- game - Static variable in class database.Variables
-
- game - Variable in class gameplay.GameMain
-
- gameCleanUp() - Method in class gameplay.GameMain
-
Resets all of the game variables so that if player wants to play another game, all the
data will be loaded on a new game.
- gameEntered - Variable in class menus.controller.MainMenuController
-
- gameEntered - Variable in class menus.controller.MatchSetupController
-
- gameFinished - Variable in class gameplay.GameMain
-
- gameInfoBackButton - Variable in class menus.controller.GameInfoController
-
- GameInfoController - Class in menus.controller
-
controller class for Game Info scene.
- GameInfoController() - Constructor for class menus.controller.GameInfoController
-
- GameLogic - Class in gameplay.logic
-
Class contains all calculation methods used during gameplay such as finding attackable tiles or checking if a move is legal.
- GameLogic() - Constructor for class gameplay.logic.GameLogic
-
- GameMain - Class in gameplay
-
This class handles the game part of the application, it sets up the the game
with variables, panes, buttons, layout and communication methods/threads for
communicating with other players.
- GameMain() - Constructor for class gameplay.GameMain
-
- gameOverContentSpacing - Variable in class gameplay.GameMain
-
- gameOverHeight - Variable in class gameplay.GameMain
-
- gameOverWidth - Variable in class gameplay.GameMain
-
- gameplay - package gameplay
-
- gameplay.gameboard - package gameplay.gameboard
-
- gameplay.logic - package gameplay.logic
-
- gameplay.units - package gameplay.units
-
- gameplay.units.unitTypes - package gameplay.units.unitTypes
-
- gameTitleLabel - Variable in class menus.controller.MatchSetupController
-
- generateHash(String, byte[]) - Method in class database.Database
-
Generates a hash.
- getAttack() - Method in class gameplay.units.ProtoUnitType
-
Returns the Attack as an int
- getAttack() - Method in class gameplay.units.Unit
-
Returns the units damage multiplier
- getAttack() - Method in interface gameplay.units.UnitType
-
- getAttack() - Method in class gameplay.units.unitTypes.Archer
-
Returns the Attack as an int
- getAttack() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the Attack as an int
- getAttack() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the Attack as an int
- getAttack() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the Attack as an int
- getAttackableTiles() - Method in class gameplay.logic.GameLogic
-
Checks for opponents within attack range and returns them in a ArrayList with tiles that have opponents units in them.
- getAttackerPieceID() - Method in class gameplay.logic.Attack
-
Returns the PieceId of the attacking piece
- getAttackingPlayerId() - Method in class gameplay.logic.Attack
-
Returns the PlayerId of the attacking player
- getAudio() - Method in class gameplay.units.ProtoUnitType
-
Returns the Audio as an AudioClip
- getAudio() - Method in class gameplay.units.Unit
-
Returns the AudioClip associated with the UnitType
- getAudio() - Method in interface gameplay.units.UnitType
-
- getAudio() - Method in class gameplay.units.unitTypes.Archer
-
Returns the Audio as an AudioClip
- getAudio() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the Audio as an AudioClip
- getAudio() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the Audio as an AudioClip
- getAudio() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the Audio as an AudioClip
- getColumns() - Method in class gameplay.gameboard.Grid
-
Returns the number of columns in the grid.
- getConnection() - Method in class database.ConnectionPool
-
Fetches a connection from the connection pool
If connection pool is empty, it will create a new connection
Puts the used connection in the usedConnections list, and removes it from the connectionPool list
- getConnectionPool() - Method in class database.ConnectionPool
-
Returns a ArrayList with unused connections.
- getCost() - Method in class gameplay.units.ProtoUnitType
-
Returns the Cost as an int
- getCost() - Method in class gameplay.units.Unit
-
Returns the cost of the Unit to use with the placement phase.
- getCost() - Method in interface gameplay.units.UnitType
-
- getCost() - Method in class gameplay.units.unitTypes.Archer
-
Returns the Cost as an int
- getCost() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the Cost as an int
- getCost() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the Cost as an int
- getCost() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the Cost as an int
- getDamage() - Method in class gameplay.logic.Attack
-
Returns the amount of damage being sent.
- getDB_DRIVER() - Method in class database.Config
-
Returns database driver as a String
- getDB_MAX_CONNECTIONS() - Method in class database.Config
-
Returns max connections as an integer
- getDB_PASSWORD() - Method in class database.Config
-
Returns database password as a String
- getDB_URL() - Method in class database.Config
-
Returns database URL as a String
- getDB_USER_NAME() - Method in class database.Config
-
Returns username as a String variable.
- getDefenceMultiplier() - Method in class gameplay.units.ProtoUnitType
-
Returns the DefenceMultiplier as a double
- getDefenceMultiplier() - Method in class gameplay.units.Unit
-
Returns a double with the defence multiplier of a unit.
- getDefenceMultiplier() - Method in interface gameplay.units.UnitType
-
- getDefenceMultiplier() - Method in class gameplay.units.unitTypes.Archer
-
Returns the DefenceMultiplier as a double
- getDefenceMultiplier() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the DefenceMultiplier as a double
- getDefenceMultiplier() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the DefenceMultiplier as a double
- getDefenceMultiplier() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the DefenceMultiplier as a double
- getDescription() - Method in class gameplay.gameboard.Recruit
-
Returns the attributes like health, movement range, attack, defence, and description in a single String.
- getDescription() - Method in class gameplay.units.ProtoUnitType
-
Returns the Description as a String
- getDescription() - Method in class gameplay.units.Unit
-
Returns the attributes like health, movement range, attack, defence, and description in a single String.
- getDescription() - Method in interface gameplay.units.UnitType
-
- getDescription() - Method in class gameplay.units.unitTypes.Archer
-
Returns the Description as a String
- getDescription() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the Description as a String
- getDescription() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the Description as a String
- getDescription() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the Description as a String
- getDescriptionHead() - Method in class gameplay.gameboard.Recruit
-
Returns the head for the description, with the cost added.
- getDescriptionHead() - Method in class gameplay.units.Unit
-
Returns the head for the description, which is the name of the units type
- getDescriptionTag() - Method in class gameplay.units.ProtoUnitType
-
Returns the DescriptionTag as a String
The DescriptionTag is used at the start of the Description
- getDescriptionTag() - Method in interface gameplay.units.UnitType
-
- getDescriptionTag() - Method in class gameplay.units.unitTypes.Archer
-
Returns the DescriptionTag as a String
The DescriptionTag is used at the start of the Description
- getDescriptionTag() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the DescriptionTag as a String
The DescriptionTag is used at the start of the Description
- getDescriptionTag() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the DescriptionTag as a String
The DescriptionTag is used at the start of the Description
- getDescriptionTag() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the DescriptionTag as a String
The DescriptionTag is used at the start of the Description
- getEndPosX() - Method in class gameplay.logic.Move
-
Returns the EndPosX
- getEndPosY() - Method in class gameplay.logic.Move
-
Returns the EndPosY
- getEnemy() - Method in class gameplay.units.Unit
-
Returns a boolean to show whether or not the unit is a enemy or not.
- getGamesPlayed() - Method in class database.Database
-
Gets # of games a user has played.
- getGamesWon() - Method in class database.Database
-
Gets # of games a user has won.
- getHasAttackedThisTurn() - Method in class gameplay.units.Unit
-
Returns a boolean to show whether or not the unit has attacked for the players turn.
- getHp() - Method in class gameplay.units.ProtoUnitType
-
Returns the Hp as a double
- getHp() - Method in class gameplay.units.Unit
-
Returns the units current health.
- getHp() - Method in interface gameplay.units.UnitType
-
- getHp() - Method in class gameplay.units.unitTypes.Archer
-
Returns the Hp as a double
- getHp() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the Hp as a double
- getHp() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the Hp as a double
- getHp() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the Hp as a double
- getImage() - Method in class gameplay.gameboard.Recruit
-
Returns the image associated with the recruit.
- getInitialPoolSize() - Static method in class database.ConnectionPool
-
Returns an integer with the pool size.
- getInstance() - Static method in class database.Config
-
Returns a Config object
- getMatch_id() - Method in class menus.Match
-
Returns a integer with the match id.
- getMatches() - Method in class menus.controller.MatchSetupController
-
Returns an ObservableList with matches where the game has not started.
- getMatchId() - Method in class gameplay.gameboard.PiecePlacer
-
Returns a integer with the matchID.
- getMatchId() - Method in class gameplay.logic.Attack
-
Returns the MatchId of which match the attack took place in
- getMatchId() - Method in class gameplay.logic.Move
-
Returns the MatchId of which match the move took place in
- getMaxAttackRange() - Method in class gameplay.units.ProtoUnitType
-
Returns the MaxAttackRange as an int
- getMaxAttackRange() - Method in class gameplay.units.Unit
-
Returns a integer with the max attack range of a unit.
- getMaxAttackRange() - Method in interface gameplay.units.UnitType
-
- getMaxAttackRange() - Method in class gameplay.units.unitTypes.Archer
-
Returns the MaxAttackRange as an int
- getMaxAttackRange() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the MaxAttackRange as an int
- getMaxAttackRange() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the MaxAttackRange as an int
- getMaxAttackRange() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the MaxAttackRange as an int
- getMaxPoolSize() - Static method in class database.ConnectionPool
-
Returns a integer with the max pool size
- getMinAttackRange() - Method in class gameplay.units.ProtoUnitType
-
Returns the MinAttackRange as an int
- getMinAttackRange() - Method in class gameplay.units.Unit
-
Returns a integer with the minimum attack range of a unit.
- getMinAttackRange() - Method in interface gameplay.units.UnitType
-
- getMinAttackRange() - Method in class gameplay.units.unitTypes.Archer
-
Returns the MinAttackRange as an int
- getMinAttackRange() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the MinAttackRange as an int
- getMinAttackRange() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the MinAttackRange as an int
- getMinAttackRange() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the MinAttackRange as an int
- getMovementPossibleTiles() - Method in class gameplay.logic.GameLogic
-
Gets all possible tiles a unit is within range to move to.
- getMovementRange() - Method in class gameplay.units.ProtoUnitType
-
Returns the MovementRange as an int
- getMovementRange() - Method in class gameplay.units.Unit
-
Returns the movement range of a unit.
- getMovementRange() - Method in interface gameplay.units.UnitType
-
- getMovementRange() - Method in class gameplay.units.unitTypes.Archer
-
Returns the MovementRange as an int
- getMovementRange() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the MovementRange as an int
- getMovementRange() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the MovementRange as an int
- getMovementRange() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the MovementRange as an int
- getMyEmail() - Method in class database.Database
-
Gets a given user's e-mail.
- getMyName() - Method in class database.Database
-
Gets a given user's username.
- getObstacle() - Method in class gameplay.gameboard.Tile
-
Returns a Obstacle if it is set.
- getPassword() - Method in class menus.Match
-
Returns a String containing the password for the match.
- getPasswordProtected() - Method in class menus.Match
-
Returns a boolean to show whether the match is password protected or not.
- getPieceId() - Method in class gameplay.gameboard.PiecePlacer
-
Returns a integer with the pieceID.
- getPieceId() - Method in class gameplay.logic.Move
-
Returns the PieceId of the piece that moved
- getPieceId() - Method in class gameplay.units.Unit
-
Returns a integer with the piece ID of the unit.
- getPlayer() - Method in class menus.Match
-
Returns a String with the username for player 1.
- getPlayerId() - Method in class gameplay.gameboard.PiecePlacer
-
Returns a integer with the playerID associated with the piece.
- getPlayers() - Method in class database.Database
-
Updates the variable class with your opponents player_id
- getPositionX() - Method in class gameplay.gameboard.PiecePlacer
-
Returns the piece X-position in accordance with Grid coordinates.
- getPositionY() - Method in class gameplay.gameboard.PiecePlacer
-
Returns the piece Y-position in accordance with Grid coordinates.
- getPosX() - Method in class gameplay.gameboard.Obstacle
-
Returns a Integer with the X-position in relation to the game Grid.
- getPosXFromEvent(MouseEvent) - Method in class gameplay.GameMain
-
Returns X-coordinates which corresponds with the Grid Class by using
MouseEvent.MouseClicked as argument and turns the pixel coordinates
to grid coordinates by rounding up to nearest tile size.
- getPosY() - Method in class gameplay.gameboard.Obstacle
-
Returns a Integer with the Y-position in relation to the game Grid.
- getPosYFromEvent(MouseEvent) - Method in class gameplay.GameMain
-
Returns Y-coordinates which corresponds with the Grid Class by using
MouseEvent.MouseClicked as argument and turns the pixel coordinates
to grid coordinates by rounding up to nearest tile size.
- getReceiverPieceID() - Method in class gameplay.logic.Attack
-
Returns the PieceId that is being attacked
- getRecruit() - Method in class gameplay.gameboard.RecruitTile
-
Returns a Recruit
- getRows() - Method in class gameplay.gameboard.Grid
-
Returns the number of rows in the grid.
- getSize() - Method in class database.ConnectionPool
-
A simple getter that returns # of initialized connections.
- getStartPosX() - Method in class gameplay.logic.Move
-
Returns the StartPosX
- getStartPosY() - Method in class gameplay.logic.Move
-
Returns the StartPosY
- getTurnId() - Method in class gameplay.logic.Attack
-
Returns the TurnId when the attack took place
- getTurnId() - Method in class gameplay.logic.Move
-
Returns the TurnId when the move took place
- getTurnPlayer() - Method in class database.Database
-
Checks which player has a given turn.
- getType() - Method in class gameplay.gameboard.Recruit
-
Returns a String of which UnitType the recruit is.
- getType() - Method in class gameplay.units.ProtoUnitType
-
Returns the Type as a String
The type can be used as an identifier for what unit type an unit is.
- getType() - Method in class gameplay.units.Unit
-
Returns the class UnitType of the unit.
- getType() - Method in interface gameplay.units.UnitType
-
- getType() - Method in class gameplay.units.unitTypes.Archer
-
Returns the Type as a String
The type can be used as an identifier for what unit type an unit is.
- getType() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the Type as a String
The type can be used as an identifier for what unit type an unit is.
- getType() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the Type as a String
The type can be used as an identifier for what unit type an unit is.
- getType() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the Type as a String
The type can be used as an identifier for what unit type an unit is.
- getTypeString() - Method in class gameplay.units.Unit
-
Returns the UnitType in the form of a String.
- getUnit() - Method in class gameplay.gameboard.Tile
-
Returns a Unit if it is set.
- getUnit_type_id() - Method in class gameplay.gameboard.PiecePlacer
-
Returns a integer with the piece's unit_type_id .
- getUnitImage() - Method in class gameplay.units.ProtoUnitType
-
Returns the UnitImage as an Image
- getUnitImage() - Method in class gameplay.units.Unit
-
Returns the image associated with the UnitType
- getUnitImage() - Method in interface gameplay.units.UnitType
-
- getUnitImage() - Method in class gameplay.units.unitTypes.Archer
-
Returns the UnitImage as an Image
- getUnitImage() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the UnitImage as an Image
- getUnitImage() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the UnitImage as an Image
- getUnitImage() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the UnitImage as an Image
- getUnitTypeId() - Method in class gameplay.units.ProtoUnitType
-
Returns the UnitTypeId as an int
- getUnitTypeId() - Method in class gameplay.units.Unit
-
Returns a integer with the UnitType Id nr.
- getUnitTypeId() - Method in interface gameplay.units.UnitType
-
- getUnitTypeId() - Method in class gameplay.units.unitTypes.Archer
-
Returns the UnitTypeId as an int
- getUnitTypeId() - Method in class gameplay.units.unitTypes.Catapult
-
Returns the UnitTypeId as an int
- getUnitTypeId() - Method in class gameplay.units.unitTypes.Juggernaut
-
Returns the UnitTypeId as an int
- getUnitTypeId() - Method in class gameplay.units.unitTypes.Swordsman
-
Returns the UnitTypeId as an int
- getUsedConnections() - Method in class database.ConnectionPool
-
Returns a list of used connections
- goBackButton - Variable in class menus.controller.SignUpController
-
- grid - Static variable in class database.Variables
-
- Grid - Class in gameplay.gameboard
-
Creates a visible grid with the number of rows and columns with the specified arguments
- Grid(int, int) - Constructor for class gameplay.gameboard.Grid
-
When Object of Grid is created, constructor creates a visible grid (rows X columns)
by adding tiles with position relative to tilesize, and adds them
to a gridpane.
- gridXPadding - Variable in class gameplay.GameMain
-
- gridYPadding - Variable in class gameplay.GameMain
-


| << previous | top of page | table of contents | next >> |
Below is a list of commands that are very commonly used. Of these, cd and ls are essential to using the command line, and you should be familiar with them.
Each command has a syntax line, which gives a brief description of how it should be used. The first item on the line is always the name of the command, followed by a number of arguments. Arguments given in square brackets are optional and can be omitted. If an argument is followed by three dots ('...'), it means that any number of that type of argument can be provided, and each will be processed in turn. In addition, any options that are of particular interest are listed in the corresponding section for each command. Each part of the command syntax is highlighted using the different styles outlined in the options section.
| top of page | table of contents |
> pwd
Print the current working directory onto the screen.
| top of page | table of contents |
> cd [folder]
Change the current working directory. If no folder is specified, the current working directory will be set to the home folder. Otherwise, it will be set to folder, assuming that it is a valid path.
| top of page | table of contents |
> ls [option]... [target]...
List files. If no target is specified, the contents of the current working directory are listed. Otherwise, the files specified are listed in the order provided, assuming that they are valid paths. If a target is a folder, its contents will be listed.
| top of page | table of contents |
> cp [option]... source target
> cp [option]... source... folder
In its first form, copy the file source to create the file target, assuming both are valid paths. You should be aware that in general, if the file target already exists, it will be overwritten (although in MR2, the systems have been set up to ask for confirmation first).
The second form is used to copy one or more source files into the target folder. In this case, target must be a pre-exising folder. Each newly created file will have the same base name as the original.
| top of page | table of contents |
> mv [option]... source target
> mv [option]... source... folder
In its first form, move or rename the file (or folder) source to target, assuming both are valid paths. Note that renaming is essentially equivalent to moving the file to a different location, if source and target reside in different folders.
The second form is used to move one or more source files into the target folder. In this case, target must be a pre-existing folder.
| top of page | table of contents |
Below are some examples of commands in typical use, illustrating some of the concepts explained in this document. To fully understand the examples, you may need to refer back to the sections on specifying filenames, using special filenames, or using wildcards.
To change your current working directory to its parent folder (move one branch down the directory tree):
> cd ..
To change your current working directory from whatever it was to the data folder in your home directory:
> cd ~/data
To list the headers for all normalised smoothed SPM images (assumed to start with ns and end with .hdr) from the controls folder:
> ls controls/ns*.hdr
To move the file data.mat, residing in the current working directory, into the parent folder of that directory:
> mv data.mat ..
To copy the file info.txt from the folder important into the current working directory:
> cp important/info.txt .
To copy all SPM header files from the data folder in your home directory into the headers folder in the current working directory:
> cp ~/data/*.hdr headers
To copy all Siemens Vision images for study 3 of patient Joe Bloggs into the current working directory:
> cp /MR2/scantmp/vision/bloggsj_010203_123/*-3-*.ima .
| << previous | top of page | table of contents | next >> |


A psychiatrist is a doctor who specializes in the treatment of mental illnesses. Though such people may have psychotherapy training, the treatments administered usually involve biomedical approaches. These involve administering and managing medication. If you're suffering from any brain-related illness such as depression, bipolar disorder and anxiety, you'll need a good psychiatrist NYC to help you regain mental health.
 He uses his expertise to forge a path through the obstacles that may be inhibiting you. Like a good crisis manger, he'll come up with a plan to steer you towards the right direction. It is therefore important to take time to find a good doctor.
First, determine your needs. Not every practitioner will fulfill your own personal desires. Most practitioners specialize in treating specific people e. G. Old patients, children or a specific gender.
The next important consideration is your budget. There are some psychiatrists who don't take insurance. As such, determine if your treatment expenses will have to be covered by your insurance. Call your insurer to verify if coverage for mental health is included in your plan. If it is, ask if there's a list of specific doctors you should visit. Some policies may fully cater for your medication and visits if you see the company's approved doctor. Other firms may offer you the choice of seeing someone within or outside your network, but with varying levels of coverage in each case.
When you've done this, ask the company for a pre-authorization if it will be necessary. If you have to use a referral, a general practitioner could provide one. Ensure you find out what is required beforehand to avoid unexpected surprises later on.
To find a good doctor, you may have to widen your search far from your area. If you need a specific specialty or someone who accepts your coverage, you may have to go to another town. Seek recommendations from people who've had encounters with such doctors before. Check with your friends, family and neighbors. Talk to any health care professionals you visit and see if they can recommend a good one. Such people can assist you further by recommending a specific choice based on your symptoms.
When seeking such recommendations, don't feel shy. Most people feel this because of the perception that there's a stigma attached to seeking psychiatrist treatment. However, don't divulge too much information about your condition.
When calling the recommended doctors, ask questions to ascertain his credibility. A certified practitioner should have passed the national exam that is given by the national board. This should indicate competence in the specialty. You should also ask if he has connections to a mental hospital in the event that inpatient treatment becomes necessary.
Evaluate the doctor to see if they're good for you. Finding the right fit may involve some degree of trial and error. Don't feel the need to stick to the first practitioner you find. When you've narrowed down to the right one, make an appointment in advance. A good psychiatrist NYC may be booked for several months in advance. However, you could seek an alternative choice if your condition requires urgent attention.


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Bachelor of Science in Engineering in Computer Science and Data Science
University of Michigan, Ann Arbor, Michigan
September 2018 - April 2022
GPA: 3.69
Dean's Honor List
Classes include:
- Introduction to Engineering
- Engineering Design Projects: Autonomous Drones
- Programming and Introductory Data Structures
- Discrete Math
- Imagining Futures: Medicine, Artificial Intelligence, and Social Media
- Calculus II
Language Knowledge


SHALLOW GRAVE A film review by Bryant Frazer Copyright 1995 Bryant Frazer
Great Britain, 1994 Dir: Danny Boyle Scr: John Hodge
There's a guaranteed audience these days for the "sophisticated thriller." In genrespeak, that's the movie with a self-consciously twisting and turning plotline, overtly intelligent characters, and a calculated streak of nastiness allowing the viewer to feel truly decadent, giggling along with the filmmakers. SHALLOW GRAVE is such a movie, a British import about a trio of flatmates who conspire against their own better judgment to take advantage of someone else's ill-gotten gains. When I saw it, with a "sophisticated" crowd, the folks to the left and right of me were swept up in the movie, cackling evilly or burying faces in hands when the proceedings on-screen became particularly gruesome. It's definitely a crowd-pleaser.
Incredibly, some reviewers have been comparing SHALLOW GRAVE to Quentin Tarantino's films, as though the director of PULP FICTION somehow invented the stylish thriller. Rubbish. SHALLOW GRAVE owes its existence pretty much in its entirety to the films of Alfred Hitchcock, which it apes shamelessly.  But intelligence alone doesn't completely compensate for SHALLOW GRAVE's shortcomings. Perhaps overconfidence leads this film to count on its audience being so delighted by each new odd camera angle and unexpected revelation that it becomes lazy in terms of showing us anything truly surprising.
The film opens with a crazy high-speed tour of city streets, set to a thumping high energy soundtrack. It resembles nothing so much as Shinya Tsukamoto's cautionary horror fable TETSUO, and it's hard to understand why the film takes such a hyperkinetic approach during its opening credits. Things slow down from there, as we settle in for a study of three characters sharing an apartment--Alex (Ewan McGregor), David (Christopher Eccleston), and Juliet (Kerry Fox). The casual cruelty of these characters is established immediately, as they interview and humiliate potential roommates. Alex is the most outgoing of the three, with the loosest tongue. David is shy and retreating, while the smart and sensible Juliet (whose boyfriend is conspicuously absent) functions as the apex of a very repressed sexual triangle. They finally settle on a strange fellow named Hugo (Keith Allen), an apparently well-off writer who pays his first rent in cash. But soon, Hugo is a corpse, and the suitcase of cash he leaves behind in his bedroom is too much of a temptation. What if, Alex wants to know, the three of them dispose of the body and keep the money?
That's probably the first 10 minutes. The rest of the movie springs out of that proposition, as the situation becomes more and more precarious and the riches bring out the worst in everybody. The ensuing shenanigans are both intense and wickedly funny, and it wouldn't do to spoil them here. It's very easy to place yourself in these roles, and the triumph of any thriller is that the audience feels the fear and isolation of the characters. But while one character's complete transformation is essential to the storyline, it's wholly unbelievable. The sexual dynamics (which pivot on Juliet's status as an object of desire) are intriguing and well-handled, but Boyle's relentless homage to Hitchcock (odd camera angles, snickering gallows humor, and shots lifted wholesale from VERTIGO and PSYCHO) wears thin. It's more than a little disappointing when the credits finally roll, because we hope for more from this clever thriller. But perhaps it's to the director's credit that we really do want to spend more time with these rather unpleasant people, feeding ravenously, vicariously off of their actions.
-- Bryant Frazer<EMAIL_ADDRESS>914/631/7155
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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belongs to the author.
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Related links: index of all rec.arts.movies.reviews reviews


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| A Cup of Radicchio: Uninstall Oracle Database 11g XE on Ubuntu Server 16.04 LTS A personal website of a power looper, a skateboarder, and a coder |
|
| Home Docs Sources Blog GitHub |
Circa middle of April 2019
(1) Stop the running Oracle Database 11.2.X XE instance
$ sudo /etc/init.d/oracle-xe stop
[ ok ] Stopping oracle-xe (via systemctl): oracle-xe.service.
(2) Uninstall (and purge configuration files) the Oracle Database 11.2.X XE instance and its components
Use the dpkg
utility to:
(a) Ensure the oracle-xe
package is installed and registered in the system package database (optional)
$ dpkg --get-selections | grep oracle-xe
oracle-xe install
(b) Purge (uninstall) the oracle-xe
package from the system and unregister it from the system package database
$ sudo dpkg -P oracle-xe
(Reading database ... 145312 files and directories currently installed.)
Removing oracle-xe (11.2.0-2) ...
Purging configuration files for oracle-xe (11.2.0-2) ...
dpkg: warning: while removing oracle-xe, directory '/u01/app/oracle/product/11.2.0/xe/lib' not empty so not removed
dpkg: warning: while removing oracle-xe, directory '/u01/app/oracle/product/11.2.0/xe/config' not empty so not removed
dpkg: warning: while removing oracle-xe, directory '/u01/app/oracle/product/11.2.0/xe/dbs' not empty so not removed
dpkg: warning: while removing oracle-xe, directory '/u01/app/oracle/product/11.2.0/xe/network' not empty so not removed
Processing triggers for libc-bin (2.23-0ubuntu10) ...
Processing triggers for mime-support (3.59ubuntu1) ...
(3) Manually remove remaining directories and files from the system
Notice from the previous command execution output there are a series of directories not removed, which are not actually needed. These directories should also be removed. For that simply delete the /u01
directory recursively:
$ sudo rm -Rf /u01
Remove remaining Oracle Database-related directories and files which are still exist in the system for any reason:
$ sudo rm -Rf /etc/default/oracle-xe \
/etc/oratab \
/tmp/.oracle \
/var/tmp/.oracle \
~/oradiag_<username> \
~/.rpmdb
(4) (Optional) Remove the user who acts as a DBA from the dba
group
$ sudo gpasswd -d <username> dba
Removing user <username> from group dba
Do relogin and check the DBA user is not a DBA anymore:
$ groups
<usergroup>
– It previously was looked like the following:
$ groups
<usergroup> dba
Happy deliverance from Oracle in Ubuntu ! – Because PostgreSQL will rule the Universe !


Gateway
BOT
05-Jun-19 06:31 PM
[dscrd-hush] <dukeleto> you cannot download it anymore
[dscrd-hush] <dukeleto> it's deprecated/deleted/gone
[dscrd-hush] <dukeleto> you either have it or you don't
[dscrd-hush] <dukeleto> @Cryptographic i think your version is too old to talk to current servers, unfortunately
[dscrd-hush] <dukeleto> @Cryptographic you can also use chameleon and magnum wallets, i hear
[dscrd-hush] <JWolf (WW Clan leader)> can we mine to the tipbot?
[dscrd-hush] <Berg> I would personally just use the web wallet
[dscrd-hush] <Berg> Can't speak to the tipbot because I don't really know it all that well
This seems to be another method to safeguard your #KMD funds
1. Download Verus Agama and create new seed/address
https://t.co/KPTXwiebx4
2. Import old Komodo Agama seed in @ChameleonPay or @Magnum_Wallet
3. Send funds from Chameleon/Magnum to new address
[dscrd-hush] <dukeleto> @JWolf (WW Clan leader) don't mine to the tip bot. Much better to mine to an address you control the privkeys for, via the web wallet
[dscrd-hush] <dukeleto> you don't own the funds in the tipbot. not your keys, not your coins
[dscrd-hush] <dukeleto> it's for tip money, not college savings
[dscrd-hush] <JWolf (WW Clan leader)> lol
[dscrd-hush] <dukeleto> never mine to addresses you don't control
[dscrd-hush] <JWolf (WW Clan leader)> lol
[dscrd-hush] <dukeleto> also, the tipbot guy @unko would probably not like you because you would slow down the system with lots of small UTXOs
[dscrd-hush] <dukeleto> the amount of reasons not to do it are large
[dscrd-hush] <JWolf (WW Clan leader)> nobody controls anything apparently
[dscrd-hush] <Luffy> I feel safe in OceanQt, I use it for btch and I am hoping that they will integrate HUHS3 soon ... Or I will try:troll:
[dscrd-hush] <dukeleto> Now, if you ask me, IS IT PHYSICALLY POSSIBLE? Yes. But really, don't.
[dscrd-hush] <unko> withdrawing users will pay in their fees
[dscrd-hush] <JWolf (WW Clan leader)> I was just wondering
[dscrd-hush] <dukeleto> @unko touché . the miners will love it
[dscrd-hush] <dukeleto> it's the circle of .... fees
[dscrd-hush] <JWolf (WW Clan leader)> right
[dscrd-hush] <dukeleto> @Luffy i have been talking to decker to get hush3 into OceanQT, it's nontrivial due to us being a source code fork rather than a simple asset chain
[dscrd-hush] <dukeleto> but it's on my radar
[dscrd-hush] <dukeleto> @JWolf (WW Clan leader) it's a good question and hopefully you have data to make an informed decision :troll:
[dscrd-hush] <JWolf (WW Clan leader)> 4sure thanx
[dscrd-hush] <dukeleto> I always feared something like this would happen to HUSH-NG, this node.js style hack
[dscrd-hush] <dukeleto> so it's good that I threw it away already
[dscrd-hush] <dukeleto> I had no way to verify the 345345 dependencies were not malware
[dscrd-hush] <JWolf (WW Clan leader)> why do I always get errors when trying to send large amounts of Hush on web?
[dscrd-hush] <dukeleto> @JWolf (WW Clan leader) you have too many small UTXOs
[dscrd-hush] <Berg> So here's an ignorant question by yours truly. What's the different method SilentDragon is using and what's the extra layer of protection not using node.js?
[dscrd-hush] <dukeleto> set your payout size larger
[dscrd-hush] <dukeleto> and sweep funds into medium sized amounts
[dscrd-hush] <dukeleto> @Berg glad you asked
[dscrd-hush] <dukeleto> SilentDragon does not use web technology. Agama is essentially Chrome talking to your full node
[dscrd-hush] <Luffy> @dukeleto I was looking at Decker code and lost my head:rolf: ... I'm looking at how it did with other assets. I will continue learning then:thinkaboutit:
[dscrd-hush] <dukeleto> so SilentDragon is a bunch of C++, that I compile
[dscrd-hush] <dukeleto> and it makes a binary, that you click on, to start
[dscrd-hush] <dukeleto> all the code it has is known when I compile it, before you start it
[dscrd-hush] <dukeleto> it's "static"
[dscrd-hush] <dukeleto> the Agama wallet, that is Chrome!!!
[dscrd-hush] <dukeleto> to make that, you have to use, literally, thousands of javascript packages
[dscrd-hush] <dukeleto> Hush-NG was given to me, I inherited it
[dscrd-hush] <dukeleto> every time you run some commands, it gives you a new 10,000 lines of dependencies, slightly different, with slightly different versions and maybe some new, some removed. It's completely incomprehensible to see if some kind of malware has slipped in
[dscrd-hush] <dukeleto> You would have to read millions of lines of compacted unreadable code, which nobody does
[dscrd-hush] <dukeleto> also, nodeJS packages do not have to correspond to the code they show you on Github
[dscrd-hush] <dukeleto> that itself, is mega scary
[dscrd-hush] <dukeleto> SilentDragon is older, more reliable, safer tech. Similar to OceanQT
[dscrd-hush] <Luffy> Ohhhhh, The reading with link above ... I've screwed up:Surprised_Pikachu:
[dscrd-hush] <JWolf (WW Clan leader)> when will we have SilentDragon for the less literate?
[dscrd-hush] <dukeleto> @Berg did i answer your question? I really do want us to explain this stuff to a wider audience
[dscrd-hush] <dukeleto> if you can compile software, SilentDragon already exists
[dscrd-hush] <dukeleto> you can be on the bleeding edge with me. I need a few brave souls to crush bugs for bounties
[dscrd-hush] <Cryptographic> @Berg will web wallet work for BTCH?
[dscrd-hush] <dukeleto> doesn't make sense to make binaries at this exact juncture, but if we can fix a few open issues then it would make sense
[dscrd-hush] <JWolf (WW Clan leader)> that was my point...
[dscrd-hush] <dukeleto> @Cryptographic current web wallet does not do BTCH, but we are working on standing up a BTCH web wallet
[dscrd-hush] <dukeleto> @gilardh i think we used to have wallet.btchush. org but when we lost that domain we lost that subdomain
[dscrd-hush] <dukeleto> hmmmmmmmmm
@cryptomaroc @MyHushTeam Download Komodo OceanQt.
Go to the folder where you unzipped and enter the "launch_assets" folder and go down to BTCH.cmd and click. The BTCH ocean will open. Go to receive and send your btch. Good luck, if you need help, here and in discord.
[dscrd-hush] <dukeleto> awesome, yes. BTCH is an asset chain supported by OceanQT. It doesn't have a super massive blockchain, so it's not like syncing KMD or ZEC
[dscrd-hush] <Luffy> It is very fast, it take 16 nodes in a short time. To get private key, just like other QT........ dumpprivkey wallet and address
[dscrd-hush] <Luffy> *not wallet, command
[dscrd-hush] <JWolf (WW Clan leader)> where can I get a z address?
[dscrd-hush] <Berg> @dukeleto Yes! That helped my understanding
[dscrd-hush] <Berg> Is SilentDragon a pre-existing package that you're modifying to run Hush? Or is this ground-up?
[dscrd-hush] <Luffy> @JWolf (WW Clan leader) I think Hushmate works well with Z directions ... ????
[dscrd-hush] <heguli97> @Berg "SilentDragon is based on qt5. It's a fork of zecwallet: https://github.com/ZcashFoundation/zecwallet/releases "
A z-Addr first full node and UI wallet for zcash. Contribute to ZcashFoundation/zecwallet development by creating an account on GitHub.
[dscrd-hush] <Luffy> We have theft epidemic again, it reminds me of 2015, when all the exchanges stolen every day


Pipeline Check Report : check_with_send_report
One or more checks failed
Check
Branch
Status
Details
world
Failed
Oh dear, it failed.
hello
Passed
Report generated Fri Dec 05 10:36:01 GMT 2014


--- title: About ---
Sacramento, California
plouie21[at]gmail.com
Greetings,
My name is Paul Cielo and I am a Front-End Web Developer and IT professional. I graduated
from California State University Sacramento and recieved my B.S. Business Degree in Management
Information Systems in the Fall of 2016. If you would like to know more about me, please do not
hesitate to contact me using the side links on the left of this page.


Error #51: OVERFLOW IN RECORD PRINT# statement exceeds record boundary. Information is cut off. Since the carriage return is sent as a record terminator is counted in the record size. This message will occur if the total characters in the record (including the final carriage return) exceeds the defined size.


| open |
/illumina_submission/step_check_fa_counts.php |
|
| open |
illumina_submission/index.php |
|
| clickAndWait |
link=Upload Submission Metadata |
|
| type |
id=csv |
/Users/ashipunova/BPC/illumina_submission/selenium_tests/submission_test_new.csv |
| clickAndWait |
name=Submit |
|
| clickAndWait |
id=run_info_form_add |
|
| clickAndWait |
id=form_update_from_csv |
|
| clickAndWait |
id=form_update_selected |
|
| click |
link=Optional steps |
|
| clickAndWait |
link=check counts in fa files |
|
| verifyTextPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20150000/lane_1_B/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| verifyTextPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20150000/lane_3_B/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| verifyTextPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20150000/lane_5_B/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| verifyTextPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20150000/lane_1_A/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| click |
css=input.hide_find_run |
|
| select |
id=form_find_rundate |
label=20130514 |
| select |
id=form_machine |
label=miseq |
| type |
id=form_lane |
1 |
| clickAndWait |
id=choose_run_m_form_add |
|
| clickAndWait |
id=choose_meta_w_path_form_add |
|
| verifyTextNotPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20130514/lane_5_B/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| verifyTextNotPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20130514/lane_1_A/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| verifyTextNotPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20130514/lane_1_B/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| verifyTextNotPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20130514/lane_3_B/analysis/reads_overlap/; grep '>' *-PERFECT_reads.fa.unique | wc -l; date |
|
| verifyTextPresent |
exact:cd /xraid2-2/g454/run_new_pipeline/illumina/20130514/lane_1_B/analysis/reads_overlap/; grep '>' *_MERGED-MAX-MISMATCH-3.unique.nonchimeric.fa | wc -l; date |
|


renderGlobal Class
Class containing all the methods used in the 3d visual assembly
Item Index
Methods
- addArcSubDiv
- addCurveKeyFrames
- addDisplacement
- addGrid
- addGrid
- addLines
- alignAssemblyCenter
- animate
- arrayToString
- bindPartsToKeyFrames
- centerGeometry
- combineBounds
- copyFrame
- copyFrameList
- cutOffNames
- cutoffPartNames
- flipTheTimes
- flipTreeTime
- getChildrenByTag
- getDepth
- getFirstIntersect
- getGeometries
- getGlobBounds
- getLongestTime
- getMov
- getMovement
- getNameList
- getNames
- getPartCenter
- getPartNameCutoff
- getPartNames
- getRandomUTF
- getRef
- getStdMaterial
- getStdMaterial
- getTimes
- getTreeNames
- grab
- grabInd
- grabInterp
- hasNaN
- hide
- hideChildren
- initAxisLines
- insertTreequenceHTML
- interp
- interpolate
- loadParts
- loadParts
- longestTimeFromFrames
- makeArcPointList
- makeFastenerKeyFrames
- makeKeyFrames
- mergeTrees
- parseStl
- parseStlBinary
- rdr_grabExtension
- rdr_lockChange
- rdr_manageControls
- rdr_mouseMoved
- rdr_recieveData
- rdr_registerDown
- rdr_registerUp
- rdr_renderParts
- rdr_showHideTreequence
- rdr_tryMouseLock
- readMultipleFiles
- readMultipleFiles
- render
- show
- showChildren
- showFrame
- showFrames
- similarityCutoff
- swapHiding
- trim
- updateAxisLines
- updateLines
- vecDesc
- whatsIn
Methods
addArcSubDiv
-
target
-
center
-
startDisp
-
endDisp
-
level
Recursively adds Vector3 objects onto the Vector3 list, target, interpolating from startDisp and endDisp in an arc centered at the Vector3 object center. Each layer of recursion adds the midpoint of the arc from startDisp to endDisp until level = 0.
Parameters:
-
target
Vector3 ArrayThe list where the calculated Vector3 objects should be added
-
center
Vector3The point which the generated arc should be centered on
-
startDisp
Vector3The starting point of the arc
-
endDisp
Vector3The ending point of the arc
-
level
IntThe desired levels of recursion in the point interpolation
Returns:
addCurveKeyFrames
-
theFrameLists
-
startLocation
Adds keyframes onto the keyframe lists provided so that the keyframed parts begin their animation at start location and move in an arc to their previously defined start position
Parameters:
-
theFrameLists
Object ListA list of keyframe lists describing the movement of 3d models
-
startLocation
Vector3The desired new start location of the 3d models in the animation
Returns:
addDisplacement
-
movTree
-
partFrames
-
it
Given an tree representation of the movement of parts in an assembly sequence, an array of Objects each associating a list of keyframes with a threeJS mesh object and aLinkcolor string, and the index of the keyframe associated with the tree's root node, displaces the movement line points associated with that particular part of the assembly to match the displacement of the model
Parameters:
-
movTree
ObjectTree of nested objects representing the movement of each subassembly in it's assembly sequence
-
partFrames
ArrayAn array of Objects each associating a list of keyframes with a threeJS mesh object and a string
-
it
ObjectThe index of the keyframe associated with the root node of movTree. Used internally. For external use, apply 0.
Returns:
addGrid
-
theSize
-
theDivs
Adds a simple square grid of width equal to theSize and a number of lines equal to theDivs at Y=-1000
Parameters:
-
theSize
IntThe desired grid width
-
theDivs
IntThe desired number of lines per side of the grid
Returns:
addGrid
-
theRad
-
theBot
-
theTop
-
theX
-
theZ
-
slices
-
stacks
-
theColor
Adds a simple vertical column with a radius of theRad, a base Y value of theBot, a top terminating at theTop, an x and z position equal to theX and theZ, a line color of theColor, a number of vertical segmentations equal to stacks, and a number of radial segmentations equal to slices
Parameters:
-
theRad
FloatThe desired radius of the column
-
theBot
FloatThe desired bottom y value of the column
-
theTop
FloatThe desired top y value of the column
-
theX
FloatThe desired x value of the column
-
theZ
FloatThe desired z value of the column
-
slices
FloatThe desired number of radial segmentations
-
stacks
FloatThe desired z value of vertical segmentations
-
theColor
FloatThe desired color of the column
Returns:
addLines
-
movTree
-
parentNode
-
theScene
Given an tree representation of the movement of parts in an assembly sequence, the parent node of that node, and a threeJS scene object, inserts a line for each subassembly path along the path of movement
Parameters:
-
movTree
ObjectTree of nested objects representing the movement of each subassembly in it's assembly sequence
-
parentNode
ObjectUsed for internal use. Null should be applied for external use.
-
theScene
Objectthe threeJS scene to which the line representations will be added
Returns:
alignAssemblyCenter
()
Void
Aligns the camera to look at the point at the average of the centers of all the parts bounding boxes
Returns:
animate
-
partFrames
-
time
-
timeWarp
Given an array of objects (each containing a threeJS mesh object and an array of keyFrame objects), and two floating points "time" and "timeWarp", will animate each mesh in the array along the keyframes in their associate objects according to the given "time" and returns the new time as given by the standard time step multiplied by "timeWarp"
Parameters:
-
partFrames
ArrayList of objects relating threeJS mesh objects with their respective keyframe arrays
-
time
FloatThe time to be used when interpolating keyFrames for the models
-
timeWarp
FloatThe coefficeint to be applied to the timestep in the animation
Returns:
The new value of time in the animation
arrayToString
-
buf
Converts an arraybuffer into a string of equivalent binary content
Parameters:
-
buf
ArraybufferThe arraybuffer
Returns:
bindPartsToKeyFrames
-
theKeyFrameLists
-
theParts
Combines a given array of objects (each associating an array of keyframes to name) with a given array of objects (each associating a threeJS mesh with a name), creating an array of objects with keyFrame arrays and threeJS meshes associated with the same name
Parameters:
-
theKeyFrameLists
ArrayAn array of objects, each containing an array of keyframe objects called "Frames" and a string property called "Name")
-
theParts
ArrayAn array of objects, each containing a threeJS mesh object called "Mesh" and a string property called "Name"
Returns:
centerGeometry
-
theGeo
Finds the average position of all the vertices in a given threeJS Geometry model.
Parameters:
-
theGeo
ThreeJS Geometry Object
Returns:
A 3d coordinate, with each component being the unweighted average of the corresponding component in each vector in the provided geometry object. If nodeName vertices are present in the object, a zeroed vector is returned.
combineBounds
-
a
-
b
Given two threeJS boundingBox objects, returns the smallest bounding box encompassing the two
Parameters:
-
a
ObjectThe first bounding box
-
b
ObjectThe second bounding box
Returns:
The combined bounds
copyFrame
-
theFrame
Returns a copy of the provided keyframe object
Parameters:
-
theFrame
ObjectA keyFrame object
Returns:
The copy
copyFrameList
-
partFrames
Returns a copy of the provided array of keyframe objects
Parameters:
-
partFrames
ArrayA keyFrame object array
Returns:
The copy
cutOffNames
-
theTree
Given a tree of nested javascript objects (each with a string attribute "Name") and an integer "N", removes the first N characters of each Name attribute
Parameters:
-
theTree
ObjectThe structure containing name data
Returns:
cutoffPartNames
-
partFrames
Accepts an array of objects containing a string property called "Name" removes the first N characters in each string, where N is the first index where any two "Name" properties in the array have different characters.
Parameters:
-
partFrames
Object ArrayAn array of objects, each of which should containin a property called "Name" with a non-null string.
Returns:
flipTheTimes
-
partFrames
Given a jagged array of objects, each object at least possessing a numeric property called "Time", sets each Time property to the greatest Time value in the jagged array minus the origional value, thus effectively reversing the temporal order of each object
Parameters:
-
partFrames
ArrayThe jagged array
Returns:
The greatest "Time" value in the jagged array
flipTreeTime
-
theTree
-
axis
Given a tree of nested javascript objects (each with a float attribute "Time") and a float "N", sets each Time value to N minus that value
Parameters:
-
theTree
ObjectThe structure containing time data
-
axis
FloatThe value used to mirror the time values
Returns:
getChildrenByTag
-
theNode
-
tag
Given an HTML element and a string, returns a list containing all child elements of the given element with a tag equivalent to the given string
Parameters:
-
theNode
HTML ElementThe HTML element whose children are to be searched
-
tag
StringThe string to be used when searching for element children
Returns:
getDepth
-
theTree
Given a tree of nested javascript objects, returns the depth of the tree
Parameters:
-
theTree
ObjectThe object structure
Returns:
The depth of the object
getFirstIntersect
-
theScene
-
theCamera
-
partFrames
Given a threeJS scene object, a threeJS camera object, and an array of objects containing threeJS mesh objects, finds the first mesh in the scene which is intersected the ray extending through the center of the camera's field of vision. If this mesh is in the provided array of objects, then that object is returned, otherwise null is returned instead
Parameters:
-
theScene
ObjectThe threeJS scene object in which intersections should be tested
-
theCamera
ObjectThe threeJS camera object to be used to test for ray intersections
-
partFrames
ArrayAn array containing a series of objects, each of which contain a threeJS mesh object (under the property "Mesh") to be tested for intersections
Returns:
The intersecting mesh (or null in case of no valid intersection)
getGeometries
-
theSTLs
Accepts a list of binary stl buffer objects and returns a corresponding list of ThreeJS objects.
Parameters:
-
theSTLs
Buffer Object List
Returns:
getGlobBounds
-
a
-
b
Given two threeJS boundingBox objects, returns the smallest bounding box encompassing the two
Parameters:
-
a
ObjectThe first bounding box
-
b
ObjectThe second bounding box
Returns:
The combined bounds
getLongestTime
-
timeTree
Given a tree of nested objects, returns the highest "Time" value from all the nodes
Parameters:
-
timeTree
ObjectThe tree of time values
Returns:
The highest time value in the tree
getMov
-
theTree
Given a jQuery Object, will return the first child with the tag "Moving" of the first child with the tag "Install" of the object. If no such child exists, null is returned.
Parameters:
-
theTree
JQuery ObjectThe jQuery object to be accessed
Returns:
The resulting child
getMovement
-
theTree
-
myX
-
myY
-
myZ
-
myTime
Given a jQuery object derived from parsing an XML document, extracts all information relevant to part movement and composes it into an identically structured tree of nested javascript objects which is then returned
Parameters:
-
theTree
JQuery ObjectThe jQuery object to be parsed over
-
myX
FloatThe X position of the subassembly represented by the root node of theTree
-
myY
FloatThe Y position of the subassembly represented by the root node of theTree
-
myZ
FloatThe Z position of the subassembly represented by the root node of theTree
-
myTime
FloatThe time value of the subassembly represented by the root node of theTree
Returns:
The root node of the tree of extracted movement data
getNameList
-
TimeTree
-
SpaceTree
-
NameTree
Given a three trees of nested javascript objects, one holding time data, one holding movement data, and one holding part name data
Parameters:
-
TimeTree
ObjectThe root node of the tree containing time data
-
SpaceTree
ObjectThe root node of the tree containing movement data
-
NameTree
ObjectThe root node of the tree containing name data
Returns:
The root node of the resulting tree
getNames
-
theTree
Given a jQuery object derived from parsing an XML document, extracts all part name information and composes it into an identically structured tree of nested javascript objects which is then returned
Parameters:
-
theTree
JQuery ObjectThe jQuery object to be parsed over
Returns:
The root node of the tree of extracted name data
getPartCenter
-
a
Given an object, containing a threeJS mesh object as "Mesh", will return the center of the mesh's bounding box
Parameters:
-
a
ObjectThe object containing the threeJS mesh object
Returns:
The center of the mesh's bounding box, represented as a threeJS Vector3 object
getPartNameCutoff
-
partFrames
Accepts an array of objects containing a string property called "Name" and returns the first index where any two "Name" properties in the array have different characters.
Parameters:
-
partFrames
Object ArrayAn array of objects, each of which should containin a property called "Name" with a non-null string.
Returns:
The first index where any two "Name" properties in the array are different.
getPartNames
-
parts
Given a list of parts, returns a list of the names of each part
Parameters:
-
parts
Part ListThe list of part objects.
Returns:
getRandomUTF
-
selectSpace
Given a staggered array of integer pairs, returns a random UTF character with a UTF value within one of the given integer ranges (inclusive)
Parameters:
-
selectSpace
ArrayA staggered array of integer range limits
Returns:
getRef
-
theTree
Given a jQuery Object, will return the first child with the tag "Reference" of the first child with the tag "Install" of the object. If no such child exists, null is returned.
Parameters:
-
theTree
JQuery ObjectThe jQuery object to be accessed
Returns:
The resulting child
getStdMaterial
()
Object
Returns a normal material for lines if the global variable "standard" is false. If "standard" is set to true, returns a chromadepth material instead.
Returns:
getStdMaterial
()
Object
Returns a normal material for meshes if the global variable "standard" is false. If "standard" is set to true, returns a chromadepth material instead.
Returns:
getTimes
-
theTree
-
parentTime
Given a jQuery object derived from parsing an XML document, extracts all information relevant to installation timing and composes it into an identically structured tree of nested javascript objects which is then returned
Parameters:
-
theTree
JQuery ObjectThe jQuery object to be parsed over
-
parentTime
FloatThe time value of the subassembly represented by the root node of theTree
Returns:
The root node of the tree of extracted time data
getTreeNames
-
tree
-
regTreeNames
-
fstTreeNames
Given a tree of nested javascript objects (each with a string attribute "Name"), and two lists, regTreeNames and fstTreeNames, inserts all regular part names into regTreeNames and inserts all fastener part names into fstTreeNames
Parameters:
-
tree
Object -
regTreeNames
String List -
fstTreeNames
String List
Returns:
grab
-
theTree
-
theMember
Given a jQuery object and a string, returns the first child of the given element with a tag equivalent to the given string.
Parameters:
-
theTree
JQuery ObjectThe jQuery object whose child is to be returned
-
theMember
StringThe name of the tag being searched
Returns:
The first child with the given tag. If such a child does not exist, null is returned.
grabInd
-
theTree
-
theMember
-
theIndex
Given a jQuery object and an integer "N", returns the Nth child of the given element with the given tag.
Parameters:
-
theTree
JQuery ObjectThe jQuery object whose child is to be returned
-
theMember
StringThe name of the tag being searched
-
theIndex
StringThe ordinal of the matching child to be returned
Returns:
The child meeting the tag and ordinal requirement. If such a child does not exist, null is returned.
grabInterp
-
frameList
-
time
Given a list of keyframes and a time quantity, returns a keyframe object interpolating between the two temporally closest keyframes. In cases where the provide time is beyond the range of times represented by the list, returns the closest keyframe
Parameters:
-
frameList
ArrayA list of keyframes. Must be organized from least time value to greatest time value
-
time
FloatFloating-point representation of what time in the keyframe progression the interpolation should occur
Returns:
The interpolated keyframe
hasNaN
-
theFrame
Returns true if any position component of the given keyframe object is NaN
Parameters:
-
theFrame
ObjectA keyFrame object
Returns:
hide
-
theNode
Given an HTML element, sets the style attributes of that element to hide it's contents.
Parameters:
-
theNode
HTML ElementThe HTML element to be hidden.
Returns:
hideChildren
-
theNode
Given an HTML element, sets the style attributes of that element's children to hide their contents.
Parameters:
-
theNode
HTML ElementThe HTML element whose children are to be hidden.
Returns:
initAxisLines
()
Void
Initializes the axis lines for the bottom-left of the screen
Returns:
insertTreequenceHTML
-
theTree
-
parentElement
Given a tree of nested javascript objects and an html element, inserts the contents of the root node of the given tree as an html element into the given element. Returns the name of the generated node.
Parameters:
-
theTree
ObjectThe tree structure
-
parentElement
HTML ElementThe html element to contain the node information
Returns:
interp
-
pointList
-
T
Performs a bezier curve interpolation of the control points in pointlist given the time value T, and returns a ThreeJS Vector3 object with the interpolated coordinates.
Parameters:
-
pointList
Vector3 ArrayA list of control points for use in interpolation.
-
T
FloatA normalized value for use as a time value in interpolation.
Returns:
interpolate
-
keyFrame1
-
keyFrame2
-
proportion
Given two keyFrames and a normalized float "proportion", returns an interpolation between the two keyframes with a weight towards the second keyframe proportional to "proportion"
Parameters:
-
keyFrame1
ObjectThe earlier keyFrame
-
keyFrame2
ObjectThe later keyFrame
-
proportion
FloatA normalized value representing what proportion of the path of interpolation is between the result and the earlier keyFrame
Returns:
The jagged array of keyFrame objects
loadParts
()
Void
Called internally upon every recieved fileload event. Checks if every file reader in the array "fileReaders" has fully read each of their files. If so, then the function converts all recieved stl files into threeJS models and executes "renderParts".
Returns:
loadParts
()
Void
Called internally upon every recieved fileload event. Checks if every file reader in the array "fileReaders" has fully read each of their files. If so, then the function converts all recieved stl files into threeJS models and executes "renderParts".
Returns:
longestTimeFromFrames
-
partFrames
Combines a jagged array of objects, each object at least possessing a numeric property called "Time", returns the value of the greatest "Time" property
Parameters:
-
partFrames
ArrayThe jagged array
Returns:
The greatest "Time" value in the jagged array
makeArcPointList
-
startPoint
-
center
-
endPoint
-
resolution
Returns a list of 2^(resolution+1) points which trace an arc beginning at startPoint, terminating at endpoint, and centered around center
Parameters:
-
startPoint
Vector3The starting point of the arc
-
center
Vector3The point which the generated arc should be centered on
-
endPoint
Vector3The ending point of the arc
-
resolution
IntThe desired levels of recursion in the point interpolation
Returns:
makeFastenerKeyFrames
-
theFst
-
runningList
-
currentFrameList
Creates a keyframe list for the given fastener object and adds it to currentFrameList
Parameters:
-
theFst
ObjectThe object representation of the fastener being keyframed
-
runningList
Object ListThe current running list of keyframes
-
currentFrameList
Object ListThe list of part-keyframe list objects
Returns:
makeKeyFrames
-
theTree
-
runningList
-
currentFrameList
Given a tree representation of the assembly process through nested javascript objects, returns an array of keyframe array objects, with each keyframe array object being a representation of the movement of each part in the tree representation throughout the assembly proceess, with a list of keyframe objects and a given part name
Parameters:
-
theTree
ObjectTree representation of the assembly process through nested javascript objects
-
runningList
ArrayInternally used variable. Should be an empty array for outside use.
-
currentFrameList
ArrayInternally used variable. Should be an empty array for outside use.
Returns:
The jagged array of keyFrame objects
mergeTrees
-
TimeTree
-
SpaceTree
-
NameTree
Given a three trees of nested javascript objects, one holding time data, one holding movement data, and one holding part name data
Parameters:
-
TimeTree
ObjectThe root node of the tree containing time data
-
SpaceTree
ObjectThe root node of the tree containing movement data
-
NameTree
ObjectThe root node of the tree containing name data
Returns:
The root node of the resulting tree
parseStl
-
stl
Converts a given block of ASCII stl data (as an arraybuffer) to a threeJS representation of the geometry. Function courtesy of 'tonylukasavage' from Github, who released this to the public domain.
Parameters:
-
stl
ArraybufferThe ASCII stl data
Returns:
threeJS geometry object
parseStlBinary
-
stl
Converts a given block of binary stl data (as an arraybuffer) to a threeJS representation of the geometry. Function courtesy of 'tonylukasavage' from Github, who released this to the public domain.
Parameters:
-
stl
ArraybufferThe binary stl data
Returns:
threeJS geometry object
rdr_grabExtension
-
theName
Accepts a string and outputs the string of all characters following the final '.' symbol in the string. This is used internally to extract file extensions from file names.
Parameters:
-
theName
StringThe file name to be processed
Returns:
the extension in the given file name. If no extension is found, the 'undefined' value is returned.
rdr_lockChange
-
e
Adds or Removes event listeners for input meant for camera manipulation. Is triggered by a change in the state of the mouse locking or unlocking. The mouse locking results in input listeners being added to the webpage, whereas the unlocking of the mouse results in the removal of appropriate listeners.
Parameters:
-
e
EventThe event that is to be applied to the function by event listeners upon a change in the state of mouselock
Returns:
rdr_manageControls
()
Void
Once called, interprets the current state of registered inputs and manipulates the visualization accordingly, including the accelleration of the camera, as affected by the W,S,A, and D keys, and the rotation of the camera if the F key is depressed and there currently is a highlighted object of interest
Returns:
rdr_mouseMoved
-
e
Changes the orientation of the camera based off of the mouse movement contained in the supplied mouse movement event. X-axis movement corresponds to change in the yaw of the camera whereas Y-axis movement corresponds to a change in the pitch of the camera.
Parameters:
-
e
EventThe mouse movement event to be supplied to the function by a mouse movement event listener on the web page
Returns:
rdr_recieveData
-
theXMLFile
-
theSTLFiles
The function which handles the actual rendering of the solution file animation and loading in the models
Parameters:
-
theXMLFile
String -
theSTLFiles
Object
Returns:
rdr_registerDown
-
e
Accepts a key press event and, if the key press corresponds to one of the keys used for manipulating the view, sets the proper components of "inputState" to true.
Parameters:
-
e
EventThe key down event to be supplied to the function by a key down event listener on the web page
Returns:
rdr_registerUp
-
e
Accepts a key press release and, if the key release corresponds to one of the keys used for manipulating the view, sets the proper components of "inputState" to false
Parameters:
-
e
EventThe key up event to be supplied to the function by a key up event listener on the web page
Returns:
rdr_renderParts
()
Void
Called internally by "loadParts". Parses the text stored in "theXML" into a tree structure composed of nested javascript objects and converts that structure into a series of keyframe arrays, each of which are stored alongside their respective parts in "partFrames". Additionally, generates the path lines for each subassembly and inserts those lines into "scene".
Returns:
rdr_showHideTreequence
()
Void
Toggles the display of the HTML div element containing the treequence representation of the assembly.
Returns:
rdr_tryMouseLock
()
Void
Attempts to lock the mouse for camera manupulation
Returns:
readMultipleFiles
-
evt
Accepts a fileinput event, presumably from a file upload event listener, and assigns functions to each file reader listed in the event to be called upon the full loading of that given reader's files
Parameters:
-
evt
EventA fileinput event, to be given by a fileinput event listener
Returns:
readMultipleFiles
-
evt
Accepts a fileinput event, presumably from a file upload event listener, and assigns functions to each file reader listed in the event to be called upon the full loading of that given reader's files
Parameters:
-
evt
EventA fileinput event, to be given by a fileinput event listener
Returns:
render
()
Void
The main portion of the visualization's rendering cycle, managing frame rate, input, camera decelleration, keyframe manipulation, model animation, object highlighting, and informational display.
Returns:
show
-
theNode
Given an HTML element, sets the style attributes of that element to display it's contents.
Parameters:
-
theNode
HTML ElementThe HTML element to be shown.
Returns:
showChildren
-
theNode
Given an HTML element, sets the style attributes of that element's children to display their contents.
Parameters:
-
theNode
HTML ElementThe HTML element whose children are to be shown.
Returns:
showFrame
-
theFrame
Logs the contents of a given keyFrame object, containing numeric properties "X", "Y", "Z", and "Time", to the console as a string.
Parameters:
-
theFrame
Arraythe keyFrame object to be logged
Returns:
showFrames
-
partFrames
Logs the contents of the given jagged array of keyFrame objects, each containing numeric properties "X", "Y", "Z", and "Time", to the console as a string.
Parameters:
-
partFrames
ArrayA jagged array of keyframe objects
Returns:
similarityCutoff
-
theList
Given an array of strings, returns the first index at which at least two of the included strings are different
Parameters:
-
theList
ArrayThe list of strings to be anylized
Returns:
The computed index
swapHiding
-
theNode
Given an html node containing a button, hides all child treequence elements if the button text is not "+" and shows them if it is.
Parameters:
-
theNode
HTML ElementThe html element whose treequence elements are to be manipulated.
Returns:
trim
-
str
Processes a given string to make it parsible for parseStl and returns the results
Parameters:
-
str
StringASCII STL data
Returns:
processed string
updateAxisLines
()
Void
Updates the axis line dispay
Returns:
updateLines
-
movTree
-
parentNode
-
theTime
Given an tree representation of the movement of parts in an assembly sequence, the parent node of that node, and the current time in the animation, updates the ends of the movement lines such that the portion of lines which have already been traversed are not shown
Parameters:
-
movTree
ObjectTree of nested objects representing the movement of each subassembly in it's assembly sequence
-
parentNode
ObjectUsed for internal use. Null should be applied for external use.
-
theTime
Objectthe threeeJS scene to which the line representations will be added
Returns:
vecDesc
-
theVec
Returns a string describing the x, y, and z coordinates of theVec.
Parameters:
-
theVec
Vector3The ThreeJS Vector3 object to be described by the output string
Returns:
whatsIn
-
theTree
Given a jQuery object, returns a full list of all of its children.
Parameters:
-
theTree
JQuery ObjectThe jQuery object whose children should be returned
Returns:
Array of the object's children


{% extends 'base.html' %} {% block content %}
Join us and make your customers partners in your mission; let your passengers find and pay you with ease.
Sign Up, find your destination and pay with Ease


Symbol Index for "Reason Not Required"
Symbol Index for diagram
"Reason Not Required"
Activity Qualifier Type (Class)
Activity Type (Class)
Contact Method (Class)
DC/Describing (Generalization Node)
Descriptive Category (Class)
Incident Type (Class)
Intention Type (Class)
Level (Class)
Not Required Activity (Class)
Not Required Intention (Class)
Property Qualifier Type (Class)
reason for (Association)
reason for (Association)
Reason For Abandoning (Class)
Reason For Rejection (Class)
Reason Not Required (Class)
Resource Type (Class)
State Type (Class)
Subject Characteristic Type (Class)


Another unique feature of Pixen is custom backgrounds. Open a document, and click the Backgrounds button on the toolbar to get started.
Here, you can configure how the background is drawn: flat, striped, checkered, or with an image. This selection renders below transparent pixels of the canvas.
Just drag and drop.
If you'd like, you can specify an alternate background. The background will change when your mouse leaves the image, allowing you to see how your sprite looks on, say, a grass tile.
If you make a particularly cool background configuration, you can save it to use in other documents or share with your friends.
Next


Easy screen recording tool. Only support Firefox now!!
Click the Start Capture button to begin, if you want to save the video click Stop Capture button before clicking Save Video button.
Start Capture Stop Capture Save Video


ActionUpdateThreadAware
classes
that implicitly state the deprecated and costly ActionUpdateThread.OLD_EDT
mode.
When an action or an action group defines its own update()
method, IntelliJ Platform tries to mimic
the old synchronous way of calling update()
and getChildren()
methods in the UI thread and
supply it with all the data in AnActionEvent.dataContext()
.
To do that, it caches all the possible data on a background thread beforehand, even if it is not needed.
Provide one of the two new modes ActionUpdateThread.EDT
or ActionUpdateThread.BGT
by overriding the getActionUpdateThread()
method.
See the documentation of ActionUpdateThread
for more information.


Default Title
Artist Name
Tracking Number
Description
Location
Price
Image—Optional (file name including type [.jpg, .png, etc.])


Find Destination
Follow Route
Your game contains:
{{game.newgame.activities[0].points.length}} waypoints
{{game.numberTask}} tasks
Maximum reward: {{game.maxScore}} points


{{ sayhi() }}
a value: {{ getA() }}
b value: {{ getB() }}
a value: {{ computedA }}
b value: {{ computedB }}
Check console.log and press the buttons and look who is running always, you will see that computed methods is much more effecient


| DOSE: |
1350 mg |
oral |
Yohimbe |
(extract) |
Iíve experimented with yohimbe on a few occasions, but always in combination with other substances. The last time I did it, I bought some standardized extract herbal tablets of yohimbe from a health food store. It was $15.00 on sale for $11.99. I bought it and took three tablets that were extracted to 450 MG of Yohimbine.
Although I didn't really feel especially horny and aroused, I felt an increase in energy and many hours after consumption I was trying to see if yohimbe lives up to its reputation by attempting masturbation. I usually finish within a couple minutes, but this time I simply couldn't reach orgasm. I tried for about I'd guess an hour before my brother came home than I had to stop. I waited until he fell asleep then continued again. I tried again for about another hour, but even though I had amazingly vivid fantasies that would usually finish me in a second, I simply couldnít reach climax. even when I moved into hyperspeed, it just didnít do its job.
So after all my effort, I gave up and I tried to go to sleep. But even that was impossible to do. I actually enjoyed being awake. I was slightly meditating and halfway dreaming and thinking of very pleasant thoughts. when I looked at the time I realized it was like 4:30 in the morning and I decided it was probably time to check in for the night. I took four Benadryls and after about another half hour I fell asleep.
So all and all it was actually not an unpleasant experience;.  I guess yohimbe would be a great herb for sex, seeing that I never reached orgasm.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


--- layout: post title: no title date: '2014-10-16T07:30:22+02:00' categories: - Storyboards picture_url: https://film-Storyboards.tumblr.com/post/100155168144 ---


MakeList prepares a part of makefile from file lists. This utility is used in the CCore build system.
MakeList.exe <obj-path> <cpp-list-file-name> <s-list-file-name>
The first command line parameter is the obj path.
The second is the name of the file with a .cpp file list.
The third is the name of the file with a .s file list.
The utility creates the output file Makefile.files. It looks like:
OBJ_LIST = \ obj/main.o \ ASM_LIST = \ obj/main.s \ DEP_LIST = \ obj/main.dep \ ASM_OBJ_LIST = \ obj/opt.s.o \ include $(RULES_FILE) obj/main.o : ./main.cpp $(CC) $(CCOPT) $< -o $@ obj/main.s : ./main.cpp $(CC) -S $(CCOPT) $< -o $@ obj/main.dep : ./main.cpp $(CC) $(CCOPT) -MM -MT $(OBJ_PATH)/main.o $< -MF $@ obj/opt.s.o : ./opt.s $(AS) $(ASOPT) $< -o $@ ifneq ($(MAKECMDGOALS),clean) include $(DEP_FILE) endif


We are in the process of documenting Page Level Help for your use. In the interim, should you have a question please contact your Client Service Representative.


Docker and virtual machines are similar tools, but are not the same thing.  A common goal of virtual machines is to run an operating system, but Docker containers are a more efficient way of accomplishing this. With Docker, running an operating system is as efficient as running a typical program like MS Word. Another difference is portability, docker containers are self contained and can be shared much more easily than VM’s.  For a VM, an entire OS is needed to run along with the application. With Docker containers, you only need to be running one operating system to run the docker engine and you can run multiple containers with no need to run multiple operating systems. This reduces the hardware load significantly with a much lower RAM, hard disk space and processing power footprint. Boot times are also much faster using docker often only taking a few seconds while VM’s can take minutes to load the OS then load the application.
Another big difference is portability. To share a VM between platforms is no easy task. Because a virtual operating system is involved there is often compatibility issues when sharing from one platform to another. Docker containers are self-contained so a container made on a Windows desktop can run on a Macbook without issue. Since the files sizes are much smaller with containers, sharing is much faster as well. VM files are usually several gigabytes and need a file sharing service to be shared.
Lastly, the security is the only major advantage with VM’s over Docker. Since virtual machines are stand alone with their own kernel and security features, malicious software would need much more privileges and generally be much more complex to effect the host OS or other VMs. Since docker utilizes the host OS kernel only, malicious software has less targets to hit and only needs to speak one language.


This pane contains the details of the network message of the highlighted network log entry. Both the original packet and the corrupted packet are shown side by side. The offset, Hex Data and the ascii representation are shown for each packet. Any modification Holodeck has made to the packet through a Network Corruption Fault is highlighted in blue in the modified packet on the left. Modifications made to the packet are highlighted in red in the original packet data on the right.
This data is accessible through the Network logs pane. Find a packet you are interested in, and double click it. This will bring up the entire packet information into the Network Message Details Pane.
You must select an item from the network logs pane to view Network Message Details data.
Show the Network Logs Pane by double-clicking the Network Logs Node in the Project Pane.


Nature Example - Climate.js
It's clear out. Enjoy the sun :D
It's cloudy. Could be worse.
It's snowing! LET IT SNOW~
It's drizzling right now. You might want to bring an umbrella.
It's raining. Bring your umbrella!
To be filled by location data


Define: Themes and insights
Now that you've finished conducting the interview, it's time to identify some themes and general insights. This step is an important to help focus the How Might We question that will drive the rest of the project's direction.
Materials
Instructions
- Re-read your interview questions and answers.
- In your journal, write "themes" at the top of the page. Write down your answers as single words or very short statements to the following questions:
- What patterns did you notice? For example, "routinely late for work."
- Did anything surprise you?
- Was there anything amusing or disheartening?
- What else was significant or meaningful?
- On the following page in your journal, write "core insights" at the top. You may need to use more than one page to write all three insights. Each insight contains three sentences. Using your themes from the previous journal page, write three insights by using the following pattern for each insight:
- Positive state or event: "Going camping forces Mike to be active and getting away from technology makes him feel great."
- Specific dilemma: "But he works a lot and forgets to plan trips. Getting ready for trips takes so much effort, that he doesn't have time or energy to plan and pack at the last minute, and doesn't go very often."
- Desired End State: "I wish there was a way to help Mike plan and prepare trips."
- Document your themes and insights with a photograph or scan.
Post work to the Studio
Use the file format indicated in each step. You must obtain prior approval to deviate from these upload requirements. Please check that your work has uploaded properly.
- Check that you identified a variety of themes.
- Check that you wrote three (3) full core insights using the provided pattern in the instructions. A single insight includes three sentences, so you will have nine (9) total sentences if you've followed the instructions precisely.
- Upload the photograph or scan of your themes and insights in
.jpg
or .png
format.
Adapted from http://www.designkit.org/methods/62 and http://www.designkit.org/methods/5


TSM's Themed Sudoku!
×
You have entered an invalid digit, please try again
This game is best played on screen sizes larger than 390px width!
First: Select an Awesome theme from below.
Vroom
Doggo
Meow Meow
Superheroes
Epic Fail
FEAST!!!
None
Optional: Select your Mode of Play
Normal
Interactive
Second: Select your difficulty!
Easy
Medium
Hard
Check
Start Over
Hint
Use the buttons below to fill in the square selected above
(Rows from TOP to bottom are 0-8 and Columns from Left to Right are A-I)
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Steps for Solve


In this example, height of the top bar will collapse whenever XS breakpoints is reached, and restore to the original if higher breakpoint is detected.
To verify which breakpoint you're currenly browsing, refer to the blue box in the top right corner storing current breakpoint's alias.


- searchUserActivity - Class in com.cmput301w21t06.crowdfly.Views
-
This class provides a view to allow users to look at the user profile of other users
- searchUserActivity() - Constructor for class com.cmput301w21t06.crowdfly.Views.searchUserActivity
-
- set(int, Trial) - Method in class com.cmput301w21t06.crowdfly.Controllers.TrialLog
-
sets a trial in a particular position
- setContactInfo(String) - Method in class com.cmput301w21t06.crowdfly.Models.User
-
- setDescription(String) - Method in class com.cmput301w21t06.crowdfly.Models.Trial
-
this sets the description of the trial
- setDisplayID(String) - Method in class com.cmput301w21t06.crowdfly.Models.User
-
- setExperimentData(Experiment) - Method in class com.cmput301w21t06.crowdfly.Database.CrowdFlyFirestore
-
- setExperimenterID(String) - Method in class com.cmput301w21t06.crowdfly.Models.Trial
-
this sets the user ID to a specific trial class
- setExperimentId(String) - Method in class com.cmput301w21t06.crowdfly.Models.Experiment
-
- setFailures(String) - Method in class com.cmput301w21t06.crowdfly.Models.BinomialTrial
-
sets the string display of the number of failures that occur in a binomial trial
- setMeasurement(String) - Method in class com.cmput301w21t06.crowdfly.Models.MeasurementTrial
-
sets the string display of the number of the measurement number that occur in a binomial trial
- setOwnerID(String) - Method in class com.cmput301w21t06.crowdfly.Models.Experiment
-
- setStillRunning(Boolean) - Method in class com.cmput301w21t06.crowdfly.Models.Experiment
-
- setSubscribedUser(Experiment, User) - Method in class com.cmput301w21t06.crowdfly.Database.CrowdFlyFirestore
-
Sets a subscribed user
- setSuccesses(String) - Method in class com.cmput301w21t06.crowdfly.Models.BinomialTrial
-
sets the string display of the number of successes that occur in a binomial trial
- setTrialData(Trial, String) - Method in class com.cmput301w21t06.crowdfly.Database.CrowdFlyFirestore
-
Set a single trial data
- setTrialID(String) - Method in class com.cmput301w21t06.crowdfly.Models.Trial
-
- setup() - Method in class com.cmput301w21t06.crowdfly.ExperimentActivityTest
-
- setup() - Method in class com.cmput301w21t06.crowdfly.ExperimentLogTest
-
- setup() - Method in class com.cmput301w21t06.crowdfly.ExperimentTest
-
- setup() - Method in class com.cmput301w21t06.crowdfly.TrialActivityTest
-
- setup() - Method in class com.cmput301w21t06.crowdfly.TrialLogTest
-
- setUserID(String) - Method in class com.cmput301w21t06.crowdfly.Models.User
-
- setUserProfile(User) - Method in class com.cmput301w21t06.crowdfly.Database.CrowdFlyFirestore
-
Sets user profile to HashMap representation of instance of User class
- specifyLoc(String) - Method in class com.cmput301w21t06.crowdfly.Models.Trial
-
- specifyLocReq(Boolean) - Method in class com.cmput301w21t06.crowdfly.Models.Trial
-
- start() - Method in class com.cmput301w21t06.crowdfly.ExperimentActivityTest
-
- start() - Method in class com.cmput301w21t06.crowdfly.TrialActivityTest
-
- statistic(int, String) - Static method in class com.cmput301w21t06.crowdfly.Database.CrowdFlyFirestorePaths
-
Path for a single statistic
- Statistics - Class in com.cmput301w21t06.crowdfly.Models
-
This is the statistics class
Nothing has been implemented related to this yet
- Statistics() - Constructor for class com.cmput301w21t06.crowdfly.Models.Statistics
-
- subscribe(User, Experiment) - Static method in class com.cmput301w21t06.crowdfly.Controllers.SubscriptionManager
-
Subscribes a user by adding uid to sub-collection for experiment
- subscribe(User) - Method in class com.cmput301w21t06.crowdfly.Models.Experiment
-
this allows a user to subscribe to an experiment
- SubscriptionManager - Class in com.cmput301w21t06.crowdfly.Controllers
-
Contains methods for managing subscriptions to experiments for users
- SubscriptionManager() - Constructor for class com.cmput301w21t06.crowdfly.Controllers.SubscriptionManager
-
- SubscriptionManager.OnDoneGetSubscribedListener - Interface in com.cmput301w21t06.crowdfly.Controllers
-
Interface for method to be run after finding user subscription status
- subscriptions(String, String) - Static method in class com.cmput301w21t06.crowdfly.Database.CrowdFlyFirestorePaths
-
Path for subscriptions sub collection for experiment
- summarizeTrials(ArrayList<Trial>) - Method in class com.cmput301w21t06.crowdfly.Models.Experiment
-


Let's see how the DOM (Document-Object Model) works in JavaScript!
The goal is to change this div tag using JavaScript.
First things first, we need to find some way to reference (talk about) this div in our JavaScript. It helps if the div tag has a name -- click on the ID input box on the upper left and type out an ID.
After giving it an ID, look at all the input boxes on the right. Try typing different values for the text, colors, and border.
Once you have finished, click the GO! button. It will show you, line by line, the JavaScript necessary to change the div tag according to the descriptions that you wrote.
If all of the lines of code go by too fast or too slow, feel free to change the transition speed.
JavaScript code showing the transition:


--- title: Scraping Archived Data with the Wayback Machine author: Peter Baumgartner date: '2019-08-01' lastmod: '2019-12-27' categories: - API - open-science - web-service tags: - wayback machine - web archive slug: scraping-archived-data-with-the-wayback-machine summary: 'In a previous article, I wrote about the possibilities of the Wayback Machine for scientific writing. I argued that archiving web pages prevent link rots when cited web resources are not available anymore. With this blog entry, I am looking quasi into the reverse option: How to find and retrieve archived web pages for research reasons?' disable_comments: no draft: no output: blogdown::html_page: toc: true toc_depth: 4 ---
In a previous article, I wrote about the possibilities of the Wayback Machine for scientific writing. I argued that archiving web pages are essential for references as they prevent link rots when cited web resources are not available anymore. With this blog entry, I am looking quasi into the reverse option: How to find and retrieve archived web pages for research reasons?
Archives web pages as permanently stored data are indispensable for reproducibility issues. But they are also valuable research resources as they are data for historical and comparative research. I will demonstrate the research significance with the historical analysis of static website generators. This here is the first part and shows how to use the Wayback Machine for retrieving archived web pages. The second part displays the results of the analysis which would not be possible without web archiving.
The nitty-gritty of this article comes from the excellent work of Bob Rudis, who wrote many well documented Tools to Work with the Various Internet Archive Wayback Machine APIs.
There are three different APIs for the Wayback Machine:
I will explain the first two. The CDX Server is for complex querying, filtering and analysis and I didn’t use it for my example. At first you have to install the wayback
and load Bob’s script collection.
if (!require("wayback"))
{remotes::install_github("hrbrmstr/wayback", build_vignettes = TRUE)
library(wayback)}
## Loading required package: wayback
The URL I am looking for is: https://www.staticgen.com/. I am going to use archive_available(url, timestamp)
: The timestamp parameter is optional. If it is lacking then the query date is used. If the URL is stored then the function returns the chronologically nearest archived version. Return value is a tibble with one observation and 5 variables:
staticgen_avail <- archive_available("https://www.staticgen.com/")
staticgen_avail
## # A tibble: 1 x 5
## url available closet_url timestamp status
## <chr> <lgl> <chr> <dttm> <chr>
## 1 https://www… TRUE http://web.archive.org/web/… 2020-10-06 00:00:00 200
Mementos are prior versions of web pages cached by web crawlers and stored in web archives. The Internet Archive) is one of these web archives but there exist other software as well, including systems that support versioning such as wikis or revision control systems. The HTTP-based Memento framework is a description for Time-Based Access to Resource States.
The HTTP-based Memento framework bridges the present and past Web. It facilitates obtaining representations of prior states of a given resource by introducing datetime negotiation and TimeMaps. Datetime negotiation is a variation on content negotiation that leverages the given resource’s URI and a user agent’s preferred datetime. TimeMaps are lists that enumerate URIs of resources that encapsulate prior states of the given resource. The framework also facilitates recognizing a resource that encapsulates a frozen prior state of another resource.
There are several resources for a better understanding of the memento framework:
The Open Wayback software used by the Internet Archive is fully compliant with RFC 7089, the specification of the Memento protocol.
With get_mementos(url, timestamp = format(Sys.Date(), "%Y"))
we will receive a short list of relevant links to the archived content. The function returns the four link relation types as in the Request for Comment for the Memento framework outlined.
Besides these 4 main types of link relations the function provides also the first, previous and last available memento. Normally the last memento is identical with the memento link relation type. In addition to the two columns link' and
relthere is a third one
ts`, containing the time stamps (empty for the first three link relation types). The return value in total is a tibble with 7 observations (rows) and three columns.
staticgen_mntos <- get_mementos("https://www.staticgen.com/")
staticgen_mntos
## # A tibble: 7 x 3
## link rel ts
## <chr> <chr> <dttm>
## 1 https://www.staticgen.com/ original NA
## 2 http://web.archive.org/web/timemap/link/https:… timemap NA
## 3 http://web.archive.org/web/https://www.staticg… timegate NA
## 4 http://web.archive.org/web/20130905221150/http… first mem… 2013-09-05 22:11:50
## 5 http://web.archive.org/web/20210414115201/http… prev meme… 2021-04-14 11:52:01
## 6 http://web.archive.org/web/20210504012748/http… memento 2021-05-04 01:27:48
## 7 http://web.archive.org/web/20210504012748/http… last meme… 2021-05-04 01:27:48
Providing an URL in the search field of the Wayback Machine results in the interactive browser version to the calender view. Th dates with archived content are blue or green (redirected URL) circled. The bigger the circles the more snapshots were archived on these dates.
We get these dated crawl list with the second observation of the get_mementos
function. The execution of the next code chunk can take several moments, depending how many pages of the URL are archived. Be aware that the Wayback server is strained by this query, so do not repeat it several times but store the result on your hard disk.
staticgen_tm <- get_timemap(staticgen_mntos$link[2])
staticgen_tm
## # A tibble: 1,083 x 5
## rel link type from datetime
## <chr> <chr> <chr> <chr> <chr>
## 1 original http://staticgen.com:80/ <NA> <NA> <NA>
## 2 self http://web.archive.org/we… applicatio… Thu, 05 Sep … <NA>
## 3 timegate http://web.archive.org/we… <NA> <NA> <NA>
## 4 first m… http://web.archive.org/we… <NA> <NA> Thu, 05 Sep 20…
## 5 memento http://web.archive.org/we… <NA> <NA> Sun, 06 Oct 20…
## 6 memento http://web.archive.org/we… <NA> <NA> Wed, 06 Nov 20…
## 7 memento http://web.archive.org/we… <NA> <NA> Mon, 25 Nov 20…
## 8 memento http://web.archive.org/we… <NA> <NA> Thu, 26 Dec 20…
## 9 memento http://web.archive.org/we… <NA> <NA> Mon, 20 Jan 20…
## 10 memento http://web.archive.org/we… <NA> <NA> Mon, 20 Jan 20…
## # … with 1,073 more rows
Included into the 1083 captures of the interactive browser version there are four rows, relating to the four link relation types mentioned above. The last line is empty.
We can put together all previous preliminay steps into a new function e.g., get_crawl(url)
. This functions gets an URL and returns a list of all archived versions for this URL.
type
and from
.datetime
from class ‘character’ to class ‘datetime’.As these steps are either already illustrated or not specific to the Wayback Machine, I will stop here with my explications. I have provided an article on RPubs with all the details. But keep in mind that I am not very experienced in R and there may be much simpler and more elegant solutions.
Read my RPubs article with all the details of retrieving and web scrapping. Visit also my tutorial on How-to use the Wayback Machine interactively?.


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The sortable component represents a list of items, with ability to sort them or
move to another container via drag&drop. Input collection isn't mutated by the component,
so events ngModelChange
, onChange
are using new collections.
The easiest way to add the sortable component to your app (will be added to the root module)


I am delighted to announce a fantastic innovation here at Hooting Yard, the Hooting Yard Red Button. It has been developed by a dotcom startup run by twelve-year-olds. Here's how it works:
While reading the latest effusion pouring out of Mr Key's head, press the Hooting Yard Red Button to reveal a selection of options to enrich your Hooting Yard experience. Among them:
● Automatic translation into Dothraki.
● Exciting new colour schemes.
● Background music by Scriabin, Cornelius Cardew, or Xavier Cugat.
● A virtual fug of fumes from virtual acrid Serbian pipe tobacco.
● Water on the knee.
● Invasion of big lumbering magnetic robots from outer space.
NOTE : This is the “omega” version of the technology, and may not work properly on your computer, handheld device, iMonkey, or pneumatic parpophone.


Use the time of a total stranger in such a way that he or she will not feel the time was wasted.
Give the reader at least one character he or she can root for.
Every character should want something, even if it is only a glass of water.
Every sentence must do one of two things–reveal character or advance the action.
Start as close to the end as possible.
Be a sadist. No matter how sweet and innocent your leading characters, make awful things happen to them–in order that the reader may see what they are made of.
Write to please just one person. If you open a window and make love to the world, so to speak, your story will get pneumonia.
Give your readers as much information as possible as soon as possible. To heck with suspense. Readers should have such complete understanding of what is going on, where and why, that they could finish the story themselves, should cockroaches eat the last few pages.