This is a post about creating a class. We are going to build two classes, and then run some methods. I'm going to include a lot of comments along the way.
Everyone needs a pet, and every pet needs a name
class Pet def initialize (name) @name = name end
Now we can create a pet and when we do, we're required to give it a name or we will get an error. Next we want to create a class function. This is a function that is called on the class itself, not on a particular instance of it. So it should have something to do with the entire class, not just one member of it.
def self.purpose puts "The purpose of a #{self} is love." end
That is the purpose of a pet, no? Next we need some instance methods, to be called on our particular pet. Given the broad range of pets, there's not many things I can think of. After them we will close the class definition with another end
def eat puts "#{@name} eats" end def sleep puts "zzzzzz" end end
I think it is worth creating a sub-class of Pet, in order to illustrate a few things. First notice how we make it a sub-class so it will inherit methods and other features of the parent unless with change them when we define the sub-class.
class Dog < Pet
Now that we've narrowed down our type of Pet we can put in more methods. For example, dogs are not silent like fish.
def bark puts "#{@name} says 'Arf!'" end
However, even though all Pets eat, Dogs eat a bit differently, so we'll change that instance method and then close the class definition.
def eat puts "#{@name} drools and then eats" end end
Now let's use our classes and methods to see how they work. What's the purpose of a Pet?
Pet.purpose #=> The purpose of a Pet is love.
My first pet is named Kate, but our Class doesn't give me feedback when I create and name her. At least I don't get an error!
kate = Pet.new("Kate") #=> nil
Let's give Kate some food:
kate.eat #=> Kate eats
And if we leave her alone for a while she might.....
kate.sleep #=> zzzzzzz
What if we ask Kate to bark?
kate.bark # Error: Kate doesn't have this method because she's not a dog
And we also get an error if we look for a deep purpose in Kate
kate.purpose # Error: this is a class (not an instance) method, so kate doesn't have it
Let's move on to dogs. Do they have a purpose?
Dog.purpose #=> The purpose of a Dog is love
They do, even though we didn't tell the Dog class its purpose. A class must inherit from its parent not just instance methods but class methods. Nice to know! Let's create and name our dog. My name is really original!
rover = Dog.new("Rover") #=> nil
Did that almost sneak by? I wasn't sure it would work myself. Since we didn't define an initialize method for the Dog class, it did inherit even that method from the Pet class, so our creation of Rover included giving him a name.
Rover of course eats like a dog, but sleeps just like any other pet because the sleep method was inherited while the eat method was changed by the Dog class definition. He also does something mere Pets cannot, since that method is unique to Dogs (so far):
rover.eat #=> Rover drools and then eats rover.sleep #=> zzzzzzz rover.bark #=> Rover says 'Arf!'
Actually I lied a little bit above. Rover does know his purpose as a dog. You just have to remind him he is one with the #class
method that can be called on any object asking it to show some class (oh, sorry, couldn't resist the pun--the class of which it is a member). This is different from "a class method", which is describes all the methods that can be called on the particular class.
Confusing, huh? Let me try some more. #class
is an instance method, created in the definition of "Object", the ultimate parent class of all classes in Ruby. Any object can have .class
written after it, and Ruby will return the name of the class that object is a member of. On the other hand, the definition of any class can define, using the self
language we saw above, a method that will be available when called on that class's name.
Still not there? I'm not surprised. It is confusing. So here's an example.
rover.class.purpose #=> The purpose of a Dog is love.
We used the #class
method on rover
, so Ruby evaluated it as Dog (the class Dog). Then we used #purpose
on that and got the purpose of Dogs. You can even ask Dogs what their parent class's purpose is:
rover.class.superclass.purpose #=> The purpose of a Pet is love.
Now you've learned enough to be dangerous about how to define a class, give it class and instance methods, define a sub-class with inherited methods, revise those inherited methods and add new ones. And you know how to get information from a class or a member of that class using all those methods. Go forth and use that knowledge for good!


Converts a stack extracted using extract_stack() to a traceback stack.
tf.compat.v1.app.flags.tf_decorator.tf_stack.convert_stack
tf.compat.v1.flags.tf_decorator.tf_stack.convert_stack( stack, include_func_start_lineno=False )
stack
: A list of n 5-tuples,
(filename, lineno, name, frame_globals, func_start_lineno).include_func_start_lineno
: True if function start line number should be
included as the 5th entry in return tuples.A tuple of n 4-tuples or 5-tuples (filename, lineno, name, code, [optional: func_start_lineno]), where the code tuple element is calculated from the corresponding elements of the input tuple.


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Answer the following questions to get your personalized workout & diet plans
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Sass (short for syntactically awesome style sheets) is a preprocessor scripting language that is interpreted or compiled into Cascading Style Sheets (CSS). SassScript is the scripting language itself.
Sass consists of two syntaxes. The original syntax, called "the indented syntax," uses a syntax similar to Haml. It uses indentation to separate code blocks and newline characters to separate rules. The newer syntax, "SCSS" (Sassy CSS), uses block formatting like that of CSS. It uses braces to denote code blocks and semicolons to separate rules within a block. The indented syntax and SCSS files are traditionally given the extensions .sass and .scss, respectively.
 This is where a CSS pre-processor can help.
Sass lets you use features that do not exist in CSS, like variables, nested rules, mixins, imports, inheritance, built-in functions, and other stuff.
Variables are a way to store information that you can re-use later.
With Sass, you can store information in variables, like:
- strings
- numbers
- colors
- booleans
- lists
Sass uses the $ symbol, followed by a name, to declare variables:
$variablename: value;
The following example declares 4 variables named myFont, myColor, myFontSize, and myWidth. After the variables are declared, you can use the variables wherever you want:
$myFont: Helvetica, sans-serif;
$myColor: red;
$myFontSize: 18px;
$myWidth: 680px;
body {
font-family: $myFont;
font-size: $myFontSize;
color: $myColor;
}
#container {
width: $myWidth;
}
Sass variables are only available at the level of nesting where they are defined.
Look at the following example:
$myColor: red;
h1 {
$myColor: green;
color: $myColor;
}
p {
color: $myColor;
}
The default behavior for variable scope can be overridden by using the !global switch.
!global indicates that a variable is global, which means that it is accessible on all levels.
$myColor: red;
h1 {
$myColor: green !global;
color: $myColor;
}
p {
color: $myColor;
}
Just like CSS, Sass also supports the @import
directive.
The @import
directive allows you to include the content of one file in another.
@import filename;


A little background on GPGPU programming
When I first got a good grasp of how to write my own shaders, I became very interested in using graphics programs to solve general programming problems. Using 2d or 3d vertex fields to setup thread groups and putting instance data in vertex the program's vertex and fragment format, writing the result to a carefully prepared texture; so called GPGPU programming.
Offloading certain types of non-graphical problems onto the GPU is highly appealing for a few reasons. First, the highly parallelized design of a GPU makes it very good at solving otherwise highly iterative problems. Pathfinding and physics simulation come to mind. Second, GPUs are ubiquitous on mobile devices, so being able to offload some game logic onto the GPU could improve CPU performance on such platforms.
The idea with GPGPU is to solve some problem in a graphics program. During your game's initialization routine, it compiles the program and retains a handle to it - like any other shader - and whenever the problem you've encapsulated in the graphics program needs to be solved, you marshall the data in shader friendly formats (textures, floats), dispatch the program and read the results (output texture/s).
Unfortunately, as it stands today, there is a massive bottleneck when it comes to copying back data from graphics memory to system memory. In other words, there is a big time penalty whenever your game tries to read the graphics program's output.
Although its not always realistic, if you can manage to completely avoid reading back the graphics program's output on the CPU side, this penalty can be avoided.
This compute shader is an example of such a graphics program.
An overview of the program
The program can be divided into two separate parts: the game logic and the Game of Life simulation.
The game logic is responsible for collecting player input, moving the character, determining if the player is interacting with the Game of Life simulation and passing input data to the simulation. This is done in a single thread on the CPU.
The Game of Life simulation is responsible for updating the simulation state and handling user input with the simulation. This is done with a varying (but large) number of threads on the GPU. Since the simulation's state is calculated concurrently, the simulation data is double buffered to prevent collision issues. The program uses one texture as the input state and another texture as the output state. Whenever the simulation graphics program is dispatched, the two textures are flipped. Once the simulation has completed updating the data, the texture it wrote to is passed to a traditional fragment shader and used to color the surface of the various computer screens in the demo scene.
By watching the demo video, you may have noticed that the demonstration takes place in a kind of computer lab. Conceptually, there are 3 spaces in the demo scene. First, there is the 3D space of the computer lab, where the player can move his character around. Second, there is the 2D screen space of the controller computer. This computer displays a number of buttons that affect Game of Life simulation parameters (simulation tick rate, state). Third, there is the 2D simulation space, where the game of life simulation takes place.
Whenever the user clicks the left mouse button, the cursor's corresponding worldspace coordinate is calculated, and a ray is sent from that position along the users camera direction. If the ray intersects with a computer screen, the worldspace collision coordinate is mulled into that computer screen's local coordinate system, thereby giving the cursor's position within the virtual display. Depth is discarded, leaving the program with a 2D display coordinate. If the display was showing the Game of Life simulation, the cursor's position is converted into a texture coordinate and passed to the simulation's compute shader, to set the corresponding Game of Life cell to alive. If the screen was displaying the simulation controls, some AABB to point collisions are calculated, and if the cursor is within a button, some callback function is called, resulting in a parameter change in the simulation.
Implementation of the Game of Life graphics program
Here you can take a look at Game of Life simulation compute shader. The program is made up of 3 separate kernels: Main, UserInput, CopyColorBuffer.
Main reads the old state from the _Input texture and writes the new state to the _Output texture. Its written from the perspective of a single cell within the simulation space. The thread group is 3x3, representing the cell that is currently being evaluated and its 8 neighbours.
UserInput handles user input with the simulation. If _InputDown is true, the cell at _TexelCoordinate is set to alive.
CopyColorBuffer copies data between the two data buffers.
//
// Name: GameOfLife
// Description: Compute shader implementation of game of life.
//
#pragma kernel Main
#pragma kernel UserInput
#pragma kernel CopyColorBuffer
//*********
// Uniforms
//*********
RWTexture2D _Input;
RWTexture2D _Output;
float2 _TexelCoordinate;
int _InputDown;
// x, y, z
[numthreads(3, 3, 1)]
void Main (uint3 dtid : SV_DispatchThreadID, uint3 Gid : SV_GroupID, uint3 GTid : SV_GroupThreadID)
{
//Calc offset
float2 offset = float2(Gid.x * 1, Gid.y * 1) + float2(GTid.x-2,GTid.y-2).xy + float2(0,0);
//Collect neighbour data
float neighbourValue = 0;
neighbourValue += int(_Input[offset + float2(-1,1)]);
neighbourValue += int(_Input[offset + float2( 0,1)]);
neighbourValue += int(_Input[offset + float2( 1,1)]);
neighbourValue += int(_Input[offset + float2(-1,0)]);
neighbourValue += int(_Input[offset + float2( 1,0)]);
neighbourValue += int(_Input[offset + float2(-1,-1)]);
neighbourValue += int(_Input[offset + float2( 0,-1)]);
neighbourValue += int(_Input[offset + float2( 1,-1)]);
//Evaluate
//Im alive
if ((_Input[offset + float2( 0,0)]) == 1.0)
{
if (neighbourValue < 2 || neighbourValue > 3) //CORRECT
{
_Output[offset + float2( 0,0)] = 0.0;
}
else
_Output[offset + float2( 0,0)] = 1;
}
//Im dead
else if (ceil(_Input[offset + float2( 0,0)]) < 1.0)
{
if (neighbourValue == 3)
_Output[offset + float2( 0,0)] = 1.0;
}
}
// x, y, z
[numthreads(30, 30, 1)]
void UserInput (uint3 dtid : SV_DispatchThreadID, uint3 Gid : SV_GroupID, uint3 GTid : SV_GroupThreadID)
{
float2 offset = float2(Gid.x * 30, Gid.y * 30) + float2(GTid.x-29,GTid.y-29).xy;
//Handle input
if (_InputDown)
_Output[offset + _TexelCoordinate] = 1.0;
}
// x, y, z
[numthreads(30, 30, 1)]
void CopyColorBuffer (uint3 dtid : SV_DispatchThreadID, uint3 Gid : SV_GroupID, uint3 GTid : SV_GroupThreadID)
{
float2 offset = float2(Gid.x * 30, Gid.y * 30) + float2(GTid.x-29,GTid.y-29).xy;
//Copy color
_Input[dtid.xy] = _Output[dtid.xy];
}


--- redirect_from: /ru/TipsAndTweaks.html title: "ConEmu | Tips and Tweaks" ---
Page is under construction
minimize ConEmu to taskbar status area (hide from screen).
console app will starts in new ConEmu tab.
goto ‘Settings’ -> ‘Integration’ and check ‘Force ConEmu as default terminal...’, you may also adjust list of hooked applications from which you like to run console applications.
you may unpack ConEmu files to special folder, use portable mode with ConEmu.xml
file, pin shortcut to taskbar and use Windows 7 jump list.
For example, when I need to build ConEmu I just right-click on special icon in taskbar and choose configuration (Debug, Release and so on), and build will starts in Quake-style console. On build errors TypeBuildErrors.cmd "Errors.log"
called to highlight lines with errors and warnings. I can Ctrl+Click on error and get source file in the editor positioned on error-line. After fixing all errors I just press Win+~
to ‘restart’ console, this will starts build again.
will be clarified, WinRar required
@echo off cd /d "%~dp0" set cever= if not "%~1"=="" set cever=.%~1 set inc_List= set exc_List= echo Setup=ConEmu.exe>ConEmuPortableRarInfo.txt echo Silent=1 1>>ConEmuPortableRarInfo.txt echo Overwrite=1 1>>ConEmuPortableRarInfo.txt if "%~1"=="" echo TempMode>>ConEmuPortableRarInfo.txt if not "%~1"=="" echo TempMode=Run ConEmu %~1 portable?, ConEmu %~1 1>>ConEmuPortableRarInfo.txt cd Release set inc_List=%inc_List% ConEmu.exe ConEmu\ConEmuC.exe ConEmu\ConEmuCD.dll ConEmu\ConEmuHk.dll set inc_List=%inc_List% ConEmu\ConEmuC64.exe ConEmu\ConEmuCD64.dll ConEmu\ConEmuHk64.dll set inc_List=%inc_List% ..\Portable_Test\*.* if exist "..\ConEmuPortable%cever%.exe" del "..\ConEmuPortable%cever%.exe" rar a -r -ep1 -sfxDefault.sfx -z..\ConEmuPortableRarInfo.txt "..\ConEmuPortable%cever%.exe" %inc_List% %exc_List% if errorlevel 1 pause & goto :EOF call T:\VCProject\FarPlugin\ConEmu\ConEmu-key\sign_any.bat "..\ConEmuPortable%cever%.exe"


|
| | NineSlice (string source, int width=0, int height=0, Rectangle?fillRect=null) |
| | Create a new NineSlice with a file path to a Texture. More...
|
| |
| | NineSlice (Texture texture, int width, int height, Rectangle?fillRect=null) |
| | Create a new NineSlice with a Texture. More...
|
| |
| | NineSlice (AtlasTexture texture, int width, int height, Rectangle?fillRect=null) |
| | Create a new NineSlice with an AtlasTexture. More...
|
| |
| NineSlice | SetFillRect (int x1, int y1, int x2, int y2) |
| | Set the FillRect of the NineSlice. This determines which areas are stretched or tiled when rendering the tiles. More...
|
| |
| Rectangle | GetFillRect () |
| | Get the FillRect of the NineSlice. This determines which areas are stretched or tiled when rendering the tiles. More...
|
| |
| NineSlice | SetBorderPadding (int top, int right, int bottom, int left) |
| | Set the FillRect of the NineSlice using padding values. More...
|
| |
| NineSlice | SetBorderPadding (int padding) |
| | Set the FillRect of the NineSlice using padding values. More...
|
| |
| NineSlice | SetBorderPadding (int horizontal, int vertical) |
| | Set the FillRect of the NineSlice using padding values. More...
|
| |
| override void | Render (float x=0, float y=0) |
| | Draw the NineSlice. More...
|
| |
|
Transformation | AddTransform (Transformation transform) |
| |
|
Transformation | AddTransform (Vector2 translation, Vector2 scale, Vector2 origin, float rotation) |
| |
|
Transformation | AddTransform () |
| |
|
Transformation | RemoveTransformation (Transformation transform) |
| |
|
Transformation | PopTransformation () |
| |
| virtual void | ClearShader () |
| | Removes the shader from the graphic. More...
|
| |
| void | SetPosition (float x, float y) |
| | Set the position of the Graphic. More...
|
| |
| void | SetPosition (Graphic g, float offsetX=0, float offsetY=0) |
| | Set the position of the Graphic. More...
|
| |
| void | SetPosition (Vector2 xy) |
| | Set the position of the Graphic. More...
|
| |
| void | SetOrigin (float x, float y) |
| | Set the origin of the Graphic. More...
|
| |
| void | SetOrigin (Vector2 xy) |
| | Set the origin of the Graphic. More...
|
| |
| void | SetTexture (string path) |
| | Set the Texture that the Graphic is using (if it is using one.) More...
|
| |
| void | SetTexture (Texture texture) |
| | Set the Texture that the Graphic is using (if it is using one.) More...
|
| |
| void | SetTexture (AtlasTexture atlasTexture) |
| | Set the Texture that the Graphic is using (if it is using one.) More...
|
| |
| virtual void | Update () |
| | Update the graphic. More...
|
| |
| virtual void | CenterOrigin () |
| | Centers the graphic origin. More...
|
| |
| virtual void | CenterOriginZero () |
| | Centers the graphic origin while retaining its relative position. More...
|
| |
|
| static void | SetFillRect (string key, int x1, int y1, int x2, int y2) |
| | Register a fill rectangle for a specific asset. Useful for not having to set the same fill rect every time you use a NineSlice for a specific image. More...
|
| |
| static void | SetFillRect (string[] keys, int x1, int y1, int x2, int y2) |
| | Sets the FillRect for a NineSlice globally. More...
|
| |
| static void | SetBorderPadding (string key, int top, int right, int bottom, int left) |
| | Set the FillRect of the NineSlice using padding values. More...
|
| |
| static void | SetBorderPadding (string key, int padding) |
| | Set the FillRect of the NineSlice using padding values. More...
|
| |
| static void | SetBorderPadding (string key, int horizontal, int vertical) |
| | Set the FillRect of the NineSlice using padding values. More...
|
| |
|
| bool | UseInsideOrigin |
| | Draw the panel from the top left corner of the middle slice. More...
|
| |
| bool | SnapWidth |
| | When using PanelType.Tiled snap the width to increments of the tile width. More...
|
| |
| bool | SnapHeight |
| | When using PanelType.Tiled snap the height to increments of the tile height. More...
|
| |
| PanelSizeMode | PanelSizeMode = PanelSizeMode.All |
| | Determines how the size of the panel will be adjusted when setting PanelWidth and PanelHeight. If set to All, the entire panel will be the width and height. If set to Inside, the inside of the panel will be the width and height. More...
|
| |
|
List< Transformation > | Transforms = new List<Transformation>() { new Transformation() } |
| |
| bool | Relative = true |
| | Determines if the Graphic is rendered relative to its Entity. More...
|
| |
| bool | Visible = true |
| | Determines if the Graphic will render. More...
|
| |
| float | ScrollX = 1 |
| | The scroll factor for the x position. Used for parallax like effects. Values lower than 1 will scroll slower than the camera (appear to be further away) and values higher than 1 will scroll faster than the camera (appear to be closer.) More...
|
| |
| float | ScrollY = 1 |
| | The scroll factor for the y position. Used for parallax like effects. Values lower than 1 will scroll slower than the camera (appear to be further away) and values higher than 1 will scroll faster than the camera (appear to be closer.) More...
|
| |
| float | ShakeX |
| | The horizontal amount to randomly offset the graphic by each frame. More...
|
| |
| float | ShakeY |
| | The vertial amount to randomly offset the graphic by each frame. More...
|
| |
| Rectangle | TextureRegion |
| | The region to render the Texture with. More...
|
| |
| Rectangle | AtlasRegion |
| | The Rectangle to render an AtlasTexture with. More...
|
| |
| Shader | Shader |
| | The shader to be applied to this graphic. More...
|
| |
| string | Name = "Graphic" |
| | The name of the graphic. More...
|
| |
| BlendMode | Blend = BlendMode.Alpha |
| | The blend mode to be applied to this graphic. More...
|
| |
| bool | RepeatX |
| | Determines if the image should be rendered multiple times horizontally. More...
|
| |
| bool | RepeatY |
| | Determines if the image should be rendered multiple times vertically. More...
|
| |
|
| PanelType | PanelType [get, set] |
| | The type of panel to use for the NineSlice. More...
|
| |
| Rectangle | ClippingRegion [get, set] |
| | Render the NineSlice through a clipping rectangle. More...
|
| |
| bool | UsePanelClip [get, set] |
| | Determines if the ClippingRegion is used or not. More...
|
| |
| int | PanelWidth [get, set] |
| | Set the panel width of the NineSlice. This will update and rerender it. More...
|
| |
| int | PanelHeight [get, set] |
| | Set the panel height of the NineSlice. This will update and rerender it. More...
|
| |
|
Transformation | Transform [get] |
| |
| float | X [get, set] |
| | The X position of the Graphic. More...
|
| |
| float | Y [get, set] |
| | The Y position of the Graphic. More...
|
| |
| float | ScaleX [get, set] |
| | The horizontal scale of the graphic. Used in the final transformation. More...
|
| |
| float | ScaleY [get, set] |
| | The vertical scale of the graphic. Used in the final transformation. More...
|
| |
| float | Angle [get, set] |
| | The angle of rotation of the graphic. Used in the final transformation. More...
|
| |
| float | OriginX [get, set] |
| | The X origin point to scale and rotate the graphic with. Used in the final transformation. More...
|
| |
| float | OriginY [get, set] |
| | The Y origin point to scale and rotate the graphic with. Used in the final transformation. More...
|
| |
| Color | Color [get, set] |
| | The base color of the Graphic. Multiplies the vertices of the graphic by this color. More...
|
| |
| virtual Texture | Texture [get, set] |
| | The texture that the graphic is using. More...
|
| |
| float | Alpha [get, set] |
| | The base transparency of the graphic. A shortcut to access the base color's Alpha. More...
|
| |
| int | Width [get, set] |
| | The width of the Graphic. More...
|
| |
| int | Height [get, set] |
| | The height of the Graphic. More...
|
| |
| float | ScaledWidth [get, set] |
| | The width in pixels of the image after applying the X scale. More...
|
| |
| float | ScaledHeight [get, set] |
| | The height in pixels of the image after applying the Y scale. More...
|
| |
| virtual bool | Smooth [get, set] |
| | Smooth the texture of a sprite image while scaling it. More...
|
| |
| float | Scroll [get, set] |
| | Set both ScrollX and ScrollY. More...
|
| |
| float | HalfWidth [get] |
| | Half of the width. More...
|
| |
| float | HalfHeight [get] |
| | Half of the height. More...
|
| |
| float | Scale [set] |
| | Sets both the ScaleX and ScaleY at the same time. More...
|
| |
| bool | Repeat [set] |
| | Sets both RepeatX and RepeatY at the same time. More...
|
| |
| float | Shake [set] |
| | A shortcut to set both ShakeX and ShakeY. More...
|
| |
| float | Left [get] |
| | The X position of the left side of the Graphic. More...
|
| |
| float | Top [get] |
| | The Y position of the top of the Graphic. More...
|
| |
| float | Right [get] |
| | The X position of the right side of the Graphic. More...
|
| |
| float | Bottom [get] |
| | The Y position of the bottom of the Graphic. More...
|
| |
| int | TextureLeft [get] |
| | The X position of the left of the Texture. More...
|
| |
| int | TextureRight [get] |
| | The X position of the right of the Texture. More...
|
| |
| int | TextureTop [get] |
| | The Y position of the top of the Texture. More...
|
| |
| int | TextureBottom [get] |
| | The Y position of the bottom of the Texture. More...
|
| |
Graphic type used to render a panel made up of 9 slices of an image. Handy for rendering panels with border graphics.


|
My Project
|
Public Member Functions | |
| void | SavePacket (SerializedPacket *packet) |
Protected Attributes | |
| QuicFramer | framer_ |
| MockRandom | random_generator_ |
| StrictMock< MockDelegate > | delegate_ |
| TestPacketGenerator | generator_ |
| QuicPacketCreator * | creator_ |
| SimpleQuicFramer | simple_framer_ |
| std::vector< SerializedPacket > | packets_ |
| QuicAckFrame | ack_frame_ |
| struct iovec | iov_ |


Hierarchical Action Classification with Network Pruning, Mahdi Davoodikakhki and KangKang Yin. 15th International Symposium on Visual Computing (ISVC 2020).


Ernie Existential
Meandering Nobody
2010
present
Anytown, USA
Café Dweller
Responsible for occupying the table near the window. Order mochas three times a week, every week. Pretend to be okay with where all the time went.
Sept 1990
Feb 2002
Parents' House
Big Toe Stubber
It may not seem like a watershed moment for those of you reading this, but the pain I felt in my left foot's big toe was noteworthy during these twelve years.
Mar 1980
Apr 1989
Various Couches
Executive Snacker⁄Sleep Coordinator
Mastered the art of snacking on an extreme budget. Made thick cheese sandwiches in complete darkness on several occasions. Achieved elite status in being able to sleep soundly while housemates got ready for work.
Jun 1962
Feb 1979
Crustville, AK
Soil Artist
Prepared bags of generic "happy feed" for the lawns of the wealthy. Developed lasting resentment for outdoor work and the wealthy.


|
No.
|
Question Content
|
| <[getQuestionIndex($index)]> |
|
Click on Create Question to create a new question and link it to a skill in this topic
|
No.
|
Question Content
|
Status
|
| <[$index + 1]> |
|
<[questionSuggestionThread.suggestion.status]>
|
Page <[currentPage + 1]>


The concept for “Tommi-Torte” came from my passion for the vegan lifestyle, especially for vegan desserts. Since the beginning of 2001 I became more and more interested in vegan food. Back In those days it was not that easy to get vegan products, so you had to be creative. Today, however due to the multitude of vegan ingredients available, it is amazing how simple it is to recreate ‘Grandmothers’ finest cakes without using animal products.
My style of baking is 100% vegan and has evolved over a 20-year period working in kitchens around the world.
From ‘A’ Apple-Crumple-Cake to ‘Z’ Zucchini-Lemon-Cake, all the cakes are available for each customers preference. The ingredients are personally chosen by myself and every single cake is handmade.
No cake is like the other! Pre-produced goods like dough, cake bases or buttercream will not be used, therefor pre-ordering is required to allow time to create your bespoke cake.
Delivery available for events, coffee-shops, offices or simply for a Sunday afternoon home treat!
Chocolate! Everyone loves it. This time in combination with pistachio and caramelized walnuts.
Autumn is the perfect time for Carrot-Cake, filled with Lime-Butter-Creme and additional Cranberries covered in Walnut-Buttercream. Happy Thanksgiving!
Somewhere over the rainbow, skies are blue and cakes are colorful. This cake is pure heaven, with plain vanilla-taste, lots of colors and covered in sugarpaste.


- instance.close() (instance method)
- instance.destroy() (instance method)
- instance.getCollection() (instance method)
- instance.getElement() (instance method)
- instance.next() (instance method)
- instance.open() (instance method)
- instance.previous() (instance method)
- instance.resize() (instance method)
- is called when triggering method ``close``. (global variable or constant), [1]
- (is called when triggering method ``close`` attribute)
- is called when triggering method ``destroy``. (global variable or constant), [1]
- (is called when triggering method ``destroy`` attribute)
- is called when triggering method ``move``. (global variable or constant), [1]
|
- is called when triggering method ``next``. (global variable or constant), [1]
- (is called when triggering method ``next`` attribute)
- is called when triggering method ``open``. (global variable or constant), [1]
- (is called when triggering method ``open`` attribute)
- is called when triggering method ``play``. (global variable or constant), [1]
- is called when triggering method ``previous``. (global variable or constant), [1]
- (is called when triggering method ``previous`` attribute)
- is called when triggering method ``resize``. (is called when triggering method ``resize`` attribute)
- is called when triggering method ``stop``. (global variable or constant), [1]
- is called when triggering method ``toggle``. (global variable or constant), [1]
- is called when triggering method ``update``. (global variable or constant), [1], [2]
- is called when triggering private method ``complete``. (is called when triggering private method ``complete`` attribute)
- is called when triggering private method ``load``. (is called when triggering private method ``load`` attribute)
- is called when triggering private method ``unload``. (is called when triggering private method ``unload`` attribute)
|


Here is the analysis for each sentence of the text that you provide.
If argumentative/suggestion is green it means that the sentence is argumentative/suggestion.
If sentiment is green it means that this sentence has a positive sentiment.
If it is not correct and you want to help us to improve our system please click the
button bellow and provide us the correct answers.
You can change the values by clicking on each button. When you think it is correct just hit "Submit it!"


| XXX-1 General Information
-
| Synonyms: |
Dehydrated castor oil |
| Chemical Category: |
Others |
| Hydroxyl Number, mg KOH/g: |
70 |
Usage and Performance Characteristics
-
| Manufacturer: |
Caschem, Inc |
| Outstanding Properties: |
Reactive plasticizer, non-migratory, non-extractable |
| Used for Polymeric Materials: |
PU, melamine |
| Used for Products: |
Coatings |
Physical Properties
-
| Specific Gravity: |
0.942 (25°C) |
| Aggregate State at 25°C: |
Liquid, oily |
Chemical Properties
-
| Iodine Value, g/100 g: |
120 |
| Saponification Value, mg KOH/g: |
187 |
Optical Properties
Plasticizers Database (2nd Electronic Edition) Copyright © 2004 by ChemTec Publishing |


Rhetoric
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Hospital 2
Hours:
8:00 am to 12:00 pm, from Monday to Friday.
Location
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+1<PHONE_NUMBER>
www.mountsinai.on.ca


--- layout: post status: publish published: true title: A September to Misremember - Podcast Episode 6.35 author: display_name: Corey Fineran login: Corey email<EMAIL_ADDRESS>url: '' author_login: Corey author_email<EMAIL_ADDRESS>wordpress_id: 10411 wordpress_url: http://ivyenvy.com/?p=10411 date: '2014-09-15 22:00:26 +0000' date_gmt: '2014-09-16 03:00:26 +0000' categories: - Podcast tags: [] comments: [] ---
A few weeks ago, we had high hopes for the month of September. The prospects were coming up and we were going to get a good glimpse at the 2015 Cubs. Things haven't gone as planned and it's been downright miserable. On this episode, we discuss where our heads are with the 2014 Chicago Cubs.
The Kane County Cougars are the 2014 Midwest League Champions and the Daytona Cubs come up short in the Florida State League playoffs. We talk about the impact this minor league post-season experience can have on players. We also briefly discuss the future of both of these teams in the Cubs organization.
We answer a handful of listener questions, Kurt gives a scary stat of the week, we read some internet muscle flexes and we pick a winner for this week's photo caption contest.
If you'd like to support our Patreon campaign, check it out at http://patreon.com/ivyenvy.


She's a rising junior at Boston Latin School. She likes coding and jamming out to music. She currently resides in Dorchester, Massachusetts with her mom, dad, and brother.
She's a rising junior at Cambridge Rindge and Latin. She likes coding and reading. She currently resides in Cambridge, Massachusetts with her mom, dad, and sister.
She's a rising junior at Hopkinton High School. She likes coding and solving math problems. She currently resides in New Hampshire with her mom, brother, and sister.
She's a rising junior at Kipp Academy Lynn. She likes to hang out with her friends, watching TV shows, and trying out new things. She currently resides in Lynn, Massachusetts with her uncle, grandma, mom, and sister.


|
Bitstream Interpretation Library (BIL)
0.1
|
Models a XDL design. More...
#include <xdl/model/Design.hpp>
Public Member Functions | |
| Design () | |
| Constructs a new Design instance. | |
| std::string & | name () |
| Gets design name. | |
| const std::string & | name () const |
| Gets design name read only. | |
| std::string & | deviceName () |
| Gets device name. | |
| const std::string & | deviceName () const |
| Gets device name read only. | |
| std::string & | ncdVersion () |
| Gets NCD version string. | |
| const std::string & | ncdVersion () const |
| Gets NCD version string read only. | |
| std::string & | attributes () |
| Gets attribute string. | |
| const std::string & | attributes () const |
| Gets attribute string read only. | |
| Instances & | instances () |
| Gets instances. | |
| const Instances & | instances () const |
| Gets instances read only. | |
| Nets & | nets () |
| Gets the nets. | |
| const Nets & | nets () const |
| Gets the nets read only. | |
| void | clear () |
| Resets all properties to default values. |
Models a XDL design.
A XDL design consists basically of its instances and its nets. Instances represent used primitive sites, and are connected by nets. Nets are denoted by their constituting PIPs and are attached to the primitive sites/instances by pins.
Definition at line 24 of file Design.hpp.
| Design::Design | ( | ) |
Constructs a new Design instance.
Definition at line 11 of file Design.cpp.
| std::string & Design::name | ( | ) |
| const std::string & Design::name | ( | ) | const |
| std::string & Design::deviceName | ( | ) |
| const std::string & Design::deviceName | ( | ) | const |
| std::string & Design::ncdVersion | ( | ) |
| const std::string & Design::ncdVersion | ( | ) | const |
| std::string & Design::attributes | ( | ) |
| const std::string & Design::attributes | ( | ) | const |
Gets attribute string read only.
Definition at line 65 of file Design.cpp.
| Instances & Design::instances | ( | ) |
| const Instances & Design::instances | ( | ) | const |
| Nets & Design::nets | ( | ) |
| const Nets & Design::nets | ( | ) | const |
| void Design::clear | ( | ) |
Resets all properties to default values.
Definition at line 95 of file Design.cpp.


$m = microtime(true); $myvar = @strtotime("1997-12-23 05:30:0"); ?>
I am currently
years old. By.Lomal


AGT allows people to soft-bet on sports game outcomes. It uses JavaScript, Axios and Materialize.
Github Repo | Deployed on Heroku
This is my original idea for a mobile app, at least a small slice of it. It uses Node, Axios, and Express.
Travelynx lets people travel in groups with ease. It uses Node, Axios, Express, REACT and MongoDB.
This app is a simple CRUD app modeled like a POS for a restuarant. It uses Node, Express, and MySQL.


What's your take on the EDA experience?
To put it bluntly It's going to be a lot of hard work and will require a lot of self education.
What are your impressions?
So far I think the lack of technical knowledge will not be a hurdle.
How do you see yourself engaging with this type of culture?
I'm used to working in a team and helping people out so I think I'll be fine.
Have your expectations of EDA changed? If so, how?
They haven't changed much but I wonder if there'll be enough support provided.
Are you excited to participate in this kind of learning environment? Does it make you nervous?
Yes, I am excited to an extent. I'm nervous about my capacity to retain what I will learn but time will tell.


Hello World Annyang
Author: Michael Serrato.
Test of Applications in the library Annyang of JavaScript


Welcome to the HAWK single page app
You can log in with the username
john
and password
secret
Log In
Secure Request Results


1
Use the HTML5 doctype
{% highlight html %}{% endhighlight %}--- title: Getting started with Bulma layout: documentation doc-tab: overview doc-subtab: start breadcrumb: - home - documentation - overview - overview-start ---
Bulma is a CSS library. This means it provides CSS classes to help you style your HTML code.
To use Bulma, you can either use the pre-compiled .css
file or install the .sass
files so you can customize it to your needs.
For Bulma to work correctly, you need to make your webpage responsive.
1
Use the HTML5 doctype
{% highlight html %}{% endhighlight %}2
Add the responsive viewport meta tag
{% highlight html %}{% endhighlight %}If you want to get started right away, you can use this HTML starter template. Just copy/paste this code in a file and save it on your computer.
bulma-start
is a tiny npm package that includes the npm
dependencies you need to build your own website with Bulma.


The purpose of this test is to measure pipe bandwidth.
The first test bw_pipe - measures pipe bandwidth between two processes moving 50MB of data through the pipe in 64KB chunks.
The second test bw_unix - measures how fast a parent process can read data through a pipe from a forked child process.


{% extends "layouts/public_base.html" %} {% block content %} {{ _('An Error Occurred...') }} 404 {{ _("We're sorry, but this page was not found.") }} {{ _('Home') }} {% endblock %}
{{ _("We're sorry, but this page was not found.") }}


import {OverlayModule} from '@angular/cdk/overlay';
Overlay
Service to create Overlays. Overlays are dynamically added pieces of floating UI, meant to be used as a low-level building block for other components. Dialogs, tooltips, menus, selects, etc. can all be built using overlays. The service should primarily be used by authors of re-usable components rather than developers building end-user applications.
An overlay is a PortalOutlet, so any kind of Portal can be loaded into one.
| Name | Description |
|---|---|
|
Scrolling strategies that can be used when creating an overlay. |
| create | |
|---|---|
|
Creates an overlay. |
|
| Parameters | |
|
config? OverlayConfig
|
Configuration applied to the overlay. |
| Returns | |
OverlayRef
|
Reference to the created overlay. |
| position | |
|---|---|
|
Gets a position builder that can be used, via fluent API, to construct and configure a position strategy. |
|
| Returns | |
OverlayPositionBuilder
|
An overlay position builder. |
OverlayContainer
Container inside which all overlays will render.
| getContainerElement | |
|---|---|
|
This method returns the overlay container element. It will lazily create the element the first time it is called to facilitate using the container in non-browser environments. |
|
| Returns | |
HTMLElement
|
the container element |
FullscreenOverlayContainer
extends
OverlayContainer
Alternative to OverlayContainer that supports correct displaying of overlay elements in Fullscreen mode https://developer.mozilla.org/en-US/docs/Web/API/Element/requestFullScreen
Should be provided in the root component.
| getContainerElement | |
|---|---|
|
This method returns the overlay container element. It will lazily create the element the first time it is called to facilitate using the container in non-browser environments. |
|
| Returns | |
HTMLElement
|
the container element |
| getFullscreenElement | |
|---|---|
|
When the page is put into fullscreen mode, a specific element is specified. Only that element and its children are visible when in fullscreen mode. |
|
| Returns | |
Element
|
|
OverlayPositionBuilder
Builder for overlay position strategy.
| flexibleConnectedTo | |
|---|---|
|
Creates a flexible position strategy. |
|
| Parameters | |
|
origin FlexibleConnectedPositionStrategyOrigin
|
Origin relative to which to position the overlay. |
| Returns | |
FlexibleConnectedPositionStrategy
|
|
| global | |
|---|---|
|
Creates a global position strategy. |
|
| Returns | |
GlobalPositionStrategy
|
|
ScrollStrategyOptions
Options for how an overlay will handle scrolling.
Users can provide a custom value for ScrollStrategyOptions
to replace the default
behaviors. This class primarily acts as a factory for ScrollStrategy instances.
| Name | Description |
|---|---|
|
Block scrolling. |
|
Close the overlay as soon as the user scrolls. |
|
Do nothing on scroll. |
|
Update the overlay's position on scroll. |
OverlayOutsideClickDispatcher
Service for dispatching mouse click events that land on the body to appropriate overlay ref, if any. It maintains a list of attached overlays to determine best suited overlay based on event target and order of overlay opens.
| add | |
|---|---|
|
Add a new overlay to the list of attached overlay refs. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
| detach | |
|---|---|
|
Detaches the global keyboard event listener. |
| remove | |
|---|---|
|
Remove an overlay from the list of attached overlay refs. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
OverlayKeyboardDispatcher
Service for dispatching keyboard events that land on the body to appropriate overlay ref, if any. It maintains a list of attached overlays to determine best suited overlay based on event target and order of overlay opens.
| add | |
|---|---|
|
Add a new overlay to the list of attached overlay refs. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
| detach | |
|---|---|
|
Detaches the global keyboard event listener. |
| remove | |
|---|---|
|
Remove an overlay from the list of attached overlay refs. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
CdkOverlayOrigin
Directive applied to an element to make it usable as an origin for an Overlay using a ConnectedPositionStrategy.
Selector: [cdk-overlay-origin] [overlay-origin] [cdkOverlayOrigin]
Exported as: cdkOverlayOrigin| Name | Description |
|---|---|
|
Reference to the element on which the directive is applied. |
CdkConnectedOverlay
Directive to facilitate declarative creation of an Overlay using a FlexibleConnectedPositionStrategy.
Selector: [cdk-connected-overlay] [connected-overlay] [cdkConnectedOverlay]
Exported as: cdkConnectedOverlay| Name | Description |
|---|---|
@Input('cdkConnectedOverlayBackdropClass')
|
The custom class to be set on the backdrop element. |
@Input('cdkConnectedOverlayDisableClose')
|
Whether the overlay can be closed by user interaction. |
@Input({ alias: 'cdkConnectedOverlayDisposeOnNavigation', transform: booleanAttribute })
|
Whether the overlay should be disposed of when the user goes backwards/forwards in history. |
@Input('cdkConnectedOverlayFlexibleDimensions')
|
Whether the overlay's width and height can be constrained to fit within the viewport. |
@Input('cdkConnectedOverlayGrowAfterOpen')
|
Whether the overlay can grow after the initial open when flexible positioning is turned on. |
@Input('cdkConnectedOverlayHasBackdrop')
|
Whether or not the overlay should attach a backdrop. |
@Input('cdkConnectedOverlayHeight')
|
The height of the overlay panel. |
@Input('cdkConnectedOverlayLockPosition')
|
Whether or not the overlay should be locked when scrolling. |
@Input('cdkConnectedOverlayMinHeight')
|
The min height of the overlay panel. |
@Input('cdkConnectedOverlayMinWidth')
|
The min width of the overlay panel. |
@Input('cdkConnectedOverlayOffsetX')
|
The offset in pixels for the overlay connection point on the x-axis |
@Input('cdkConnectedOverlayOffsetY')
|
The offset in pixels for the overlay connection point on the y-axis |
@Input('cdkConnectedOverlayOpen')
|
Whether the overlay is open. |
@Input('cdkConnectedOverlayOrigin')
|
Origin for the connected overlay. |
@Input('cdkConnectedOverlayPanelClass')
|
The custom class to add to the overlay pane element. |
@Input('cdkConnectedOverlayPositionStrategy')
|
This input overrides the positions input if specified. It lets users pass in arbitrary positioning strategies. |
@Input('cdkConnectedOverlayPositions')
|
Registered connected position pairs. |
@Input('cdkConnectedOverlayPush')
|
Whether the overlay can be pushed on-screen if none of the provided positions fit. |
@Input('cdkConnectedOverlayScrollStrategy')
|
Strategy to be used when handling scroll events while the overlay is open. |
@Input('cdkConnectedOverlayTransformOriginOn')
|
CSS selector which to set the transform origin. |
@Input('cdkConnectedOverlayViewportMargin')
|
Margin between the overlay and the viewport edges. |
@Input('cdkConnectedOverlayWidth')
|
The width of the overlay panel. |
@Output()
|
Event emitted when the overlay has been attached. |
@Output()
|
Event emitted when the backdrop is clicked. |
@Output()
|
Event emitted when the overlay has been detached. |
@Output()
|
Emits when there are keyboard events that are targeted at the overlay. |
@Output()
|
Emits when there are mouse outside click events that are targeted at the overlay. |
@Output()
|
Event emitted when the position has changed. |
|
The element's layout direction. |
|
The associated overlay reference. |
OverlayRef
Reference to an overlay that has been created with the Overlay service. Used to manipulate or dispose of said overlay.
| Name | Description |
|---|---|
|
The overlay's backdrop HTML element. |
|
Wrapper around the panel element. Can be used for advanced positioning where a wrapper with specific styling is required around the overlay pane. |
|
The overlay's HTML element |
| addPanelClass | |
|---|---|
|
Add a CSS class or an array of classes to the overlay pane. |
|
| Parameters | |
|
classes string | string[]
|
|
| attach | |
|---|---|
| Parameters | |
|
portal ComponentPortal<T>
|
|
| Returns | |
ComponentRef<T>
|
|
| attach | |
|---|---|
| Parameters | |
|
portal TemplatePortal<T>
|
|
| Returns | |
EmbeddedViewRef<T>
|
|
| attach | |
|---|---|
| Parameters | |
|
portal any
|
|
| Returns | |
any
|
|
| attachments | |
|---|---|
|
Gets an observable that emits when the overlay has been attached. |
|
| Returns | |
Observable<void>
|
|
| backdropClick | |
|---|---|
|
Gets an observable that emits when the backdrop has been clicked. |
|
| Returns | |
Observable<MouseEvent>
|
|
| detach | |
|---|---|
|
Detaches an overlay from a portal. |
|
| Returns | |
any
|
The portal detachment result. |
| detachBackdrop | |
|---|---|
|
Detaches the backdrop (if any) associated with the overlay. |
| detachments | |
|---|---|
|
Gets an observable that emits when the overlay has been detached. |
|
| Returns | |
Observable<void>
|
|
| dispose | |
|---|---|
|
Cleans up the overlay from the DOM. |
| getConfig | |
|---|---|
|
Gets the current overlay configuration, which is immutable. |
|
| Returns | |
OverlayConfig
|
|
| getDirection | |
|---|---|
|
Returns the layout direction of the overlay panel. |
|
| Returns | |
Direction
|
|
| hasAttached | |
|---|---|
|
Whether the overlay has attached content. |
|
| Returns | |
boolean
|
|
| keydownEvents | |
|---|---|
|
Gets an observable of keydown events targeted to this overlay. |
|
| Returns | |
Observable<KeyboardEvent>
|
|
| outsidePointerEvents | |
|---|---|
|
Gets an observable of pointer events targeted outside this overlay. |
|
| Returns | |
Observable<MouseEvent>
|
|
| removePanelClass | |
|---|---|
|
Remove a CSS class or an array of classes from the overlay pane. |
|
| Parameters | |
|
classes string | string[]
|
|
| setDirection | |
|---|---|
|
Sets the LTR/RTL direction for the overlay. |
|
| Parameters | |
|
dir Directionality | Direction
|
|
| updatePosition | |
|---|---|
|
Updates the position of the overlay based on the position strategy. |
| updatePositionStrategy | |
|---|---|
|
Switches to a new position strategy and updates the overlay position. |
|
| Parameters | |
|
strategy PositionStrategy
|
|
| updateScrollStrategy | |
|---|---|
|
Switches to a new scroll strategy. |
|
| Parameters | |
|
strategy ScrollStrategy
|
|
| updateSize | |
|---|---|
|
Update the size properties of the overlay. |
|
| Parameters | |
|
sizeConfig OverlaySizeConfig
|
|
GlobalPositionStrategy
A strategy for positioning overlays. Using this strategy, an overlay is given an explicit position relative to the browser's viewport. We use flexbox, instead of transforms, in order to avoid issues with subpixel rendering which can cause the element to become blurry.
| attach | |
|---|---|
| Parameters | |
|
overlayRef OverlayRef
|
|
| bottom | |
|---|---|
|
Sets the bottom position of the overlay. Clears any previously set vertical position. |
|
| Parameters | |
|
value string = ''
|
New bottom offset. |
| Returns | |
this
|
|
| centerHorizontally | |
|---|---|
|
Centers the overlay horizontally with an optional offset. Clears any previously set horizontal position. |
|
| Parameters | |
|
offset string = ''
|
Overlay offset from the horizontal center. |
| Returns | |
this
|
|
| centerVertically | |
|---|---|
|
Centers the overlay vertically with an optional offset. Clears any previously set vertical position. |
|
| Parameters | |
|
offset string = ''
|
Overlay offset from the vertical center. |
| Returns | |
this
|
|
| end | |
|---|---|
|
Sets the overlay to the end of the viewport, depending on the overlay direction. This will be to the right in LTR layouts and to the left in RTL. |
|
| Parameters | |
|
offset
|
Offset from the edge of the screen. |
|
value string = ''
|
|
| Returns | |
this
|
|
| left | |
|---|---|
|
Sets the left position of the overlay. Clears any previously set horizontal position. |
|
| Parameters | |
|
value string = ''
|
New left offset. |
| Returns | |
this
|
|
| right | |
|---|---|
|
Sets the right position of the overlay. Clears any previously set horizontal position. |
|
| Parameters | |
|
value string = ''
|
New right offset. |
| Returns | |
this
|
|
| start | |
|---|---|
|
Sets the overlay to the start of the viewport, depending on the overlay direction. This will be to the left in LTR layouts and to the right in RTL. |
|
| Parameters | |
|
offset
|
Offset from the edge of the screen. |
|
value string = ''
|
|
| Returns | |
this
|
|
| top | |
|---|---|
|
Sets the top position of the overlay. Clears any previously set vertical position. |
|
| Parameters | |
|
value string = ''
|
New top offset. |
| Returns | |
this
|
|
Deprecated
height
|
|
|---|---|
|
Sets the overlay height and clears any previously set height. |
|
| Parameters | |
|
value string = ''
|
New height for the overlay |
| Returns | |
this
|
|
Deprecated
width
|
|
|---|---|
|
Sets the overlay width and clears any previously set width. |
|
| Parameters | |
|
value string = ''
|
New width for the overlay |
| Returns | |
this
|
|
FlexibleConnectedPositionStrategy
A strategy for positioning overlays. Using this strategy, an overlay is given an implicit position relative some origin element. The relative position is defined in terms of a point on the origin element that is connected to a point on the overlay element. For example, a basic dropdown is connecting the bottom-left corner of the origin to the top-left corner of the overlay.
| Name | Description |
|---|---|
|
Observable sequence of position changes. |
|
Ordered list of preferred positions, from most to least desirable. |
| attach | |
|---|---|
|
Attaches this position strategy to an overlay. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
| detach |
|---|
| dispose | |
|---|---|
|
Cleanup after the element gets destroyed. |
| reapplyLastPosition | |
|---|---|
|
This re-aligns the overlay element with the trigger in its last calculated position, even if a position higher in the "preferred positions" list would now fit. This allows one to re-align the panel without changing the orientation of the panel. |
| setOrigin | |
|---|---|
|
Sets the origin, relative to which to position the overlay. Using an element origin is useful for building components that need to be positioned relatively to a trigger (e.g. dropdown menus or tooltips), whereas using a point can be used for cases like contextual menus which open relative to the user's pointer. |
|
| Parameters | |
|
origin FlexibleConnectedPositionStrategyOrigin
|
Reference to the new origin. |
| Returns | |
this
|
|
| withDefaultOffsetX | |
|---|---|
|
Sets the default offset for the overlay's connection point on the x-axis. |
|
| Parameters | |
|
offset number
|
New offset in the X axis. |
| Returns | |
this
|
|
| withDefaultOffsetY | |
|---|---|
|
Sets the default offset for the overlay's connection point on the y-axis. |
|
| Parameters | |
|
offset number
|
New offset in the Y axis. |
| Returns | |
this
|
|
| withFlexibleDimensions | |
|---|---|
|
Sets whether the overlay's width and height can be constrained to fit within the viewport. |
|
| Parameters | |
|
flexibleDimensions boolean = true
|
|
| Returns | |
this
|
|
| withGrowAfterOpen | |
|---|---|
|
Sets whether the overlay can grow after the initial open via flexible width/height. |
|
| Parameters | |
|
growAfterOpen boolean = true
|
|
| Returns | |
this
|
|
| withLockedPosition | |
|---|---|
|
Sets whether the overlay's position should be locked in after it is positioned initially. When an overlay is locked in, it won't attempt to reposition itself when the position is re-applied (e.g. when the user scrolls away). |
|
| Parameters | |
|
isLocked boolean = true
|
Whether the overlay should locked in. |
| Returns | |
this
|
|
| withPositions | |
|---|---|
|
Adds new preferred positions. |
|
| Parameters | |
|
positions ConnectedPosition[]
|
List of positions options for this overlay. |
| Returns | |
this
|
|
| withPush | |
|---|---|
|
Sets whether the overlay can be pushed on-screen if none of the provided positions fit. |
|
| Parameters | |
|
canPush boolean = true
|
|
| Returns | |
this
|
|
| withScrollableContainers | |
|---|---|
|
Sets the list of Scrollable containers that host the origin element so that on reposition we can evaluate if it or the overlay has been clipped or outside view. Every Scrollable must be an ancestor element of the strategy's origin element. |
|
| Parameters | |
|
scrollables CdkScrollable[]
|
|
| Returns | |
this
|
|
| withTransformOriginOn | |
|---|---|
|
Configures that the position strategy should set a |
|
| Parameters | |
|
selector string
|
CSS selector that will be used to find the target elements onto which to set the transform origin. |
| Returns | |
this
|
|
| withViewportMargin | |
|---|---|
|
Sets a minimum distance the overlay may be positioned to the edge of the viewport. |
|
| Parameters | |
|
margin number
|
Required margin between the overlay and the viewport edge in pixels. |
| Returns | |
this
|
|
OverlayConfig
Initial configuration used when creating an overlay.
| Name | Description |
|---|---|
|
Custom class to add to the backdrop |
|
Direction of the text in the overlay panel. If a |
|
Whether the overlay should be disposed of when the user goes backwards/forwards in history.
Note that this usually doesn't include clicking on links (unless the user is using
the |
|
Whether the overlay has a backdrop. |
|
The height of the overlay panel. If a number is provided, pixel units are assumed. |
|
The max-height of the overlay panel. If a number is provided, pixel units are assumed. |
|
The max-width of the overlay panel. If a number is provided, pixel units are assumed. |
|
The min-height of the overlay panel. If a number is provided, pixel units are assumed. |
|
The min-width of the overlay panel. If a number is provided, pixel units are assumed. |
|
Custom class to add to the overlay pane. |
|
Strategy with which to position the overlay. |
|
Strategy to be used when handling scroll events while the overlay is open. |
|
The width of the overlay panel. If a number is provided, pixel units are assumed. |
ConnectionPositionPair
The points of the origin element and the overlay element to connect.
| Name | Description |
|---|---|
|
Offset along the X axis. |
|
Offset along the Y axis. |
|
X-axis attachment point for connected overlay origin. Can be 'start', 'end', or 'center'. |
|
Y-axis attachment point for connected overlay origin. Can be 'top', 'bottom', or 'center'. |
|
X-axis attachment point for connected overlay. Can be 'start', 'end', or 'center'. |
|
Y-axis attachment point for connected overlay. Can be 'top', 'bottom', or 'center'. |
|
Class(es) to be applied to the panel while this position is active. |
ConnectedOverlayPositionChange
The change event emitted by the strategy when a fallback position is used.
| Name | Description |
|---|---|
|
The position used as a result of this change. |
RepositionScrollStrategy
Strategy that will update the element position as the user is scrolling.
| attach | |
|---|---|
|
Attaches this scroll strategy to an overlay. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
| detach |
|---|
| disable | |
|---|---|
|
Disables repositioning of the attached overlay on scroll. |
| enable | |
|---|---|
|
Enables repositioning of the attached overlay on scroll. |
CloseScrollStrategy
Strategy that will close the overlay as soon as the user starts scrolling.
| attach | |
|---|---|
|
Attaches this scroll strategy to an overlay. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
| detach |
|---|
| disable | |
|---|---|
|
Disables the closing the attached overlay on scroll. |
| enable | |
|---|---|
|
Enables the closing of the attached overlay on scroll. |
NoopScrollStrategy
Scroll strategy that doesn't do anything.
| attach | |
|---|---|
|
Does nothing, as this scroll strategy is a no-op. |
| disable | |
|---|---|
|
Does nothing, as this scroll strategy is a no-op. |
| enable | |
|---|---|
|
Does nothing, as this scroll strategy is a no-op. |
BlockScrollStrategy
Strategy that will prevent the user from scrolling while the overlay is visible.
| attach | |
|---|---|
|
Attaches this scroll strategy to an overlay. |
| disable | |
|---|---|
|
Unblocks page-level scroll while the attached overlay is open. |
| enable | |
|---|---|
|
Blocks page-level scroll while the attached overlay is open. |
OverlaySizeConfig
Size properties for an overlay.
| Name | Description |
|---|---|
|
|
|
|
|
|
|
|
|
|
|
PositionStrategy
Strategy for setting the position on an overlay.
| apply | |
|---|---|
|
Updates the position of the overlay element. |
| attach | |
|---|---|
|
Attaches this position strategy to an overlay. |
|
| Parameters | |
|
overlayRef OverlayRef
|
|
| detach | |
|---|---|
|
Called when the overlay is detached. |
| dispose | |
|---|---|
|
Cleans up any DOM modifications made by the position strategy, if necessary. |
ConnectedPosition
A connected position as specified by the user.
| Name | Description |
|---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
OriginConnectionPosition
A connection point on the origin element.
| Name | Description |
|---|---|
|
|
|
OverlayConnectionPosition
A connection point on the overlay element.
| Name | Description |
|---|---|
|
|
|
ScrollStrategy
Describes a strategy that will be used by an overlay to handle scroll events while it is open.
| Name | Description |
|---|---|
|
Attaches this |
|
Detaches the scroll strategy from the current overlay. |
|
Disable this scroll strategy (called when the attached overlay is detached from a portal). |
|
Enable this scroll strategy (called when the attached overlay is attached to a portal). |
RepositionScrollStrategyConfig
Config options for the RepositionScrollStrategy.
| Name | Description |
|---|---|
|
Whether to close the overlay once the user has scrolled away completely. |
|
Time in milliseconds to throttle the scroll events. |
FlexibleConnectedPositionStrategyOrigin
Possible values that can be set as the origin of a FlexibleConnectedPositionStrategy.
type FlexibleConnectedPositionStrategyOrigin = ElementRef | Element | (Point & {
width?: number;
height?: number;
});
HorizontalConnectionPos
Horizontal dimension of a connection point on the perimeter of the origin or overlay element.
type HorizontalConnectionPos = 'start' | 'center' | 'end';
VerticalConnectionPos
Vertical dimension of a connection point on the perimeter of the origin or overlay element.
type VerticalConnectionPos = 'top' | 'center' | 'bottom';
STANDARD_DROPDOWN_ADJACENT_POSITIONS
const STANDARD_DROPDOWN_ADJACENT_POSITIONS: ConnectedPosition[];
STANDARD_DROPDOWN_BELOW_POSITIONS
const STANDARD_DROPDOWN_BELOW_POSITIONS: ConnectedPosition[];


Mathematical statements, or simply statements, are the building blocks to mathematical logic. While mathematicians primarily focus on statements that involve mathematics such as, "The number 2 is greater than 0", the methods used by mathematicians to make sense of their discipline can be applied to other topics which use critical thinking.
in-context


Creating Tensors#
Basic construction of tensors in MatX is intended to be very simple with minimal parameters. This allows users of other languages to pick up the syntax quickly without understanding the underlying architecture. While using the simple API provides good performance, it lacks flexibility and can prevent your code from running at the highest performance possible. This document walks through the different ways to construct tensors, and when you should use certain methods over others.
A Quick Primer On MatX Types#
The basic type of tensor used in most examples and tests is the tensor_t
object. tensor_t
is the highest-level tensor class, and
provides all of the abstractions for viewing and modifying data, holding storage, and any other metadata needed by a tensor. Because of
their relatively large size, tensor_t
objects are not meant to be passed to GPU devices. In fact, doing so will lead to a compiler error
since tensor_t
uses types that are not available on the device at this time.
Within a tensor_t
there is an abstract object called Storage
(more on that later), and another inherited class called tensor_impl_t
.
tensor_impl_t
is a lightweight class containing only the minimum amount of member variables needed to access the data from a GPU kernel. Currently the
member variables are a tensor descriptor and a data pointer. Tensor descriptors will be covered later in this document.
tensor_impl_t
also includes member functions for accessing and modifying the tensor. Examples are all operator()
functions
(both const and non-const), helper functions for the shape (Size()
and Stride()
), and utilities for printing on the host. tensor_impl_t
is the type that is passed into GPU kernels, and only contains types that are compatible with CUDA. Furthermore, the total size of the tensor_impl_t
object is as small as possible since these objects can be replicated many times within a single complex expression. Reducing the size of
tensor_impl_t
allows for fastest memory accesses, smaller copies before a kernel launch, and makes extending the code easier.
To convert between a tensor_t
and tensor_impl_t
a type trait called base_type
is available and is used like the following:
typename base_type<I1>::type in1_ = in;
where in
is the tensor_t
object and in1_
will be a tensor_impl_t
.
MatX Storage#
Within the tensor_t
class is an abstract template parameter called Storage
. Storage
objects are always created from a basic_storage
class, which provides all accessor functions common to the underlying storage. basic_storage
can wrap raw pointers using the raw_pointer_buffer
class, smart pointers using the smart_pointer_buffer
class, or any RAII object that provides the required interface. If no user-defined storage
is passed in, MatX will default to allocating a raw CUDA managed memory pointer, and back it using a shared_ptr
for garbage collection.
When not using implicitly-allocated memory, the user is free to define the storage container type, allocator, and ownership semantics. The container
type requires const and non-const iterators, an allocate function (when applicable), a data()
function to get the raw pointer, and a way to get
the size. Currently both std::array
and std::vector
from the STL follow these semantics, as do both the raw and smart pointer MatX containers.
The allocator type is used when the user passes in a shape without a pointer to existing data. By default, the allocator will use matx_allocator
,
which is a PMR-compatible allocator with stream semantics. The allocator is used for both allocation and deallocation when no user-provided pointer
is passed in and ownership semantics are requested. If a pointer is provided, only the deallocator is used when ownership semantics have been requested.
In general, creating a tensor allows you to choose ownership semantics with creation. By using the owning
type, MatX will take ownership of the pointer
and deallocate memory when the last tensor using the memory goes out of scope. By using the non_owning
type, MatX will use the pointer, but not
perform any reference counting or deallocations when out of scope.
Tensor Descriptors#
Tensor descriptors are a template type inside tensor_impl_t
that provide information about the size and strides of the tensor. While descriptors
are a simple concept, the implementation can have a large impact on performance if not tuned properly. Both the sizes and strides of the tensor are
a template class supporting iterators to access the metadata directly, and utility functions for accessing and computing other values from the metadata.
Descriptors are commonly stored as std::array
types given its compile-time features, but any class meeting the accessor properties can be used.
Dynamic Descriptors#
Dynamic descriptors use storage in memory to describe the shapes and strides of a tensor. They can have lower performance than static descriptors since more memory accesses and offset calculations are needed when accessing tensors, but have higher flexibility given the data is only needed at runtime.
Dynamic descriptors should be used when either the sizes are not known at compile-time, or when interoperating with existing code. As mentioned in the introduction, the descriptor size is very important for both kernel performance and launch time. For this reason, the data types used to store both the shape and size can vary depending on the size of the tensor parameters. While shape and stride storage types must match in length, the underlying types used to store them can be different. This is useful in scenarios where the shape can be expressed as a smaller type than the strides.
Static Descriptors#
If the shapes and strides are known at compile time, static descriptors should be used. Static descriptors compute and store the shape and strides in
constexpr variables, and provide constexpr functions to access both values. When used in a GPU kernel, calling either Size()
or Stride()
emits
an immediate rvalue that the compiler can use for address calculations. This removes all loads and complex pointer arithmetic that could affect the
runtime of a kernel
Creating Tensors#
With the tensor terminology out of the way, it’s time to discuss how to create tensors. If there’s one thing to take from this article, it’s that you
should use make_tensor
or make_static_tensor
wherever possible.
Note
Prefer make_tensor
or make_static_tensor
over constructing tensors directly
Using these helper functions has many benefits:
They remove the need to specify the rank of a tensor in the template parameters
They abstract away many of the complex template types of creating a tensor directly
They hide potentially irrelevant types from the user
All make_
-style functions return a tensor_t
object with the template parameters deduced or created as part of the input arguments. tensor_t
only has two required template parameters (type and rank). For simple cases where only implicitly-allocated memory is needed, the default constructor
will suffice. Some situations prevent using the make_
functions, such as when a tensor variable is a class member variable. In this case the type of
the member variable must be specified in the member list. In these scenaries it’s expected that the user knows what they are doing and can handle
spelling out the types themselves. For examples of this, see the simple_radar_pipeline files.
All make functions take the data type as the first template parameter.
Make Variants#
There are currently 4 different variants of the make_
helper functions:
- make_
for creating a tensor with a dynamic descriptor and returning by value
- make_static_
for creating a tensor with a static descriptor and returning by value
- make_X_p
for creating a tensor with a dynamic descriptor and returning a pointer
- make_static_X_p
for creating a tensor with a static descriptor and returning a pointer
The _p
variants return pointers allocated with new and are expected to be deleted by the caller when finished. Returning smart pointers would
have made this easier, but some users have their own smart pointer wrapper and wouldn’t want to unpack the standard library versions.
Within each of these types, there are usually versions both with and without user-defined pointers. These forms are used when an existing device pointer is passed to MatX rather than having the allocation done when the tensor is created.
Each of these 4 variants can be used with all of the construction types when applicable.
Tensor Class Members#
When creating a class that has tensors as member variables there’s an issue with the make_tensor
syntax above, in that it depends on
being able to use the auto
keyword to deduce the type. Since type deduction is not possible with member variables, the type must be
declared in the variable list. Once declared, a special version of make_tensor
can be used in the constructor or initialization function
of the class to create the tensor in-place. This allows the user to specify only the rank and type in the member list, and the size can be
specified at initialization without repeating the rank and type.
class MyClass {
public:
MyClass() {
make_tensor(t, {10, 20});
}
private:
tensor_t<float, 2> t;
};
In the example above make_tensor
takes an existing tensor as input to construct it in-place. Allocation is only performed once during initialization
and not when the tensor is declared.
Creating From C Array Or a Brace-Enclosed list#
Tensors can be created using a C-style shape array from an lvalue, or a brace-enclosed list as an rvalue. The following call the same make_
call:
int array[3] = {10, 20, 30};
auto t = make_tensor<float>(array);
and
auto t = make_tensor<float>({10, 20, 30});
In the former case the array is an lvalue that can be modified in memory before calling, whereas the latter case uses rvalues. When the sizes are known
at compile time the static version of make_
should be used:
auto t = make_static_tensor<float, 10, 20, 30>();
Notice the sizes are now template parameters instead of function parameters. Both ways can be used interchangeable in MatX code, but the static version can lead to higher performance.
Similarly, all variants can be called with a user-defined pointer:
auto t = make_tensor<float>(ptr, {10, 20, 30}); // ptr is a valid device pointer
All cases shown above use the default stride parameters. If the strides are not linear in memory, they can be passed in as well:
int shape[3] = {10, 20, 30};
int strides[3] = {1200, 60, 2};
auto t = make_tensor<float>(shape, strides);
Creating From A Conforming Shape#
As mentioned in the descriptor section, any type that conforms to the shape semantics can be used inside of a descriptor, and can also be passed into the
make_
functions:
std::array<int, 3> = {10, 20, 30};
auto t = make_tensor<float>(array);
Creating From A Descriptor#
Descriptors (both shapes and sizes) can be used to construct tensors. This is useful when taking an existing tensor descriptor and creating a new tensor from it:
auto d = existingTensor.Descriptor();
auto t = make_tensor<float>(d);
t
is now a tensor with the same shapes and strides of existingTensor
.
0-D Tensors#
0-D tensors are different than higher ranks since they have no meaningful shape or strides, and therefor don’t need those parameters. Empty versions of the
make_
helpers existing to create these:
auto t0 = make_tensor<float>();
auto t01 = make_tensor<float>(ptr);
Custom Storage, Descriptors, and Allocators#
Within most of the make_
functions, there are choices in the template parameters for custom storage, descriptor, and allocator types.
Storage#
Storage types can be created by wrapping a container object in the basic_storage
class. MatX has a container type built-in for both raw pointers and smart
pointers, but this can be extended to use any conforming container type. The basic_storage
class does not know about any underlying data structures or ownership;
this is encapsulated inside of the template type C
. For example, to create a custom storage object to wrap a raw pointer:
raw_pointer_buffer<T, owning, matx_allocator<T>> rp{ptr, static_cast<size_t>(desc.TotalSize()*sizeof(T))};
basic_storage<decltype(rp)> s{std::move(rp)};
The code above creates a new raw_pointer_buffer
object with ownership semantics and the matx_allocator
allocator. A constructor taking a pointer and a
size will not allocate any new data, but track the pointer internally using a smart pointer. If instead non_owning
had been passed as a template parameter, the
pointer would not be tracked or freed. With the container created, the next line passes the container into a basic_storage
object for use inside tensor_t
.
Descriptors#
Creating a descriptor can be done by using any conforming descriptor type (See descriptor explanation above). Within MatX, std::array
is used by default
when creating dynamic descriptors. Because of the variable size of the stride and shape, MatX provides helper types for creating descriptors of common types:
tensor_desc_cr_disi_dist<RANK>
for a dynamic descriptor withindex_t
strides and shapes. This is the default descriptor and can also be creating using the typeDefaultDescriptor
.index_t
is defined at compile-time, and defaults to 64-bittensor_desc_cr_ds_t<ShapeType, StrideType, RANK>
astd::array
-based descriptor with user-provided typestensor_desc_cr_ds_32_32_t<RANK>
is a descriptor with 32-bit sizes and stridestensor_desc_cr_ds_64_64_t<RANK>
is a descriptor with 64-bit sizes and stridestensor_desc_cr_ds_32_64_t<RANK>
is a descriptor with 32-bit sizes and 64-bit stridesstatic_tensor_desc_t<size_t I, Size_t Is...>
is a static-sized descriptor with the shape and stride created at compile time
To create a descriptor:
const index_t arr[3] = {10, 20, 30};
DefaultDescriptor<RANK> desc{arr};
In this case we create a default descriptor (based on index_t
sizes) using a C-style array.


Applications in Cloud Morph Network
Cloud Morph Demo
Number of players:
Fullscreen
Powered by Cloud Morph:
github.com/giongto35/cloud-morph
.
Built by
giongto35


PYRO Reloaded
A new website for INCOIN on TRON
You have - INCOIN
My INCOIN
-
Your Frozen INCOIN
-
Your Earnings
Token Stats
-
Total Frozen
A new website for INCOIN on TRON
You have - INCOIN
Your Frozen INCOIN
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Total Frozen


About me
My name is Afnan Damra, a 25-year-old girl, Architect, graduated from the University of Jordan in 2018.
Ever since I had a few internships in different feilds, such as:
- Architectural Design
- Structural Design
- Site Supervision
- Software Development
My Interests
I have many things that I like to do, some of are:
- I like doing arts and crafts, and here is a sample of my leather work:
- I like making (and eating!) breakfast. My favorite breakfast food are:
- Sandwiches.
- Pancakes.
- Eggs.
- Yogurt Bowls.
- Cereal.
- And I enjoy watching good TV, you can find me on TV Time. .
My Top 10 TV Shows
- This is Us
- Sherlock
- Gilmore Girls
- A Million Little Things
- Daria
- Once Upon A Time
- Spring of Cordoba
- The Good Place
- Tanaka-kun is Always Listless
- The Umbrella Academy


Gol D. Roger was known as the "Pirate King," the strongest and most infamous being to have sailed the Grand Line. The capture and death of Roger by the World Government brought a change throughout the world. His last words before his death revealed the existence of the greatest treasure in the world, One Piece. It was this revelation that brought about the Grand Age of Pirates, men who dreamed of finding One Piece—which promises an unlimited amount of riches and fame—and quite possibly the pinnacle of glory and the title of the Pirate King.
Enter Monkey D. Luffy, a 17-year-old boy who defies your standard definition of a pirate. Rather than the popular persona of a wicked, hardened, toothless pirate ransacking villages for fun, Luffy’s reason for being a pirate is one of pure wonder: the thought of an exciting adventure that leads him to intriguing people and ultimately, the promised treasure. Following in the footsteps of his childhood hero, Luffy and his crew travel across the Grand Line, experiencing crazy adventures, unveiling dark mysteries and battling strong enemies, all in order to reach the most coveted of all fortunes—One Piece.


| Handicaps | |||||||||||||
| 2014 | |||||||||||||
| One Players | 2015 Player Breakdown | ||||||||||||
| 1st Quarter | 2nd Quarter | 3rd Quarter | 4th Quarter | EOY | 18 Hole | NY | 1 Players | ||||||
| Vance Bunn | 1 | 2 | 1 | 1 | 1 | 2 | 2 | Rick Reed | -1.80 | ||||
| Ray Ours | 2 | 2 | 1 | 0 | 1 | 2 | 3 | Bill Clay | -0.10 | ||||
| Rick Reed | 2 | -1 | -1 | -2 | -2 | -3 | 0 | Randy Keeney | 0.33 | ||||
| Bill Clay | 3 | 0 | -1 | 0 | 0 | 0 | 2 | Vance Bunn | 0.50 | ||||
| Rob Crowder | 3 | 4 | 3 | 3 | 3 | 5 | 4 | Ray Ours | 0.50 | ||||
| Randy Keeney | 4 | 0 | 1 | 1 | 0 | 0 | 2 | Greg Yablonsky | 2.30 | ||||
| 2 Players | |||||||||||||
| Two Players | Marc Rutherford | 2.40 | |||||||||||
| 1st Quarter | 2nd Quarter | 3rd Quarter | 4th Quarter | EOY | 18 Hole | NY | Rob Crowder | 2.67 | |||||
| Marc Rutherford | 5 | 3 | 3 | 3 | 2 | 3 | 4 | Brandon Smith | 3.30 | ||||
| Matt McComas | 7 | 3 | 3 | 3 | 3 | 5 | 6 | Danny Freeman | 3.33 | ||||
| Greg Yablonsky | 6 | 4 | 3 | 3 | 2 | 3 | 4 | Matt McComas | 3.44 | ||||
| Danny Freeman | 7 | 5 | 4 | 4 | 3 | 5 | 5 | Mike Lane | 3.80 | ||||
| Brandon Smith | 6 | 3 | 4 | 3 | 3 | 5 | 6 | 3 Players | |||||
| Dave Smith | 6 | 6 | 6 | 4 | 4 | 6 | 7 | Dave Smith | 4.00 | ||||
| Craig Edwards | 5.00 | ||||||||||||
| Three Players | Tim Way | 5.30 | |||||||||||
| 1st Quarter | 2nd Quarter | 3rd Quarter | 4th Quarter | EOY | 18 Hole | NY | Benton Hall | 6.10 | |||||
| Lou Baumgarner | 0 | 12 | 13 | 11 | 10 | 15 | 12 | Steve Jones | 6.20 | ||||
| Mike Lane | 8 | 7 | 6 | 5 | 4 | 6 | 6 | Lou Baumgarner | 10.43 | ||||
| Steve Jones | 8 | 7 | 7 | 7 | 6 | 9 | 9 | 4 Players | |||||
| Benton Hall | 8 | 8 | 7 | 7 | 6 | 9 | 8 | Mark Cutlip | 12.30 | ||||
| Tim Way | 8 | 8 | 6 | 6 | 5 | 8 | 7 | Mike McComas | 14.11 | ||||
| Craig Edwards | 9 | 8 | 6 | 5 | 5 | 8 | 7 | Ralph Adkins | 14.70 | ||||
| Bob Harbour | 15.89 | ||||||||||||
| Four Players | Bill Meadows | 16.20 | |||||||||||
| 1st Quarter | 2nd Quarter | 3rd Quarter | 4th Quarter | EOY | 18 Hole | NY | John Landers | 18.00 | |||||
| John Landers | 19 | 21 | 21 | 18 | 18 | 27 | 21 | ||||||
| Mike McComas | 19 | 15 | 14 | 14 | 14 | 21 | 17 | ||||||
| Bob Harbour | 20 | 18 | 17 | 16 | 16 | 24 | 19 | ||||||
| Mark Cutlip | 16 | 14 | 13 | 13 | 12 | 18 | 15 | ||||||
| Bill Meadows | 21 | 20 | 18 | 17 | 16 | 24 | 19 | ||||||
| Ralph Adkins | 16 | 19 | 17 | 15 | 15 | 23 | 17 |


traitMaterialMegaMetaProtoUser[ModelType <: MegaProtoUser[ModelType]] extends KeyedMetaMapper[Long, ModelType] with ProtoUser
The MaterialMegaMetaProtoUser trait adds Material Design styling to the ProtoUser form views.
The MaterialMegaMetaProtoUser trait adds Material Design styling to the ProtoUser form views.
In addition it also contains some related Lift i18n localization to nodeSeq resource overrides
to make it easy for users of this trait to customize submit button label, field legend, field label,
field placeholder, lift messages and more.
The MaterialMegaMetaProtoUser trait adds Material Design styling to the ProtoUser form views. In addition it also contains some related Lift i18n localization to nodeSeq resource overrides to make it easy for users of this trait to customize submit button label, field legend, field label, field placeholder, lift messages and more.
v1.5


Works by simulating physics collisions with blocks of various masses, which will coincideltially result in a multiple of PI as the number of collisions.
You can use the command 'setup(power, accuracy) or 'setup(power, "auto")' in the console and press start to manually select paramaters for the blocks.


estimatefee nblocks
Estimates the approximate fee per kilobyte
needed for a transaction to begin confirmation
within nblocks blocks.
Arguments:
1. nblocks (numeric)
Result:
n : (numeric) estimated fee-per-kilobyte
-1.0 is returned if not enough transactions and
blocks have been observed to make an estimate.
Example:
> bitcoin-cli estimatefee 6


Rutgers Earth System Science & Policy Lab This page has moved. If it does not redirected automatically, please click here.


|
FreeRTOS port on GAP8/RISC-V
|
Data Fields | |
| struct { | |
| uint32_t parity_ena:1 | |
| uint32_t bit_length:2 | |
| uint32_t stop_bits:1 | |
| uint32_t reserved_0:4 | |
| uint32_t tx_ena:1 | |
| uint32_t rx_ena:1 | |
| uint32_t reserved_1:6 | |
| uint32_t clkdiv:16 | |
| } | field |
| uint32_t | word |
| uint32_t uart_setup_t::bit_length |
| uint32_t uart_setup_t::clkdiv |
| struct { ... } uart_setup_t::field |
| uint32_t uart_setup_t::parity_ena |
| uint32_t uart_setup_t::reserved_0 |
| uint32_t uart_setup_t::reserved_1 |
| uint32_t uart_setup_t::rx_ena |
| uint32_t uart_setup_t::stop_bits |
| uint32_t uart_setup_t::tx_ena |
| uint32_t uart_setup_t::word |


Toggle navigation
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Osaka Restaurant Trip


{% extends "dreamsapp/base.html" %} {% load dreamutils %} {% block body %}
Here's a list of your recent measured nights. Select one for which to compose music!
| Date | Amount of sleep | |
|---|---|---|
| {{ night.date|date }} | {{ night.time_sleeping|hoursminutes|default:"(Not slept)" }} | Compose music |
| Hmm, you don't seem have any sleep info :/ |


Hello, my name is Somya! I am an enthusiastic front-end developer and a blogger.
116
Posts
460
Followers
209
Following


Twindle is an open source project made for the purpose of converting long
Twitter threads into ePub's or PDF documents to allow users to read longscroll
threads on a kindle or as a PDF on their device of choice.
Why should twitter users consider Twindle to read through Twitter thread?
In walks Twindle, a web application allows users to convert threads on Twitter to pdf or ePub format. -
The users can store the pdf/ePub on a digital device - The users can store the pdf/ePub on
cloud services i.e, Dropbox, Google Drive and access offline, - Otherwise, print a hard copy and
read like a good-old-traditional-reader.


Connected with internet
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Open a channel (phone)
(316) 992-0300
Use a familiar (e-mail)
<EMAIL_ADDRESS>Find us in the real world
(we haven't open a location in the Matrix.. sorry)
1625 S Rock Rd. Suite 135, Wichita, Kansas 67207
We're on the SW corner of Rock and Harry.


Select Engine Command:
[engage_main_propulsion]
[report_engine_status]
[restore_power]
[reboot_propulsion_computer]
[raise_solar_sails]
[set_navigation]
[select_terminal]
SAILS DEPLOYED -- SAILS DEPLOYED -- SAILS DEPLOYED


Chemical Reactions¶
Making a Reaction¶
Instantiate a chemlib.Reaction
object with a list of reactant Compounds and product Compounds.
>>> from chemlib import Compound, Reaction
>>> N2O5 = Compound("N2O5")
>>> H2O = Compound("H2O")
>>> HNO3 = Compound("HNO3")
>>> r = Reaction([N2O5, H2O], [HNO3])
chemlib.chemistry.Reaction.
formula
: str¶>>> r.formula '1N₂O₅ + 1H₂O₁ --> 1H₁N₁O₃'
chemlib.chemistry.Reaction.
is_balanced
: boolean¶>>> r.is_balanced False
chemlib.chemistry.Reaction.
reactant_formulas
: list¶>>> r.reactant_formulas ['N₂O₅', 'H₂O₁']
chemlib.chemistry.Reaction.
product_formulas
: list¶>>> r.product_formulas ['H₁N₁O₃']
Combustion Reactions¶
-
class
chemlib.chemistry.
Combustion
(compound)¶
Inherits from chemlib.chemistry.Reaction
Makes a chemical reaction involving the combustion of one compound. Formula will be balanced.
>>> from chemlib import Compound, Combustion
>>> methane = Compound('CH4')
>>> c = Combustion(methane)
>>> c.formula
'1C₁H₄ + 2O₂ --> 2H₂O₁ + 1C₁O₂'
>>> c.is_balanced
True
Balancing the Equation¶
-
chemlib.chemistry.Reaction.
balance
(self) → None¶
Balances the chemical equation using linear algebra. See Applications of Linear Algebra in Chemistry.
>>> r.balance()
>>> r.formula
'1N₂O₅ + 1H₂O₁ --> 2H₁N₁O₃'
>>> r.is_balanced
True
Stoichiometry¶
-
chemlib.chemistry.Reaction.
get_amounts
(self, compound_number, **kwargs)¶ Get stoichiometric amounts of ALL compounds in the reaction given the amount of one compound.
- Parameters
compound_number (int) – The chosen compound in the reaction by order of appearance.
kwargs – The amount of the chosen compound (grams=, moles=, or molecules=)
- Returns
the amounts of each compound in the reaction
- Return type
list of dicts
- Raises
ValueError – if the compound_number is less than 1 or greater than the number of compounds in the reaction
ValueError – if more than one argument is given under kwargs
Best demonstrated by example:
>>> r.formula
'1N₂O₅ + 1H₂O₁ --> 2H₁N₁O₃'
Get the amounts of ALL compounds in the above reaction given 5 grams of N₂O₅. It is the first compound in the reaction by order of appearance (left to right).
>>> r.get_amounts(1, grams=5)
[{'Compound': 'N₂O₅', 'Grams': 5, 'Moles': 0.0463, 'Molecules': 2.787e+22}, {'Compound': 'H₂O₁', 'Grams': 0.834, 'Moles': 0.0463, 'Molecules': 2.787e+22}, {'Compound': 'H₁N₁O₃', 'Grams': 5.835, 'Moles': 0.0926, 'Molecules': 5.575e+22}]
Get the amounts of ALL compounds in the above reaction given 3.5 moles of HNO₃. It is the third compound in the reaction by order of appearance (left to right).
>>> r.get_amounts(3, moles=3.5)
[{'Compound': 'N₂O₅', 'Grams': 189.018, 'Moles': 1.75, 'Molecules': 1.054e+24}, {'Compound': 'H₂O₁', 'Grams': 31.518, 'Moles': 1.75, 'Molecules': 1.054e+24}, {'Compound': 'H₁N₁O₃', 'Grams': 220.535, 'Moles': 3.5, 'Molecules': 2.107e+24}]
Limiting Reagent¶
-
chemlib.chemistry.Reaction.
limiting_reagent
(self, *args, mode='grams')¶ Get the limiting reagent (limiting reactant) in the chemical reaction.
- Parameters
args – The amounts of each reactant to use in the chemical reaction.
mode (str) – The units of each amount in args. Default is grams, can also be moles or molecules.
- Returns
The limiting reagent of the reaction.
- Return type
chemlib.chemistry.Compound
- Raises
TypeError – If the number of args doesn’t match the number of reactants in the reaction.
ValueError – If the mode is not grams, moles, or molecules.
Find the limiting reagent of the reaction when using 50 grams of the first reactant (N₂O₅) and 80 grams of the second reactant (H₂O):
>>> lr = r.limiting_reagent(50, 80) >>> lr.formula 'N₂O₅'
Find the limiting reagent of the reaction when using 3 moles of the first reactant (N₂O₅) and 1 mole of the second reactant (H₂O):
>>> lr = r.limiting_reagent(3, 1, mode = 'moles') >>> lr.formula 'H₂O₁'


|
SoundFontInfoLib
2.21.6
Library for parsing and rendering SF2 files
|
Define the audio samples to be used for playing a specific sound. More...
#include <SampleHeader.hpp>
Public Types | |
| enum | Type { monoSample = 1 , rightSample = 2 , leftSample = 4 , linkedSample = 8 , rom = 0x8000 } |
Public Member Functions | |
| SampleHeader (IO::Pos &pos) | |
| Construct new instance from SF2 file. More... | |
| SampleHeader (uint32_t start, uint32_t end, uint32_t loopBegin, uint32_t loopEnd, uint32_t sampleRate, uint8_t key, int8_t adjustment) | |
| Construct instance for unit tests. More... | |
| bool | isMono () const |
| bool | isRight () const |
| bool | isLeft () const |
| bool | isROM () const |
| size_t | startIndex () const |
| size_t | endIndex () const |
| size_t | startLoopIndex () const |
| size_t | endLoopIndex () const |
| size_t | sampleRate () const |
| short | originalMIDIKey () const |
| short | pitchCorrection () const |
| void | dump (const std::string &indent, int index) const |
Static Public Attributes | |
| constexpr static size_t | size = 46 |
Define the audio samples to be used for playing a specific sound.
Memory layout of a 'shdr' entry. The size of this is defined to be 46 bytes, but due to alignment/padding the struct below is 48 bytes.
The offsets (begin, end, loopBegin, and loopEnd) are indices into a big array of 16-bit integer sample values.
|
inlineexplicit |
Construct new instance from SF2 file.
References SF2::IO::Pos::readInto(), size, and SF2::IO::trim_property().
|
inline |
Construct instance for unit tests.
| void SampleHeader::dump | ( | const std::string & | indent, |
| int | index | ||
| ) | const |
|
inline |
Referenced by SF2::Render::Sample::Bounds::Bounds().
|
inline |
Referenced by SF2::Render::Sample::Bounds::Bounds().
|
inline |
References leftSample.
|
inline |
References monoSample.
|
inline |
References rightSample.
|
inline |
References rom.
|
inline |
|
inline |
|
inline |
|
inline |
Referenced by SF2::Render::Sample::Bounds::Bounds().
|
inline |
Referenced by SF2::Render::Sample::Bounds::Bounds().
|
staticconstexpr |
Referenced by SampleHeader().


| 010:103 Khan | : |
Then (in the end) We save Our Messengers and those who believe! Thus it is incumbent upon Us to save the believers. |
| 010:103 Maulana | : |
Then We deliver Our messengers and those who believe -- even so (now); it is binding on Us to deliver the believers. |
| 010:103 Pickthal | : |
Then shall We save Our messengers and the believers, in like manner (as of old). It is incumbent upon Us to save believers. |
| 010:103 Rashad | : |
We ultimately save our messengers and those who believe. It is our immutable law that we save the believers. |
| 010:103 Sarwar | : |
We saved Our Messengers and those who believed; We must save the believers. |
| 010:103 Shakir | : |
Then We deliver Our messengers and those who believe-- even so (now), it is binding on Us (that) We deliver the believers. |
| 010:103 Sherali | : |
Then shall WE save Our Messengers and those who believe. Thus have WE made it incumbent on US to save the believers. |
| 010:103 Yusufali | : |
In the end We deliver Our messengers and those who believe: Thus is it fitting on Our part that We should deliver those who believe! |
Concepts/Themes Covered: الإيمان > المؤمنون > ما أعده الله لهم Faith> The Believers> What has Allah Prepared for them الإيمان > المؤمنون > وعده إياهم Faith> The Believers> His Promise to them الجهاد > نتائج الحرب > النصر من عند الله Jihad> The War Results> Victory is from Allah
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


Guidance
This document outlines the criteria and methods by which School Direct places are allocated to schools and how to find ITT providers.
Ref: NCTL-00105-2013 PDF , 272KB , 13 pages
Lead schools and providers should refer to the Quick start guide for schools for additional information regarding School Direct.


Lessons from 2 years of Backbone.js
Chris Nelson
@superchris
Backbone.js
- Audience participation!
- What it is
- How to use it (well)
Model with Collection
class Cookbook.Models.Recipe extends Backbone.Model
urlRoot: "/recipes"
class Cookbook.Collections.Recipes extends Backbone.Collection
url: "/recipes"
model: Cookbook.Models.Recipe
View
class Cookbook.Views.RecipeEditView extends Backbone.View
events:
"click input[type=submit]": "save"
template: JST["backbone/templates/recipe_edit_view_template"]
hide: -> @$el.hide()
render: ->
@$el.html @template @
@$el.show()
save: (event) ->
event.preventDefault()
@model.set
title: @$("input[name=title]").val()
description: @$("textarea[name=description]").val()
@model.save()
Router
class Cookbook.Routers.RecipeRouter extends Backbone.Router
constructor: ->
super
@recipe = new Cookbook.Models.Recipe(id: 1)
@recipes = new Cookbook.Collections.Recipes()
@recipeView = new Cookbook.Views.RecipeView(el: $("#recipe_view"))
@recipeEditView = new Cookbook.Views.RecipeEditView(el: $("#recipe_edit_view"))
@recipeListView = new Cookbook.Views.RecipeListView
el: $("#recipe_list_view")
collection: @recipes
@recipes.fetch()
@recipes.on "sync", (recipe) => @navigate "recipes/#{recipe.id}", trigger: true
routes:
"recipes/:id/edit": "editRecipe"
"recipes/:id": "showRecipe"
showRecipe: (id) ->
@recipe = @recipes.get(id)
return unless @recipe
@recipeView.model = @recipe
@recipeEditView.hide()
@recipeView.render()
editRecipe: (id) ->
@recipe = @recipes.get(id)
return unless @recipe
@recipeEditView.model = @recipe
@recipeView.hide()
@recipeEditView.render()
$ ->
window.recipeRouter = new Cookbook.Routers.RecipeRouter()
Backbone.history.start()
Awesome stuff
- Does everything you need
- dev vs prod
- Manages external dependencies well
- Baked into rails
- JST
- Manages css, images, as well
Not as awesome
- ruby
- Doesn't totally solve namepace issues
Asset Pipeline example
#= require jquery
#= require underscore
#= require backbone
#= require hamlcoffee
#= require_self
#= require_directory ./models
#= require_directory ./collections
#= require_directory ./services
#= require_directory ./templates
#= require_directory ./views
App =
Models: {}
Collections: {}
Views: {}
Services: {}
Awesome
- Async
- All javascript
- Explicit namespaces
Not as awesome
- Async
- No help with css, etc
- No help with external dependencies
- JamJS does
- Not much momentum :(
- More intrusive
TDDFTW
- Jasmine/jasmine-jquery
- Konacha/Mocha/Chai
- Dealing with the DOM
#= require spec
describe "ShapeView", ->
beforeEach ->
@paper = new Raphael(0, 0, 1000, 1000)
@guide = new Gaslight.Models.Guide
fill: "225-#e53c2e:0-#1a1a1a:90"
opacity: 0.0
points: [
{start: true, right: -100, top: -50}
{x: -100, y: -100}
{x: -400, y: 400}
{x: 100, y: 100}
]
@shapeView = new Gaslight.Views.ShapeView
paper: @paper
model: @guide
describe "constructor", ->
it "has a paper", ->
@shapeView.paper.should.exist
describe "shape", ->
beforeEach ->
@shapeView.createShape()
it "should fill the shape", ->
@shapeView.shape.attr('fill').should.equal @guide.get('fill')
@shapeView.shape.attr('fill-opacity').should.equal @guide.get('opacity')
Templating frameworks
- Eco
- Hamlcoffee
- EJS
- Jade
- Handlebars
Eco template

<% for recipe in @collection.models: %>

<a href="#recipes/<%= recipe.id %>">
<%= recipe.get("title") %>

<% end %>

RecipeListView
class Cookbook.Views.RecipeListView extends Backbone.View
template: JST["backbone/templates/recipe_list_view_template"]
constructor: ->
super
@collection.on "reset", => @render()
render: ->
@$el.html @template @
View lifecycle
- Views should be created/destroyed at the same time as their elements
- Ending up with multiple views on the same element is baaaad
class Cookbook.Routers.RecipeRouter extends Backbone.Router
constructor: ->
super
@recipe = new Cookbook.Models.Recipe(id: 1)
@recipes = new Cookbook.Collections.Recipes()
@recipeView = new Cookbook.Views.RecipeView(el: $("#recipe_view"))
@recipeListView = new Cookbook.Views.RecipeListView
el: $("#recipe_list_view")
collection: @recipes
@recipes.fetch()
@recipes.on "sync", (recipe) => @navigate "recipes/#{recipe.id}", trigger: true
routes:
"recipes/:id/edit": "editRecipe"
"recipes/:id": "showRecipe"
showRecipe: (id) ->
@recipe = @recipes.get(id)
return unless @recipe
@recipeView.model = @recipe
@recipeEditView.hide() if @recipeEditView
@recipeView.render()
editRecipe: (id) ->
@recipe = @recipes.get(id)
return unless @recipe
@recipeEditView = new Cookbook.Views.RecipeEditView
el: $("#recipe_edit_view")
model: @recipe
@recipeView.hide()
@recipeEditView.render()
$ ->
window.recipeRouter = new Cookbook.Routers.RecipeRouter()
Backbone.history.start()
Better idea
class Cookbook.Routers.RecipeRouter extends Backbone.Router
constructor: ->
super
@recipe = new Cookbook.Models.Recipe(id: 1)
@recipes = new Cookbook.Collections.Recipes()
@recipeView = new Cookbook.Views.RecipeView(el: $("#recipe_view"))
@recipeEditView = new Cookbook.Views.RecipeEditView(el: $("#recipe_edit_view"))
@recipeListView = new Cookbook.Views.RecipeListView
el: $("#recipe_list_view")
collection: @recipes
@recipes.fetch()
@recipes.on "sync", (recipe) => @navigate "recipes/#{recipe.id}", trigger: true
routes:
"recipes/:id/edit": "editRecipe"
"recipes/:id": "showRecipe"
showRecipe: (id) ->
@recipe = @recipes.get(id)
return unless @recipe
@recipeView.model = @recipe
@recipeEditView.hide()
@recipeView.render()
editRecipe: (id) ->
@recipe = @recipes.get(id)
return unless @recipe
@recipeEditView.model = @recipe
@recipeView.hide()
@recipeEditView.render()
$ ->
window.recipeRouter = new Cookbook.Routers.RecipeRouter()
Backbone.history.start()
- Doing it in render
- Creating a view in a template
- Creating a view in a template and making things actually work
Your new best friends:
- Chrome profiler heap snapshots
- listenTo
Thanks!
github.com/gaslight/codemash2012