- ACCEPT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that that the actor has accepted the object.
- ACCESS - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has accessed the object.
- ACKNOWLEDGE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has acknowledged the object.
- Activity - Class in io.github.hhromic.uimr.as
-
This class represents an Activity Streams Activity Object.
- Activity() - Constructor for class io.github.hhromic.uimr.as.Activity
-
- ACTIVITY - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
The "activity" object type indicates that an Object represents an Activity.
- actor - Variable in class io.github.hhromic.uimr.as.Activity
-
Describes the entity that performed the activity.
- ADD - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has added the object to the target.
- AGREE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor agrees with the object.
- ALERT - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents any kind of significant notification.
- APPEND - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has appended the object to the target.
- APPLICATION - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents any kind of software application.
- APPROVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has approved the object.
- ARCHIVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has archived the object.
- ARTICLE - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents objects such as news articles, knowledge base entries, or other similar construct.
- ASObject - Class in io.github.hhromic.uimr.as
-
This class represents an Activity Streams Object.
- ASObject() - Constructor for class io.github.hhromic.uimr.as.ASObject
-
- ASObjectTypes - Class in io.github.hhromic.uimr.as
-
This class contains base Active Streams Objects Types definitions.
- ASObjectTypes() - Constructor for class io.github.hhromic.uimr.as.ASObjectTypes
-
- ASSIGN - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has assigned the object to the target.
- AT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor is currently located at the object.
- ATTACH - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has attached the object to the target.
- attachments - Variable in class io.github.hhromic.uimr.as.ASObject
-
A collection of one or more additional, associated objects, similar to the concept of attached files in an email message.
- ATTEND - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has attended the object.
- AUDIO - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents audio content of any kind.
- author - Variable in class io.github.hhromic.uimr.as.ASObject
-
Describes the entity that created or authored the ASObject
.
- AUTHOR - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has authored the object.
- AUTHORIZE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has authorized the object.
- GAME - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents a game or competition of any kind.
- generator - Variable in class io.github.hhromic.uimr.as.Activity
-
Describes the application that generated the activity.
- getActor() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the actor
property for this Activity
.
- getAttachments() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the attachments
property for this ASObject
.
- getAuthor() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the author
property for this ASObject
.
- getContent() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the content
property for this ASObject
.
- getDisplayName() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the displayName
property for this ASObject
.
- getDownstreamDuplicates() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the downstreamDuplicates
property for this ASObject
.
- getDuration() - Method in class io.github.hhromic.uimr.as.MediaLink
-
Gets the duration
property for this MediaLink
.
- getGenerator() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the generator
property for this Activity
.
- getHeight() - Method in class io.github.hhromic.uimr.as.MediaLink
-
Gets the height
property for this MediaLink
.
- getIcon() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the icon
property for this Activity
.
- getId() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the id
property for this ASObject
.
- getImage() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the image
property for this ASObject
.
- getItems() - Method in class io.github.hhromic.uimr.as.Collection
-
Gets the items
property for this Collection
.
- getObject() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the object
property for this Activity
.
- getObjectType() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the objectType
property for this ASObject
.
- getProvider() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the provider
property for this Activity
.
- getPublished() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the published
property for this ASObject
.
- getSummary() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the summary
property for this ASObject
.
- getTarget() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the target
property for this Activity
.
- getTitle() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the title
property for this Activity
.
- getTotalItems() - Method in class io.github.hhromic.uimr.as.Collection
-
Gets the totalItems
property for this Collection
.
- getUpdated() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the updated
property for this ASObject
.
- getUpstreamDuplicates() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the upstreamDuplicates
property for this ASObject
.
- getUrl() - Method in class io.github.hhromic.uimr.as.ASObject
-
Gets the url
property for this ASObject
.
- getUrl() - Method in class io.github.hhromic.uimr.as.Collection
-
Gets the url
property for this Collection
.
- getUrl() - Method in class io.github.hhromic.uimr.as.MediaLink
-
Gets the url
property for this MediaLink
.
- getVerb() - Method in class io.github.hhromic.uimr.as.Activity
-
Gets the verb
property for this Activity
.
- getWidth() - Method in class io.github.hhromic.uimr.as.MediaLink
-
Gets the width
property for this MediaLink
.
- GIVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor is giving an object to the target.
- GROUP - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents a grouping of objects in which member objects can join or leave.
- icon - Variable in class io.github.hhromic.uimr.as.Activity
-
Description of a resource providing a visual representation of the object, intended for human consumption.
- id - Variable in class io.github.hhromic.uimr.as.ASObject
-
Provides a permanent, universally unique identifier for the ASObject
in the form of an absolute IRI [RFC3987].
- IGNORE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has ignored the object.
- image - Variable in class io.github.hhromic.uimr.as.ASObject
-
Description of a resource providing a visual representation of the ASObject
, intended for human consumption.
- IMAGE - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents a graphical image.
- INSERT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has inserted the object into the target.
- INSTALL - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has installed the object, as in installing an application.
- INTERACT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has interacted with the object.
- INVITE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has invited the object, typically a person object, to join or participate in the object described by the target.
- io.github.hhromic.uimr.as - package io.github.hhromic.uimr.as
-
UIMR Java Toolbox - Activity Streams.
- ISSUE - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents a report about a problem or situation that needs to be resolved.
- items - Variable in class io.github.hhromic.uimr.as.Collection
-
An array containing a listing of
ASObject
s of any object type.
- PAGE - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents an area, typically a web page, that is representative of, and generally managed by a particular entity.
- PERSON - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents an individual person.
- PLACE - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents a physical location.
- PLAY - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor spent some time enjoying the object.
- POST - Static variable in class io.github.hhromic.uimr.as.Verbs
-
The "post" verb describes the act of authoring an object and then publishing it online.
- PRESENT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has presented the object.
- PROCESS - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents any form of process.
- PRODUCT - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents a commercial good or service.
- provider - Variable in class io.github.hhromic.uimr.as.Activity
-
Describes the application that published the activity.
- published - Variable in class io.github.hhromic.uimr.as.ASObject
-
The date and time at which the ASObject
was published.
- PURCHASE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has purchased the object.
- READ - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor read the object.
- RECEIVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor is receiving an object.
- REJECT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has rejected the object.
- REMOVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has removed the object from the target.
- REMOVE_FRIEND - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has removed the object from the collection of friends.
- REPLACE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has replaced the target with the object.
- REQUEST - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has requested the object.
- REQUEST_FRIEND - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates the creation of a friendship that has not yet been reciprocated by the object.
- RESOLVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has resolved the object.
- RETRACT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has retracted the object.
- RETURN - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has returned the object.
- REVIEW - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents a primarily prose-based commentary on another object.
- RSVP_MAYBE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
The "possible RSVP" verb indicates that the actor has made a possible RSVP for the object.
- RSVP_NO - Static variable in class io.github.hhromic.uimr.as.Verbs
-
The "negative RSVP" verb indicates that the actor has made a negative RSVP for the object.
- RSVP_YES - Static variable in class io.github.hhromic.uimr.as.Verbs
-
The "positive RSVP" verb indicates that the actor has made a positive RSVP for an object.
- SATISFY - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has satisfied the object.
- SAVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has called out the object as being of interest primarily to him- or herself.
- SCHEDULE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has scheduled the object.
- SEARCH - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor is or has searched for the object.
- SELL - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has sold the object.
- SEND - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has sent the object.
- SERVICE - Static variable in class io.github.hhromic.uimr.as.ASObjectTypes
-
Represents any form of hosted or consumable service that performs some kind of work or benefit for other entities.
- setActor(ASObject) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the actor
property for this Activity
.
- setAttachments(ASObject[]) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the attachments
property for this ASObject
.
- setAuthor(ASObject) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the author
property for this ASObject
.
- setContent(String) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the content
property for this ASObject
.
- setDisplayName(String) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the displayName
property for this ASObject
.
- setDownstreamDuplicates(String[]) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the downstreamDuplicates
property for this ASObject
.
- setDuration(Integer) - Method in class io.github.hhromic.uimr.as.MediaLink
-
Sets the duration
property for this MediaLink
.
- setGenerator(ASObject) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the generator
property for this Activity
.
- setHeight(Integer) - Method in class io.github.hhromic.uimr.as.MediaLink
-
Sets the height
property for this MediaLink
.
- setIcon(MediaLink) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the icon
property for this Activity
.
- setId(String) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the id
property for this ASObject
.
- setImage(MediaLink) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the image
property for this ASObject
.
- setItems(ASObject[]) - Method in class io.github.hhromic.uimr.as.Collection
-
Sets the items
property for this Collection
.
- setObject(ASObject) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the object
property for this Activity
.
- setObjectType(String) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the objectType
property for this ASObject
.
- setProvider(ASObject) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the provider
property for this Activity
.
- setPublished(Date) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the published
property for this ASObject
.
- setSummary(String) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the summary
property for this ASObject
.
- setTarget(ASObject) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the target
property for this Activity
.
- setTitle(String) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the title
property for this Activity
.
- setTotalItems(Integer) - Method in class io.github.hhromic.uimr.as.Collection
-
Sets the totalItems
property for this Collection
.
- setUpdated(Date) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the updated
property for this ASObject
.
- setUpstreamDuplicates(String[]) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the upstreamDuplicates
property for this ASObject
.
- setUrl(String) - Method in class io.github.hhromic.uimr.as.ASObject
-
Sets the url
property for this ASObject
.
- setUrl(String) - Method in class io.github.hhromic.uimr.as.Collection
-
Sets the url
property for this Collection
.
- setUrl(String) - Method in class io.github.hhromic.uimr.as.MediaLink
-
Sets the url
property for this MediaLink
.
- setVerb(String) - Method in class io.github.hhromic.uimr.as.Activity
-
Sets the verb
property for this Activity
.
- setWidth(Integer) - Method in class io.github.hhromic.uimr.as.MediaLink
-
Sets the width
property for this MediaLink
.
- SHARE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has called out the object to readers.
- SPONSOR - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has sponsored the object.
- START - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has started the object.
- STOP_FOLLOWING - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has stopped following the object.
- SUBMIT - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has submitted the object.
- summary - Variable in class io.github.hhromic.uimr.as.ASObject
-
Natural-language summarization of the ASObject
encoded as a single String containing HTML markup.
- UNFAVORITE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has removed the object from the collection of favorited items.
- UNLIKE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has removed the object from the collection of liked items.
- UNSATISFY - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has not satisfied the object.
- UNSAVE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has removed the object from the collection of saved items.
- UNSHARE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor is no longer sharing the object.
- UPDATE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
The "update" verb indicates that the actor has modified the object.
- updated - Variable in class io.github.hhromic.uimr.as.ASObject
-
The date and time at which a previously published ASOject
has been modified.
- upstreamDuplicates - Variable in class io.github.hhromic.uimr.as.ASObject
-
An Array of one or more absolute IRI's [RFC3987] identifying ASObject
s that duplicate this ASObject
's content.
- url - Variable in class io.github.hhromic.uimr.as.ASObject
-
An IRI [RFC3987] identifying a resource providing an HTML representation of the ASObject
.
- url - Variable in class io.github.hhromic.uimr.as.Collection
-
An IRI [RFC3987] referencing a document containing the full listing of objects in the collection.
- url - Variable in class io.github.hhromic.uimr.as.MediaLink
-
The IRI of the media resource being linked.
- USE - Static variable in class io.github.hhromic.uimr.as.Verbs
-
Indicates that the actor has used the object in some manner.


Handles the headers used in v200906 requests.
Methods
Class Public methods
Constructor for V200906HeaderHandler.
Args:
- parent: AdWordsCredentials object containing the login credentials.
Source: show
# File lib/adwords4r/credentials.rb, line 32 def initialize(parent) namespace = 'https://adwords.google.com/api/adwords/cm/v200906' super(XSD::QName.new(namespace, 'RequestHeader')) @parent = parent end
Instance Public methods
Handles callback.
Source: show
# File lib/adwords4r/credentials.rb, line 39 def on_simple_outbound return { :authToken => @parent.auth_token, :clientEmail => @parent.credentials['clientEmail'], :userAgent => @parent.credentials['userAgent'], :applicationToken => @parent.credentials['applicationToken'], :developerToken => @parent.credentials['developerToken'], } end


Jeff presents various options. Ming vetoes or approves each. Jeff contemplates how this happened.
Jeff decides not eat for a couple weeks in lieu of looking better for Ming. Girin opening - bullets and dashes inconsistency aside, Ming likes interior design. The Overpowering Presence of Jeff J. Park blocks Ming's game at the bar.
Noble Court Dim Sum - First establishment visited without at least $$$$ ... coincidentally no pictures taken by Ming. Pike's Place - Flowers deployed as anti-hand holding defense system. Lam's Seafood - 65% discount from Whole Foods. Rooftop Sunset Dinner - various EDM events photos revealed, Jeff contemplates the unfairness of life. First Holiday in the books.
Lead Consumer
Lead Creator


Module PulleyJoint
The pulley joint is connected to two bodies and two fixed ground points.
The pulley supports a ratio such that: length1 + ratio * length2 <= constant Yes, the force transmitted is scaled by the ratio. The pulley also enforces a maximum length limit on both sides. This is useful to prevent one side of the pulley hitting the top.
Type PulleyJoint
| PulleyJoint:getAnchorA() |
Returns the anchor point on bodyA in world coordinates. |
| PulleyJoint:getAnchorB() |
Returns the anchor point on bodyB in world coordinates. |
| PulleyJoint:getBodyA() |
Returns the first body attached to this joint. |
| PulleyJoint:getBodyB() |
Returns the second body attached to this joint. |
| PulleyJoint:getGroundAnchorA() |
Returns the x and y coordinates of the first ground anchor. |
| PulleyJoint:getGroundAnchorB() |
Returns the x and y coordinates of the second ground anchor. |
| PulleyJoint:getLengthA() |
Returns the current length of the segment attached to bodyA. |
| PulleyJoint:getLengthB() |
Returns the current length of the segment attached to bodyB. |
| PulleyJoint:getRatio() |
Returns the pulley ratio. |
| PulleyJoint:getType() |
Returns the type of the concrete joint. |
| PulleyJoint:isActive() |
Short-cut function to determine if either body is inactive. |
Type PulleyJoint
Field(s)
- PulleyJoint:getAnchorA()
-
Returns the anchor point on bodyA in world coordinates.
Return value
The x and y coordinates of the anchor point
- PulleyJoint:getAnchorB()
-
Returns the anchor point on bodyB in world coordinates.
Return value
The x and y coordinates of the anchor point
- PulleyJoint:getBodyA()
-
Returns the first body attached to this joint.
Return value
The first body attached to this joint
- PulleyJoint:getBodyB()
-
Returns the second body attached to this joint.
Return value
The second body attached to this joint
- PulleyJoint:getGroundAnchorA()
-
Returns the x and y coordinates of the first ground anchor.
Return value
The x and y coordinates of the first ground anchor
- PulleyJoint:getGroundAnchorB()
-
Returns the x and y coordinates of the second ground anchor.
Return value
The x and y coordinates of the second ground anchor
- PulleyJoint:getLengthA()
-
Returns the current length of the segment attached to bodyA.
Return value
The current length of the segment attached to bodyA
- PulleyJoint:getLengthB()
-
Returns the current length of the segment attached to bodyB.
Return value
The current length of the segment attached to bodyB
- PulleyJoint:getRatio()
-
Returns the pulley ratio.
Return value
The pulley ratio
- PulleyJoint:getType()
-
Returns the type of the concrete joint.
The return value can be one of the
b2.REVOLUTE_JOINT
,b2.PRISMATIC_JOINT
,b2.DISTANCE_JOINT
,b2.PULLEY_JOINT
,b2,MOUSE_JOINT
,b2.GEAR_JOINT
,b2.LINE_JOINT
,b2.WELD_JOINT
,b2.FRICTION_JOINT
.Return value
The type of the concrete joint
- PulleyJoint:isActive()
-
Short-cut function to determine if either body is inactive.
Return value
true
if both bodyA and bodyB is active,false
otherwise


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Artcarved Wedding Bands|Artcarved Palladium Wedding Bands
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ArtCarved Engagement Rings | ArtCarved Bridal Jewelry
ArtCarved Engagement Rings set in sparkling diamonds display the elegant and timeless designs of bridal jewelry.
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Things You'll Need
- Certified copies of public records evidence in your case
Instructions
-
-
1
Artcarved palladium wedding ring - TheFind
Artcarved palladium wedding ring - Find the largest selection of .
http://www.thefind.com/jewelry/browse-artcarved-palladium-wedding-ringARTCARVED ® Palladium Wedding Band - ""GOSSAMER ...
Shopping is the best place to comparison shop for Artcarved Reg Palladium . Wedding Rings & Bridal Bands > ARTCARVED ® Palladium Wedding Band .
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ArtCarved Palladium
ArtCarved Palladium,Palladium is a silver-white metal that will not tarnish in air and remains white forever. A Palladium ring is very durable and will last for a .
http://store.londongold.com/store/c/158-ArtCarved-Palladium.aspxArtCarved - Home
Anniversary · The World of ArtCarved; Essential Information. How to Buy a Diamond · How to Care for Rings · Glossary of Terms · Warranty · Locate a Jeweler .
http://www.artcarvedbridal.com/ -
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MARTIN DIAMONDS - RINGS > WEDDING BANDS > ARTCARVED ...
14049 Artcarved Palladium 6mm Low Dome Ring. View. 14047 Artcarved Palladium 4mm Low Dome Ring . 14048 Artcarved Palladium Low Dome 2mm Ring .
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http://www.arthursjewelers.com/ArtCarved/ArtCarved-Engagement-Rings/all -
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Artcarved - Palladium Wedding Bands and Rings
Authorized Artcarved Dealer. Get latest designer styles here at the best prices. Lifetime Warranty & Free Shipping.
http://www.larsonjewelers.com/c-75-artcarved-rings.aspxWelcome to Artcarved® - Your source for Class Rings
logo. About ArtCarved; |; ArtCarved Exchange; |; Contact Info · Class Rings Celebrations of Life Bridal Jewelry. ©2013 ArtCarved®, All Rights Reserved.
http://www.artcarved.com/
-
1
References
Resources
- Photo Credit Justice image by MVit from chemistry labs easy experiment


[§587D-6] Authority to reunite; placement. (a) Upon receiving custody of a newborn child who has been discharged from a hospital that received the newborn child pursuant to section 587D‑3, the department may reunite the newborn child with the newborn's parents.
(b) The department may:
(1) Search for relatives of the newborn child as a placement or permanency option; or
(2) Implement other placement requirements that give a preference to relatives;
provided that the department has information as to the identity of the newborn child, the newborn child's mother, or the newborn child's father. [L Sp 2007, c 7, pt of §2]


An Overview of Audio Formats
Fission works with six of the most popular audio formats: MP3, AAC, Apple Lossless, FLAC, AIFF, and WAV.
Selecting an Audio Format
First, if you're unsure what audio format to save to, MP3 is likely a very safe bet. It will provide a very small audio file which can be played almost anywhere.
If you don't want to lose any quality but still wish to save disk space or bandwidth when transferring the file, Apple Lossless is a good choice. If you want a lossless file which will play anywhere, AIFF or WAV are good choices.
Finally, if you can avoid switching audio formats entirely (by simply saving, instead of exporting), you'll prevent quality loss from occurring. That said, transcoding between formats is certainly fine when a specific file format is required, and quality loss caused by transcoding is generally not problematic.
For more information on each specific audio format, read below.
MP3
MP3 is the most popular format for audio compression, making it the most universal file type; MP3 files can be played almost anywhere. MP3 files are compressed lossily, meaning some audio quality may be lost when they're created. However, the files are also very compact, using only a small amount of disk space.
AAC
Though not as universal as MP3, AAC is another well-known format for audio compression, popularized by Apple. As such, AAC files play well on the Mac and iOS devices, but may not be as easy to play elsewhere. Like MP3, AAC files are compressed lossily, meaning some audio quality may be lost when they're created. AAC files are generally even more compact than MP3, using less disk space for the same level of quality.
Apple Lossless
As you might expect, the Apple Lossless format was created by Apple. It's a lossless compression format, which means that even though the files are shrunk down in size, no audio quality is lost. Though they are compressed to around half the size of uncompressed AIFF/WAV files, these files will still be quite large. They'll play on all iOS devices and in iTunes, as well as in many applications on the Mac.
FLAC
FLAC is an open competitor to Apple Lossless. Like Apple Lossless, it offers lossless compression, creating large files of around half the size of uncompressed AIFF/WAV files but losing no quality. FLAC is a popular format for web distribution of lossless audio. Unfortunately, FLAC files currently require special plugins or players on the Mac, and do not play on iOS devices. Fission makes it easy to convert files out of the FLAC format, if you desire.
AIFF/WAV
AIFF and WAV are twin uncompressed audio formats, which generally work identically. While AIFF was once used largely on the Mac platform and WAV used largely on Windows, they're now each compatible on both platforms. These files have no compression, so they're enormously large, but as with Apple Lossless and FLAC, no quality is lost. AIFF and WAV files will play in almost any audio player.


| Figure 1 |
Soil KCl extractable nitrogen in the urban to rural transect ... |
| Figure 2 |
Soil CO 2 production (R soil) for ambient soil carbon ( a– c ... |
| Figure 3 |
The Michaelis-Menten half-saturation constant (kM) for the f ... |
| Figure 4 |
Temperature sensitivity (Q 10) of the Michaelis-Menten param ... |


File and Class Choosers
File Choosers
To let a user choose a file, directory or multiple files, use the FileChooser.chooseFiles() method. This method has multiple overloads. The best method to use is the one which returns void and takes a callback receiving the list of selected files as a parameter. This is the only overload which will display a native file open dialog on Mac OS X.
The
FileChooserDescriptor
class allows you to control which files can be selected.
The constructor parameters specify whether files and/or directories can be selected, and whether multiple selection is allowed.
For more fine-grained control over the allowed selection, you can overload the isFileSelectable()
method.
You can also customize the presentation of files by overloading getIcon()
, getName()
and getComment()
methods on
FileChooserDescriptor.
Note that the native Mac OS X file chooser does not support most of the customizations, so if you rely on them, you need to use an overload of chooseFiles()
which displays the standard IntelliJ Platform dialog.
A very common way of using file choosers is to use a text field for entering the path with an ellipsis button (“…”) for showing the file chooser.
To create such a control, use the
TextFieldWithBrowseButton
component and call the addBrowseFolderListener()
method on it to set up the file chooser.
As an added bonus, this will enable filename completion when entering paths in the text box.
An alternative UI for selecting files, which works best when the most common way of selecting a file is by typing its name, is available through the TreeFileChooserFactory class.
The dialog shown by this API has two tabs:
-
One shows the project structure
-
Another shows a list of files similar to the one used by the
Goto File
popup.
To show the dialog, call showDialog()
on the chooser returned from createFileChooser()
, and then call getSelectedFile
to retrieve the user’s selection.
Class and Package Choosers
If you want to offer the user a possibility to select a Java class, you can use the TreeClassChooserFactory class. Its different methods allow you to specify the scope from which the classes are taken, to restrict the choice to descendants of a specific class or implementations of an interface, and to include or exclude inner classes from the list.
For choosing a Java package, you can use the PackageChooserDialog class.


Ocean [aw70], ocean, in Crystal Sea
Last updated Turn #131
Ocean [aw70], ocean, in Crystal Sea
------------------------------------------------------------------------
15: Pleasure Sloop [v5n], ship, 30 hulls, 1 rowing port, 90 sails, arrived
15: from Ocean [aw71], owner:
15: Dorothy [v1b], Pen, with one peasant, 94 sailors
15: Apollo [b5e], Imperial Empire, with 63 lt. xbowmen,
15: accompanied by:
15: Lutra [a4w], Imperial Empire, with 13 paladins, 40 pikemen
15: Hera [g3f], Imperial Empire, with 20 soldiers, 40 pikemen
15: Thor [r4g], Imperial Empire, with ten soldiers, 39 pikemen
15: Eos [a2t], Imperial Empire, with ten workers, 48 lt. xbowmen
15: Khaki Blazer [w4j], Imperial Empire, with 17 soldiers,
15: seven pikemen, 35 lt. foot
15: Banian [e7n], Imperial Empire, count, the High Priest of the
15: Church of Eres [151], with five soldiers, ten angels
16: Pleasure Sloop [v5n], ship, 30 hulls, 1 rowing port, 90 sails,
16: departed for Ocean [aw69].
30: It is no longer windy.
Routes leaving Ocean:
North, desert, to Painted Desert [av70], Imperia, 2 days
Garrison [ed8z], garrison, Imperial Empire, with ten peasants
Border closed.
East, to Ocean [aw71], 6 days
South, to Ocean [ax70], 6 days
West, to Ocean [aw69], 6 days


--- layout: post title: JavaScript for Cats date: 2012-08-19 14:30:26.000000000 -07:00 type: post published: true status: publish categories: tags: [] meta: _jd_tweet_this: 'yes' _jd_twitter: '' _wp_jd_clig: '' _wp_jd_bitly: http://cczona.com/blog/2012/08/javascript-for-cats/ _wp_jd_wp: '' _wp_jd_yourls: '' _wp_jd_url: '' _wp_jd_target: '' _jd_wp_twitter: '' _jd_post_meta_fixed: 'true' _edit_last: '1' author: login: admin email<EMAIL_ADDRESS>display_name: admin first_name: Carina C. last_name: Zon ---
JavaScript for Cats is a new, quite good, intro-level JavaScript tutorial. Nice to see lazy savvy use of the WebKit console incorporated into learning immediately.
I'm looking forward to the author's promised upcoming additions of looping, objects, JSON, Node.js, and "server side catgramming".


{% extends "base.html" %} {% block footer %}
copyright © 2016 - ALL RIGHTS RESERVED ®
powered by sportpesajp.com
Version: 2.7 2018-03-25


A decade old pioneer organization of M.P. involved in developing and promoting Adventure and allied activities. We organize various adventure and activity based programs for Schools, Corporate, Youth and Families across India. We offer variety of programs at different camp site and venue, each program is designed to be unique and effective.
We conduct our programs with a vision to increase awareness about our Nature, Adventure and life.
We conduct our programs with a vision to increase awareness about our Nature, Adventure and life.


Outcome
This method supports the outcome Text alternatives available.
Detailed description
Decorative images don’t add information to the content of a page. For example, the information provided by the image might already be given using adjacent text, or the image might be included to make the website more visually attractive.
In these cases, a null (empty) alt text should be provided (alt="") so that they can be ignored by assistive technologies, such as screen readers. Text values for these types of images would add audible clutter to screen reader output or could distract users if the topic is different from that in adjacent text. Leaving out the alt attribute is also not an option because when it is not provided, some screen readers will announce the file name of the image instead.
Whether to treat an image as decorative or informative is a judgment that only the author can make, based on the reason for including the image on the page. Images may be decorative when they are:
- Visual styling such as borders, spacers, and corners;
- Supplementary to link text to improve its appearance or increase the clickable area;
- Illustrative of adjacent text but not contributing information (“eye-candy”);
- Identified and described by surrounding text.
Dependencies
None


Backends (experimental)
Docker 1.8.9 introduces an experimental new feature: Backends. A backend provides the functionality to build and run services on a particular platform. A single service may specify multiple backends to be used in different situations.
Edward has built-in backends for the command line and Docker.
Experimental feature
Backends are an experimental feature, and may be subject to breaking changes between releases of Edward.
Configuration
Backends are specified in an array under a service definition. Each backend is specified by a type, and a set of fields providing configuration for that backend.
{
"name": "myservice",
"path": "path/to/myservice",
"backends": [
{
"type": "<backend type>",
"<field1>": "<value1>",
"<field2>": "<value2>"
}
]
}
Command line
The command line backend provides the same functionality as detailed in the Project Configuration section.
Command line backends have the type
“commandline”, and accept the commands
and launch_checks
properties:
{
"name": "myservice",
"path": "path/to/myservice",
"backends": [
{
"type": "commandline",
"commands": {
"build": "make install",
"launch": "myservice"
},
"launch_checks": {
"log_text": "Finished startup"
}
}
]
}
Docker
The Docker backend provides the ability to create and launch Docker containers.
Docker backends have the type
“docker”, and may use an existing image, or build from a Dockerfile.
Using an existing image
To use an existing image, specify the image
property using a tag of the form you would use with docker pull
.
"backends": [
{
"type": "docker",
"image": "kitematic/hello-world-nginx:latest",
"ports": ["80:8080"]
}
]
The above configuration will create a container from the latest version of the Kitematic hello world nginx example. Port 80 on the container will be mapped to port 8080 on the host, so you can browse to the service at http://localhost:8080.
Building from a Dockerfile
To build a dockerfile, specify the dockerfile
property as a path to a Dockerfile relative to the service’s path.
If the provided path is a directory, the default filename “Dockerfile” will be assumed.
"backends": [
{
"type": "docker",
"dockerfile": "."
}
]
The above example will build and launch a Dockerfile in the service’s working directory.
Additional Configuration
Port mappings are provided as a convenience via the ports
property.
Additional configuration of a Docker container can be provided using the containerConfig
, hostConfig
and networkConfig
properties with a structure corresponding to the parameters for ContainerCreate in the Docker Engine API.
"backends": [
{
"type": "docker",
"dockerfile": ".",
"containerConfig": {...},
"hostConfig": {...},
"networkConfig": {...},
}
]
containerConfig
corresponds to the root paramters of the ContainerCreate command, with hostConfig
and networkConfig
corresponding to HostConfig
and NetworkingConfig
respectively.
Field names in each of these objects match those in the Docker Engine API, with the exception that their names are lowerCamelCase in Edward config, instead of the CamelCase of the Docker Engine API.
Multiple Backends
Sometimes, you may want to use one backend in one situation, and another for a different situation. For example, you may want to default to building a service locally for most services, but also have the option of launching the most recent Docker image from your repository.
Defining multiple backends
You can distinguish between backends using the name
property.
"backends": [
{
"name": "default",
"type": "commandline",
...
},
{
"name": "prebuilt",
"type": "docker",
...
}
]
Selecting a Backend
By default, Edward will use the first backend in the list for each service.
To start a service with a specific backend, you can use the --backend
, or -b
flag at the command line to tell Edward which
backend to use.
$ edward start -b <service>:<backend> <group>
Will start the service group


Roku is a cute , sweet discord bot that can do many useful things and helps in growing your server.
Changelog v<IP_ADDRESS>
1. Updated uptime command.
2. Updated Custom Prefix for making it case insensitive
3. Added Alias Level
to Leveling
Cog.
4. Added LevelMessage
and Rewardmessage
Command for customizing Level message and role reward commands respectively which supports embed builder for making embeds..
5. Fixed Goodbye Images
Changelog v<IP_ADDRESS>
1. Fixed many minor bugs.
2. Changed internal structure of files.
3. Added Custom Prefix Support.
4. Added Auto Join Role
5. Purge Command is updated with powerful flags. See ro help purge
for more info
6. Fixed a bug of Welcome message
7. Temp mute command was removed and is aliased to mute command.
8. Fixed few typos.
Roku has a lot of Fun, Image Manipulation, Moderation, Utility and Roleplay commands and much more!
“There is one thing I’ve learned here. To keep doing your best, up until the very end.” – Asuna Yuuki


Neuroplasticity refers to the brains ability to adapt, it can create new neural connections and strengthen them. Just like any muscle in the body it can be exercised and built stronger.
Possessing this understanding is beneficial as it validates the idea that there is equality in abilities. With practise, anyone is capable of learning. This comprehension encourages perseverance, consistency and confidence to strive for goals.
Activity repetition and regular reviews will be beneficial for my own learning journey. Continued practise and failed attempts at Javascript will only strengthen the pathways in my brain. Reflection writing has also helped me track my learning progress and evaluate my thinking behaviour.
A growth mindset is a mindset that can be improved through practise. It views failures as opportunities to learn and celebrate the process! It is incredibly important as it impacts every aspect of life. With a growth mindset one is more likely to embrace challenges, whereas one with a fixed mindset is convinced that each individual has a fixed talent, making them more likely to go for the easier solutions.
It is especially relevant in my pursuit of coding as I have entered into a completely new field. The mindset that I have throughout the journey will and has established my level of success.
I reflected on this before my foundations journey. This is what I recorded back then:
I found myself reflecting on my learning behaviour and tracking back in time to the teachers I had in my life that implicated fixed mindset traits. It was a confrontational feeling when I realised I had brought the need for validation into my adulthood. This realisation however makes me want to grow out of a fixed mindset as quickly as possible.
Fast forward to my current position, and it is remarkable how many skills I have gained over the past three weeks.  In fact I have always avoided things I believe or was made to believe I wasn’t good at. My accomplishments so far at Dev is utter proof that the brain can learn anything! Repetition of activities and a positive open attitude has gotten me to where I am now. It can also get me to where I want to be if I continue to embrace the journey with a growth mindset.
I am at a stage where the learning content is becoming increasingly difficult and I can feel my fixed mindset creeping back in. However if I step back and appreciate the amount of knowledge I have gained during the past three weeks, I can envision how much more I can gain in the next two weeks. Consistently reflecting on my progress and celebrating my growth is vital to keep me going.
There is nothing quite like that dopamine hit when a piece of code is correct. However, I must remind myself to view mistakes and road blocks as learning opportunities that will eventuate to good code.
Continuing regular and honest reflections each day/each sprint/each end of sprint will help me to comprehend my own thinking patterns and will allow me to point out the aspects that I will need to alter.


| Property | Type | Default | Description |
|---|---|---|---|
| enabled | boolean | true | Enable this configuration or not. |
| hostnames | multiple string | Mandatory list of hostnames, matching a browser request to this configuration set (NOTE: compiled as java regex Pattern). | |
| contextpaths | multiple string | Mandatory list of context paths, matching number of hostnames. | |
| hostheader | string | X-Forwarded-Host | Name of the request header that is used for host detection. |


Hi there! I am a senior at Northwestern University majoring in Economics and minoring in Computer Science and Business Institutions graduating in March 2018. I am interested in the intersection of business and technology--particularly the application of artifical intelligence to robotic process automation in both manufacturing and service firms, as well as the inevitable and resulting supply chain and distribution network disruptions. Post graduation, I will be pursuing a career in strategy consulting in Chicago. I hope to build a strong foundation of core business and management skills and simultaneously leverage and combine my passions for disruptive technology and strategic problem solving.
· Start date in August 2018
· Promoted course offerings and campaign events across campus by building and maintaining relationships with club partners
· Communicated with regional manager to review progress, receive feedback, and set campaign metrics on biweekly basis
· Designed proposal package for a warehouse management system (WMS)--including RFP document, complementary process flow diagrams, and software requirement list--to increase operational efficiency at client warehouse
· Analyzed WMS market landscape to identify 6 best-fit vendors to receive proposal and created in-depth vendor profile deck to provide contextual insights on company resources and financials, past successes, and specialized capabilities for final selection
· Facilitated meetings between internal and client teams and documented key points of discussion and individualized action items
· Consolidated various team accomplishments in weekly status update decks to ensure timely progress and supplement project status calls between executive client and Deloitte stakeholders
· Executed financial projection, debt capacity, and profitability models to identify optimal client growth strategies
· Updated client summary sheets to strengthen the Build Deeper Relationships initiative, providing greater insight on historical client performance and potential future bank opportunities to support client growth
· Prepared public information briefings, peer comparisons, and industry overviews for managers before client meetings to tailor conversations to clients’ current needs, relevant market conditions, and bank product solutions
· Coordinated with employees on pitchbooks to efficiently incorporate discussion material from various bank product groups
· Researched property management software market to benchmark against peers and identify key points of product differentiation
· Managed inside sales initiative by conducting calls with potential leads and consolidating findings to drive marketing insights
· GPA: 3.64/4.00
· Dean's List: Fall 2015, Winter 2016, Winter 2017, Fall 2017
· Relevant Coursework: Investments, Accounting and Corporate Finance, Principles of Entrepreneurship, Sociology of Organizations
· Activities and Societies: Institute for Student Business Education-Analytics (Director), Women in Business (VP of Consulting), Northwestern Career Sponsors (Mentor), Chinese Student Association, Women's Club Ultimate Frisbee
· GPA: 3.81/4.00
· SAT Math: 760, Critical Reading: 740, Writing: 800
· Activities and Societies: Science National Honor Society (President), National Honor Society, National Art Honor Society, Student Council Fundraising Committee (Committee Head), Homework Club Elementary Tutoring, Habitat for Humanity
· Microsoft Office Suite, Presentation and Public Speaking, Critical Thinking and Problem Solving
· Stata, Tableau, Qualtrics, CapitalIQ, Thomson One Analytics
· C#, C++, Python, HTML/CSS, Javascript
Apart from my academic interests, I am incredibly passionate about personal fitness. I played sports throughout high school and joined the women's club ultimate frisbee team at Northwestern, but have constantly found myself finding the most satisfication in focusing on my personal training goals. I enjoy strength training and incorporate it into my life on nearly a daily basis (rest days are important). There has been no other outlet in my life that has taught me more about my physical and mental limits than my personal fitness journey. I have learned both discipline and balance through this process of constant self-improvement and will continue to prioritize and embody healthy living.
I also have a creative side that has more often than not been at odds with my priorities in life growing up. Yet it has stayed with me through years of neglect and I think that says something. Growing up, I played the piano and clarinet, and also took drawing lessons in graphite sketching and manga. Towards high school, other parts of my life took precedence and these creative outlets took the backseat. However, when I'm home for break, I often find myself reaching for my old sketchbook or heading to the piano in the living room, and I easily find solace and a deep sense of nostalgia in these old hobbies. Feel free to check out some of my old works below:


This is the implementation of the basic bundle routing algorithm that only does static routing. Routes can be parsed from a configuration file or injected via the command line and/or management interfaces. As a result, the class simply uses the default event handlers from the table based router implementation. For more information please see the route command.


Thurber Studios.
NEW WEBSITE COMING SOON
in the mean time check out IsaaK latest single.
unknown
Album by IsaaK
Deep inspire
prev
next
loop


Distortion Test
This test shows 2 waveforms:
Unmodified sine wave at 220Hz in
Black
Signal distorted with
audioLib.Distortion
(gain = 10, master = 2) in
Blue


Prepare all information needed: username, password and server IP Address (public)
up to existing PPPoE configuration.
Configuration sample:
Commands for PPPoE Setup:
It will prompt you about configuration of PPPoE client that you want to use.
Fill with username and password that already prepared.
Fill with interface where PPPoE will dial to its server (toward WAN).
For dedicated connection, at option “demand value” choose “no”
Fill with IP address of DNS 1 and DNS 2.
Enter password which will be used (twice with confirmation).
With assumption that this firewall configuration (iptables) will use default
configuration then choose 0.
On last prompt, confirm that previous choices is right.
Then, you need to set up service name on pppoe.conf
Search for line with “SERVICENAME”, then add it. Enter without quotes.
Run PPPoE client.
If there is no problem found, then there will such information like:
Finally, your Linux PPPoE client setup is succeeded.
Restart PPPoE Client on Linux
Below is a simple script which can be used to restart PPPoE client on Linux.
FYI, Linux not shipped with built-in command to restart its PPPoE client.
The purpose of code above is to help administrator to restart PPPoE client
without open new connection to remote host.
Thanks for reading.


MACBETH:
How now, you secret midnight hags!
What is it you do?

HECATE:
Macbeth! Macbeth! Macbeth! beware Macduff;
Beware the thane of Fife. Dismiss me. Enough.
None of woman born
Shall harm Macbeth.
CROWNED CHILD:
Macbeth shall never vanquish'd be until
Great Birnam wood to high Dunsinane hill
Shall come against him.
MACBETH: Saw you the weird sisters?
LENNOX: No, my lord! Macduff has fled to England!
MACBETH:
To England!
The castle of Macduff I will surprise;
Seize upon Fife; give to the edge o' the sword
His wife, his babes, and all unfortunate souls
That trace him in his line.
MACDUFF:
My children too?
My wife kill'd too?
ROSS: I have said.
MACDUFF:
Bleed, bleed, poor country!
Great tyranny!

MALCOLM:
Be this the whetstone of your sword: let grief
Convert to anger; blunt not the heart, enrage it.
Come, go we to the king; our power is ready.


Account
VESTS to delegate:
To account:
How would you like to delegate STEEM POWER/VESTS?
Steemconnect
Client-side
Active Private key:


Click icon to open profile
DKBeaton
Offline
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Channel
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From the Vega Example Gallery
A heatmap of annual temperatures in Seattle, organized by day versus hour. How do different choices of color palette affect the clarity of the patterns?
Density estimates for automobile statistics, partitioned by region of origin. The density grids are rendered as images by the heatmap transform. By default each heatmap is normalized independently. If resolve equals `shared`, the heatmaps instead show probability or count densities normalized by the global maximum across plots.
Parallel coordinates visualize multi-dimensional data by representing each dimension as a parallel axis, and drawing individual data records as lines connecting points on each axis. Line crossings indicate negative correlation, and different axis orderings may reveal different patterns of interest.
A word cloud (or tag cloud) depicts text data, typically by sizing each word proportionally to its frequency within the text. Vega’s wordcloud transform uses a layout similar to Wordle, based on Jason Davies’ wordcloud implementation. This example visualizes frequent words in the abstracts of published research papers from the Vega project.
A custom timeline visualization showing the lifespans of the first five U.S. presidents, including the years each held office. The timeline is additionally annotated with selected historical events.
A beeswarm plot conveys the size of a group of items by visually clustering the each individual data point. This example uses Vega’s force transform to calculate the clustered layout. The example uses non-standard xfocus and yfocus encoding channels to create anchor coordinates that parameterize the x and y forces.
A calendar visualization of daily changes to the S&P 500 since 2000. Adapted from a Calendar View by Mike Bostock.


Fengshui Yo' Life! Login
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A glossary of terms used in Pikifen, both for casual play, and for making content. This glossary will not include terms popular in the Pikmin franchise, since you can find more about those on Pikipedia, and will also not focus on terms used in the engine's code, even though most of them match what you'd read outside of the code.
#
A
- Absolute angle
- Unlike a relative angle, this refers to the angle facing a cardinal direction in the area. 0 points to the right/east, 10 means 10 degrees anti-clockwise of east, etc.
- Absolute coordinates, Area coordinates
- Unlike relative coordinates, these specify the exact coordinates in the current area.
- Action
- Something that an object can do in its script. This includes walking to a certain point, losing health, changing its animation, etc.
- Further reading: Object script.
- See also: Player action.
- Animation
- A series of frames that change the way an object looks. When put together nicely, these make it look like the object is walking, growling, chomping, etc. Animations are independent of what the object is actually doing. For instance, it can be walking, but it could be frozen in appearance, which would make it appear to slide. That said, accurate animations are necessary for gameplay reasons, like hitboxes.
- Further reading: Making animations.
- Assert, Assertion
- When something is wrong with the engine, and it is detected by an assertion, the program usually shuts down in a controlled manner. This helps because the developer can know what assert was triggered exactly, to make finding the problem easier.
B
- Blackout
- A weather effect that makes everything dark (to different degrees) except for the leaders and a few specific objects, which cast light.
- Further reading: Making weather.
- Body part
- Objects can have a series of body parts, which move around when it is animating. When a Pikmin latches on to a leg, for instance, it will follow the leg around as the body part moves. In an animation, body parts are directed by hitboxes.
- Further reading: Making animations.
- Bind
- The mapping between a player input and a player action.
- Bitmap
- An image. It contains a series of pixels, like most computer images.
- Further reading: Wikipedia's definition of bitmap.
- Button
- An on-screen button, or a button in the real world, that the player can press. For the latter case, it's usually a mouse button or a game controller button, but it may sometimes refer to a keyboard key too, but never to a game controller analog stick.
C
- Canvas
- The area on an editor where the user can see a preview of what they are working on, as well as drag components, draw elements, etc. This is the part of the editor that is not the panel, toolbar, status bar, etc.
- Category
- See Object category.
- Child
- An object that is part of a more complex object.
- Further reading: Parent/Child objects.
- Clear
- A mission being cleared means the mission has ended because the player has completed the mission's goal. It has no bearing on the medal the player receives.
- Control bind
- See Bind.
- Controller, Game controller
- Any video game controller in the real world, also known as gamepads or joysticsk (though not to be confused with stick). Examples include the GameCube Controller, the Nintendo Switch Pro Controller, the Xbox Wireless Controller, etc.
- Controls
- The entire subject regarding player input, control binds, and player actions.
- Coordinates
- Numbers representing where in the world the object is. X refers to where it is horizontally on west/east – a smaller X means more to the west, and a larger one more to the east. Y is north/south, with a lower Y corresponding to higher north. Z is the vertical coordinate, with a higher Z being higher up in the air.
D
- Day
- The in-game 24-hour period.
- Dummy
- An object that does absolutely nothing. It serves to guide other objects, like indicating the end point of a pushable cardboard box.
E
- Edge
- In an area's layout, edges are the lines that delimit a sector. An edge can have sectors on either side, and if they are different heights, that creates a wall.
- Further reading: Making areas.
- End
- An exploration or a mission end when the player ends manually from the pause menu, or in the case of a mission, when the the goal is met (a clear) or a fail condition is met (a fail).
- Enemy
- Enemy is a general term for the creatures that attack or are attacked by Pikmin. Although it makes little sense, one could make a fire geyser "enemy", and it would be technically valid.
- Error
- If something goes wrong when loading or during gameplay, the engine will write an error on the error log file. Not all errors will result in a crash, but ideally, one should aim to resolve all of them.
- Event
- When something happens to an object, like when it gets hurt, or it reaches its destination, an event is thrown. In the script, you can specify what actions to perform whenever a certain event is triggered. Different states can have different event handling.
- Further reading: Object script.
- Exploration
- The portion of gameplay that takes place when the player is just exploring a simple area. Contrast with the term mission.
- Extension
- The extension of a file name is the final part of the name, which starts with a dot and consists of three letters usually. For example, for the file
Berry.png
, the extension is.png
. File name extensions are usually not visible by default on Windows operative systems, but can be enabled.
F
- Fade
- In an area's layout, a "fade" sector refers to a sector whose only purpose is to fade the textures of the sectors around it, transitioning smoothly from one neighbor to the other.
- Further reading: Making areas.
- Fail
- A mission being cleared means the mission has ended and the player has failed to meet the mission's goal. It has no bearing on the medal the player receives.
- Frame
- A represents a specific point during an animation. In this point, a certain sprite is shown, and different frames can have different durations.
- Further reading: Making animations.
- Frame signal
- When something needs to happen during a specific frame of animation, a frame signal event can be thrown, and handled in the script.
- Further reading: Making animations, Object script.
G
- Glow
- A way to brighten up an object. Due to Allegro limitations, it's not a real glow in the current versions of the engine because: 1. the brightness is limited to the bitmap's original pixels – darker bitmaps have a harder time becoming brighter; 2. the glow doesn't bleed and fade out, but is limited to the exact shape of the original bitmap.
- Group
- The group of objects that follow another object. Typically, the group of Pikmin+leaders following a leader.
H
- Hardcoded
- Something that is hardcoded is something that is written inside the engine's logic, and cannot be edited by a user.
- Hazard
- Like in the canon games, a hazard refers to the concept of danger, not to a physical object.
- Further reading: Making hazards.
- Health
- Every object in the engine has an amount of health, whether that is used for anything or not. Objects can be attacked in a few ways, and doing so depletes health. When the health reaches zero, the object is considered dead, and its behavior when that happens depends on the type of object.
- Height effect
- To help portray depths, objects that are in mid-air may appear larger than they would appear on land. Or if they are falling into a pit, they may appear smaller and smaller. This is called the "height effect".
- Hitbox
- A hitbox is a part of a sprite that represents where a body part is at that moment. It also contains information about how that body part relates to combat at that moment – the body part could be vulnerable to enemy attacks, it could be causing damage of its own, etc.
- Further reading: Making animations.
- Home
- The spot an object spawns on. The territory radius is determined around this spot. This is also where a treasure returns to when it falls into a pit, for instance.
- HUD
- Refers to the on-screen elements visible to the player to help them understand what is going on during gameplay. The Pikmin counter, health meters, sun meter, etc. are all HUD elements.
- Further reading: Misc. configurations.
I
- Ingredient
- An ingredient for concocting a spray. In the canon games, these are berries. After a certain number of ingredients of a certain type are collected, the player gains one more dosage of a certain spray.
- Input
- See Player input.
- Itch
- When an object has been taking damage for a while, an "itch" event will be triggered. This periodic event allows an enemy to shake Pikmin off when it is under attack. In order for the enemy to not shake several times in a row, an "itch" event will only be triggered if enough time has passed since the last one, and if enough damage has been done since the last one.
J
- Joystick
- See Controller and Stick.
K
- Key
- A keyboard key.
- Knockback
- Leaders and Pikmin, when hurt, can get blown backwards and land on the floor lying down. When this happens, it is said that they have suffered knockback.
L
- Latch
- A latched Pikmin is any Pikmin that is grabbing on to an enemy (or gate, etc.) for the purpose of attacking it.
- Link
- See object link or path stop link.
- Liquid
- Water, mud, lava, etc. are all liquids. If a sector has an associated liquid, it will change the sector's appearance to have a water surface texture, among other things. If a liquid has an associated hazard, objects vulnerable to that hazard can get affected when they walk on the sector.
- Further reading: Making hazards.
M
- Maker tool
- Any tool that exists to help makers make content. There are tools that speed up the gameplay, tools that show hitbox locations, etc.
- Further reading: Maker toolkit.
- Message
- One of the object actions involves sending a message to other objects. This message is in plain text, and could be whatever you want. The receivers can either be objects that have an object link, or all nearby objects, up to a specified distance.
- Further reading: Object script.
- Mission
- The portion of gameplay that takes place when the player is playing in a mission area. Contrast with the term exploration.
- Mob
- Alternative name for object. Short for "mobile object".
N
- Nest
- Any object that can house Pikmin inside. So Onions, and ships equipped to do so.
O
- Object
- Any individual Pikmin, leader, obstacle, enemy, ship, etc. is an object. Each object is of an object type, and multiple objects of the same type can exist in the same area at once.
- Object action
- See Action.
- Object link
- A way for an object to send messages or refer to another object.
- Further reading: Object links.
- Object type
- An object type contains data about what an object of its type should look and behave like. Red Pikmin look different from Blue Pikmin, so these two are different object types.
- Further reading: Making object types.
- Object category
- A category contains a list of object types. Examples include Pikmin, leaders, treasures, and so on. Types in the same category look and behave similarly. For instance, all objects of a Pikmin type need to show the Pikmin itself and its top, they all need to follow leaders who whistle them, etc.
- Further reading: List of object categories.
- Obstacle
- "Obstacle" is a generic term used to refer to objects that stand in the way of the leaders and Pikmin; it does not refer to anything specific.
- Opponent
- In the engine, "opponent" refers to any object that the current object wants to hunt down. For instance, Pikmin and enemies are opponents of each other, but gates and enemies are not opponents. Two objects that are normally opponents but belong to the same team, will no longer be opponents.
P
- Parent
- An object that is composed of simpler objects.
- Further reading: Parent/Child objects.
- Particle
- A particle is a small, simple thing that shows up on the game world, disappears with time, and follows a very simple behavior. They are used for graphical effects and ambiance. For instance, because each particle is its own thing, you can have a Wollywog's landing cause several smoke particles to appear, each moving away from the creature, to simulate dust picking up after a thud.
- Further reading: Making particle generators.
- Particle generator
- Responsible for spawning particles over time.
- Further reading: Making particle generators.
- Path stop
- When an object is following a path, it goes from one stop to another, to another, until its destination. It goes from stop A to stop B in a straight line. It can only cross stops that are linked with path stop links.
- Further reading: Making areas.
- Path stop link
- Path stop links refer to the connection between two path stops. This means an object can go from stop A to stop B when following a path. Path stop links can either be one-way or bidirectional.
- Further reading: Making areas.
- Player action
- After a player performs some input that is bound to an action type, then the player has executed that action, which is then processed by the game. Action types include grabbing+throwing, moving right, whistling, lying down, going up on a menu, etc. Actions also contain information about the player input's value (e.g. if the button was released or pressed, how far an analog stick was held, etc.).
- See also: Action.
- Player input
- Any type of real world hardware input the player can perform. There are several types, including mouse button presses, game controller button releases, keyboard key presses, game controller analog stick tilts, mouse wheel scrolls, and so on.
Q
R
- Ramp
- Although sectors in the engine have a fixed height, and hence, cannot ramp smoothly from one height to another, the engine doesn't have real ramps. However, a convincing alternative is to just use stairs. Any wall that is 50 units or less in height can make an object walk up or down the sectors smoothly as they move forward and back.
- Further reading: Making areas.
- Relative angle
- Unlike an absolute angle, a relative angle of 0 means the same angle that the object is facing, a relative angle of 10 means the same angle as the object but 10 degrees anti-clockwise, etc.
- Relative coordinates
- Unlike absolute coordinates, relative coordinates like for example "50,100" mean that this is at the object's position, plus 50 to the right, and 100 down. This is assuming the object is facing the right/east. If it isn't, the coordinates rotate around the object, such that a positive X is always in front of the object. So for coordinates "50,100", this would mean 50 units in front of the object, and 100 units to its right-hand side.
- Rotation
- One of the primary transformations. When a shape, image, etc. is spun clockwise or counter-clockwise, that is called a rotation.
S
- Scale
- One of the primary transformations. When a shape, image, etc. is shrunk or grown to different sizes, that is called a scale. The width and height can be scaled independently. A negative scale flips the image around in that same axis.
- Script
- An object's script controls what the object should do when certain scenarios occur. Every object is in a state at any given time, and depending on the events it receives while in a specific state, it can do a different set of actions.
- Further reading: Object script.
- Sector
- An area's layout is made of up of sectors. Each sector is a polygon (which is composed of edges and vertexes), which represent a floor an object can walk on. Neighboring sectors of different heights make a wall.
- Further reading: Making areas.
- Spawn
- As a verb, it means "to make appear". When an object is created and placed into the game world, it is said that it has "spawned". As a noun, it refers to any object created by the current object.
- Spike
- Spike damage is a special type of damage that only happens in retaliation. When an object is hurt, if it has spike damage configured, it will automatically hurt its attacker as well. Another type of spike damage happens when a Pikmin is swallowed; this allows White Pikmin to cause some damage to their predators.
- Further reading: Misc. configurations.
- Spoil
- Something that an enemy drops when it dies.
- Sprite
- When making animations, a sprite is a bitmap that represents how the animation looks at a specific point in time. Sprites are used in frames, and one sprite can be used in more than one frame. For instance, an image of an enemy with its leg up could represent part of its walking animation, growling animation, dying animation, etc.
- Further reading: Making animations.
- Spritesheet
- Name given to bitmaps that hold several sprites inside. Due to the way modern GPUs work, it's faster to store several sprites into one image, rather than creating several images for each.
- State
- Every object with a script is in a specific state at any given time. When an event is received, the state the object is on will influence the response. For instance, when a Pikmin is near a Red Bulborb, if the Bulborb is in the "sleeping" state, it should wake up, but if it is in the "chasing" state, it should lunge in for a bite.
- Further reading: Object script.
- Stairs
- See Ramp.
- Status
- An object can be under the influence of any number of statuses. These affect the object's stats. For instance, if a Pikmin is under the "burning" status effect, it loses health at a steady pace.
- Further reading: Making status effects.
- Stick
- An analog stick on a game controller. Due to hardware limitations, things like a D-pad or a bumper on a game controller may also be recognized internally as an analog stick. Sticks are also sometimes referred to as joysticks, though not to be confused game controllers.
- Stop
- See Path stop.
T
- Team
- An object can be a part of a specific team. Two objects in the same team will never try to hunt each other down, nor will they ever be able to cause damage to one another.
- Territory
- An imaginary circle around an object's home. If the object goes past this circle, the "far from home" event is triggered, which is normally used to make enemies turn around and go back to a more comfortable place instead of wandering off too far.
- Texture
- Textures are just bitmaps, although the term is more commonly used when the image portrays terrain, and is meant to tile over and over, like dirt, grass, stone, etc.
- Top
- Refers to a Pikmin's leaf, bud, or flower.
- Transformation
- Certain shapes, images, or other such things in the engine can be transformed using primary geometric transformations. This is what allows you to resize, flip, rotate, or shift an enemy's image, for instance. The following primary transformations exist: translation, scale, and rotation.
- Translation
- One of the primary transformations. When a shape, image, etc. is moved exactly as it is from one point to another, that is called a translation.
- Treasure
- Treasure is a general term for the objects that can be carried by Pikmin to a ship, to exchange for some sort of value.
- Tree shadow
- A tree shadow refers to a texture overlaid on the area that represents the shadow of a tree and its leaves. Despite the name, it can be a shadow of anything, or even any texture at all.
- Further reading: Making areas.
- Triangle
- Internally, a sector is made up of triangles, since those are needed for rendering and physics. They are generated automatically, and are not controllable by the user. That said, the disposition of the triangles can help explain the twisted look of some fade sectors, as well as other minor quirks.
- Further reading: Making areas.
- Type
- See Object type.
U
- Unit
- Likely refers to world unit.
V
- Vertex
- A sector is made up of edges, and each edge is determined by a starting point and an end point. These points are called vertexes. A vertex can serve as an endpoint for one or several edges.
- Further reading: Making areas.
W
- Wall
- An edge where the sector on one side is higher than the other, to the point where objects can't walk from one to the other.
- Weather
- The current weather controls more than just the rain: it controls the lighting of the area, from the sunlight throughout the day, to the strength of the shadows, to how foggy it is.
- Further reading: Making weather.
- World unit
- One unit in the game's space. When the camera is at 1:1 zoom (which is not the default value!), 1 pixel on your screen represents 1 world unit. For reference, Pikmin have a diameter of 10 units.
X
- X
- See Coordinates.
Y
- Y
- See Coordinates.
Z
- Z
- See Coordinates.


jQuery.mb.YTPlayer as a customized player
change video
video 1
video 2
video 3
video 4
Apply filters
* Does not work in IE.
disable filters
grayscale
hue rotate
invert
sepia
opacity
saturate
brightness
contrast
blur
See the doc
Download it
play
pause
mute/unmute
go fullscreen
Remove stored data


>>Enter text and replace a given word with a new word.<<
>>Can be used to replace multiple words at the same time.<<


CAPITAL NEWS SERVICE
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6% of Maryland's bridges need repairs, report says
Cardin to replace Menendez as ranking member of foreign relations committee
Maryland House, Senate pass bills to restrict hydraulic fracturing
Drinking new beer will help improve the bay
Delegate to propose bill to expedite and clarify child custory cases
CNS INVESTIGATES
The State of Maryland Women
Doubling Down: The Impact of Casino Expansion
More than a game: The Orioles and Baltimore


{% extends 'volts/base.html' %} {% block content %}
Django server to view RRD charts from a voltage logger
This is intended as a complete package to turn a Raspberry Pi into a simple data logger (using an ADC, such as on the Pimoroni Automation pHat).
Currently, this just handles the web server to display charts from RRD that have been recorded by the other components. The Django DB is used to hold the list of RRD duration specs that define the charts we want to offer/display. Much of the charting is hard-coded for now.
See https://github.com/ptb99/rrd_view for source code.
{% endblock %}