_POINTER | The value specified for pvWindow was 0. |
| IFX_E_INVALID_RANGE | The value specified for pvWindow was not matched correctly with the value for bDTS. |
Implemented in CIFXDevice. |
| virtual IFXRESULT IFXAPI IFXDevice::SetWindowSize |
( |
const IFXRect & |
rcWindow |
) |
[pure virtual] |
|
|
|
Sets the portion of the attached window to receive the rendered image.
- Parameters:
-
| rcWindow | Input IFXRect that determines what portion of the attached window will receive the rendered image during a Render() call. |
- Returns:
- An IFXRESULT value.
- Return values:
-
| IFX_OK | No error. |
| IFX_E_INVALID_RANGE | The rcWindow.m_Width or rcWindow.m_Height value was 0. |
Implemented in CIFXDevice. |
© 1999 - 2006 Intel Corporation. All rights reserved.
* Other names and brands may be claimed as the property of others.
|
|


A typical web page is composed of a combination of:
HTML: Hyper Text Markup Language
A language used to create the structural code of a webpage.
ie. paragraphs, headers, links, sidebars, etc.
CSS: Cascading Style Sheets
A language used to style the structural elements of a webpage.
JavaScript: (NOT Java)
A language used to create dynamic and interactive features of a webpage.
Frontend: What you see on a web page
the design, the visual interactions, the layout.
Backend: The behind-the-scenes portion of a web site
what makes the site work, what handles the logic
Text Editor
A program for creating / editing plain text files.
IE. Sublime Text, Text Mate, Notepad, Vim, Emacs
IDE: Integrated Development Environment
Software meant to support the entire development process.
IE. text editing, automation, debugging, compilation, etc.
CMS: Content Management System
An application that allows management of site content from a central interface.
IE. WordPress, Joomla, Drupal, Concrete5
WYSIWYG: What You See Is What You Get
A visual markup editor intended for those who don't know how to code.
Like Microsoft Word, but for the web. Often used in CMSs.
IP Address: Internet Protocol Address
A unique address for a computer or a server on a network.
IE. <IP_ADDRESS> == gdiannarbor.com, <IP_ADDRESS> == localhost
Domain Name
A unique name that identifies an internet resource, like a website.
IE. gdiannarbor.com, google.com
DNS: Domain Name Service
A directory that ties domain names to IPs, allowing connection to websites via URLs.
URL: Uniform Resource Locator
A unique character string that refers to a specific resource on the web.
IE. http://gdiannarbor.com/events.html
Web / Hosting Server
A computer system that holds website code and processes requests from the web.
SEO: Search Engine Optimization
The process of increasing your web site's perceived value to search engine
algorithms, thereby raising its rank in search results
API: Application Programming Interface
A set of programming instructions for accessing a web-based application.
Twitter, Facebook, Google Maps, Meetup
The Cloud
Services and technology that offer remote storage,
processing, or other functionality by way of the internet.
Open Source
A code that is free for anyone to use or modify. Contributions are encouraged.
Perl, jQuery, Bootstrap, Font Awesome
Clients make requests. Servers fulfill them.
Client is most-often a browser
search engine crawlers, command line interfaces,
and other applications can also behave as clients.
Server is a computer
And the collection of software it contains.
Typically, larger and more powerful that PCs.
Client-Side
Sever-Side
Java
JavaScript
Information Architecture (IA) is the process of organizing and labelling website content in an intuitive, accessible way.
User Experience (UX) is examining how users feel when interacting with an interface.
The practice of building a single website that
works across all devices and screen sizes.
Provide an optimal and intuitive experience for all users.
Ex. bostonglobe.com
Occasionally, entire features will be toggled on / off for the display.
Developing in a way that is consistent with current development methodologies and in a way that will ensure the highest level of browser compatibility and performance.
It depends...
PHP
echo "Hello, world!";
Java
class HelloWorld {
static public void main( String args[] ) {
System.out.println( "Hello World!" );
}
}
Python
'Hello, world!'
Ruby
puts 'Hello, world!'
JavaScript
console.log('Hello, World!');
Join the community.
#GDIA2 | #Tech101


The SequentialAttribute is used on a test to specify that NUnit should generate test cases by selecting individual data items provided for the parameters of the test, without generating additional combinations.
Note: If parameter data is provided by multiple attributes, the order in which NUnit uses the data items is not guaranteed. However, it can be expected to remain constant for a given runtime and operating system. For best results with SequentialAttribute use only one data attribute on each parameter.
The following test will be executed three times.
[Test, Sequential] public void MyTest( [Values(1,2,3)] int x, [Values("A","B")] string s) { ... }
MyTest is called three times, as follows:
MyTest(1, "A") MyTest(2, "B") MyTest(3, null)