Predict the classe variable of the testing data set.
Loading selected libraries.
library(caret)
library(rpart)
library(randomForest)
Get local working directory path and set data path.
path.dir <- getwd()
path.train <- paste0(path.dir,"/data/pml-training.csv")
path.test <- paste0(path.dir,"/data/pml-testing.csv")
path.results <- paste0(path.dir,"/results/")
Loading the training data set into my R session replacing all missing with “NA”
train <- read.csv(path.train, na.strings=c("NA","#DIV/0!", ""))
test <- read.csv(path.test, na.strings=c("NA","#DIV/0!", ""))
There are a lot of missing values in data remove all columns with sum(NA)=0
train<-train[,colSums(is.na(train)) == 0]
test <-test[,colSums(is.na(test)) == 0]
Some columns are irrelevant for this assigment remove col 1-7
train <-train[,-c(1:7)]
test <-test[,-c(1:7)]
train.tab <- table(train$classe)
A B C D E
5580 3797 3422 3216 3607
Partionating traingdata for cross-value validation from training set 70% subtrain, 30% subtest on train$class
set.seed(777)
dataPart <- createDataPartition(train$classe, p = 0.7, list = FALSE)
subTrain <- train[dataPart, ] subTest <- train[-dataPart, ]
We starting with Decision Tree from the rpart Package:
model1 <- rpart(classe ~ ., data=subTrain, method="class")
Our predicting is :
prediction1 <- predict(model1, subTest, type = "class")
With this results on subTest data set:
cMat1<-confusionMatrix(prediction1, subTest$classe)
Confusion Matrix and Statistics
Reference
Prediction A B C D E
A 1394 177 25 76 59
B 107 727 170 62 166
C 88 97 726 115 80
D 72 93 103 697 99
E 13 45 2 14 678
Overall Statistics
Accuracy : 0.7174
95% CI : (0.7057, 0.7289)
No Information Rate : 0.2845
P-Value [Acc > NIR] : < 2.2e-16
Kappa : 0.6423
Mcnemar's Test P-Value : < 2.2e-16
Next model are random Forests:
model2 <- randomForest(classe ~. , data=subTrain, method="class")
Our predicting is:
prediction2 <- predict(model2, subTest, type = "class")
And our results on subTest data set are:
cMat2<-confusionMatrix(prediction2, subTest$classe)
Confusion Matrix and Statistics
Reference
Prediction A B C D E
A 1672 6 0 0 0
B 0 1130 4 0 0
C 2 3 1022 10 2
D 0 0 0 954 3
E 0 0 0 0 1077
Overall Statistics
Accuracy : 0.9949
95% CI : (0.9927, 0.9966)
No Information Rate : 0.2845
P-Value [Acc > NIR] : < 2.2e-16
Kappa : 0.9936
Mcnemar's Test P-Value : NA
#Decision From our models the random forest algorithm performed much better than decision trees. Accuracy for RF was 0.09949 and the accuracy of DT was 0.7174 (both with 95% CI).
For our final prediction we choose the random forest model.
The expected out-of-sample error is estimated at 0.005, or 0.5%. The expected out-of-sample error is calculated as 1 - accuracy for predictions made against the cross-validation set.
#Submission Final prediction with test data set (part of the assigment):
predictionF < - predict(model2,test, type ="class")
Create Coursera submission files
pml_write_files = function(x, pathdir){
n = length(x)
for(i in 1:n){
filename = paste0("problem_id_",i,".txt")
write.table(x[i],file=file.path(pathdir, filename),quote=FALSE,row.names=FALSE,col.names=FALSE)
}
}
pml_write_files(predictionF, path.results)
The Random Forrest algorithm predict very well our assigment.


A non-immigrant visa that allows US companies to employ graduate level workers in specialty occupations that require theoretical or technical expertise in specialized fields such as in IT, finance, accounting, architecture, engineering, mathematics, science, medicine, etc. Any professional level job that usually requires you to have a bachelors degree or higher can come under the H-1B visa for specialty occupations. If you do not have a bachelors degree or higher you may be able to show degree equivalence through work experience and/or other qualifications.
Available to employers of foreign workers not working in the agricultural field. This visa is only available for work that is temporary in nature.
The L-1 visa is for employees who work for a foreign company that is an affiliate of a U.S. company. L-1 employees are transferred from the foreign company branch to the U.S. company branch. Or, the L-1 employee can be transferred by the foreign company to the U.S. in order to establish a U.S. office.
Allows nationals of certain countries to come to the U.S. in order to carry on trade activities. You must be a national of a country that maintains a trade treaty with the U.S., and you must establish that you are coming to the U.S. to carry on substantial trade.
Phone:<PHONE_NUMBER>
Email: ImmigrationCube@Gmail.com


NEWS
caption sample
sample sample sample
caption sample
sample sample sample
caption sample
sample sample sample
ITEMS
RING
sample sample sample
NECKLACE
sample sample sample
WATCH
sample sample sample
RING
sample sample sample
NECKLACE
sample sample sample
WATCH
sample sample sample
TOKYO SIN
ABOUT US
original production
sample sample sample sample sample sample sample sample
sample sample sample sample sample sample sample sample
sample sample sample sample sample sample sample sample


Party Demo
Manage Party
Organization Tree
REST API Doc
Selected Action
Identity
Name
Email
Enabled
Parents
id
identity
name
type
action
id
identity
name
type
Add Parents:
Children
id
identity
name
type
action
id
identity
name
type
Add Children:


In course( 1 ) class, the girl to boy ratio is RATIO_GIRLS
to RATIO_BOYS
.
If there are NUM_GIRLS
girls, how many boys are there?
NUM_BOYS boys
A ratio of RATIO_GIRLS
girls to RATIO_BOYS
boys means that there is a group of RATIO_GIRLS
girls for every group of RATIO_BOYS
boys.
If there are NUM_GIRLS
girls, then there are FACTOR
groups of RATIO_GIRLS
girls each.
Because we know the ratio is RATIO_GIRLS:RATIO_BOYS
, there must be FACTOR
groups of RATIO_BOYS
boys each.
There is a total of NUM_BOYS
boys in course( 1 ) class.
If there are NUM_BOYS
boys, how many girls are there?
NUM_GIRLS girls
A ratio of RATIO_GIRLS
girls to RATIO_BOYS
boys means that there is a group of RATIO_GIRLS
girls for every group of RATIO_BOYS
boys.
If there are NUM_BOYS
boys, then there are FACTOR
groups of RATIO_BOYS
boys each.
Because we know the ratio is RATIO_GIRLS:RATIO_BOYS
, there must be FACTOR
groups of RATIO_GIRLS
girls each.
There is a total of NUM_GIRLS
girls in course( 1 ) class.
If there are a total of TOTAL
students, how many girls are there?
NUM_GIRLS girls
A ratio of RATIO_GIRLS
girls to RATIO_BOYS
boys means that a set of RATIO_GIRLS + RATIO_BOYS
students will have RATIO_GIRLS
girls and RATIO_BOYS
boys.
A class of TOTAL
students has FACTOR
sets of RATIO_GIRLS + RATIO_BOYS
students.
Because we know that there are RATIO_GIRLS
girls in each set of RATIO_GIRLS + RATIO_BOYS
students, the class must have FACTOR
groups of RATIO_GIRLS
girls each.
There is a total of NUM_GIRLS
girls in course( 1 ) class.

NUM_BOYS boys
A ratio of RATIO_GIRLS
girls to RATIO_BOYS
boys means that a set of RATIO_GIRLS + RATIO_BOYS
students will have RATIO_GIRLS
girls and RATIO_BOYS
boys.
A class of TOTAL
students has FACTOR
sets of RATIO_GIRLS + RATIO_BOYS
students.
Because we know that there are RATIO_BOYS
boys in each set of RATIO_GIRLS + RATIO_BOYS
students, the class must have FACTOR
groups of RATIO_BOYS
boys each.
There is a total of NUM_BOYS
boys in course( 1 ) class.
The scale on a map is SCALE_MAPcm : SCALE_REALkm.
If two cities are DISTANCE_MAPcm apart on the map, what is the actual distance in km between the two cities?
DISTANCE_REAL km
The scale means that every SCALE_MAPcm on the map corresponds to an actual distance of SCALE_REALkm.
A distance of DISTANCE_MAPcm on the map is the same as FACTOR \cdot
SCALE_MAPcm.
The actual distance between the two cities is FACTOR \cdot
SCALE_REALkm, or DISTANCE_REALkm.
If the distance between two cities is DISTANCE_REALkm, how far apart in cm are the two cities on the map?
DISTANCE_MAP cm
The scale means that every SCALE_MAPcm on the map corresponds to an actual distance of SCALE_REALkm.
An actual distance of DISTANCE_REALkm is the same as FACTOR \cdot
SCALE_REALkm.
The distance between the two cities on the map is FACTOR \cdot
SCALE_MAPcm, or DISTANCE_MAPcm.


Europe voices guarded optimism it has dodged U.S. car tariffs
by ReutersBy Philip Blenkinsop
BRUSSELS (Reuters) - EU trade chief Cecilia Malmstrom and ministers expressed cautious optimism on Thursday that the threat of U.S. tariffs on imported European cars had passed.
U.S. President Donald Trump was expected to decide by Nov. 14 whether to impose damaging tariffs on EU cars on the grounds of national security, but the deadline simply passed without event.
"We haven't received a formal announcement that they will not take place," Malmstrom said after a meeting of EU trade ministers in Brussels.
"That's why I'm still a little bit cautious, but... the deadline has passed and there are severe legal limitations for the president to take further action," she continued.
Reuters reported on Tuesday that the clock had actually run out on Trump's "Section 232" tariffs on foreign-made cars and auto parts.
Malmstrom said she interpreted the absence of car tariffs as meaning Trump was respecting an agreement he struck a year ago with European Commission head Jean-Claude Juncker not to impose them while the two sides sought to boost economic ties.
She also said there was very little public or business appetite for them in the United States.
"So on this I'm quite optimistic," she said.
Dutch trade minister Sigrid Kaag said fellow ministers at Thursday's meeting were positive but cautious.
"There's a feeling of relief, but that doesn't mean you've got there," she said, adding they had all agreed that talks toward trade accords with Washington must continue.
The two sides have made progress in talks toward a deal on conformity assessment, which could make it easier for companies to show their products meet EU or U.S market standards.
The European Parliament is expected next week to approve a deal to allow more U.S. beef imports into the bloc.
The ministers also discussed problems at the World Trade Organization, where U.S. blocking of appointments is set to cripple its ability to resolve disputes.
Malmstrom said the EU would continue to work with the United States to find a solution, including reforms of the WTO's Appellate Body that rules on disputes.
"The WTO is in serious need of reform. I don't think it is about to collapse, but if nothing happens in the coming years it will be more and more weakened and it will become irrelevant."


try:
yourBest()
except:
try:
yourBest
From primary classes I used to know basic ideas about computers, it's parts and stuff. As little time passed, I heard about the word programming language. Blue J, my first programming language which I studied. After some time, I saw my elder brother running Java programs then I came to know about word coding whose definition basically means creating instruction for computers using programming language.
After taking admission in NSEC my love for coding increased. Then I knew this coding is used in every field of technology whether developing software or for travel tourism and aviation and so on. If we are working or preparing for corporate jobs then coding is like the first step.
Just like architecture, which is an art used by people daily and affects their everyday life, so is code .We can create something and people can interact with ,use , touch and work with .Unlike physics, where physical restraints are in everything we do ,there are no limitations in coding beside our ability to think of a logically consistent solution.
The sense of accomplishment when solving a really complicated problem cannot be beat! It just feels as if we have been at the best party in the town.
Behind every successful coding,
Lear-नर
There is a bi-नारी
Source/reference(if any):internet


Assignment 5--6
CS-663 Group-163059009, 16305R011
Contents
PCA Based Denoising
Initialization
We have taken barbara-part.png image, which has size 128 by 128
file='../data/barbara256-part.png'; figure('name','Original Image'); img=imread(file);img=double(img); cmGray256=gray(256); imshow(img,colormap(cmGray256)),daspect([1,1,1]); title('\fontsize{10}{\color{red}Barbara}'),o1 = get(gca, 'Position'); colorbar(),set(gca, 'Position', o1),axis tight,axis on;
Adding Gaussian Noise to the image
Zero mean Gaussian noise of sigma=20 is added
rng(0,'twister'); noisyImg=img+randn(size(img)).*20; figure('name','noisy Image'); imshow(noisyImg,colormap(cmGray256)),daspect([1,1,1]); title('\fontsize{10}{\color{red}Noisy barbara image}'),o1 = get(gca, 'Position'); colorbar(),set(gca, 'Position', o1),axis tight,axis on;
a) PCA denoising algo
Implements PCA denoising algorithm by dividing entire image into overlapping patches of size 7 X 7. This is method is called as global PCA denoising. * Its has Mean Sq Error as 96.921905
tic patchSize=7;sigma=20; img1=myPCADenoising1(noisyImg,patchSize,sigma); figure('name','Filtered Image'); imshow(img1,colormap(cmGray256)),daspect([1,1,1]); title('\fontsize{10}{\color{magenta}Global PCA Filtered Image}'),o1 = get(gca, 'Position'); colorbar(),set(gca, 'Position', o1),axis tight,axis on; % Printing Global PCA Mean Sq Error meanSqError=sum(sum((img1-img).^2))/(size(img,1)*size(img,2)); fprintf('Global PCA Mean Sq Error:%f\n',meanSqError); toc pause(2);
Global PCA Mean Sq Error:96.921905 Elapsed time is 0.645272 seconds.
b) PCA denoising algo using L similar patch
In this part we collect 200 most similar patches from within a 31 x 31 neighbourhood centered at the top left corner of P(reference patch).
- Time taken with file barbara256.png(image of size 256 X 256)) appprox 208.76 sec.
- Time taken with file barbara256-part.png(image of size 128 X 256)) 62.602332 with Mean Sq Error as 62.602332 Paramters:
- Patch size 7
- Window size 31
- L 200
- sigma=20;
tic patchSize=7;windowSize=31;L=200;sigma=20; img2=myPCADenoising2(noisyImg,windowSize,patchSize,L,sigma); figure('name','Denoised Image uisng 200 similar Patch'); cmGray256=colormap(gray(256)); imshow(img2,cmGray256),daspect([1,1,1]); title('\fontsize{10}{\color{magenta}Filtered Image using 200 similar patch}'),o1 = get(gca, 'Position'); colorbar(),set(gca, 'Position', o1),axis tight,axis on; % Printing mean Square Error meanSqError=sum(sum((img2-img).^2))/(size(img,1)*size(img,2)); fprintf('Global PCA Mean Sq Error:%f\n',meanSqError); toc; pause(2);
Global PCA Mean Sq Error:62.602332 Elapsed time is 153.407573 seconds.
c) Bilateral Filtering
Its has Mean Sq Error as 170.335766
Difference in Results Of PCA denoising and Bilateral
Result obtained using PCA denoising algo using L similar patch outperforms the result with a bilateral filter. Mean square error obtained for bilateral filter is greater than mean square error obtained in both the previous two parts. With Bilateral filter lot of noise component can still be seen.
Difference between PCA based approach and bilateral filter
- PCA based approach for denoising is based on "non-local" principle combined with PCA where as bilateral filter is a purely local technique.
tic windowSize=31; sigmaSpace=2; sigmaIntensity=28; [img3,spaceMask]=myBilateralFiltering(noisyImg,windowSize,sigmaSpace,sigmaIntensity); figure('name','Denoised Image uisng Bilateral Filtering'); cmGray256=colormap(gray(256)); imshow(img3,cmGray256),daspect([1,1,1]); title('\fontsize{10}{\color{magenta}Filtered Image using Bilateral Filtering}'),o1 = get(gca, 'Position'); colorbar(),set(gca, 'Position', o1),axis tight,axis on; % Printing mean Square Error meanSqError=sum(sum((img3-img).^2))/(size(img,1)*size(img,2)); fprintf('\nMean Sq Error of the image:%f\n',meanSqError); toc; pause(2);
Mean Sq Error of the image:170.335766 Elapsed time is 1.117455 seconds.


| Country Name | Country Code | Main Category | Trasparency Activity | Financial support provided by | Technical support provided by | Project / Programm under which support provided | Status | Description/ References |
|---|---|---|---|---|---|---|---|---|
| {{x.countryName}} | {{x.countryCode}} | {{x.mainCategory}} | {{x.activity}} | {{x.fsup}} | {{x.tsup}} | {{x.projectsup}} | {{x.status}} | {{x.desc}} |


lassopmm.Rd
The package lassopmm
lassopmm(source, target, dep_var, indep_var, weight_var = NULL, extra_var = NULL, strata_vars = NULL, cluster_vars = NULL, n_near = 10, n_boot = 5, force_boot = NULL, force_lambda = NULL, n_folds = 10, reduced = TRUE, updateProgress = NULL)
| source, target | dataframes with the period 0 and period 1 data respectively. These dataframes have to contain same columns with the identical names and variable types. If this is violated, errors may appear in the process of running the function. |
|---|---|
| dep_var | character vector with one name of the dependent variable. |
| indep_var | character vector with the names of independent variables. |
| weight_var | character vector with one name of the weight variable. Default is `NULL`, when `NULL` equall weights of 1 for each obesrcation are assumed. |
| extra_var | character vectors. Could be |
| strata_vars, cluster_vars | character vectors. Could be |
| n_near | number of the nearest observations to derive a random match. If `n_near` is greater than `length(match_vector)`, minimum out of two is used to create a sample for selecting a random match value. |
| n_boot | number of bootstrap permulations (resamplings).
If |
| force_boot | bootstrapping permutation vector externally defined. Default
is |
| force_lambda | allows to specify one lamda value. Shoul be 0, when we want to switch to the linear regression. |
| n_folds | number of folds for cross-validation |
| reduced | if TRUE terurns reduced outpur without specific regression details. |
| updateProgress | function that updates the progress bars in the shiny app. |


Data Model Builder
Before getting started, make sure you:
- Have read the user guide on how to use this tool. You can find it here.
- Have created API Credentials for your Marketing Cloud Learning Cloud account.
- Read the frequently asked questions.
Before getting started, make sure you:
Select one of the starter data models below to start building your industry data model into your Learning Account.
Upload your seed data to start building out your user and event data for your industry data model.
Here you can define options for the users and events to be added to your dataset - including number of users, number of regular users and average number of sessions.
Note: The more users and events selected the longer it will take for the data to upload.
Please provide your Learning Account API credentials so we can add the data model to the required business unit.
Once you are happy that your catalog has been uploaded, why not try one of the following to help you complete your demo build.
Here are the full results of you data extension upload(s). Remember you can download the example file(s) for each data extension in order to manually populate the tables.


{% load shorturl team_tags %}
Thank you for your bringing your grassroots volunteer effort to Sensible Washington! Here is a summary of recent activity in teams you've joined.
This email is automatically generated, and was requested by you. Please do not reply directly to this email.
Change your email delivery settings here, including unsubscribe: http://swhq.org{% url profile_edit %}
{% if site_wide_announcement %}{{ site_wide_announcement }}
{% endif %} {% for team_info in team_info_list %} {% if team_info.has_activity %}New members:
No new members.
{% endif %} {% if team_info.events %}Recent and upcoming events:
No recent or upcoming events.
{% endif %} {% if team_info.topics %}Active topics:
No active topics.
{% endif %} {% endif %} {% endfor %} {% if any_with_no_activity %}


1 Seater -bisque
1 Seater -Black Arch model
1 Seater -Black Box
1 Seater -Black+Gray lines
1 Seater -Cream
1 Seater -Gray Arch
1 Seater with table -Gray
1 Seater -Red Arch D
1 Seater -Orange Box
1 Seater -Green
1 Seater -Red & Maroon Arch
1 Seater -Silver
1 Seater White
1 Seater violet color
1 Seater -Blue Box
1 Seater -Pink Box
1 Seater -Black
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1 Seater -Tan
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1 Seater -Maroon
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[§87A-10] Meetings; notice. Meetings may be scheduled, and notice of meetings shall be provided as follows:
(1) The chairperson may call a meeting of the board at any time by giving at least six calendar days' written notice of the time and place of the meeting to all trustees; and
(2) A majority of the trustees may call a meeting of the board by giving at least ten calendar days' written notice of the time and place to all other trustees. [L 2001, c 88, pt of §1]


The Virgin Suicides A Film Review By Geoff Berkshire
Cast: Kirsten Dunst, James Woods, Kathleen Turner, Josh Hartnett, Hannah Hall, Danny DeVito, Scott Glenn, Jonathan Tucker, Michael Pare Director: Sofia Coppola
The debut film from Sofia Coppola will provoke interest from many people for many reasons, few of them involving the material itself. Will she be as disastrous a filmmaker as she was a performer in The Godfather Part III? How will she measure up to her famous father (or for that matter new husband Spike Jonze, whose directorial debut Being John Malkovich was one of last year's best)? Those may be the initial curiosities knowing audiences bring to The Virgin Suicides but it turns out they really should be far more worried about the material itself.
Adapted by Coppola from a successful cult novel by Jeffrey Eugenides, The Virgin Suicides is ostensibly the story of the Lisbon family: five beautiful blonde daughters of a high school math teacher (James Woods) and his conservative wife (Kathleen Turner). Set in the upper class suburbs of Detroit in the late 1970s it is told from the perspective of the boys next door, the Weiner boys (that surname is supposed to be funny, I guess, but was already used to far better effect in Welcome To the Dollhouse).
The story focuses on the two youngest Lisbon girls. The youngest, 13 year old Cecilia (Hannah Hall, Young Jenny in Forrest Gump), recently made an attempt on her life. Her disturbed parents are advised by a psychologist (Danny Devito, in a sharply observed one scene cameo) to allow the girls more interaction with members of the opposite sex. A party is planned in the Lisbon basement, the Weiner boys are invited, and things are mostly awkward and uneventful in a normal way until the party comes to a shocking early finish.
The story now switches gears to the second youngest girl, the blossoming 15 year old Lux (Kirsten Dunst) who is learning the value of her gorgeous physical features. She attracts the attention of school heartthrob Trip Fontaine (Josh Hartnett) and begins a sly flirtation with him that eventually leads to going together to a school dance. It's in this section of the film where The Virgin Suicides hits its stride. The material has a familiar teen movie romance feel but nails every scene with virtues of assured filmmaking, smart acting and good attention to detail.
Trip's introduction, perfectly backed by Heart's "Magic Man", is a particularly vibrant stretch that instantly establishes his character. A sequence where Trip is invited to the Lisbon house to watch television is equally astute and, although we have seen many, the school dance is giddy and memorably fun with excellent use of Styx's "Come Sail Away" and a brilliant Peach Schnapps reference. In addition to the Styx and Heart songs the film has excellent music supervision overall and also benefits from a superb score by hip French techno band Air.
However, the film begins to lose focus again after Lux and Trip inevitably split. Lack of focus is the main problem with The Virgin Suicides. Everything is told from the point of view of an omniscient narrator (Giovanni Ribisi). This supposedly represents the collective voice of the Weiner boys, however nothing in the film itself told me this (I learned it from a friend who had read it somewhere and it's also contained in the production notes).
Beyond Lux and Cecilia we never get to know any of the Lisbon girls, they barely even speak. The Weiner boys are almost completely indistinguishable, although Jonathan Tucker's Tim seems to speak more than any of the others. There are also disorienting scenes where a grown up Trip (Michael Pare) talks, on camera, about his relationship with Lux, the only time in the film something like this happens. Pare is perfectly cast in the role but the presence of it in the film is questionable. There are scattershot scenes which poke fun at the community but these also seem random, although well done.
On the positive side, Coppola displays a transfixing visual style (Edward Lachman's cinematography is lovely) and a nice attention to details. She also gets wonderful work from all of the actors who actually have a role to play. Woods has a nice departure from his usual character as the timid math teacher. Turner, completely de-glammed, grabs on to one of her best parts in years and reminds what a great actress she is. Of the younger players Hartnett shows leading man potential in his memorable supporting role, Dunst proves she's better in a dramatic role like this than in her recent attempts at comedy, and Hall makes a vividly haunting impression, she reminded me a bit of a younger Sarah Polley.
Unfortunately these strengths are not enough to overcome the considerable flaws in the narrative. The film is structured like a mystery in the first and third acts but it's a mystery that is never solved. Even if the movie is simply about parents keeping too tight a hold on their children the message is never fully conveyed. Plus, as entertaining as the middle section of the film is, it doesn't really fit in with the tone of the rest of the film. Without learning very much about the Lisbon girls and the Weiner boys the finale simply lacks impact. The movie will inevitably be compared to The Ice Storm, due to time period and some tone similarities, but it pales terribly next to that milestone of the genre.
**1/2 (out of ****)
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
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Related links: index of all rec.arts.movies.reviews reviews


| Request ID | KYC Done At | Employee ID | Client Name | Employer | Loan Type | Payment Method | KYC By | TL | Branch | |
|---|---|---|---|---|---|---|---|---|---|---|
| {{detail.LoanRefId}} | {{detail.StatusDate|date:'short'}} | {{detail.ClientRefId}} | {{detail.ClientName}} | {{detail.EmployerName}} | {{detail.LoanType}} | {{detail.PaymentMethod}} | {{detail.StatusByUser}} | {{detail.TLCode}} | {{detail.Branch}} |
Tray is empty


- I was studing maths in syria
- I got a Scholarship to study maths in jordan frome the beganing
- I worked a free jobs before the Scholarship
- I worked an online jop
TOP 10 OF MY FAVORIT MOVIES
- FIGHT CLUBE
- The Revenant
- Inception
- Unknown
- Edge of Tomorrow
- AVATAR
- NON STOP
- Wanted
- The Conjuring 1
- The Godfather


Reports manual zipping of the index instead of using zipWithIndex.
zipWithIndex
Example:
var seq: Seq[Int] seq.zip(seq.indices)
After the quick-fix is applied:
var seq: Seq[Int] seq.zipWithIndex


[[IF ADMIN]] [[END IF]] [[IF fullCal]]
| Last Month | Next Month |
| Sun | Mon | Tue | Wed | Thu | Fri | Sat |
Click on a day to see events that take place on that day. Red days have events.
{{icalForm}}To delete an event, double click on it. To add or edit an event, click on "Event Manager" below, select "Add Event" or "Edit Event" and click on the day/event you wish to add an event on/edit and then complete the form appropriately.
{{addForm}} [[END IF]]


[§461-8.6] Wholesale prescription drug distributor license. It shall be unlawful for any person to operate, maintain, open, change location, or establish any wholesale prescription drug distribution business within the State without first having obtained a license from the board. [L 1992, c 196, §3]
Cross References
Regulation of wholesale prescription drug distributors, see chapter 328, pt VII.


This is the home page for the Export to CSV Add-on.
I created this website in order to verify the application and include a Terms of Service


The idea that became a reality...
Fed up one day with his job in the corporate world, Pat went out fishing. He took a 6 pack and a pre-rolled with him to forget all the negativity for the day. And so he went, getting drunk and high catching his favorite fish, salmon. After hours of relaxing, he got hungry. He thought, "Hey man, you know what would be amazing?... Salmon cookies! Hell Yea! ~ Just mix my two favorite foods and BAM, friggin' weird and awesome!"
And so Pat thought his brilliant stoner idea would land him millions. He quit his job the next day and opened up his first store in Seattle. Pat's now has stores internationally and he makes sure to party in every location.
Pat, the family man...
Ever since Pat was a young man, he wanted nothing more than to party. This family to the left is fake, actually the people are real. They were the first taste-testers of the original salmon cookies. Unfortunately for them, they caught salmonella (go figure) and died. He leaves this photo up as a reminder, at first you don't succeed - Keep on trying!"
Pat can be seen most days at a bar near one of his many locations. If you see him around, buy him a drink - he will give you a coupon for a free dozen of his salmon cookies. If you tell him a joke when you come in, he will give you a lap dance in return. See, all Pat wants to do is party!


Zif: A Drop-in Framework for DragonRuby GTK
Zif is a collection of features commonly required in 2D games. The name is a reference to Zero Insertion Force connectors used on the original Nintendo - You can drop it in your project and it should just work. Everything is namespaced to Zif
so any existing classes or namespaces you have should be preserved.
This readme contains a basic overview of the functionality. If you are looking for more detail, please check the class API level documentation - e.g. Zif::Sprite
.
The best version of this README is available here: https://danhealy.github.io/dragonruby-zif/
Full API documentation is available at https://danhealy.github.io/dragonruby-zif/docs/
Installation
Manually
If you like to manage your project dependencies manually, you can simply copy the source into your project.
- Download a copy of Zif somewhere:
git clone https://github.com/danhealy/dragonruby-zif.git
. - Copy the content of Zif’s
lib
directory somewhere into your project. - In your
main.rb
, require the parts of Zif you need. Or require everything usingrequire.rb
.
Here is an example assuming you copied the content of Zif’s lib
directory into lib/zif
:
```ruby # This assumes your project looks like this: # / # app/ # main.rb # lib/ # zif/ # zif/ # require.rb # zif.rb
Require all of the Zif library:
require ‘lib/zif/require.rb’
def tick # …. end ```
If you only want to require some parts, please see the require.rb
file for more information.
Using smaug
Simply add the following line to your project’s Smaug.toml
under [dependencies]
:
toml
# This will install zif from the `main` branch.
# You can add an optional `tag = "vX.Y.Z"` if you want to use a specific release.
zif = { repo = "https://github.com/danhealy/dragonruby-zif" }
And then run smaug install
to fetch Zif as a dependency.
This will automatically add all the necessary requires in your smaug.rb
!
Example App
This repo also contains an example app showcasing the major features of Zif.
You can see the source code of this app in the app
directory.
Running the Example App:
- Create a fresh copy of DragonRuby GTK - you can call this folder
dragonruby-zif-testbed
and it should contain thedragonruby
executable. - Change directory in your terminal to
dragonruby-zif-testbed
- Clone this entire
dragonruby-zif
repo inside thedragonruby-zif-testbed
directory -git clone https://github.com/danhealy/dragonruby-zif.git
. - Run using
./dragonruby dragonruby-zif/
Motivation
DragonRuby GTK provides the basic functionality you need to program a game. It has the concept of the tick
loop, lets you render sprites to the screen by sending basic value objects to outputs
, and so on.
There is a set of data and behavior that all sprites in your game share - they all have a position, they all have width and height, they all reference a path to some image, etc. Maybe you are working on a puzzle game - your puzzle pieces are sprites, but they share some additional behavior and data - which piece it is, how pieces can move. Why not leverage this similarity by formalizing the shared concepts in your game? You may want to consider using object-oriented design to encapsulate the distinct concepts in your code. After all, the Ruby programming language has a strong focus on supporting object-oriented programming techniques.
Zif aims to provide a framework for the shared concepts you might have in any game, as they relate to using the DragonRuby GTK. The foundation of Zif is the Zif::Sprite
class, which defines the attributes a Sprite needs to have to work with DRGTK, and builds on that to provide some functionality not given to you directly by DRGTK. For example, maybe you want know the center point of your sprite? If you are only using the value objects expected by DRGTK, you defined it using x
and y
coordinates with some width
and height
, and that’s all it knows. If you define the same sprite using Zif::Sprite
, you can use Zif::Sprite#center
. This becomes more powerful as you build upon it. You could make a PuzzlePiece
class which inherits from Zif::Sprite
, and now it can also find it’s #center
without any additional effort.
The major categories of concepts the Zif framework introduces are:
- Basic wrappers around DRGTK concepts like Zif::Sprite
, Zif::RenderTarget
- Zif::Actions
, things which should change over time, possibly using using an easing function
- Zif::Layers
, ways of organizing large sets of sprites, moving them in unison, and optimizing performance
- Zif::UI
components like labels, buttons and scalable windows
- The Zif::Game
and Zif::Scene
classes which organize the game lifecycle
- Zif::Services
which support your game by keeping track of Zif::Actions
, inputs, your image assets, and performance
Finally, Zif has been designed to work as a whole, or by only bringing in the parts you need. There is some level of dependency relationships between these concepts (Zif::RenderTarget
doesn’t work without Zif::Sprite
, for example), but an effort was made to document this precisely, so you should be able to pick and choose only the concepts you want to use.
Feature Overview
Basic Features
Zif::Sprite
This class is the basis for most of the framework. It’s a basic sprite (using DRGTK’s attr_sprite ), which combines actions / animations, click handling, mass assignment and more.
Example usage:
ruby
dragon = Zif::Sprite.new.tap do |s|
s.x = 300
s.y = 300
s.w = 82
s.h = 66
s.path = "sprites/dragon_1.png"
end
$gtk.args.outputs.sprites << dragon
See the documentation of Zif::Sprite
for details.
See the ExampleApp::UISample
scene for a working example.
Zif::CompoundSprite
This class acts like a (inherits from) Sprite
but can itself accept a list of @sprites
and @labels
, like $gtk.args.outputs
. Sprites and labels added to these arrays will be drawn using the CompoundSprite#draw_override
method, which is checked by DragonRuby GTK during the draw cycle.
Example usage: ```ruby alduin = Zif::Sprite.new.tap do |s| s.x = 0 s.y = 100 s.w = 82 s.h = 66 s.path = “sprites/dragon_1.png” end
bahamut = Zif::Sprite.new.tap do |s| s.x = 200 s.y = 0 s.w = 82 s.h = 66 s.flip_horizontally = true s.path = “sprites/dragon_1.png” end
Now we have 2 dragons facing each other, but we are not adding these
# to args.outputs.sprites individually. # They are on a battlefield and can be moved in unison! battlefield = Zif::CompoundSprite.new.tap do |cs| cs.sprites = [alduin, bahamut] cs.x = 130 # This causes bahamut to appear at x == 330 on screen cs.y = 20 # This causes alduin to appear at y == 120 on screen cs.w = 300 # Should be at least as wide as the farthest x value + width (200+82) cs.h = 200 # Should be at least as high as the largest y value + height (100+66) # No path is defined – # CompoundSprite is for organization only and does not display directly. end
Add the battlefield to outputs.
$gtk.args.outputs.sprites « battlefield ```
See the documentation for details: Zif::CompoundSprite
See the ExampleApp::CompoundSpriteTest
scene for a working example.
Zif::RenderTarget
A render target in DRGTK is a way to programmatically create a static image out of sprites. It acts just like $gtk.args.outputs
in that it accepts an array of sprites
and other primitives
. It gets rendered into memory at the end of the tick where it is referenced out of $gtk.args.outputs[...]
, based on its contents. To display the result, you need to send $gtk.args.outputs
a sprite which references the name of the render target as its path
.
Render targets are great for increasing the performance of your game by rendering a large collection of sprites once, and then just reusing that render later. It’s also good for displaying the same image composed of many sprites multiple times (think minimap or mirrors).
The Zif class Zif::RenderTarget
wraps this functionality. It holds references to the Zif::RenderTarget#sprites
and all of the configuration options necessary to invoke this concept in DragonRuby GTK. It also includes a Zif::Sprite
referencing the created image in Zif::RenderTarget#containing_sprite
.
Example usage: ```ruby paint_canvas = Zif::RenderTarget.new( :my_paint_canvas, bg_color: :white, width: 1000, height: 500 ) paint_canvas.sprites « @all_current_brushstrokes paint_canvas.redraw $gtk.args.outputs.static_sprites « paint_canvas.containing_sprite
Some time later, you can add new brush strokes and delete a rectangle:
minimap = # … a different sprite referencing the RenderTarget as path new_brushstroke = # … a new Sprite to add to the render erase_rect = [200, 200, 10, 10] # Let’s say you erased something, too paint_canvas.redraw_from_buffer([new_brushstroke], erase_rect, [minimap]) ```
See the documentation for details: Zif::RenderTarget
See the ExampleApp::DoubleBufferRenderTest
scene for a working example.
Zif::Game
This is designed to be the base class for your game. It’s mainly responsible for Scene switching and yielding to Zif::Scene#perform_tick
as described below, but also it automatically registers all the Zif::Services
and provides standard functionality around this, including exception handling.
Example usage: ```ruby # =-=-=- In your app/my_game.rb -=-=-= class MyGame < Zif::Game def initialize super() # do anything here, like register services… MyOneTime.setups
# RainbowRoadScene is a Zif::Scene subclass
register_scene(:rainbow_road, RainbowRoadScene)
# (OpeningScene is also a Zif::Scene subclass)
@scene = OpeningScene.new end end
=-=-=- In your app/main.rb -=-=-=
# Require all of the Zif library: require ‘lib/zif/require.rb’ require ‘my_game.rb’ def tick(args) if args.tick_count == 2 $game = MyGame.new $game.scene.prepare_scene # if needed on first scene end $game&.perform_tick end ```
See the documentation for details: Zif::Game
See ExampleApp::ZifExample
for a working example.
Zif::Scene
A Scene
is a full-screen view of your game. The concept in Zif::Game
is to show one Scene
at a time. So each Scene
in your game should be a subclass of Zif::Scene
which overrides Zif::Scene#perform_tick
. Using the structure in Zif::Game
, #perform_tick
comes after input handling and before updating Zif::Actions::Actionable
s. So your subclass should use #perform_tick
to add/remove Zif::Clickable
s/Zif::Actions::Actionable
s, and respond to any detected input. Switching scenes is handled in Zif::Game
, based on the return value of #perform_tick
.
You can optionally define Zif::Scene#prepare_scene
- a method invoked prior to the first tick it becomes the active scene, and Zif::Scene#unload_scene
which is invoked after the Scene has been switched out.
Example usage: ```ruby class OpeningScene < Zif::Scene def initialize # If OpeningScene is registered by symbol using Zif::Game#register_scene, # this initialize will happen each time the game switches to this scene. # Otherwise you could instantiate this scene somewhere and simply # return it from another scene’s #perform_tick @dragon = Zif::Sprite.new # …. @hello = Zif::UI::Label.new(“Hello World!”).tap do |label| label.x = 100 label.y = 100 end @current_scene_tick_count = 0 end
def prepare_scene # You probably want to remove the things registered with the services when # scenes change. You can remove items explicitly using #remove_.., but # #reset_.. will clear everything. You can also do this when a scene is # being changed away from, using the #unload_scene method. $game.services[:action_service].reset_actionables $game.services[:input_service].reset $gtk.args.outputs.static_sprites.clear $gtk.args.outputs.static_labels.clear
# Now you can use this to do one-time setup code.
$game.services[:action_service].register_actionable(@dragon)
$game.services[:input_service].register_clickable(@dragon)
# Best practice is to use static outputs, this gives you a lot more
# performance and there is no need to append to the array inside
# #perform_tick. The only downside is that you have to manage this list
# manually. You can remove sprites at any time in #perform_tick.
$gtk.args.outputs.static_sprites << @dragon
$gtk.args.outputs.static_labels << @hello end
def perform_tick @current_scene_tick_count += 1 @hello.text = “Hello World! #@current_scene_tick_count”
# Tell Zif::Game to attempt to switch to the scene registered with the name
# :rainbow_road after some time
return :rainbow_road if @current_scene_tick_count > 200 end end ```
See the documentation for details: Zif::Scene
See ExampleApp::ZifExampleScene
for a working example - this scene class is shared amongst the example app, so it’s designed around the auto-advancing scene behavior.
Zif::Actions
(aka tweening, easing)
Inspried by SpriteKit’s Actions and Squirrel Eiserloh’s GDC talk on nonlinear transformations.
Zif::Actions::Action
& Zif::Actions::Actionable
An Action is a transition of a set of attributes over time using an easing function (aka tweening, easing).
Your objects can accept Actions by mixing in Zif::Actions::Actionable
and calling the Zif::Actions::Actionable#run_action
method. You can specify the number of times the Action should be repeated, and set a callback for when the Action is finished.
An Actionable can have several Actions running simultaneously, and they can be started and stopped manually.
Example usage:
ruby
# @dragon is a Zif::Sprite and therefore an Actionable, and already registered
# with the ActionService. Move from starting position to 1000x over 1 second,
# starting slowly, then flip the sprite at the end. Note that starting
# position is just taken from the current state of @dragon rather than
# specified.
@dragon.run_action(
@dragon.new_action({x: 1000}, duration: 1.seconds, easing: :smooth_start) do
@dragon.flip_horizontally = true
end
)
See the documentation for details: Zif::Actions::Action
, Zif::Actions::Actionable
, Zif::Services::ActionService
Take a look at the code for @dragon
inside ExampleApp::UISample
for a simple working example.
More complicated examples can be seen in ExampleApp::World
- The dragon is using Actions to move across the map, and the map itself is panning to track the dragon using Actions. The ExampleApp::Pixie
class demonstrates using the follow:
param to set the finish condition based on another object.
Zif::Actions::Sequence
A Sequence is a series of Zif::Actions::Action
to be run in order. Behaves like an Action, you run it using the same Zif::Actions::Actionable#run_action
method. You can specify the number of times the sequence should be repeated, and set a callback for when the sequence is finished.
Example usage:
ruby
@dragon.run_action(
Zif::Sequence.new(
[
# Move from starting position to 1000x over 1 second, starting slowly,
# then flip the sprite at the end
@dragon.new_action(
{x: 1000},
duration: 1.seconds,
easing: :smooth_start
) { @dragon.flip_horizontally = true },
# Move from the new position (1000x) back to the start 600x over 2
# seconds, stopping slowly, then flip again
@dragon.new_action(
{x: 600},
duration: 2.seconds,
easing: :smooth_stop
) { @dragon.flip_horizontally = false }
],
repeat: :forever
)
)
See the documentation for details: Zif::Actions::Sequence
Again, take a look at the code for @dragon
inside ExampleApp::UISample
for a simple working example.
Zif::Actions::Animatable
Animatable is a mixin to assist with sprite animations. Under the hood, these are implemented as Zif::Actions::Sequence
s which modify the path
over time, and they are registered using a name.
Example usage: ```ruby # Register the animation for a flying Dragon. @dragon.new_basic_animation( named: :fly, paths_and_durations: [ # +– path for this frame # | +– duration for this frame # v v [“dragon_1”, 4], # This animation uses 4 separate image files [“dragon_2”, 4], # Hold each frame for 4 ticks [“dragon_3”, 4], # The actual image exists at: app/sprites/dragon_3.png [“dragon_4”, 4], [“dragon_3”, 4], [“dragon_2”, 4] # Repeats forever, which takes it back to 1 ] )
# We don’t have to register this sequence manually using # #register_animation_sequence, the #new_basic_animation method takes care of # that for us.
# So now we can run this animation: @dragon.run_animation_sequence(:fly) ```
See the documentation for details: Zif::Actions::Animatable
Zif::Layers
If your game’s play area extends beyond the screen resolution, you likely want some way of managing this! Zif::Layers
are designed for this use case. They provide several different strategies for performantly rendering large numbers of sprites, organizing them by a Z-index, and moving them in unison via the Zif::Layers::Camera
class.
Zif::Layers::LayerGroup
Creates a set of overlapping play area layers based on Zif::Layers::SimpleLayer
(Zif::RenderTarget
) or Zif::Layers::ActiveLayer
(Zif::CompoundSprite
) and handles redrawing them.
Has a concept of logical
position as a multiple of tile
width/height, applicable to any Zif::Layers::Tileable
layers. For example, if your tiles are 16px
wide, the 5th tile is at @logical_x==4
but at @x==64
on the layer.
Example usage: ```ruby tile_width_and_height = 64 # Each tile is 64x64 pixels map_width_and_height_in_tiles = 100 # 64 * 100 = 6400x6400 pixels, 10000 tiles
@map = Zif::Layers::LayerGroup.new( tile_width: tile_width_and_height, tile_height: tile_width_and_height, logical_width: map_width_and_height_in_tiles, logical_height: map_width_and_height_in_tiles )
This example is only using Zif::Layers::ActiveLayer because they are easier
# to set up, and it is a good place to start in terms of performance. @map.new_active_tiled_layer(:tiles) @map.new_active_layer(:avatar)
@map.layers[:avatar].source_sprites = [@dragon]
Add a bunch of tiles
a_new_tile = Zif::Sprite.new…. @map.layers[:tiles].add_positioned_sprite( sprite: a_new_tile, logical_x: x, logical_y: y )
Set up a camera
@camera = Zif::Layers::Camera.new( layer_sprites: @map.layer_containing_sprites, initial_x: 1800, initial_y: 1200 )
$gtk.args.outputs.static_sprites « @camera.layers
All set! You can move your sprites (like @dragon) around.
# You can control the Camera using actions.
# Most or all of the above code could be placed in a Zif::Scene#prepare_scene
```
See the documentation for details: Zif::Layers::LayerGroup
See ExampleApp::World
for a working example.
Zif::Layers::SimpleLayer
This layer is based on Zif::RenderTarget
and therefore the component sprites will not be rendered until Zif::RenderTarget#redraw
or Zif::RenderTarget#redraw_from_buffer
is called - typically via Zif::Layers::SimpleLayer#rerender
.
See the documentation for details: Zif::Layers::SimpleLayer
Zif::Layers::ActiveLayer
In contrast to Zif::Layers::SimpleLayer
, Zif::Layers::ActiveLayer
is built on Zif::CompoundSprite
and therefore must rerender every sprite on every tick. This is balanced by not incurring a performance / memory penalty by rendering a sprite the size of the entire Zif::Layers::LayerGroup
width times height.
See the documentation for details: Zif::Layers::ActiveLayer
Deciding between Zif::Layers::SimpleLayer
& Zif::Layers::ActiveLayer
This depends on your application. In general, try organizing your layers into those that don’t change at all, or only change when action (like camera movement) isn’t happening, and put those sprites into a Zif::Layers::SimpleLayer
. Then take all of the sprites which do need to change often, or are necessary for action, and put those in Zif::Layers::ActiveLayer
s.
You can use either Zif::Layers::SimpleLayer
or Zif::Layers::ActiveLayer
directly when the sprites contained don’t need to snap to the tile grid set up in the Zif::Layers::LayerGroup
.
Zif::Layers::Tileable
The Tileable mixin provides functionality to Layers to support a grid organization. The two classes based on the Tileable mixin are Zif::Layers::TiledLayer
and Zif::Layers::ActiveTiledLayer
.
If your sprites need to snap to a grid, you should use one of these. See the section above for tips on choosing one or the other.
See the documentation for details: Zif::Layers::Tileable
, Zif::Layers::TiledLayer
, Zif::Layers::ActiveTiledLayer
Zif::Layers::Bitmaskable
A layer which extends Tileable, where the sprites are chosen automatically via bitmasked adjacency rules on the presence data layer - otherwise known as Autotiling.
A detailed explanation of this technique is described in the class documentation for Zif::Layers::Bitmaskable
and at this resource:
https://gamedevelopment.tutsplus.com/tutorials/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts–cms-25673
This mixin is included in Zif::Layers::BitmaskedTiledLayer
and Zif::Layers::ActiveBitmaskedTiledLayer
.
Zif::Layers::Camera
The Camera is given a set of sprites, typically the containing sprites for a set of Zif::Layers::Layerable
s via Zif::Layers::LayerGroup#layer_containing_sprites
.
It is responsible for directing the layers to reposition based on camera movements. Specifically, it alters each layer’s source_x
and source_y
values for panning.
This class includes Zif::Actions::Actionable
, so you can pan the camera using a Zif::Actions::Action
.
It has the capability of issuing camera movements based on following a particular sprite on a layer (like a player character).
It also has the capability of zooming in and out, by controlling each layer’s source_w
and source_h
. It can be registered as a scrollable with Zif::Services::InputService
.
Example usage:
ruby
# Using the setup example from Zif::Layers::LayerGroup
# Assumes @camera has been registered as an actionable
@camera.start_following(@dragon)
See the documentation for details: Zif::Layers::Camera
A working example is available in ExampleApp::World
.
Zif::UI
Simple UI components. Examples for these classes exist in ExampleApp::UISample
.
Zif::UI::Label
A wrapper for the label
DRGTK primitive: displaying text using a font, size, alignment, color. Includes Zif::Actions::Actionable
! Supports text truncation by calculating it’s own width, and supports word wrapping.
See the documentation for details: Zif::UI::Label
Zif::UI::Input
This is a Label which includes Zif::KeyPressable
and will add the keys being pressed to itself. Useful for form fields. You must manually manage its registration with the Zif::Services::InputService
as well as control its focus via @has_focus
.
See the documentation for details: Zif::UI::Input
, Zif::KeyPressable
A working example is available in ExampleApp::UISample
, implemented by ExampleApp::FormField
and ExampleApp::FocusCheck
Zif::UI::TwoStageButton
This is the classic UI button, which has two sprites: a normal state, and a pressed state. It accepts a label which is centered by default.
This is implemented using Zif::CompoundSprite
, so it is a Zif::Clickable
, and by default it has already set up the click handlers to handle switching states based on clicks. You can pass a block to the constructor, this will be executed if the button is clicked and the mouse click goes up within the rectangle of the button. (You can click down on the button, move the mouse outside, and let go - it will not trigger the callback in this case.)
See the documentation for details: Zif::UI::TwoStageButton
Zif::UI::NinePanel
Nine-slice sprites, built on Zif::CompoundSprite
: https://en.wikipedia.org/wiki/9-slice_scaling
Because the implementation of this partially depends on the visual assets you are using, this is an abstract class. You are expected to subclass this to:
- override #initialize
with super
to set the @corners
, @edges
and @fill
with sprites
- override #resize_width
and #resize_height
to manage resizing the above sprites in a sensible way
Ideally, these corners and edges would be Zif::Sprite
s and therefore Zif::Clickable
s - you could use this to implement click & drag, or drag-to-resize using the resize methods.
See the documentation for details: Zif::UI::NinePanel
Zif::Services
& Zif::Services::ServiceGroup
Services are game utilities which can be accessed from any context within your app.
If you use Zif::Game
, every Zif service will be set up for you using Zif::Services::ServiceGroup
, and registered in the Game
’s instance variable @services
named by a symbol. For example, you will be able to access the Zif::Services::ActionService
by $game.services[:action_service]
. This is because Zif::Game
runs @services.register(:action_service, Zif::ActionService.new)
during initialization, and by convention, both $game
and $services
are available as global variables.
See the documentation for details: Zif::Services::ServiceGroup
Zif::Services::ActionService
See Zif::Actions
above for more information on Actions.
Each tick, checks sprites which have been registered for running actions.
If you are using Zif::Game
, this service is registered as :action_service
. All you need to do is register any object which needs to be checked for running Action
s by using Zif::Services::ActionService#register_actionable
.
If you are not using Zif::Game
, ensure you are calling Zif::Services::ActionService#run_all_actions
once per tick.
See the documentation for details: Zif::Services::ActionService
Zif::Services::InputService
Keeps track of sprites and other objects interested in responding to clicks and scroll events, and passes the events over to them when they occur.
If you are using Zif::Game
, this service is registered as :input_service
. All you need to do is register any sprite which needs to respond to clicks or scrolls using Zif::Services::InputService#register_clickable
and #register_scrollable
.
Clickable sprites should mixin Zif::Clickable
or be compatible by defining a #clicked?
method and @on_mouse_up
instance variable callbacks. All Zif::Sprite
s follow this convention.
Scrollable objects should define #scrolled?
. Zif::Layers::Camera
uses this.
Objects which should receive key presses should mixin Zif::KeyPressable
.
See the documentation for details: Zif::Services::InputService
, Zif::Clickable
, Zif::KeyPressable
Zif::Layers
handle clicks in a hierarchical way, see documentation for info.
There are many working clickable examples in the ExampleApp
.
Zif::Services::SpriteRegistry
This service is for registering your sprite assets once, and assists in creating new Zif::Sprite
instances from the parameters described when registering.
Example usage:
The following code will create a Zif::Sprite
with width and height of 82px and 66px, referencing a path
of sprites/dragon_1.png
. The second line demonstrates getting a fresh Zif::Sprite
copy with these settings.
ruby
$services[:sprite_registry].register_basic_sprite("dragon_1", width: 82, height: 66)
@dragon = $services[:sprite_registry].construct("dragon_1")
The autotiling feature of Zif::Layers::Bitmaskable
is designed around having the tile assets registered in this service.
See the documentation for details: Zif::Services::SpriteRegistry
Zif::Services::TickTraceService
& Zif::Traceable
Generally, you want your game to run at a full 60fps. If your tick takes longer than 16.6ms, you’ll drop below that number. This service is designed to report when a tick has taken longer than a threshold (20ms by default), and hopefully narrow down the slowest section of code. Zif::Services::TickTraceService#reset_tick
must be called at the beginning of a tick, and then #finish
at the end. If you use Zif::Game
, this is done for you.
The Zif::Traceable
mixin helps you use this service from an object, all you need to do is include Zif::Traceable
in any class you want to mark, set the @tracer_service_name
ivar to :tracer
, and then mark('a section of code')
. By convention, you should include the name of the method which calls #mark
: mark('#my_method: a section of code')
Zif::Traceable#mark_and_print
is also available, if you want to print to the console when you mark the section.
Example output:
The ExampleApp::UISample
scene includes a little button to simulate a slow tick (it sleeps for half a second). This is the console output from clicking that button.
ExampleApp::UISample: delay_button: Button was clicked - demonstrating Tick Trace service
ExampleApp::UISample: delay_button: Woke up from 500ms second nap
================================================================================
Zif::Services::TickTraceService: Slow tick. 504.920ms elapsed > 20.000ms threshold, longest step 'ExampleApp::UISample: delay_button: Woke up from 500ms second nap' 503.468ms:
mark delta label
0.016ms 0.016ms ExampleApp::ZifExample: #standard_tick: begin
0.895ms 0.879ms ExampleApp::UISample: delay_button: Button was clicked - demonstrating Tick Trace service
504.363ms 503.468ms ExampleApp::UISample: delay_button: Woke up from 500ms second nap
504.406ms 0.043ms ExampleApp::ZifExample: #standard_tick: input_service #process_click
504.420ms 0.014ms ExampleApp::UISample: #perform_tick: begin
504.445ms 0.025ms ExampleApp::UISample: #update_metal_panel: begin
504.507ms 0.062ms ExampleApp::UISample: #update_metal_panel: complete
504.519ms 0.012ms ExampleApp::UISample: #update_glass_panel: begin
504.552ms 0.033ms ExampleApp::UISample: #update_glass_panel: complete
504.564ms 0.012ms ExampleApp::UISample: #update_progress_bar: begin
504.612ms 0.048ms ExampleApp::UISample: #update_progress_bar: complete
504.624ms 0.012ms ExampleApp::UISample: #update_interactable_button: begin
504.636ms 0.012ms ExampleApp::UISample: #update_interactable_button: complete
504.646ms 0.010ms ExampleApp::UISample: #perform_tick: finished updates
504.742ms 0.096ms ExampleApp::UISample: #perform_tick: finished super
504.754ms 0.012ms ExampleApp::ZifExample: #standard_tick: Scene #perform_tick complete
504.772ms 0.018ms ExampleApp::ZifExample: #standard_tick: Scene switching handled
504.901ms 0.129ms ExampleApp::ZifExample: #standard_tick: Action service complete
504.920ms 0.019ms ExampleApp::ZifExample: #standard_tick: Complete
See the documentation for details: Zif::Services::TickTraceService
, Zif::Traceable
Coming Soon
Some features and things being considered for this library: - Official support and/or examples for integrating with Draco ECS, and with Tiled tilemaps - Parallax camera example - Physics, or acceleration equivalent of Actions - Ports of DRGTK Sample apps to “Zif style”
If these sound interesting to you, make some noise in the Dragonruby GTK Discord #oss-zif channel.
Development
Dependencies
For development you should install the dependencies using Bundler. Ensure you have a recent (> 2.7) version of Ruby installed, and run bundle install
to install the dependencies.
If EventMachine won’t install, on MacOS at least, try:
sh
brew install<EMAIL_ADDRESS>gem install eventmachine -- --with-openssl-dir=$(brew --prefix<EMAIL_ADDRESS>and then bundle install
again.
Testing
Tests can be found in the tests
directory.
To execute the tests use the following command:
sh
./dragonruby ./path/to/dragonruby-zif --test tests/zif.rb`
Linting
This project is linted with RuboCop.
To execute RuboCop run
sh
rubocop -D


Select Thread ID
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The Worlds #1 Source for Guitar Electronics Parts and Wiring Resources. Shop our huge selection of electronics, pickups, pots, switches, jacks, capacitors, wire and shielding supplies, accessories and more. All of the parts and supplies you need for your guitar repair job or custom guitar project. Only the highest quality guitar parts and products meet our standards so you can rest assured that you are getting the very best for your guitar or bass.
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GuitarElectronics.com
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A website I made for a bar from one of my favorite TV shows ( SHAMELESS )
A photography portfolio site I made for a friend.
Find your zodiac sign, a website made from javaScript.
I'm always down for questions or opportunities! Whether for designing or just saying hello, feel free to send me a message. Or find me on my social media, I'd be happy to talk.


GDEBI-GTK(1) GDEBI-GTK(1) NAME gdebi-gtk - Simple tool to install deb files SYNOPSIS gdebi-gtk [package.deb]... DESCRIPTION gdebi lets you install local deb packages resolving and installing its dependencies. apt does the same, but only for remote (http, ftp) located packages. OPTIONS -h, --help Show this help message and exit. --n, --non-interactive Run non-interactive (dangerous!). --auto-close Auto close when the install is finished. --datadir=DATADIR Use alternative datadir. -r, --remove Remove selected package. SEE ALSO Homepage: <https://launchpad.net/gdebi/> AUTHOR This manual page was written by Gustavo Franco<EMAIL_ADDRESS>and Kartik Mistry<EMAIL_ADDRESS>for the Debian project (but may be used by others). Oct 13, 2009 GDEBI-GTK(1)


Open Saved
Save This
CANVAS
Menu
Create
square
circle
Cancel
New Object
Add
Read all
Choose Shape
square
circle
Size
Small
Medium
Large
Color
blue
green
red
Set position
bank
A1
A2
A3
A4
A5
B1
B2
B3
B4
B5
C1
C2
C3
C4
C5
Name Your Table!
Table Name:
Guests at Table:
Save
Open Saved
Cancel
Name Your Diagram
Name:
save


The CombinatorialAttribute is used on a test to specify that NUnit should generate test cases for all possible combinations of the individual data items provided for the parameters of a test. Since this is the default, use of this attribute is optional.
The following test will be executed six times:
[Test, Combinatorial] public void MyTest( [Values(1,2,3)] int x, [Values("A","B")] string s) { ... }
MyTest(1, "A") MyTest(1, "B") MyTest(2, "A") MyTest(2, "B") MyTest(3, "A") MyTest(3, "B")
When used on a generic method the programmer must ensure that all possible combinations of arguments are valid. When multiple parameters use the same generic type (e.g.: T) this may not be possible and the attribute may generate invalid test cases.


GameObject
Classes
Bomb
BrickWall
ConcreteWall
Door
Enemy
EnemySet
Flame
GameObject
KillSet
MovableObject
Player
PowerUp
StageData
Stages
StaticObject
TileMap
Enums
Direction
EnemyType
PowerUpType


Futures jump as China signals progress in trade talks
REUTERS: U.S. stock index futures jumped on Thursday as signs of a U.S.-China trade truce and a fresh batch of earnings reports looked set to restart a rally that has led Wall Street to record highs.
The benchmark S&P 500 index is eyeing its fifth straight week of increases, while the tech-heavy Nasdaq is set to log six weeks of gains.
China said on Thursday that it had agreed with the United States to remove tariffs in phases, while the state-owned Xinhua News Agency said Beijing was also considering removing restrictions on poultry imports.
Trade-sensitive industrials 3M Co and Caterpillar Inc rose nearly 1per cent in premarket trading. Chipmakers with sizeable exposure to China, including Intel Corp , Micron Technology and Nvidia Corp , were up between 1.7per cent and 2per cent.
Also supporting tech stocks was a 6.1per cent gain in Qualcomm Inc shares after the chipmaker forecast current-quarter profit above analysts' estimates.
At 7:22 a.m. ET, Dow e-minis were up 131 points, or 0.48per cent. S&P 500 e-minis were up 10.75 points, or 0.35per cent and Nasdaq 100 e-minis were up 35.75 points, or 0.44per cent.
Expedia Group Inc dropped 13.2per cent as the online travel booking company missed quarterly profit estimates.
Roku Inc plunged 14.5per cent after posting a wider net loss in the third quarter, as it spent more to attract subscribers to its video streaming platform.
Twitter Inc fell 1.4per cent after Evercore ISI downgraded the stock to "underperform" from "in-line".
(Reporting by Arjun Panchadar in Bengaluru)


{%extends "base.html" %} {%block title%}Schedule - {{conference}}{%endblock%} {%block content%}
The schedule for {{conference}} has not been published.


--- layout: page weight: 0 title: Perl navigation: show: true --- {% anchor h2 %} Using the sendgrid-perl module {% endanchor %} The sendgrid-perl module is the officially maintained perl module and is our recommended approach. See the github repo for more detailed information. {% codeblock lang:perl %} use warnings; use strict; use Mail::SendGrid; use Mail::SendGrid::Transport::SMTP; my $sg = Mail::SendGrid->new( from =><EMAIL_ADDRESS>to =><EMAIL_ADDRESS>subject => 'Testing', text => "Some text http://sendgrid.com/\n", html => '
Some html SG ' ); #disable click tracking filter for this request $sg->disableClickTracking(); #turn on the unsubscribe filter here with custom values $sg->enableUnsubscribe( text => "Unsubscribe here: <% %>", html => "Unsubscribe <% here %>" ); #set a category $sg->header->setCategory('first contact'); #add unique arguments $sg->header->addUniqueIdentifier( customer => '12345', location => 'somewhere' ); my $trans = Mail::SendGrid::Transport::SMTP->new( username => 'sendgrid_username', password => 'sendgrid_password' ); my $error = $trans->deliver($sg); die $error if ( $error ); {% endcodeblock %} {% anchor h2 %} Without sendgrid-perl {% endanchor %} The following code builds a MIME mail message demonstrating all the portions of the SMTP API protocol. To use this example, you will need to have the following perl modules installed: {% codeblock lang:perl %} #!/usr/bin/perl use strict; use MIME::Entity; use Net::SMTP; # from is your email address # to is who you are sending your email to # subject will be the subject line of your email my $from =<EMAIL_ADDRESS>my $to =<EMAIL_ADDRESS>my $subject = 'Example Perl Email'; # Create the MIME message that will be sent. Check out MIME::Entity on CPAN for more details my $mime = MIME::Entity->build(Type => 'multipart/alternative', Encoding => '-SUGGEST', From => $from, To => $to, Subject => $subject ); # Create the body of the message (a plain-text and an HTML version). # text is your plain-text email # html is your html version of the email # if the reciever is able to view html emails then only the html # email will be displayed my $text = "Hi!\nHow are you?\n"; my $html = <Hi!
How are you?


{% comment %} A simple table where the questiongroup makes makes up an entire table row. Each question is a cell, the table headers the label of the keys. Helptexts for the keys are rendered as tooltip of the table header. If config.numbered == 'display', an additional cell for the numbering is added at the beginning of each row. config: The configuration of the questiongroup formset: The (repeating) forms as formset {% endcomment %} {% load i18n %} {% load floppyforms %} {% load list_to_columns %}
| {% endif %} {% for field in formset.forms.0.visible_fields %} | {% with options=config.options|get_by_keyword:field.name %} {% if options.helptext %} {{ field.label }} {% else %} {{ field.label }} {% endif %} {% endwith %} | {% endfor %}
|---|---|
| {{ forloop.counter }}. | {% endif %} {% for field in qg_form.visible_fields %}{% formrow field using "form/question/no_label.html" %} | {% endfor %} {% for field in qg_form.hidden_fields %}{% formfield field %}{% endfor %}


RSDStepProgressView
open class RSDStepProgressView: UIView
A UIView subclass that displays a progress bar going from left to right and a label that is positioned under the progress bar to display current step and number of steps. Views should set currentStep and totalSteps to cause progress to be displayed.
-
The current step in the current flow.
Declaration
Swift
public var currentStep: Int = 0
-
The total number of steps in the current flow.
Declaration
Swift
open var totalSteps: Int = 0
-
Should the progress bar display with rounded ends?
Declaration
Swift
open var hasRoundedEnds: Bool = false
-
Should the progress bar display with a light style of progress bar and label for use on a dark background, or with a dark style of progress bar for use on a light background?
Declaration
Swift
open var usesLightStyle: Bool = false
-
The height of the actual progress bar
Declaration
Swift
open var progressLineHeight: CGFloat = 10.0
-
Undocumented
Declaration
Swift
public var progress: CGFloat
-
Undocumented
Declaration
Swift
public var hasProgress: Bool
-
Undocumented
Declaration
Swift
public var stepCountLabel: UILabel?
-
The text of the label that is displayed directly under the progress bar
Declaration
Swift
open func attributedStringForLabel() -> NSAttributedString?
-
Undocumented
Declaration
Swift
public init()
-
Undocumented
Declaration
Swift
override public init(frame: CGRect)
-
Undocumented
Declaration
Swift
required public init?(coder aDecoder: NSCoder)
-
Undocumented
Declaration
Swift
open override func updateConstraints()


PV Modeling Glossary¶
Terms are grouped by category.
Abbreviations¶
These abbreviations are used without expansion in the rest of the variables.
- dc: direct current
- ac: alternating current
- poa: plane of array (irradiance)
- dni: direct normal irradiance
- dhi: direct horizontal irradiance
- ghi: global horizontal irradiance
- ref: reference
- aoi: angle of incidence
- mp: maximum power
- oc: open circuit
- sc: short circuit
- vmp: voltage at maximum power
- imp: current at maximum power
- pmp: power at maximum power
- isc: current at short circuit
- voc: voltage at open circuit
- num: number
- aod: aerosol optical depth
- noct: nominal operating cell temperature
- stc: standard test conditions
- inv: inverter
- coeff: coefficient
Optional Suffixes¶
These optional suffixes can be appended to a variable in order to further clarify which quantity the variable refers to. In the following * refers to another variable.
- *_sim: Parameter predicted from a model, e.g. voc_sim
- *_meas: Parameter measured from field data, e.g. voc_meas
- *_rated: Parameter on the datasheet or as-built.
- *_module: Quantity relating to a single PV module
- *_string: Quantity relating to a string of PV modules.
- *_array: Quantity relating to a number of PV strings.
Location¶
These variables are associated with the location of the PV system.
- tz: timezone
- latitude: latitude, in degrees
- longitude: longitude, in degrees
- elevation: elevation of system, in meters
- pressure: pressure, in pascal
- albedo: Ground reflectance, unitless. Typically 0.1-0.4 for surfaces on Earth (land), may increase over snow, ice, etc. May also be known as the reflection coefficient. Must be >=0 and <=1.
Atmosphere¶
Atmosphere variables are related to weather conditions.
- airmass: airmass
- airmass_relative: relative airmass
- airmass_absolute: absolute airmass
- dew_point: dewpoint temperature, in C
- relative_humidity: Relative humidity. The ratio of the partial pressure of water vapor to the equilibrium vapor pressure of water at a given temperature, unitless.
- specific_humidity:
- absolute_humidity:
- total_precipitable_water:
- wind_speed: Wind speed measured at standard 10 meter height, in m/s
- wind_direction:
Solar Position¶
These variables are related to the position of sun and the incidence angles with the PV array.
- aoi: angle of incidence between 90deg90deg and 90deg90deg, in degrees
- aoi_projection: cos(aoi)
- apparent_solar_elevation: refraction-corrected solar elevation angle in degrees
- apparent_solar_zenith: refraction-corrected solar zenith angle, in degrees
- solar_azimuth: azimuth angle of the sun in degrees East of North
- solar_elevation: elevation angle of the sun in degrees
- solar_zenith: zenith angle of the sun in degrees
- surface_azimuth: Surface azimuth angles in decimal degrees. The azimuth convention is defined as degrees east of north (e.g. North=0, South=180, East=90, West=270)
- surface_tilt: Surface tilt angles in decimal degrees. The tilt angle is defined as degrees from horizontal (e.g. surface facing up = 0, surface facing horizon = 90)
Irradiance¶
These variables denote irradiance in units of W/m^2.
- dhi: diffuse horizontal irradiance
- dni: direct normal irradiance
- dni_extra: direct normal irradiance at top of atmosphere (extraterrestrial)
- effective_irradiance: irradiance reaching the module’s cells, i.e., in the plane of array, reduced by soiling and reflections, adjusted for spectrum
- ghi: global horizontal irradiance
- poa_diffuse: total diffuse irradiation in plane. sum of ground and sky diffuse.
- poa_direct: direct/beam irradiation in plane
- poa_global: global irradiation in plane. sum of diffuse and beam projection.
- poa_ground_diffuse: in plane ground reflected irradiation
- poa_sky_diffuse: diffuse irradiation in plane from scattered light in the atmosphere (without ground reflected irradiation)
PV System¶
These variables are related to the operating current, voltage and power of PV cells, modules or arrays.
- array_tilt: tilt angle of the surface, in degrees [Deprecated/alternates: surface_tilt]
- array_azimuth: azimuth angle of the surface, in degrees [Deprecated/alternates: surface_azimuth]
- temperature_cell: temperature of the cell, in C
- temperature_module: temperature of the module, in C
- temperature_air: ambient dry bulb temperature, in C
- vmp: voltage at the maximum power point in Volts [Deprecated/alternates: v_mp]
- imp: current at the maximum power point in Volts [Deprecated/alternates: i_mp]
- pmp: power at the maximum power point in Volts [Deprecated/alternates: p_mp]
- voc: open circuit module voltage [Deprecated/alternates: v_oc, voltage_oc]
- isc: short circuit module current [Deprecated/alternates: i_sc]
- current_x: Sandia Array Performance Model IV curve parameter [Deprecated/alternates: i_x]
- current_xx: Sandia Array Performance Model IV curve parameter [Deprecated/alternates: i_xx]
- transposition_factor: the gain ratio of the radiation on inclined plane to global horizontal irradiation: poa_global/ghi
- power_dc: dc power
- power_ac: ac power
- efficiency_inverter: inverter efficiency
- efficiency_inverter_ref: reference inverter efficiency
- efficiency_inverter_nominal: nominal inverter efficiency
- spectral_mismatch: The ratio of power produced by a PV cell with a particular spectral distribution of light divided by the power produced by a reference spectrum, unitless.
Module Parameters¶
Module parameters are primarily used to describe the electrical characteristic of a PV module.
- alpha_isc: The temperature coefficient of short-circuit current for a PV module, in A/C [Deprecated/alternates: alpha_sc]
- beta_voc: Temperature coefficient of open-circuit voltage in V/C
- gamma_pmp: Temperature coefficient of power at maximum power point, in W/C [Deprecated/alternates: gamma_pdc]
- gamma_vmp: Temperature coefficient of voltage at maximum power point, in V/C
- gamma_imp: Temperature coefficient of voltage at maximum power point, in A/C
- photocurrent: photocurrent
- photocurrent_ref: The light-generated current (or photocurrent) at reference conditions, in amperes [Deprecated/alternates: I_L_ref]
- saturation_current: diode saturation current, in amperes
- saturation_current_ref: The dark or diode reverse saturation current at reference conditions, in amperes [Deprecated/alternates: I_o_ref]
- resistance_series: series resistance, in Ohms
- resistance_series_ref: Series resistance at reference conditions, in Ohms [Deprecated/alternates: R_s]
- resistance_shunt: shunt resistance, in Ohms
- resistance_shunt_ref: shunt resistance at reference conditions, in Ohms.
- voltage_thermal: Thermal voltage per cell in Volts, equal to k_B*T/q where k_B is the boltzman constant (in J/K), T is the temperature (in Kelvin) and q is the electron charge (in Coulombs).
- nNsVth_ref: The product of the usual diode ideality factor (n, unitless), number of cells in series (Ns), and cell thermal voltage at reference conditions, in units of V.
- nNsVth: The product of the usual diode ideality factor (n, unitless), number of cells in series (Ns), and cell thermal voltage, in units of V.
- num_cells_in_series: Number of cells in series in a PV module, unitless
- diode_factor: diode ideality factor, unitless
- adjust_cec: CEC module parameter [Deprecated/alternates: adjust]
- area_module: module area
- noct: Nominal operating cell temperature.
- band_gap_ref: Energy bandgap at reference temperature in units of eV. 1.121 eV for crystalline silicon. EgRef must be >0. For parameters from the SAM CEC module database, EgRef=1.121 is implicit for all cell types in the parameter estimation algorithm used by NREL.
- irradiance_ref: Reference irradiance in W/m^2. Typical value is 1000 W/m^2.
- temperature_ref: Reference temperature in C. Typical value is 25 C
- band_gap_temperature_coeff: The temperature dependence of the energy bandgap at reference conditions in units of 1/K. [Deprecated/alternates: dEgdT]
PV Power Plant¶
These variables demonstrate a naming scheme to for PV power plant data.
- modules_per_string: Number of modules in series in each string
- parallel_strings: Number of parallel strings in an array of modules
- tracker_type: Tracker type, can be ‘fixed’, ‘single-axis’ or ‘two-axis’
- current_dc_inv_XX: DC current for inverter XX, where XX is the name of the inverter.
- voltage_dc_inv_XX: DC voltage for inverter XX, where XX is the name of the inverter.
- power_dc_inv_XX: DC power for inverter XX, where XX is the name of the inverter.
- current_ac_inv_XX: root-mean-squared AC power for inverter XX, where XX is the name of the inverter, in amps
- voltage_ac_inv_XX: root-mean-squared AC voltage for inverter XX, where XX is the name of the inverter, in volts
- power_ac_inv_XX: root-mean-squared AC voltage for inverter XX, where XX is the name of the inverter, in watts
- ground_coverage_ratio: A value denoting the ground coverage ratio of a tracker system which utilizes backtracking; i.e. the ratio between the PV array surface area to total ground area. A tracker system with modules 2 meters wide, centered on the tracking axis, with 6 meters between the tracking axes has a gcr of 2/6=0.333. If gcr is not provided, a gcr of 2/7 is default. gcr must be <=1.
- poa_XX: Plane-of-array irradiance for sensor XX, in W/m^2.
- temperature_module_XX: Back of module temperature for sensor XX, in C
- temperature_ambient_XX: Ambient (dry bulb) temperature for sensor XX, in C


To Have and Have Not (1944)
Grade: 77
"To Have And Have Not" is a highly entertaining movie that combines drama and romance. The script and story is very good, and the cast is excellent, stocked with many favorite actors from the 1940s.
Humphrey Bogart is an entrepreneur in Vichy-controlled France, making a living renting his fishing boat. His sidekick is lovable drunkard Walter Brennan. He lives in a hotel owned by Frenchy, a Free French loyalist. Hoagy Carmichael tinkles the ivories in the hotel bar, where Bogart befriends pickpocket Lauren Bacall. Bogart and Bacall get mixed up with the Free France movement, leading to encounters with the local authorities led by Dan Seymour.
There are many similarities to "Casablanca". Bogart plays the same tough guy with a tender heart. He fights the agents of the Nazis. His love interest is a much younger blonde. He spends time in a bar with a piano player. Dan Seymour is in both films. "To Have and Have Not" is not quite in the same class, however, as the script is not as great and the direction is much looser, with several filler scenes that are fun but reduce essential dramatic tension.
The chemistry between Bogart and Bacall is remarkable. Of course, they became married in real life. In this film, however, it seems odd that Bogart's character, a jaded but honest sort, would put so much faith in a young pickpocket. This was Bacall's first movie.
The more interesting relationship is between Bogart and Brennan. Bogart respects Brennan despite his constant begging for drinks. Brennan is fond of asking strangers whether they've been bit by a dead bee, and both Brennan and Bogart listen closely to the tone of the stranger's answer. It is a quick character test, and if the stranger is annoyed by the question, he fails the test.
The 1940s seem to have a higher percentage of great films than other decades. Usually a glance at the cast is all that is needed to tell whether the film is fluff or substantial. "To Have and Have Not" demonstrates that a good story and a strong cast can make a very good film, without the emphasis on action, stunts and special effects that more recent films have.
http://members.tripod.com/~Brian_Koller/movies.html
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{{+bindTo:partials.standard_nacl_api}}
| uint32_t | modifier |
| PP_InputEvent_MouseButton | button |
| float | x |
| float | y |
| int32_t | click_count |
The PP_InputEvent_Mouse
struct represents all mouse events except mouse wheel events.
This value represents the button that changed for mouse down or up events.
This value will be PP_EVENT_MOUSEBUTTON_NONE
for mouse move, enter, and leave events.
| int32_t PP_InputEvent_Mouse::click_count |
| uint32_t PP_InputEvent_Mouse::modifier |
This value is a bit field combination of the PP_InputEvent_Modifier
flags.
| float PP_InputEvent_Mouse::x |
This values represents the x coordinate of the mouse when the event occurred.
In most, but not all, cases these coordinates will just be integers. For example, the plugin element might be arbitrarily scaled or transformed in the DOM, and translating a mouse event into the coordinate space of the plugin will give non-integer values.
| float PP_InputEvent_Mouse::y |
This values represents the y coordinate of the mouse when the event occurred.
In most, but not all, cases these coordinates will just be integers. For example, the plugin element might be arbitrarily scaled or transformed in the DOM, and translating a mouse event into the coordinate space of the plugin will give non-integer values.


Process raw EMR note text and use various NLP models to surface financial conversations between clinicians and patients. Paper based on the analysis published in JAMA Network Open
Website comparing the value of bike-share to Uber using animated visualizations, won the "Most Insightful" award in the Hubway Data Challenge
Website that let students view and add school events to their Google Calendar and uses this data to feed an automated recommendation system. Had over 400 users and 10,000 events added to calendar
D3.js visualization project examining various stakeholders in the sharing economy. Won the "Best Project" award for Harvard's visualization class
I am interested in building machine learning based products, particularly in healthcare, clean energy, and transportation. I'm currently a lead data scientist at athenahealth where I build production deep learning systems for a variety of use cases. Prior to athena I attended from the Harvard Kennedy School where I focused on using machine learning to improve public service delivery. Before graduate school I worked in a number of finance / consulting roles.


Aztec Empire [as66], plain, in Imperia, peasants: 101
Last updated Turn #110
Aztec Empire [as66], plain, in Imperia, peasants: 101
------------------------------------------------------------------------
0: Garrison [gg0y], garrison, uncontrolled, with ten peasants guards
0: Aztec Empire [as66].
17: Sunset [j3n], refugee, arrived from the north.
20: Sunset [j3n], refugee, went south.
20: Stack of harpies [gv0z], harpies, number: 12, arrived from the east.
22: Stack of harpies [gv0z] attacks Garrison [gg0y]!
22:
22: Stack of harpies [gv0z], harpies, number: 12
22:
22: Garrison [gg0y], garrison, uncontrolled, with ten peasants
22:
22: Combat round: one
22: Melee phase:
22: Stack of harpies's forces hit 12 times.
22: Garrison's forces hit one time.
22: Stack of harpies [gv0z] loses one harpie [285].
22: Garrison [gg0y] loses ten peasants [10].
22:
22: Stack of harpies [gv0z] is victorious!
22:
22: Stack of harpies lost one harpie.
22:
22: Garrison lost ten peasants.
22:
29: Pack of wolves [jb9l], wolves, number: 7, arrived from the north.
Routes leaving Aztec Empire:
North, mountain, to Aztec Empire [ar66], 10 days
East, mountain, to Imperial Mountains [as67], 10 days
South, plain, to Aztec Empire [at66], 7 days
Garrison [dd7k], garrison, uncontrolled, with four soldiers
West, forest, to Forest of the Lost [as65], 8 days
Garrison [gh8q], garrison, uncontrolled, with four soldiers
Inner locations:
Poppy field [ae0x], poppy field, 1 day
Ranger's Solace [l88], inn, 50% damaged
Sanctuary of Dol [q16], temple
Seen here:
Stack of harpies [gv0z], harpies, number: 11
Pack of wolves [jb9l], wolves, number: 7


This is A website where users may enter a GitHub username into a form, submit it, and see names and descriptions of that person's public repositories. A person can also look for repositories
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Given an input XML file and an XSL transformation file, creates the resulting XML, HTML, Text or whatever file the XSL tranformation produces
Download: XSLer_20180204.zip
Syntax: XSLer XMLfile XSLfile outputFile
Note: This tool is deprecated, I suggest you use the XSLTransform utility
Requirements: if you want to rebuild using the source code, you need Borland Delphi. You can download the free "Delphi Personal Edition" from http://www.borland.com/delphi