Crisis on Infinite Earths Gets New Show-Specific Teasers
by L.D. NolanThe CW has released several new teasers specific to the various Arrowverse shows for the upcoming "Crisis on Infinite Earths" crossover event
Posted on YouTube by TV Promos, the first trailer is for The Flash and sees Harbinger recruiting Barry Allen. His cosmic treadmill also appears in the clip. The second next teaser is for Batwoman and shows her getting recruited for the event. The third brings Black Lightning into the mix, as he remarks to various heroes, "You just told me my world is over, and you need my help?" The next two shows that appear are Legends of Tomorrow and Supergirl. The final clip is the first teaser that debuted earlier this week.
Based on Marv Wolfman and George Perez's 1985 comics crossover event of the same name, "Crisis on Infinite Earths" is set to feature a lot of returning actors from various DC shows over the decades, including Tom Welling, Erica Durance and many, many more.
"Crisis on Infinite Earths" begins Sunday, Dec. 8 at 8 p.m. ET/PT on Supergirl, then continues in Batwoman on Monday, Dec. 9 at 8 p.m. ET/PT and in The Flash on Tuesday, Dec. 10 at 8 p.m. ET/PT. After the winter hiatus, the crossover will conclude on Tuesday, Jan. 14 in Arrow at 8 p.m. ET/PT and in DC's Legends of Tomorrow at 9 p.m. ET/PT.
https://schema.orgBreadcrumbListListItem1Homehttps://www.cbr.com/ListItem2TVhttps://www.cbr.com/category/tv/ListItem3TV Newshttps://www.cbr.com/category/tv/news-tv/ListItem4Crisis on Infinite Earths Gets New Show-Specific Teasershttps://www.cbr.com/crisis-on-infinite-earths-show-specific-teasers/


--- layout: post status: publish published: true title: Crash Override Is Determining My Future - Episode 7.06 author: display_name: Corey Fineran login: Corey email<EMAIL_ADDRESS>url: '' author_login: Corey author_email<EMAIL_ADDRESS>wordpress_id: 11069 wordpress_url: http://ivyenvy.com/?p=11069 date: '2015-03-22 22:01:28 +0000' date_gmt: '2015-03-23 03:01:28 +0000' categories: - Podcast - Spring Training tags: - Spring Training - Kris Bryant comments: [] ---
Thanks for downloading this week's episode of The Ivy Envy Podcast. We return from Spring Training and share what we saw during the six games in five games and at the backfields.
We start things off by discussing the topic all Cubs fans are talking about right now, Kris Bryant. We look at the comments others have made about the situation, from Scott Boras to Theo Epstein to the media to Bryant, himself. There are a lot of angles to look at, but our opinions haven't changed and all signs point to the Cubs starting Kris Bryant 2015 in Iowa.
We spend most of this episode talking about things we saw at Spring Training. Between the regular games, the B-game, the backfields and spending a game in the broadcast booth, producing the Cubs.com broadcast with Mick Gillispie and Len Kasper, we have a lot to talk about.


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CU06 Cal Calibration Notes
Zach Fewtrell February 17, 2006
based on calibGenCAL v4r5
GLAST Calibration unit data is being used to evaluate more sophisticated non-linearity corrections for Cal.
These methods are still in development phase and have yet to be
included in the default data path, however it is necessary to document
the procedure for the additional corrections.
In general, the calibraiton procedure for CU06 is similar to that for
LAT which is documented in
$CALIBGENCALROOT/doc/calibGenCAL_description.(doc|pdf)
The purpose of this document is to cover the differences between the calibration procedures for the 2 instruments
MAJOR DIFFERENCE OVERVIEW (LAT vs CU06)
Problem: genMuonCalibTkr.exe will not work for 2 reasons.
- genMuonCalibTkr.exe uses Tracker track for determining crystal hit positions and the CU06 only has 2 Tracker modules to serve 3 Cal modules
- genMuonCalibTkr.exe does
not have access to Gleam & therefore uses hard-coded geometry info.
The geometry is, of course, different from LAT to CU06.
This can be thoretically be fixed, but the priority is not high
since problem 1 is not fix-able
Solution: use genMuonMPD.exe and genMuonAsym.exe as described
CU06 Cal Calibration procuedure as of calibGenCAL v4r5
- (Programs in italics, data files in bold)
- (I have a tarball of the full procedure for doing this
including code which is available upon request. Example analysis
folder will be temporarily available on SLAC filesytem @
/nfs/farm/g/glast/u06/fewtrell/cgc45)
- PHASE I: Muon Gain calibration
- Become familar w/ the overall procedure for LAT as specified in calibGenCAL_description document.
- It is a good idea to create a muon_gain subfolder for this phase: otherwise the filenames may get confused with
- Muon Gain Pedestasls
- Generate pedestals for muon gain data following procedure outlined in calibGenCAL_description document.
- Muon Gain Int Nonlin
- We will be ignoring the smoothing phase of genCIDAC2ADC . In order to do this, we will work from the raw mean ADC values for each CIDAC bin in the cidac2adc.XXX.adcmeans.txt file, which is an intermediate output of genCIDAC2ADC.
- Generate CIDAC2ADC (IntNonlin) txt (no xml) file for muon gain following procedure outlined in calibGenCAL_description document. ***Here is where the LAT & CU procedures differ***
- use calibGen suite runs 201 & 204 as documented in calibGenCAL_description
- BE SURE TO SET "BCAST_MODE = 1" in the [CIDAC2ADC] section of the cfg file!
- set "SKIP_SMOOTHING = 1" as well
- calibGenCAL python scripts generally work on XML files, so we convert cidac2adc.XXX.admeans.txt file -> xml using inlTXT2XML.py script. output should be cidac2adc.XXX.adcmeans.xml
- Pedestal subtract adcmean xml file using inlPedSubtract.py script. output should be name something like cidac2adc.XXX.adcmeans.ped.xml
- Linear DAC scale correction
- Remove non-linearities from CIDAC scale with linearDAC.py script. output filename should be something like: cidac2adcXXX.linear.xml
- Cross Diode cross talk correction
- we will be running genCIDAC2ADC again this time on calibration element 203 only
- We will need a different cfg file, best to create a new one. In the example, the file is name xtalkXdiode.cfg. Regardless of filename, the cfg file will require the following properties
- [CIDAC2ADC ] seciton populated as follows
- LE_ROOT_FILE item left blank.
- HE_ROOT_FILE item points to digi root file from calibGen element 203
- BE SURE TO SET "BCAST_MODE = 1" in the [CIDAC2ADC] section of the cfg file!
- set "SKIP_SMOOTHING = 1" as well
- run genCIDAC2ADC
- using inlTXT2XML.py, convert the new cidac2adc.XXX.adcmean.txt file to xml
- using inlPedSubtract.py, pedestal subtract new file & generate cidac2adc.XXX.adcmean.ped.xml
- run xdiodeXtalk.py with the run 201 / 204 data as the main input & apply the crosstalk from run 203
- commandline should look something like this: xdiodeXtalk.sh MUON_GAIN cidac2adc.XXX.linear.xml cidac2adc.XXX.adcmean.ped.xml cidac2adc.XXX cidac2adc.XXX.linear.plusXtalk.xml
- convert this file to txt form as it will be needed for later C++ processing
- commanldline line should look something like this: inlXML2TXT.sh cidac2adc.XXX.linear.plusXtalk.xml > cidac2adc.XXX.linear.plusXtalk.txt
- Muon Gain Optical Calibration
- Since the current genMuonCalibTkr program cannot be run on CU06 data, it is required to run the older genMuonAsym & genMuonMPD programs which do not use tracker tracks to determine hit position
- Documentation:
- genMuonAsym && genMuonMPD are still included and maintanted in calibGenCAL package. Their description & documentation has been replaced in calibGenCAL_description by that for genMuonCalibTkr. In order to read a complete description of these programs, please consult calibGenCAL_description file for calibGenCAL v4r4 found here:
- Configure the [MUON_ASYM] && [MUON_MPD] sections of calibGenCAL_suite.cfg as specified in calibGenCAL v4r4 documentation
- set the INL_TXT_FILE variable in each section to cidac2adc.XXX.linear.plusXtalk.txt .
We need to do this b/c we do not want to build Asymmetry &
MPD calibrations w/ the default intLin outputs but rather with the
recently corrected files.
- Run genMuonAsym && genMuonMPD as documented in calibGenCAL_description v4r4
- PHASE 2: calibGain factor determination
- same as documented in calibGenCAL_description
- I find it best to perform this phase of the analysis in a separate calibGain folder to avoid filename confusion
- set BCAST_MODE = 1 for both genCIDAC2ADC runs
- PHASE 3: Flight Gain Calibration
- I find it good to create a flight_gain sub folder @ this point to avoid filename confusion
- Pedestals
- generate flight gain pedestals as specified in calibGenCAL_description document
- IntNonlin
- Flight gain IntNonlin
- using similar steps to Muon Gain analysis, generate flight gain intNonlin files using calibGen runs 101 & 102
- don't forget BCAST_MODE = 1
- linear DAC
- using same steps as w/ muon gain. generate cidac2adc.XXXadcmeans.xml, cidac2adc.XXX.adcmeans.ped.xml, cidac2adc.XXX.linear.xml
- xdiode xtalk
- using same steps as w/ muon gain. extract crosstalk by running genCIDAC2ADC on calibration element 107
- apply crosstalk w/ xdiodeXtalk., this time using the FLIGHT_GAIN command line argument.
- Optical Calibration
- use method described in calibGenCAL_description to apply the calibGain coefficents to the muon asymmetry & mevPerDAC outputs.
- PHASE 4: Validation
- Validation procedure is documented in calibGenCAL_description document.
- use the pedVal.py, intNonlinVal.py, asymVal.py, mevPerDacVal.py scripts to validate your output xml files
- If there are problems, these validation files will work well on intermediate outputs as well.
- Other scripts which may provide analysis help are
- inl2tuple.py - generate ROOT NTuple for each intNonlin channel
- inlDiff.py - generate plots of channel to channel difference bewteen 2 intNonlin files


Another leak
Pixelated Galaxy S11 hands-on images give us another look at the new camera layout
The Galaxy S11 will have a total of five camera sensors at the back.
by Babu MohanWhat you need to know
- Alleged hands-on images of the Samsung Galaxy S11 have surfaced online.
- The images show Samsung's next flagship phone inside a 'leakproof case', so all we get to see is the new camera layout.
- Samsung Galaxy S11's L-shaped camera setup on the back of the will include an all-new 108MP primary sensor.
Popular industry insider Ice Universe has shared two 'hands-on' images showing the Samsung Galaxy S11 inside a "leakproof case." Since the case hides nearly every key design element of the phone except the rear camera layout, we cannot be entirely sure if the phone inside the case is indeed the Galaxy S11. However, Ice Universe does have a pretty good track record and the camera module appears very similar to what was showcased in recently leaked CAD-based renders of the phone.
Even though the images are extremely grainy, we can still see the overhauled rear camera layout. They also show the significant camera hump that the phone will have. If @OnLeaks is to be believed, the camera hump on the Galaxy S11 will protrude by 1.1mm.
Buy one Galaxy S10 or Note 10 and get one free at Verizon
Along with the two hands-on images, Ice Universe has also shed some light on the primary 108MP camera sensor that Samsung will be using in its 2020 flagships. The company will apparently use a custom 1/1.3-inch type 108MP sensor, with superior image quality compared to the ISOCELL Bright HMX sensor that is used in the Xiaomi Mi Note 10.
In addition to the 108MP primary sensor, Samsung's Galaxy S11 lineup is also expected to have an upgraded telephoto lens with 5x optical zoom. Low-light performance is another area where Samsung's upcoming flagships are expected to excel, thanks to a new "Bright Night Sensor" that the company has developed.
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TV Ratings: 'Monday Night Football' Gets Unusually Large 3-Day Bump
The Nov. 11 game ranks in the top 20 for the week in adults 18-49 growth.
by Rick PorterLive sports telecasts typically get only negligible ratings boosts with delayed viewing, as virtually everyone who watches does so as the game airs.
The Nov. 11 edition of Monday Night Football was decidedly atypical, finishing among the top 20 shows in adults 18-49 gain over three days. The game, a 27-24 overtime win for the Seattle Seahawks over the San Francisco 49ers, drew Monday Night Football's biggest audience of the season in both the same-day and three-day ratings.
The ESPN broadcast added half a point to its 18-49 rating, the same as NBC's The Good Place and ahead of shows including The Blacklist and Survivor. The game also grew by 1.1 million viewers.
Both figures are outliers for live sports. For the past eight weeks, Monday Night Football has added an average of 0.3 to its 18-49 rating and 651,000 total viewers over three days; the Nov. 11 gains are 67 percent and 69 percent above that average. The fact that two West Coast teams were involved — meaning that most of the game aired outside of primetime in their home markets — could be a factor in the larger-than-usual gains. So could its unusually long running time of just under four hours.
The other primetime NFL franchises, Fox's Thursday Night Football and NBC's Sunday Night Football, grow by only 1 percent each over three days.
Below are the top 20 shows (including ties) in three-day ratings gains among adults 18-49 and total viewers for the week of Nov. 11-17.
Adults 18-49
| Show | Network | Live +3 18-49 rating | Change from live + SD | % change from live + SD |
| This Is Us | NBC | 2.49 | 1.13 | 83% |
| American Horror Story | FX | 1.3 | 0.8 | 160% |
| Grey's Anatomy | ABC | 2.08 | 0.77 | 59% |
| 911 | Fox | 2.08 | 0.74 | 55% |
| Chicago PD | NBC | 1.72 | 0.73 | 74% |
| The Masked Singer | Fox | 2.36 | 0.72 | 44% |
| The Walking Dead | AMC | 1.84 | 0.72 | 64% |
| Law & Order: SVU | NBC | 1.38 | 0.69 | 99% |
| The Good Doctor | ABC | 1.48 | 0.65 | 79% |
| A Million Little Things | ABC | 1.45 | 0.65 | 80% |
| New Amsterdam | NBC | 1.36 | 0.64 | 90% |
| Chicago Fire | NBC | 1.64 | 0.56 | 52% |
| The Rookie | ABC | 1.08 | 0.55 | 103% |
| The Good Place | NBC | 1.1 | 0.5 | 83% |
| Monday Night Football | ESPN | 5.59 | 0.5 | 10% |
| Prodigal Son | Fox | 1.25 | 0.49 | 65% |
| The Blacklist | NBC | 0.98 | 0.49 | 98% |
| Survivor | CBS | 1.62 | 0.47 | 41% |
| SWAT | CBS | 1.00 | 0.46 | 85% |
| Blue Bloods | CBS | 1.03 | 0.46 | 80% |
| The Real Housewives of O.C. | Bravo | 0.92 | 0.46 | 100% |
Total Viewers
| Show | Network | Live +3 viewers (000s) | Change from live + SD | % change from live + SD |
| Blue Bloods | CBS | 11,286 | 3,781 | 50% |
| The Good Doctor | ABC | 9,671 | 3,741 | 63% |
| This Is Us | NBC | 10,648 | 3,548 | 50% |
| New Amsterdam | NBC | 8,548 | 3,490 | 69% |
| Chicago PD | NBC | 9,911 | 3,440 | 53% |
| The Rookie | ABC | 6,635 | 3,029 | 84% |
| 911 | Fox | 9,550 | 3,015 | 46% |
| Chicago Fire | NBC | 10,069 | 2,897 | 40% |
| FBI | CBS | 11,635 | 2,767 | 31% |
| NCIS | CBS | 14,381 | 2,733 | 23% |
| SWAT | CBS | 5,688 | 2,603 | 84% |
| Law & Order: SVU | NBC | 6,319 | 2,525 | 67% |
| The Blacklist | NBC | 6,369 | 2,389 | 60% |
| Chicago Med | NBC | 9,818 | 2,388 | 32% |
| NCIS: New Orleans | CBS | 8,791 | 2,381 | 37% |
| Young Sheldon | CBS | 11,420 | 2,369 | 26% |
| Grey's Anatomy | ABC | 8,627 | 2,290 | 36% |
| A Million Little Things | ABC | 6,823 | 2,258 | 49% |
| The Masked Singer | Fox | 7,716 | 2,137 | 38% |
| Evil | CBS | 5,402 | 2,085 | 63% |
Source: Nielsen


Joey Bernard works with ACENET-Compute
Canada, helping research groups with their computational needs. He
also writes a monthly column in Linux Journal on scientific
software and a monthly column in Linux User and Developer on
writing Python programs on the Raspberry Pi. He recently finished
writing the book Python Recipes for the publisher APress.


--- layout: post status: publish published: true title: John Baker Day Announcement author: display_name: Corey Fineran login: Corey email<EMAIL_ADDRESS>url: '' author_login: Corey author_email<EMAIL_ADDRESS>wordpress_id: 11854 wordpress_url: http://ivyenvy.com/?p=11854 date: '2016-05-16 21:15:22 +0000' date_gmt: '2016-05-17 02:15:22 +0000' categories: - Uncategorized tags: [] comments: [] ---
Listen to this audio for all of the details on John Baker Day. For more info and to purchase your ticket, go to http://ivyenvy.com/johnbaker


--- layout: page title: About header-img: "img/about-bg.png" ---
This blog will mainly be some guides, and documentation posts of my coding career along with other types of posts.


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Roll-call in Woop Woop High
问题描述 :
The new principal of Woop Woop High is not satisfied with her pupils performance.She introduced a new roll-call process to get a daily measure of the pupils’ learning, which proceeds as follows:At the beginning of the daily roll-call period each pupil is handed a question, which they must attempt to answer, before proceeding to their classes. A pupil stops after the question is answered correctly. Each pupil is allowed up to five attempts to answer the question correctly. Pupils who answer correctly on the first attempt are marked present. Pupils who answer correctly after more than one attempt are encouraged to work at home. Pupils who fail to develop a correct answer within five attempts are given remedial classes after school. Pupils who do not give any answer are marked as abscent. Your task is to write a program that reads the pupils’ assessments and generates performance reports for the principal to proceed with appropriate actions.
输入:
The input starts with an integer K (1 <= K <= 100) indicating the number of classes. Each class starts with an integer N (1 <= N <= 50) indicating the number of pupils in the class. Each of the following N lines starts with a pupil’s name followed by up-to five assessments of his/her answers. An assessment of ‘yes’ or ‘y’ indicates a correct answer and an assessment of ‘n’ or ‘no’ indicates a wrong answer. A pupil’s name consists of a single string with no white spaces.
输出:
The input starts with an integer K (1 <= K <= 100) indicating the number of classes. Each class starts with an integer N (1 <= N <= 50) indicating the number of pupils in the class. Each of the following N lines starts with a pupil’s name followed by up-to five assessments of his/her answers. An assessment of ‘yes’ or ‘y’ indicates a correct answer and an assessment of ‘n’ or ‘no’ indicates a wrong answer. A pupil’s name consists of a single string with no white spaces.
样例输入:
2 5 Doc n y sneezy n n no yes princecharming no n no no n goofy yes grumpy n y 5 evilemperor n y princesslia r2d2 no no y obeyonecanopy n no y darthvedar y
样例输出:
Roll-call: 1 Present: 1 out of 5 Needs to study at home: 3 out of 5 Needs remedial work after school: 1 out of 5 Absent: 0 out of 5 Roll-call: 2 Present: 1 out of 5 Needs to study at home: 3 out of 5 Needs remedial work after school: 0 out of 5 Absent: 1 out of 5
/** [string] hdu 4178 水题一枚，却wa了良久。本来想用sscanf的%n给水过去，太不如意了。大概是控制不好空格吧。 */ #include <stdio.h> #include <string.h> int main() { char inf[50],ans[5]; int t,n,cnt,cas = 0,f,i,j,y[5]; scanf("%d",&t); while(t--) { scanf("%d",&n); memset(y,0,sizeof(y)); gets(inf); for(j = 0; j < n; ++j) { cnt = f = 0; gets(inf); for(i = 0; inf[i] != ' ' && inf[i]; ++i); for(; inf[i]; ++i){ if(inf[i-1] == ' ' && inf[i] == 'y'){ if(cnt == 0) ++y[1]; else ++y[2]; ++cnt; f = 1; } else if(inf[i-1] ==' ' && inf[i] =='n'){ ++cnt; } } if(cnt == 0) ++y[4]; else if(!f) ++y[3]; } printf("Roll-call: %d\n",++cas); printf("Present: %d out of %d\n",y[1],n); printf("Needs to study at home: %d out of %d\n",y[2],n); printf("Needs remedial work after school: %d out of %d\n",y[3],n); printf("Absent: %d out of %d\n",y[4],n); } return 0; }
版权声明：本文为博主原创文章，未经博主允许不得转载。
参考：http://blog.csdn.net/cscj2010/article/details/7877817
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首先人家没脏话连篇，其次，不听你说这是地图炮我还真没发现
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。
测评不错 感觉z 防护也许不错，但是手感和设计已经退化了。怎么看怎么像苹果或者国产机。外形太一般了，亮点越来越少了。


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Tea is an aromatic beverage commonly prepared by pouring hot or boiling water over cured or fresh leaves of Camellia sinensis, an evergreen shrub native to East Asia. After water, it is the most widely consumed drink in the world.
Black teas come in dark brown and black leaf appearance and generally stronger in flavor than other teas. Process: wilted, sometimes crushed, and fully oxidized
Green teas are typically steeped for shorter amounts of time and at lower temperatures which will produce a lighter cup with less caffeine. Process: unwilted and unoxidized
Oolong teas can be sweet and fruity with honey aromas, or woody and thick with roasted aromas, or green and fresh with complex aromas. Process: wilted, bruised, and partially oxidized
White teas are generally young or minimally processed leaves resulting in a flavor characterized as "lighter" than other teas. Process: wilted and unoxidized
Yellow teas are processed with the aim of removing the characteristic grassy smell of green tea. Process: unwilted and unoxidized but allowed to yellow
Dark teas, or also known as fermented teas, undergo microbial fermentation, from several months to many years. Process: green tea that has been allowed to ferment


The Kris Quiz!!!
Educational Summary
- CodeFellows - Code 201
- Ellesmere College - High School
- Krimuldas School - Middle School
My Top Ten Movies
- Interstellar
- War Dogs
- Shrek
- The Godfather
- Pulp Fiction
- Star Wars
- The Dark Knight
- The Matrix
- Fight Club
- The Shining


40 Cute White Elephant Gifts That Everyone Will Want to Steal
Wow, it’s almost the “white elephant gift exchange” time of year—i.e., that party where even the closest of friends and family members can turn against one another and snatch gifts right out of each other’s hands. There’s drama! Revenge! Suspense! It turns living rooms into war zones, people. But it can be stressful because there is also such a wide variety of presents you can pick out: something funny, useful, quirky, or *actually* nice. (You know everyone’s gonna go after that Diptyque candle, just sayin’.) Here, 40 white elephant gift ideas that’ll liven up any present exchange.
1 a sequin Danny DeVito pillow Magic Reversible Throw Pillow
K T One amazon.com $14.99 $9.99 (33% off) SHOP NOW
Danny DeVito, I love your work! Give your friend the ultimate surprise with a sequin pillow that reveals the actor’s face when you brush the fabric up.
2 a problem-solving flowchart book The Best Damn Answers to Life’s Hardest Questions: A Flowchart Book
By Tess Koman amazon.com $12.95 $5.69 (56% off) SHOP NOW
Tess Koman’s debut book can answer all your burning questions—like, “Should I wear a bra?” and “Should I cancel my plans?”—all while making you laugh and say, “OMG, yep, that’s exactly what I should do.”
3 cozy animal slippers Memory Foam Slippers
HALLUCI amazon.com $18.99 SHOP NOW
Whoever is lucky enough to receive fluffy animal slippers will have the priceless gift of warm feet all winter long.
4 a mini desk humidifier Mini Humidifier
LEMBO DIRECT amazon.com $16.99 SHOP NOW
Their desk (or car or anywhere this fits, really) will be so relaxing with a baby humidifier, especially as the weather gets drier outside.
5 a trivia game with a twist Hygge Games I’m Not Saying You’re Stupid Trivia Game
AE ae.com $19.95 SHOP NOW
With this fun (and ruthless) trivia game, you also have to guess which person will be furthest from the correct answer, which is, well, why it’s called I’m Not Saying You’re Stupid....
6 a soda-top PopSocket PopGrip, Crack a Cold One
PopSockets amazon.com $9.97 SHOP NOW
A realistic image of the top of a soda can will add a cool look to their phone with the convenience of a good grip.
7 a set of hilarious shot glasses Shakespearean Insults Shot Glass Set
The Unemployed Philosophers Guild amazon.com $16.95 SHOP NOW
Get your Shakespeare on with a set of funny shot glasses with highbrow insults.
8 an insulated shower beer holder Shower Beer Holder
Shakoolie amazon.com $12.97 SHOP NOW
They’ll stay in the shower even longer with a fun suction-cup beer holder, so they can drink and get themselves clean at the same time.
9 a cheesy holiday sweater Christmas Reindeer Snowflakes Sweater Pullover
v28 amazon.com $14.99 SHOP NOW
It’s not a white elephant gift exchange without at least one Christmas sweater, and this classic line from Home Alone does just the trick.
10 a set of colorful clips Chunky Flip Clip Set
Urban Outfitters urbanoutfitters.com $10.00 SHOP NOW
Accessory lovers will love a set of acrylic clips in marbled shades of yellow, pink, and blue.
11 a love spell book Cosmopolitan Love Spells: Rituals and Incantations for Getting the Relationship You Want
Cosmopolitan amazon.com $13.46 SHOP NOW
For those who are a bit unlucky in love, this book is a lighthearted gift that looks cute on a coffee table but also has unique rituals to snag a bae.
12 a peppermint coffee scrub Coffee Body Scrub Mini
Frank Body urbanoutfitters.com $10.00 SHOP NOW
The lucky recipient of this scrub will have their skin revitalized thanks to the cooling feel of peppermint mixed with the benefits of exfoliation.
13 a super-teeny-tiny cactus Mini Cactus Kit - Pink
Spalted Home spaltedhome.com $25.00 SHOP NOW
They’ll be obsessed with the tiniest cactus anyone’s ever seen in this pink vase. So smol!
14 a set of pavé rings The Pavé Peace Ring Set – Gold
CosmoStyle cosmostylejewelry.com $24.99 SHOP NOW
They can stack these rings on one finger or wear them separately for a versatile jewelry set.
15 a mermaid blanket Mermaid Tail Blanket
LAGHCAT amazon.com $16.85 SHOP NOW
There’s always one item that everyone steals in these gift exchanges, and you already know that a mermaid-tail throw blanket is totally THAT present.
16 a chic pair of studs Willow Earring in Gold & CZ
Five and Two revolve.com $24.00 SHOP NOW
No, you’re not required to get a gag gift (although some ARE funny). Everyone would want to be the lucky person to unwrap these starry gold earrings.
17 tarot cards Everyday Tarot Mini Tarot Card Deck
Urban Outfitters urbanoutfitters.com $12.95 SHOP NOW
Even if you don’t know how to read ’em, they sure are pretty! You can go around the room and get *real* deep with your friends.
18 a pink waffle bowl maker Waffle Bowl Maker
DASH amazon.com $23.50 SHOP NOW
A. Mini. Waffle. Bowl. Maker. That’s it. That’s the caption.
19 Drunk Elephant minis Rise + Glow™ Brightening Duo
Drunk Elephant sephora.com $23.00 SHOP NOW
Mini skincare items are great if you don’t want to drop a ton on the full-size versions. This serum duo from Drunk Elephant will def be a popular present to swipe.
20 soft hair scrunchies Satin Hair Scrunchies
Kitsch amazon.com $7.99 SHOP NOW
Scrunchies are really having a MOMENT. Plus, they are super functional and don’t leave hair dents.
21 a pretty nail polish set Nude Nail Polish Collection, Pack of 6
SinfulColors amazon.com $11.94 SHOP NOW
If your friends never go without their nails painted, they need this gorge set of shimmery neutral polishes.
22 a fancy drinking game PROSE-PONG Prosecco Pong Bachelorette Party Drinking Game
Talking Tables amazon.com $17.57 SHOP NOW
Who wants to play beer pong out of Solo cups when you can be sophisticated and drink prosecco out of mini champagne coupes? The game even comes with little pink ping-pong balls!
23 a cute herb garden Windowsill Herb Garden Starter Kit
Urban Leaf amazon.com $22.95 SHOP NOW
Someone will definitely appreciate a colorful set of bottles that comes with herbs and edible plants. Their kitchen will look so pretty and the plants will come in handy when cooking.
24 a throwback Caboodle case Cosmetic Connection Makeup Case
Caboodles modcloth.com $18.00 SHOP NOW
This is a crowd-pleasing, nostalgic gift for the people who can’t live without their Caboodle cases.
25 a multicolor corkscrew Double-Hinged Corkscrew, Mirage
Blush amazon.com $11.99 SHOP NOW
Bringing a corkscrew to a white elephant gift exchange is never a bad idea. Plus, the colors on this one will definitely make it a hot-ticket item.
26 a drink bell Coffee/Cocktails Ding Ding Bell
Knock Knock amazon.com $12.57 SHOP NOW
Be careful of which person ends up with this bell, because they might ring it constantly—once for coffee and two times for cocktails.
27 a bingo game for cat lovers Cat Bingo
Marcel George amazon.com $29.95 $22.51 (25% off) SHOP NOW
A *purrfect* present for a cat-loving crowd, this bingo game features 64 breeds from all over the world.
28 an umbrella with a play on words Raining Men Clear Bubble Dome Umbrella
Maad amazon.com $24.95 SHOP NOW
Whoever receives this white elephant gift will be singing “It’s raining men!” All. Night. Long. And it’ll come in handy when it actually does rain.
29 a book of punny cocktail recipes Tequila Mockingbird: Cocktails With a Literary Twist
By Tim Federle amazon.com $15.00 $10.24 (32% off) SHOP NOW
Whether or not you’re obsessed with the classics, everyone can appreciate the genius of these literary cocktail puns and recipes—and they’ll also love the fact that the book is in an adorable mini size.
30 a super-cute piggy bank Cute Stealing Coin Cat Money Box
Mansalee amazon.com $13.98 SHOP NOW
Out with the traditional piggy banks and in with cat ones that pop out and grab your coins. Saving money has never been so cute.
31 a double-sided zodiac puzzle Birthstones & the Zodiac 2-Sided 500-Piece Puzzle
Galison amazon.com $15.99 $8.50 (47% off) SHOP NOW
All the astrology fans at the party will totally love a two-sided puzzle that features all the zodiac signs and their coordinating birthstones.
32 cheeky socks Rosé All Day
CosmoStyle cosmostylesocks.com $12.00 SHOP NOW
If someone in your family loves rosé, these striped socks are right up their alley.
33 a doughnut-shaped cookie jar Doughnuts Ceramic Cookie Jar
worldmarket.com $14.99 SHOP NOW
Whether you fill this jar with doughnuts or cookies, it’s as great a gift as any—especially for someone with a serious sweet tooth.
34 a fun key tag Not Today Satan Motel Key Tag
FLODANCER amazon.com $21.99 $9.99 (55% off) SHOP NOW
This mantra will get anyone through a particularly rough day.
35 a not-so-scary T. rex plant holder The Rex With Air Plant
Urban Stems urbanstems.com $50.00 SHOP NOW
A gold T. rex that fits an easy-to-care-for air plant on its back is a surprisingly chic and unique gift.
36 a glass for *that* person Wine Glass With Foil
Easy Tiger amazon.com $12.00 SHOP NOW
Can your friend or relative tell the difference between a cab and a merlot? Or better yet, can they tell which region their wine is from? They’ll LOVE a glass that makes sure everyone’s aware of how much more they know than you.
37 a candle everyone will fight over Noisetier Mini Candle
Diptyque saksfifthavenue.com $36.00 SHOP NOW
There’s always at least ONE nice (and maybe a little pricey) gift at these exchanges, and this Diptyque candle is totally it.
38 a straightener for on-the-go touch-ups Mini Styler
amika amazon.com $40.00 SHOP NOW
Not all white elephant gifts have to be quirky and weird—although it might be a little more fun that way! If you’re unsure of what to get, plenty of people will vie for a purple mini straightener.
39 pizza BFF necklaces Yellow Pizza Slice Chain Necklace
Lux Accessories amazon.com $8.95 SHOP NOW
Give someone a pizza your heart with a golden slice of pepperoni they can wear around their neck at all times. You guys can even match!
40 a retro phone case Silicone iPhone Case, Disposable Camera
ban.do bando.com $34.00 SHOP NOW
Whoever ends up with this gift will love to snap even more pics with this disposable camera case.
Lauren Adhav Assistant Fashion Editor I'm Cosmopolitan's Assistant Fashion Editor and write about any and all trends, major celeb fashion moments, and why wide leg jeans are basically the best.


Lawsuit: US border officers questioned journalists at length
by Associated PressSAN DIEGO (AP) — Five American journalists have sued the U.S. government, saying border authorities interfered with their First Amendment right to report on a caravan of Central American migrants last year.
The lawsuit filed Wednesday by the American Civil Liberties Union recounts the experiences of freelance photographers, all U.S. citizens.
They say inspectors demanded they share photos, questioned them extensively about their work in Mexico and asked them to identify caravan leaders.
All five were named and pictured in a U.S. Customs and Border Protection secret dossier linking 59 people to the caravan, including journalists, organizers and “instigators.”
The KNSD TV station in San Diego reported on the existence of the dossier in March. The journalists have never shared such detailed accounts of how they were treated by U.S. and Mexican officials.


BookPi
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DBMS Team Obama's Flying Lemurs
State:
- none -
Alabama
Alaska
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California
Colorado
Connecticut
Delaware
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Geogia
Hawaii
Idaho
Illinois
Indiana
Iowa
Kansas
Kentucky
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Maine
Maryland
Massachusetts
Michigan
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Montana
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Nevada
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New Jersey
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North Carolina
North Dakota
Ohio
Oklahoma
Oregon
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South Carolina
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Texas
Utah
Vermont
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County/Parish:
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Back


2 Kings 4:36
And he called Gehazi, and said, Call this Shunammite. So he called her. And when she was come in unto him, he said, Take up thy son.


Stay below five or it’s game over
Play by placing tiles on the grid to earn points. Stacking tiles adds the numbers while filling rows and columns subtracts.
Stay below five or it’s game overPlay by placing tiles on the grid to earn points. Stacking tiles adds the numbers while filling rows and columns subtracts. |
||
Themes to fit your vibeChoose from color palettes and unlock more themes by reaching new high scores. |
||
Race against the clockSwitch to Turbo Mode and place your tile before the screen fills up to get 2x points! |
Stay below five or it’s game overPlay by placing tiles on the grid to earn points. Stacking tiles adds the numbers while filling rows and columns subtracts. |
Themes to fit your vibeChoose from color palettes and unlock more themes by reaching new high scores. |
Race against the clockSwitch to Turbo Mode and place your tile before the screen fills up to get 2x points! |
In DevelopmentUnreadReawaken a digital messenger from the early World Wide Web on a journey to deliver an important message. Uncover a curious series of unread messages along the way in this narrative driven puzzle mystery. |
||
In DevelopmentProject SwirlCollect, mix, discover, and unleash the power of beverages in this top-down action roguelite. |
In DevelopmentUnreadReawaken a digital messenger from the early World Wide Web on a journey to deliver an important message. Uncover a curious series of unread messages along the way in this narrative driven puzzle mystery. |
In DevelopmentProject SwirlCollect, mix, discover, and unleash the power of beverages in this top-down action roguelite. |


Brewery putting feral felines to work
2 men charged after '50 seprate' alleged thefts from LCBO stores in Toronto
From Korean to Uzbek cuisine, this pop-up cafe has it all
Brewery putting feral felines to work
2 men charged after '50 seprate' alleged thefts from LCBO stores in Toronto
From Korean to Uzbek cuisine, this pop-up cafe has it all
Cold Weather shuts down many univerisities across Ontario


{% macro error(code=None) -%} {% if code == 401 %}
Sorry, I can't let you do that.
Not all who wander are lost, but this entry is. Sorry.
Something wen't wrong.


This page contains quite a few animated GIFs. I apologise in advance if your browser or network connection doesn’t like them. It’s much easier to add a GIF than it is to embed a video into a GitHub pages blog, unfortunately.
I encountered the word “pentachoron’ recently for the first time, and I thought it had to be something cool. Turns out it is, so I thought I’d have a go at drawing one...
Unfortunately, it’s a 4-dimensional object, which is going to tax my limited 2D skills. But I like being out of my depth.
The first job is to define a couple of types to help organize all the various points.
Here’s an immutable structure to hold the coordinates of a point in four dimensions. In four dimensions, the axes are usually called x
, y
, z
, and w
.
struct Point4D{T} <: AbstractArray{T, 1}
x::T
y::T
z::T
w::T
end
Point4D(a::Array{T, 1}) where T <: Real = Point4D(a...)
Base.size(pt::Point4D) = (4, )
Base.getindex(pt::Point4D, i) = [pt.x, pt.y, pt.z, pt.w][i]
By adopting the AbstractArray as our stepmother type, we can pick up many useful behaviors. size()
and getindex()
can be taught how to handle Point4Ds. If you browse the official documentation for a while you’ll find out how to effectively tap in to many desirable pre-defined abilities that our new type can inherit.
While we’re here, let’s do three-dimensional points as well:
struct Point3D{T} <: AbstractArray{T, 1}
x::T
y::T
z::T
end
Base.size(pt::Point3D) = (3, )
The primary task we have to address is how to convert a 4D point into a 2D point. Let’s start with the easier task: how to convert a 3D point into a 2D point, ie how can we draw a 3D shape on a flat surface?
Consider a simple cube.
(This is just a diagram, it’s not really 3D...)
using Luxor
@svg begin
fontface("Menlo")
fontsize(8)
setblend(blend(
boxtopcenter(BoundingBox()),
boxmiddlecenter(BoundingBox()),
"skyblue",
"white"))
box(boxtopleft(BoundingBox()),
boxmiddleright(BoundingBox()), :fill)
setblend(blend(
boxmiddlecenter(BoundingBox()),
boxbottomcenter(BoundingBox()),
"grey95",
"grey45"))
box(boxmiddleleft(BoundingBox()),
boxbottomright(BoundingBox()), :fill)
sethue("black")
setline(2)
bx1 = box(O, 250, 250, vertices=true)
poly(bx1, :stroke, close=true)
label.(["-1/1/1", "-1/-1/1", "1/-1/1", "1/1/1"],
slope.(O, bx1), bx1)
setline(1)
bx2 = box(O, 150, 150, vertices=true)
poly(bx2, :stroke, close=true)
label.(["-1/1/0", "-1/-1/0", "1/-1/0", "1/1/0"],
slope.(O, bx2), bx2, offset=-45)
map((x, y) -> line(x, y, :stroke), bx1, bx2)
end 500 500 "../images/pentachoron/cube.svg"
So the idea is to project the cube from 3D to 2D by keeping the first two values, and multiplying or modifying them by the third value. We’ll make a convert()
function to do this:
function Base.convert(type::Type{Point}, pt3::Point3D)
k = 1/(K - pt3.z)
return Point(pt3.x * k, pt3.y * k)
end
K
is just a constant which provides a consistent value for depth:
const K = 4.0
Testing this quickly in Luxor.jl gives promising results:
@svg begin
cube = [
Point3D(-1, -1, 1),
Point3D(-1, 1, 1),
Point3D( 1, -1, 1),
Point3D( 1, 1, 1),
Point3D(-1, -1, -1),
Point3D(-1, 1, -1),
Point3D( 1, -1, -1),
Point3D( 1, 1, -1),
]
circle.(convert.(Point, cube) * 300, 5, :fill)
end 500 500 "../images/pentachoron/basic3_to_2.png"
It’s a simple type of perspective projection.
Using the same principle, let’s make a method for converting a 4D point.
function Base.convert(::Type{Point3D}, pt4::Point4D)
k = 1/(K - pt4.w)
return Point3D(pt4.x * k, pt4.y * k, pt4.z * k)
end
Let’s hope it works.
We can combine these into a single utility function called flatten()
that takes a list of 4D points and double-maps them into a list of 2D points suitable for drawing.
function flatten(shape4)
return map(pt3 -> convert(Point, pt3), map(pt4 -> convert(Point3D, pt4), shape4))
end
To test this, we’ll define the vertices of a unit pentachoron:
const n = -1/√5
const pentachoron = [Point4D(vertex...) for vertex in [
[ 1.0, 1.0, 1.0, n],
[ 1.0, -1.0, -1.0, n],
[-1.0, 1.0, -1.0, n],
[-1.0, -1.0, 1.0, n],
[ 0.0, 0.0, 0.0, n + √5]]]
(According to Wikipedia, other names for the pentachoron include:
Regular 5-cell
C5
pentatope
pentahedroid
tetrahedral pyramid
4-simplex
I think pentachoron is the coolest, though.)
Here’s a list of “faces”, with each face defined by three of the vertices:
const pentachoronfaces = [
[1, 2, 3],
[1, 2, 4],
[1, 2, 5],
[1, 3, 4],
[1, 3, 5],
[1, 4, 5],
[2, 3, 4],
[2, 3, 5],
[2, 4, 5],
[3, 4, 5]]
A quick test:
@svg begin
setopacity(0.2)
pentachoron2D = flatten(pentachoron)
for (n, face) in enumerate(pentachoronfaces)
randomhue()
poly(1500 * pentachoron2D[face], :fillpreserve, close=true)
sethue("black")
strokepath()
end
end 600 250 "../images/pentachoron/firstdraw.svg"
This isn’t very interesting, although I think it’s correct. To see a more appealing display, let’s make it dance...
You usually rotate 2D points about a 1D point. You usually rotate 3D points about a 2D line (often one of the XYZ axes). So logically you’d rotate 4D points with reference to a 3D plane. We’ll define some matrices that do 4D rotations relative to a plane defined by two of the X, Y, Z, and W axes.
As I’m thinking about it, the XY plane is typically the plane of the drawing surface. If you think of the XY plane as a computer screen straight in front of you, the XZ plane is parallel to your desk or floor, and the YZ plane is like a wall beside your desk on your right or left side.
But what about the XW plane? And the YW and ZW planes, for that matter? This is the mystery of 4D shapes: we can’t see these planes, we can only imagine their existence by watching shapes moving through and around them.
Here’s a function that generates a suitable rotation matrix for rotating a 4D point in the XY plane:
function XY(θ)
[cos(θ) -sin(θ) 0 0;
sin(θ) cos(θ) 0 0;
0 0 1 0;
0 0 0 1]
end
and here’s another one that rotates a 4D point in the XW plane:
function XW(θ)
[cos(θ) 0 0 -sin(θ);
0 1 0 0;
0 0 1 0;
sin(θ) 0 0 cos(θ)]
end
Oh, it looks like we’re having a matrix party, so we might as well do the others while we’re here:
function XZ(θ)
[cos(θ) 0 -sin(θ) 0;
0 1 0 0;
sin(θ) 0 cos(θ) 0;
0 0 0 1]
end
function YZ(θ)
[1 0 0 0;
0 cos(θ) -sin(θ) 0;
0 sin(θ) cos(θ) 0;
0 0 0 1]
end
function YW(θ)
[1 0 0 0;
0 cos(θ) 0 -sin(θ);
0 0 1 0;
0 sin(θ) 0 cos(θ)]
end
function ZW(θ)
[1 0 0 0;
0 1 0 0;
0 0 cos(θ) -sin(θ);
0 0 sin(θ) cos(θ)];
end
We’ll make a handy utility function that uses one of these matrix functions to rotate an array of 4D points A
in the plane defined by the matrix function:
function rotate4(A, matrixfunction)
return map(A) do pt4
Point4D(matrixfunction * pt4)
end
end
So we can write rotate4(A, XW(π/2))
to rotate the array of points in A
in the XW plane by π/2. We can also write rotate4(A, XW(π/2) * XY(π/2))
to rotate the points first in the XW plane and then in the XY plane.
Notice that the rotate4()
function returns a new array, rather than modifying the original one. This probably has some disadvantages, but for now it means that we don’t have to keep track of mutating objects so carefully.
We’re now able to make an animation that rotates our pentachoron in one or more planes.
The frame()
function generates a single frame, using the framenumber (eased_n
provides a normalized version of the framenumber modulated by the easing function) to control the rotation between 0 and 2π. The scalefactor makes the unit shape big enough to fill the frame.
It’s helpful to color the faces very slightly, using poly(..., :fill)
-er.
using ColorSchemes
function frame(scene, framenumber, scalefactor=1000)
background("antiquewhite")
setlinejoin("bevel")
setline(1.0)
sethue("black")
eased_n = scene.easingfunction(framenumber, 0, 1, scene.framerange.stop)
pentachoron′ = rotate4(pentachoron, XZ(eased_n * 2π))
pentachoron2D = flatten(pentachoron′)
setopacity(0.2)
for (n, face) in enumerate(pentachoronfaces)
sethue(get(ColorSchemes.diverging_rainbow_bgymr_45_85_c67_n256,
n/length(pentachoronfaces)))
poly(scalefactor * pentachoron2D[face], :fillpreserve, close=true)
sethue("black")
strokepath()
end
end
And this function generates a series of frames and saves them to an animation:
function makemovie(w, h, fname;
scalefactor=1000)
movie1 = Movie(w, h, "4D movie")
animate(movie1,
Scene(movie1, (s, f) -> frame(s, f, scalefactor),
1:300,
easingfunction=easeinoutsine),
creategif=true,
pathname="../images/pentachoron/$(fname)")
end
makemovie(600, 600, "pentachoron-xz.gif", scalefactor=2000)
This is a rotation in the “parallel to the desk my computer’s resting on” XZ plane.
It’s not a realistic rendering with hidden-surface removal—I wouldn’t know how to do that in 3D, let alone 4D. But it does make it slightly easier to follow some of the faces. Something to do one day might be to sort the “faces” to determine which are drawn first, but given the maths involved this is a challenge I’m dubious about tackling...
We can modify frame()
to allow various permutations of XY, XW, XZ, YZ, YW, and ZW rotations. Here’s a version that rotates in XZ, followed by YW:
function frame(scene, framenumber, scalefactor=1000)
background("antiquewhite")
setlinejoin("bevel")
setline(1.0)
setopacity(0.2)
eased_n = scene.easingfunction(framenumber, 0, 1,
scene.framerange.stop)
pentachoron2D = flatten(
rotate4(
pentachoron,
XZ(eased_n * 2π) *
YW(eased_n * 2π)))
for (n, face) in enumerate(pentachoronfaces)
sethue(get(ColorSchemes.diverging_rainbow_bgymr_45_85_c67_n256,
n/length(pentachoronfaces)))
poly(scalefactor * pentachoron2D[face], :fillpreserve, close=true)
sethue("black")
strokepath()
end
end
makemovie(800, 800, "pentachoron-xz-yw.gif", scalefactor=2000)
These are starting to make me think of kneading machines for making pizza dough.
You can draw a few different models at once, placing each one in a separate cell:
This is showing 2D shadows of 3D shadows of 4D objects. Do these objects exist? I don’t know...
While the word “pentachoron” was unfamiliar to me until recently, the word “tesseract” is much more familiar. After all, didn’t the tesseract contain the Space Stone, one of the six Infinity Stones that apparently predate the universe and possess unlimited energy? (According to the scientists at Marvel Comics, at least...) It’s also the name of a 4-dimensional hypercube, one step up from the pentachoron.
Here are the vital numbers for the tesseract:
const tesseract = [Point4D(vertex...) for vertex in [
[-1, -1, -1, 1],
[ 1, -1, -1, 1],
[ 1, 1, -1, 1],
[-1, 1, -1, 1],
[-1, -1, 1, 1],
[ 1, -1, 1, 1],
[ 1, 1, 1, 1],
[-1, 1, 1, 1],
[-1, -1, -1, -1],
[ 1, -1, -1, -1],
[ 1, 1, -1, -1],
[-1, 1, -1, -1],
[-1, -1, 1, -1],
[ 1, -1, 1, -1],
[ 1, 1, 1, -1],
[-1, 1, 1, -1]]]
const tesseractfaces = [
[1, 2, 3, 4],
[1, 2, 10, 9],
[1, 4, 8, 5],
[1, 5, 6, 2],
[1, 9, 12, 4],
[2, 3, 11, 10],
[2, 3, 7, 6],
[3, 4, 8, 7],
[5, 6, 14, 13],
[5, 6, 7, 8],
[5, 8, 16, 13],
[6, 7, 15, 14],
[7, 8, 16, 15],
[9, 10, 11, 12],
[9, 10, 14, 13],
[9, 13, 16, 12],
[10, 11, 15, 14],
[13, 14, 15, 16]]
Replace pentachoron
everywhere by tesseract
in the above code, choosing the rotations to taste.
function frame(scene, framenumber, scalefactor=1000)
background("black")
setlinejoin("bevel")
setline(10.0)
setopacity(0.7)
eased_n = scene.easingfunction(framenumber, 0, 1,
scene.framerange.stop)
tesseract2D = flatten(
rotate4(
tesseract,
XZ(eased_n * 2π) *
YW(eased_n * 2π)))
for (n, face) in enumerate(tesseractfaces)
sethue([Luxor.lighter_blue, Luxor.lighter_green,
Luxor.lighter_purple, Luxor.lighter_red][mod1(n, 4)]...)
poly(scalefactor * tesseract2D[face], :fillpreserve, close=true)
sethue([Luxor.darker_blue, Luxor.darker_green,
Luxor.darker_purple, Luxor.darker_red][mod1(n, 4)]...)
strokepath()
end
end
makemovie(800, 800, "tesseract-xz-yw.gif", scalefactor=2000)
(Just for fun I temporarily switched the color scheme over to the Julia logo colors. You can see the 3D rendering problems more clearly, as well!)
Here’s a composite of four pairs of rotations:
It’s tempting to go further, but these web pages do get very big with all these GIFs. But just one more... I quite like this one, the hexadecachoron:
const hexadecachoron = [Point4D(vertex...) for vertex in [
[ 1, 0, 0, 0],
[ 0, 1, 0, 0],
[ 0, 0, 1, 0],
[ 0, 0, 0, 1],
[-1, 0, 0, 0],
[ 0, -1, 0, 0],
[ 0, 0, -1, 0],
[ 0, 0, 0, -1]]]
using Combinatorics
const hexadecachoronfaces = combinations(1:8, 3)
function frame(scene, framenumber, scalefactor=1000)
background("antiquewhite")
setlinejoin("bevel")
setline(1.0)
setopacity(0.15)
eased_n = scene.easingfunction(framenumber, 0, 1, scene.framerange.stop)
hexadecachoron2D = flatten(
rotate4(
hexadecachoron,
YZ(eased_n * 2π) *
XZ(eased_n * 2π) *
YW(eased_n * 2π)))
for (n, face) in enumerate(hexadecachoronfaces)
sethue(get(ColorSchemes.magma, n/length(hexadecachoronfaces)))
poly(scalefactor * hexadecachoron2D[face], :fillpreserve, close=true)
sethue("black")
strokepath()
end
end
makemovie(650, 650, "movie-hexadecachoron.gif", scalefactor=5000)
There’s lots more fun to be had (combining two or more different shapes is fun), but I’m worried about your network and my brain cells, so that’s enough animated GIFs for today.
[2018-04-03]
This page was generated using Literate.jl.


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--- layout: page title: About Render Order 66 background: '' ---
Render Order 66 is a Game Development blog about all things Game Dev! We want to write about all aspects of Game Development such as programming challenges, creating art or audio for your games, working within a team, project setup and marketing.
This blog is created by Anthony Reed and Corey Underdown in our spare time. We both love Game Development and want to share our knowledge and findings, helping others to find solutions to all their Game Developemt problems.
Find more: Corey Underdown


Hi, I'm Agustín Vázquez Cendron, a Senior Full Stack Engineer based in Argentina. I love making high-quality work, respecting and paying attention to every detail of what the client wants.
I was born in Puerto San Julián, Patagonia Argentina, on August 11, 1990. I work as a Senior Full Stack Engineer, covering the development and maintenance of the entire system stack, from database scripts to frontend code, through service programming and business logic in backend. I'm an enthusiast of good practices, design patterns and code analysis, and - most importantly -, I'm always looking to improve myself and learn new tools and technologies.
University of La Plata | La Plata | Argentina
Bachelor's degree in Computer Science, 5 years long (2010-2015). I entered university in 2010 and finished my studies in 2015. Then, I spent 3 years preparing the thesis. The name of it is "Layered Architecture: analysis and case study of the "n-layer" architectural model and its variants", which I approved with note 8.
Microsoft Argentina | Buenos Aires | Argentina
The latest on Microsoft technologies with top experts, a unique opportunity to learn, share, networking and fun! Workshops! Conferences! All in an informal environment.
.Net Core .Net Framework Xamarin Typescript Javascript Angular Blockchain Machine Learning Power BI Azure SQL ServerUniversity of La Plata | La Plata | Argentina
Asociate degree in Computer Science, 3 years long (2010-2012)
LIFIA Research Center of the National University of La Plata | La Plata | Argentina
Advanced specialization course in Object Oriented Design, Design Patterns and UML.
Design Patterns UML OO DesignThis course teaches integration through the perspective of a quiz project, with instructor Alexander Zanfir showing how to use Angular, ASP.NET Core, and Entity Framework Core to develop a full-stack application. Alexander explains how to display and edit data in Angular with ASP.NET Core, create forms, navigate to different views, and more.
ASP.Net Core Angular Entity Framework CoreWeb Graphic Design, UI/UX, and Search Engine Optimization (SEO). A great UI/UX design turns software into experiences.
Professional crafted Websites, E-commerce Development, Web Engineering, Responsive Websites and Fullstack Web Development.
Advice for managing Software Systems and architectures, building custom solutions, or driving innovation, taking the business to the next level.
Hybrid and native mobile apps and that engage many customers. Cross-platform Applications and Progressive Web Apps.
Marketing strategies, logos, communication strategy and all other brand elements necessary for success.
Increase brand visibility with strategies that ensure consumers see a consistent and specific message.
Let's get in touch.


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This rotation I created a T-Shirt with the Garment Printer, a pop socket with the UV Printer and a pencil case with a logo using the
Dye Sublimation Printer. The goal of the T-Shirt was to design a shirt that could possibly be produced and sold in nearby stores.
It had to have a theme about the state of Ohio such as different symbols or themes of the state. I added a buckeye and the state motto to the t-shirt.
We used Corel draw to create the designs that would go on each of these objects. For dye sublimation we used a Sawgrass 800 Print.
You have to make sure the original image is on a special heat resistant paper, and is an inverted image to make sure the final product is correct.
Also the sublimation machine can print on a larger area with faster speed than the UV printer.


Dustin Whitney, CTO Trust Metrics, @dustinwhitney
Brian Goetz: http://www.infoq.com/presentations/goetz-concurrency-past-present
Scala STM: http://nbronson.github.com/scala-stm/
Akka: http://akka.io
class Account(val accountNo: String, var balance: Int){
def credit(amount: Int) = balance = balance + amount
def debit(amount: Int) = balance = balance - amount
}
class Account(val accountNo: String, beginningBalance: Int){
private var _balance = beginningBalance
def balance = this.synchronized{ _balance }
def credit(amount: Int) = this.synchronized{ _balance = _balance + amount }
def debit(amount: Int) = this.synchronized { _balance = _balance - amount }
}
object AccountManager{
val accounts = Map("from" -> new Account("from", 500), "to" -> new Account("to", 500) )
def transfer(fromNo: String, toNo: String, amount: Int): Unit = {
val (from, to) = (accounts(fromNo), accounts(toNo))
if(from.balance > amount){
to.credit(amount)
from.debit(amount)
}
}
}
class Account(val accountNo: String, beginningBalance: Int){
private var _balance = beginningBalance
def balance = this.synchronized{ _balance }
def credit(amount: Int) = this.synchronized{ _balance = _balance + amount }
def debit(amount: Int) = this.synchronized { _balance = _balance - amount }
}
object AccountManager{
val accounts = Map("from" -> new Account("from", 500), "to" -> new Account("to", 500) )
def transfer(fromNo: String, toNo: String, amount: Int): Unit = {
val (from, to) = (accounts(fromNo), accounts(toNo))
to.synchronized{
from.synchronized{
if(from.balance > amount){
to.credit(amount)
from.debit(amount)
}
}
}
}
}
class Account(val accountNo: String, beginningBalance: Int){
private var _balance = beginningBalance
def balance = this.synchronized{ _balance }
def credit(amount: Int) = this.synchronized{ _balance = _balance + amount }
def debit(amount: Int) = this.synchronized { _balance = _balance - amount }
}
object AccountManager{
val accounts = Map("from" -> new Account("from", 500), "to" -> new Account("to", 500) )
def transfer(fromNo: String, toNo: String, amount: Int): Unit = {
val (from, to) = (accounts(fromNo), accounts(toNo))
val (lockOne, lockTwo) = if(from.accountNo < to.accountNo) (from, to) else (to, from)
lockOne.synchronized{
lockTwo.synchronized{
if(from.balance > amount){
to.credit(amount)
from.debit(amount)
}
}
}
}
}
class Account(val accountNo: String, beginningBalance: Int){
private var _balance = beginningBalance
def balance = this.synchronized{ _balance }
def credit(amount: Int) = this.synchronized{ _balance = _balance + amount }
def debit(amount: Int) = this.synchronized { _balance = _balance - amount }
}
object AccountManager{
val accounts = Map("from" -> new Account("from", 500), "to" -> new Account("to", 500) )
def transfer(fromNo: String, toNo: String, amount: Int): Unit = {
val (from, to) = (accounts(fromNo), accounts(toNo))
val balance = (from !? Balance).asInstanceOf[Int]
if(balance > amount){
to ! Credit(amount)
from ! Debit(amount)
}
}
}
case class Credit(amount: Int)
case class Debit(amount: Int)
case object Balance
class Account(val accountNo: String, beginningBalance: Int) extends Actor{
private var _balance = beginningBalance
def act = {
loop{
receive{
case Credit(amount) => _balance = _balance + amount
case Debit(amount) => _balance = _balance - amount
case Balance => reply(_balance)
}
}
}
}
object AccountManager{
val accountsRef = Ref(Map("from" -> Account("from", 500), "to" -> Account("to", 500) ))
def transfer(fromNo: String, toNo: String, amount: Int): Unit = {
atomic{ implicit t =>
var accounts = accountsRef()
val (from, to) = (accounts(fromNo), accounts(toNo))
if(from.balance > amount){
accounts = accounts + (to.accountNo -> to.credit(amount))
accounts = accounts + (from.accountNo -> from.debit(amount))
accountsRef() = accounts
}
}
}
}
case class Account(accountNo: String, balance: Int){
def credit(amount: Int) = this.copy(balance = (balance + amount))
def debit(amount: Int) = this.copy(balance = (balance - amount))
}
}
object AccountManager{
val accountsRef = Ref(Map("from" -> Account("from", 500), "to" -> Account("to", 500) ))
def transfer(fromNo: String, toNo: String, amount: Int): Unit = {
atomic{ implicit t =>
var accounts = accountsRef()
val (from, to) = (accounts(fromNo), accounts(toNo))
if(from.balance > amount){
accounts = accounts + (to.accountNo -> to.credit(amount))
accounts = accounts + (from.accountNo -> from.debit(amount))
accountsRef() = accounts
applyTransferFeeWebService()
}
}
}
}
case class Account(accountNo: String, balance: Int){
def credit(amount: Int) = this.copy(balance = (balance + amount))
def debit(amount: Int) = this.copy(balance = (balance - amount))
}
}
case class Account(accountNo: String, balance: Int, lastModified: java.util.Date){
def credit(amount: Int) = this.copy(balance = (balance + amount))
def debit(amount: Int) = this.copy(balance = (balance - amount))
}
class Account(val accountNo: String, beginningBalance: Int){
private var _balance = beginningBalance
def balance = this.synchronized{ _balance }
def credit(amount: Int) = this.synchronized{ _balance = _balance + amount }
def debit(amount: Int) = this.synchronized { _balance = _balance - amount }
}
However, this is ok!
class Account(val accountNo: String, beginningBalance: Int){
private val _balance = Ref(beginningBalance)
def balance = atomic{ implicit t => _balance() }
def credit(amount: Int) = atomic{ implicit t => _balance() = _balance() + amount }
def debit(amount: Int) = atomic{ _balance() = _balance() - amount }
}
object AccountManager{
val accountsRef = Ref(Map("from" -> Account("from", 500), "to" -> Account("to", 500) ))
def transfer(fromNo: String, toNo: String, amount: Int): Unit = {
var accounts = atomict{ implicit t => accountsRef() }
val (from, to) = (accounts(fromNo), accounts(toNo))
if(from.balance > amount){
atomic{ implicit t =>
accounts = accounts + (to.accountNo -> to.credit(amount))
accounts = accounts + (from.accountNo -> from.debit(amount))
accountsRef() = accounts
}
}
}
}
case class Account(accountNo: String, balance: Int){
def credit(amount: Int) = this.copy(balance = (balance + amount))
def debit(amount: Int) = this.copy(balance = (balance - amount))
}
}


Damayanti is a pre-final year CSE undergrad at VIT Vellore. She is a Frontend Developer and a Content Writer. 'Dyuti' is her first step towards embedding technology and women empowerment to break social stigmas. An ambivert, she knows how to blend into a party but at the same time, put down her foot for her dreams.
Rimjhim Singh is a 3rd year CSE undergrad at VIT, Vellore. She's a backend developer along with an mobile app developer. When she's not talking about cybersecurity or feminist issues, she likes watching FRIENDS and is also a big Marvel fan.


[§672E-2 Applicability.] All claimants filing an action alleging construction defects shall comply with this chapter; provided that this chapter shall not apply to any actions that include claims for personal injury or death. [L 2004, c 119, pt of §2]


--- layout: example categories: example/v1.0.0 version: v1.0.0 title: Disable UTFGrid Interaction description: By adding the map using gridLayer you can control the default interaction handling of the UTFGrid. tags: - layers ---


rendered with ao「青」
Can we say there’s anything not random?
When looking at the picture of life from a human perspective, everything is perfectly defined; it all looks like it has a purpose. However, questioning life from a broader perspective makes the very concept of existence seem absurd. How can anything be? Rather, why can anything be? This basic question, to which we have no satisfactory answer, is a good reminder of just how random life is. We don’t even know why we’re here, yet we know why we engage in complex activities such as finishing this sentence. We fail to understand the fundamental reasons behind our mere existence, understanding only that which we arbitrarily build on top of it.
Randomness underlies the very core of existence; therefore, being able to compute it is central to this universe’s accurate simulation. That being said, let’s talk about how can we use randomness to model the specific part of the universe concerning us today.
Round, fluffy, and — in my opinion — quite magnificient. One could probably identify an infinite number of different clouds as clouds; there’s a common pattern to all of them. That is, they’re made of water (mostly), so the way light interacts with them is similar among the different types of clouds — giving them their characteristic looks. The main variable that makes every cloud unique is its shape. “But it doesn’t make sense to define the shape of something with randomness!” — I can hear the reader say. And the reader is partially right; it doesn’t make much sense to define the shape of something we already know with pure randomness. However, applying some rules and constraints to randomness — that is, arranging randomness — or simply adding randomness to a region of a system, often yields the most organic results.
We may think of noise as arranged randomness. Extending this line of reasoning, nature itself is arranged randomness as well. Clouds are a part of nature, which means there must be a way to arrange randomness which will inevitably result in clouds.
Worley noise is a simple way to arrange randomness capable of generating Voronoi diagrams: a pattern found all over nature. My implementation is not too different from the one described in the original paper by Steve Worley; thus, I won’t dwell on a detailed explanation.
Imagine we have a cube.
We divide that cube into n^3 cells.
For each cell, we compute three random floating point values in the range [0, 1] representing the coordinates of a point within that cell.
We assign a resolution r. We loop r^3 times (each row, column, and depth layer), computing at every point the distance to the closest point (which turns out to be a smooth transition). To accomplish this, we can obtain the cell to which the current point belongs by computing the floor of the coordinates of the point and iterating through every adjacent cell (26 times in three dimensions).
To each texel we assign the value one minus the square root of the minimum distance to a point.
In addition, we must consider whether the current cell is located at the boundaries of the cube. If that’s the case, in order to avoid discontinuity on the resulting texture, we must take into account the cells that would be posed in the cell’s boundaries if the texture repeated continuously along every axis.
The reader can appreciate the result of the described algorithm in the following gif, where I iterate over the different depth layers of a 256x256x256 Worley noise 3D texture.
Although this starts to look promising, the reader hasn’t probably seen many clouds with perfectly delimited boundaries such as the ones we can see here. Fortunately, that has an easy solution.
Combining different layers of worley noise with different frequencies gives a much more organic result. I used a persistency parameter p to determine how mixed up the layers should be. The first one has a weight of 1, the second one has a weight of p, and the third one has a weight of p^2. This value is normalized over 1 + p + p^2.
Three layers of worley noise with increasingly lower frequencies mixed using a persistency parameter.
This looks more natural and, although we’re still a bit far away from mastering cloudcraftship, we are done with the main building block for this whole thing.
The noise textures only require to be computed once for every kind of cloud, and the algorithm to generate them is fast when working with two dimensional, low resolution textures. However, when computing three dimensional and high resolution textures (for example, the main noise texture used in ao is 256x256x256 texels by default), rendering times increase dramatically, slowing down the startup of the program. That’s why I used OpenGL compute shaders to render the noise textures, making full use of the, usually more advanced, graphics processing unit. The idea is to first compute an array of randomly generated points in the CPU side and then dispatch the compute shaders, to which I pass this array of points as SSBOs (shader storage buffer objects). The compute shaders parallelly write the resulting computations for each texel to a 3D texture (image3D).
Well, we need even more noise.
I use three different noise textures in ao. I’ll proceed to explain each one of them in order of decreasing relevance.
First, a main noise 3D texture; this texture defines the main body of the clouds.
Second, a detail noise 3D texture; this texture should have less resolution than the main texture, and it will serve the purpose of adding detail to the edges of the cloud.
Third, a weather noise 2D (or 3D) texture; this one determines where should we consider computing clouds. Although it’s not essential for a small number of clouds, it makes it harder to notice a repetition pattern when one is looking at a large number of them, making the simulation more realistic.
(Note that the number of subdivisions and persistence parameter should be modulated according to the kind of cloud intented to achieve. The same applies to the rest of variables here. Also, this is just the way I decided to do things; depending on one’s specific application, one may need -2, 2, or 20 more noise layers.)
Using these noise layers, we can already build the density function \(density(\vec{pos})\), where \(\vec{pos}\) is a vector representing a point in space. There’s not a magic formula to writing a good density function, as it will depend on the project’s intrinsecalities. The only requirement for it is to return the density produced by the combination of the different noise layers properly scaled to the specified frame of reference.
That just means that the function will sample values from the noise textures and combine them in a way that makes sense in our context.
This is the density function I came up with for ao:
float density(vec3 pos) {
float time = frame / 1000.0;
vec3 lower_bound = cloud_location - cloud_volume;
vec3 upper_bound = cloud_location + cloud_volume;
// edge weight.
// to not cut off the clouds abruptly
float distance_edge_x = min(cloud_volume_edge_fade_distance, min(pos.x - lower_bound.x, upper_bound.x - pos.x));
float distance_edge_z = min(cloud_volume_edge_fade_distance, min(pos.z - lower_bound.z, upper_bound.z - pos.z));
float edge_weight = min(distance_edge_x, distance_edge_z) / cloud_volume_edge_fade_distance;
// !!! -> round cloud based on height - probably not an efficient approach
// https://www.desmos.com/calculator/lg2fhwtxvo
float height = 1.0 - pow((pos.y - lower_bound.y) / (2.0 * cloud_volume.y), 4);
// 2d worley noise to decide where can clouds be rendered
vec2 weather_sample_location = pos.xz / noise_weather_scale + noise_weather_offset + wind_vector.xz * wind_weather_weight * time;
float weather = max(texture(noise_weather_texture, weather_sample_location).r, 0.0);
weather = max(weather - cloud_density_threshold, 0.0);
// main cloud shape noise
vec3 main_sample_location = pos / noise_main_scale + noise_main_offset + wind_vector * wind_main_weight * time;
float main_noise_fbm = texture(noise_main_texture, main_sample_location).r;
// total density at current point obtained from these values
float density = max(0.0, main_noise_fbm * height * weather * edge_weight - cloud_density_threshold);
if (density > 0.0) {
// add detail to cloud's shape
vec3 detail_sample_location = pos / noise_detail_scale + noise_detail_offset + wind_vector * wind_detail_weight * time;
float detail_noise_fbm = texture(noise_detail_texture, detail_sample_location).r;
density -= detail_noise_fbm * noise_detail_weight;
return max(0.0, density * cloud_density_multiplier);
}
return 0.0;
}
This function samples the weather 2D noise and main 3D noise and checks whether the density is above a minimum threshold or not. In affirmative case, it subtracts the detail 3D noise from the resulting density (so that the edges look organic, as I previously mentioned). Otherwise, it returns a density of 0 (simply meaning there’s no cloud at that point).
Note:
The distance to the edges of the rendering volume (in this case a cube, as we’ll see later on) is calculated and stored in the variable “edge_weight”. This makes it less likely for clouds to form in the edges of the rendering volume, avoiding hard discontinuities in these regions.
The y-component of the \(\vec{pos}\) vector is taken into account to calculate the variable “height”, using a fourth degree polynomial to round the upper edges of the clouds.
The different noise layers are scaled with the external variables (uniforms) “noise_main_scale”, “noise_weather_scale”, and “noise_detail_scale”.
The resulting density value is multiplied by a “cloud_density_multiplier” variable, which turns out to be exactly what its name is: a factor that scales the cloud’s density.
This is very nice; we can now sample the density of different noise layers that resemble clouds. However, one probably wants to restrict density sampling to a specific region in space, rendering the clouds exclusively within that space. That brings our focus to raytracing.
Assuming clouds are bound to form in accurately delimited regions of space, and assuming these regions can be expressed as simple geometrical shapes (cube, cylinder, etc.), raytracing is an efficient approach.
By “raytracing” I simply mean a function that tells us, if we moved along a certain direction, how much would we have to move in order to hit a solid and, once we hit it, how much would we have to move along the same direction to get out of it. We’ll call that function \(boxDistance(\vec{ori}, \vec{dir}, \vec{leftBound}, \vec{rightBound})\), where \(\vec{ori}\) is a three-dimensional vector denoting the initial position of the ray, \(\vec{dir}\) is the direction along which we’ll move, and \(\vec{leftBound}\) and \(\vec{rightBound}\) represent the corresponding extreme opposite vertices of the box in space.
Such a function (optimized to compute cubes) is detailed in this paper, and, adapted to our needs, it looks something like the following:
vec2 boxDistance(vec3 ori, vec3 dir, vec3 leftBound, vec3 rightBound) {
// dir already inverted
vec3 t0 = (leftBound - ori) * dir;
vec3 t1 = (rightBound - ori) * dir;
vec3 tmin = min(t0, t1);
vec3 tmax = max(t0, t1);
float dist_maxmin = max(max(tmin.x, tmin.y), tmin.z);
float dist_minmax = min(tmax.x, min(tmax.y, tmax.z));
float dist_to_volume = max(0.0, dist_maxmin);
float dist_across_volume = max(0.0, dist_minmax - dist_to_volume);
return vec2(dist_to_volume, dist_across_volume);
}
Note:
The \(\vec{dir}\) vector is inverted \(\frac{1}{\vec{dir}}\).
The function returns a two component vector. This is done for the sake of convenience and has no geometrical meaning whatsoever; the first component indicates how far away from the volume the origin is, while the second component tells us the distance across the volume.
We have the two basic building blocks of our simulated clouds: a density function that samples the different worley noise textures that we provide and a box distance function that allows us to identify whether a ray will intersect a region in space with clouds. Now we just have to make good use of these resources by nicely putting them together in the rendering pipeline.
Reality itself presents elegant ways to efficiently achieve complex results.  Most PBR techniques try to approximate the famous rendering equation and bidirectional reflectance distribution function, both of which are models that accurately compute the behaviour of light. If they’re not approximated, however, they result very expensive.
I won’t dwell on the math behind these techniques, since that wouldn’t be faithful to this article’s original purpose (although I strongly encourage any reader interested in this topic to take a look at the papers I linked in the last paragraph). I’ll briefly mention some relevant functions to most cloud-rendering algorithms as well as a few variables specific to my implementation.
(As detailed here)
\[ hg(g, \theta) = \frac{1}{4\pi} \frac{1 - g^2}{[1 + g^2 - 2g cos(\theta)]^\frac{3}{2}} \]
, where \(g\) is a parameter varying in the range [-1, 1] and \(\theta\) is the cosine between the light and ray’s directions.
The Henyey Greenstein phase function is responsible for producing the silver lining effect, which is due to the light getting diffracted throughout the cloud’s exterior edge, adding a fair amount of realism to the clouds.
\[ beer(x) = e^{-x} \]
, where we may think of \(x\) as the accumulated cloud density along a step through the cloud volume.
The Lambert-Beer’s function is responsible for the extinction of radiance throughout the volume.
\(samples\) is the number of samples we’ll take along the ray’s path through the volume. It’s used to calculate the step length through the volume.
\(inSamples\) is the number of samples we’ll use to compute the in-scattering light arriving at a certain point in the cloud volume from the main light source. It’s used to calculate the step length through the volume.
\(radiance\) is the amount of light arriving to a pixel not absorbed by clouds.
\(\vec{color}\) is the resulting cloud’s surface color along the ray.
The density at a point inside that cloud may seem enough to properly render clouds. However, in reality, a point in a cloud doesn’t only represent the cloud’s density; it also carries the amount of light arriving from a light source to that point. Whenever we sample the density at a point of the cloud, we should also compute how much light is reaching that point. In-scattering accounts for dynamic lighting and shadows in the cloud.
We’ll accomplish this by raytracing (from the inside of the cloud volume—the point which we are sampling) toward the main light source, calculating the radiance extinction (or cloud density) from the point we were originally sample to the boundaries of the cloud volume and applying Beer’s law.
If we were to make a function exclusively for this part of the main algorithm, it would look something like this:
float inScatter(vec3 pos) {
float distanceInsideVolume = boxDistance(pos, inverseLightDir, cloudLocation - cloudVolume, cloudLocation + cloudVolume).y;
// "renderShadowingMaxDistance" is a parameter used
// to specify the maximum distance to compute shadows.
distanceInsideVolume = min(renderShadowingMaxDistance, distanceInsideVolume);
float stepSize = distanceInsideVolume / float(inSamples);
float radiance = 1.0; // all light can reach
float totalDensity = 0.0;
for (int i = 0; i < inSamples; ++i) {
totalDensity += (density(pos) * stepSize);
pos += lightDir * stepSize;
}
return (1.0 - renderShadowingWeight) + beer(total_density) * renderShadowingWeight;
}
Note the use of the parameter “renderShadowingWeight”, which regulates how much should the clouds be affected by shadows. If its value is zero, the function will always return a value of 1, which, since it works as a factor in the main rendering algorithm, will make the algorithm ignore in-scattered light.
The idea for our cloud rendering algorithm is to raytrace the cloud volume, integrating the amount of light arriving at each sample position as well as the radiance extinction along the ray’s path.
Initially, the \(radiance\) variable of a pixel equals 1.0 and \(\vec{color}\) is 0.0, meaning light doesn’t get scattered by clouds.
We build a ray based on the camera coordinates and the pixel’s normalized direction.
Using \(boxDistance()\), we check whether the pixel’s ray intersects the cloud volume.
That sure was intense, but the reader shouldn’t be intimidated by the apparent difficulty of the topic; it all makes a lot of sense. In fact, anyone who pondered for long enough at this physical phenomena and was persistant enough could have come up with these approximations.
I hope the reader could get a glance of one possible way to translate clouds to ones and zeros.
I also hope the reader could appreciate some of the beauty underlying computational physics.
But, above all, I hope the reader was able to appreciate the power of almighty randomness.
rendered with ao「青」


Personal
My name is Matt St.Clair, I am 30 years old and I am from Renton WA. I grew up in the seattle area and I was in the military for four years.
My name is Matt St.Clair, I am 30 years old and I am from Renton WA. I grew up in the seattle area and I was in the military for four years.
stuff I like to do
Currently, I am a individual and family mental health therapist and do computer stuff
I do beleive in the idea of aliens, just not the kind shown in the movies. I can hold my breath for a minute, probably.


Ryan Francesconi poster (2011)
Mark Gowing
About
This is a Poster. It was designed by Mark Gowing and made for (as the client) Preservation Music. It is dated 2011 and we acquired it in 2014. Its medium is laser plotter print on paper. It is a part of the Drawings, Prints, and Graphic Design department.
Mark Gowing designed this poster to promote a live concert featuring the avant-garde guitarist and composer Ryan Francesconi. Gowing created a typeface that functioned as a modular structure that appears pieced together, a nod to Francesconi’s musical style that draws heavily on improvisation. The unpredictable, uneven rhythm of the compositions and performances are evoked through the type, which splits the musician’s last name into two parts joined by a plus sign. Gowing chose to execute the poster in stark black and white. The absence of color was an aesthetic choice, suggesting a “grass-roots” feel, but also made the poster an affordable option of promoting an individual concert.
This object was donated by Mark Gowing. It is credited "Gift of Mark Gowing."
Dimensions
118.7 × 84 cm (46 3/4 × 33 1/16 in.)


Density, distribution function, quantile function and random generation for the sum of independent non-identical binomial distribution with parameters \code{size} and \code{prob}.
| Version: | 1.0.0 |
| Published: | 2017-05-12 |
| Author: | Boxiang Liu |
| Maintainer: | Boxiang Liu <jollier.liu at gmail.com> |
| License: | GPL-3 |
| NeedsCompilation: | no |
| Materials: | README NEWS |
| CRAN checks: | sinib results |
| Reference manual: | sinib.pdf |
| Package source: | sinib_1.0.0.tar.gz |
| Windows binaries: | r-devel: sinib_1.0.0.zip, r-release: sinib_1.0.0.zip, r-oldrel: sinib_1.0.0.zip |
| OS X binaries: | r-release: sinib_1.0.0.tgz, r-oldrel: sinib_1.0.0.tgz |
Please use the canonical form https://CRAN.R-project.org/package=sinib to link to this page.


In 2015, I was asked to design the logo of for the World School Debating Championships. The logo was a remake of a design that was being played around with at the time. The logo is an homage to the singapore flag and the crescent with 5 stars. The asymmetrical and off-centre core of the logo was a vestige from the previous design - a call to think laterally. To offset the weight visually, I positioned the stars and the wsdc logo to the right, to act as a counterbalance.


Next: class-name, Previous: add-method, Up: Objects Dictionary
initialize-instance
instance &rest initargs &key &allow-other-keys ⇒ instance
initialize-instance
(instance standard-object) &rest initargs
instance—an object.
initargs—a defaulted initialization argument list.
Called by make-instance to initialize a newly created instance. The generic function is called with the new instance and the defaulted initialization argument list.
The system-supplied primary method on initialize-instance initializes the slots of the instance with values according to the initargs and the :initform forms of the slots. It does this by calling the generic function shared-initialize with the following arguments: the instance, t (this indicates that all slots for which no initialization arguments are provided should be initialized according to their :initform forms), and the initargs.
Programmers can define methods for initialize-instance to specify actions to be taken when an instance is initialized. If only after methods are defined, they will be run after the system-supplied primary method for initialization and therefore will not interfere with the default behavior of initialize-instance.
shared-initialize, make-instance, slot-boundp, slot-makunbound, Object Creation and Initialization, Rules for Initialization Arguments, Declaring the Validity of Initialization Arguments


Click on a node and pull to see what's attached to it. Use SHIFT for selecting multiple nodes. Scroll to
zoom in and out.
/* From here you can transform the graph at will, play with colors or break the entire page.
The graph object looks like this:
var graph = {
nodes: [
{id: "packagename.ClassName1", score: 42},
{id: "packagename.ClassName2", score: 24, color: "#08ac9c"}, // the color property is optional
...
],
links: [
{source: "packagename.ClassName1", target: "packagename.ClassName2", value: 1},
...
]
}
The following code paints all nodes which contain the string "red" red:
*/
graph.nodes.forEach(function(node) {
if(node.id.includes("red")) {
node.color = "#f92222"
}
})


|
Deep Vision
NVIDIA Deep Vision Runtime Inference API
|
Go to the source code of this file.
Functions | |
RGBA to YUV 4:2:0 planar (I420 & YV12) | |
| cudaError_t | cudaRGBAToI420 (uchar4 *input, uint8_t *output, size_t width, size_t height) |
| Convert an RGBA uchar4 buffer into YUV I420 planar. More... | |
| cudaError_t | cudaRGBAToI420 (uchar4 *input, size_t inputPitch, uint8_t *output, size_t outputPitch, size_t width, size_t height) |
| Convert an RGBA uchar4 texture into YUV I420 planar. More... | |
| cudaError_t | cudaRGBAToYV12 (uchar4 *input, uint8_t *output, size_t width, size_t height) |
| Convert an RGBA uchar4 buffer into YUV YV12 planar. More... | |
| cudaError_t | cudaRGBAToYV12 (uchar4 *input, size_t inputPitch, uint8_t *output, size_t outputPitch, size_t width, size_t height) |
| Convert an RGBA uchar4 texture into YUV YV12 planar. More... | |
YUV 4:2:2 packed (UYVY & YUYV) to RGBA | |
| cudaError_t | cudaUYVYToRGBA (uchar2 *input, uchar4 *output, size_t width, size_t height) |
| Convert a UYVY 422 packed image into RGBA uchar4. More... | |
| cudaError_t | cudaUYVYToRGBA (uchar2 *input, size_t inputPitch, uchar4 *output, size_t outputPitch, size_t width, size_t height) |
| Convert a UYVY 422 packed image into RGBA uchar4. More... | |
| cudaError_t | cudaYUYVToRGBA (uchar2 *input, uchar4 *output, size_t width, size_t height) |
| Convert a YUYV 422 packed image into RGBA uchar4. More... | |
| cudaError_t | cudaYUYVToRGBA (uchar2 *input, size_t inputPitch, uchar4 *output, size_t outputPitch, size_t width, size_t height) |
| Convert a YUYV 422 packed image into RGBA uchar4. More... | |
UYUV 4:2:2 packed (UYVY & YUYV) to grayscale | |
| cudaError_t | cudaUYVYToGray (uchar2 *input, float *output, size_t width, size_t height) |
| Convert a UYVY 422 packed image into a uint8 grayscale. More... | |
| cudaError_t | cudaUYVYToGray (uchar2 *input, size_t inputPitch, float *output, size_t outputPitch, size_t width, size_t height) |
| Convert a UYVY 422 packed image into a uint8 grayscale. More... | |
| cudaError_t | cudaYUYVToGray (uchar2 *input, float *output, size_t width, size_t height) |
| Convert a YUYV 422 packed image into a uint8 grayscale. More... | |
| cudaError_t | cudaYUYVToGray (uchar2 *input, size_t inputPitch, float *output, size_t outputPitch, size_t width, size_t height) |
| Convert a YUYV 422 packed image into a uint8 grayscale. More... | |
YUV NV12 to RGBA | |
| cudaError_t | cudaNV12ToRGBA (uint8_t *input, size_t inputPitch, uchar4 *output, size_t outputPitch, size_t width, size_t height) |
| Convert an NV12 texture (semi-planar 4:2:0) to ARGB uchar4 format. More... | |
| cudaError_t | cudaNV12ToRGBA (uint8_t *input, uchar4 *output, size_t width, size_t height) |
| cudaError_t | cudaNV12ToRGBAf (uint8_t *input, size_t inputPitch, float4 *output, size_t outputPitch, size_t width, size_t height) |
| cudaError_t | cudaNV12ToRGBAf (uint8_t *input, float4 *output, size_t width, size_t height) |
| cudaError_t | cudaNV12SetupColorspace (float hue=0.0f) |
| Setup NV12 color conversion constants. More... | |
| cudaError_t cudaNV12SetupColorspace | ( | float | hue = 0.0f | ) |
Setup NV12 color conversion constants.
cudaNV12SetupColorspace() isn't necessary for the user to call, it will be called automatically by cudaNV12ToRGBA() with a hue of 0.0. However if you want to setup custom constants (ie with a hue different than 0), then you can call cudaNV12SetupColorspace() at any time, overriding the default.
| cudaError_t cudaNV12ToRGBA | ( | uint8_t * | input, |
| size_t | inputPitch, | ||
| uchar4 * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert an NV12 texture (semi-planar 4:2:0) to ARGB uchar4 format.
NV12 = 8-bit Y plane followed by an interleaved U/V plane with 2x2 subsampling.
| cudaError_t cudaNV12ToRGBA | ( | uint8_t * | input, |
| uchar4 * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
| cudaError_t cudaNV12ToRGBAf | ( | uint8_t * | input, |
| size_t | inputPitch, | ||
| float4 * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
| cudaError_t cudaNV12ToRGBAf | ( | uint8_t * | input, |
| float4 * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
| cudaError_t cudaRGBAToI420 | ( | uchar4 * | input, |
| uint8_t * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert an RGBA uchar4 buffer into YUV I420 planar.
| cudaError_t cudaRGBAToI420 | ( | uchar4 * | input, |
| size_t | inputPitch, | ||
| uint8_t * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert an RGBA uchar4 texture into YUV I420 planar.
| cudaError_t cudaRGBAToYV12 | ( | uchar4 * | input, |
| uint8_t * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert an RGBA uchar4 buffer into YUV YV12 planar.
| cudaError_t cudaRGBAToYV12 | ( | uchar4 * | input, |
| size_t | inputPitch, | ||
| uint8_t * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert an RGBA uchar4 texture into YUV YV12 planar.
| cudaError_t cudaUYVYToGray | ( | uchar2 * | input, |
| float * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a UYVY 422 packed image into a uint8 grayscale.
| cudaError_t cudaUYVYToGray | ( | uchar2 * | input, |
| size_t | inputPitch, | ||
| float * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a UYVY 422 packed image into a uint8 grayscale.
| cudaError_t cudaUYVYToRGBA | ( | uchar2 * | input, |
| uchar4 * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a UYVY 422 packed image into RGBA uchar4.
| cudaError_t cudaUYVYToRGBA | ( | uchar2 * | input, |
| size_t | inputPitch, | ||
| uchar4 * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a UYVY 422 packed image into RGBA uchar4.
| cudaError_t cudaYUYVToGray | ( | uchar2 * | input, |
| float * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a YUYV 422 packed image into a uint8 grayscale.
| cudaError_t cudaYUYVToGray | ( | uchar2 * | input, |
| size_t | inputPitch, | ||
| float * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a YUYV 422 packed image into a uint8 grayscale.
| cudaError_t cudaYUYVToRGBA | ( | uchar2 * | input, |
| uchar4 * | output, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a YUYV 422 packed image into RGBA uchar4.
| cudaError_t cudaYUYVToRGBA | ( | uchar2 * | input, |
| size_t | inputPitch, | ||
| uchar4 * | output, | ||
| size_t | outputPitch, | ||
| size_t | width, | ||
| size_t | height | ||
| ) |
Convert a YUYV 422 packed image into RGBA uchar4.


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Engine models and components
Information
This package contains numerous engine component models and a complete I4 engine model.
Engine geometry specification
Information
This model takes basic engine geometry parameters and computes the complete
set of engine geometry characteristics.
Parameters
| Name | Default | Description |
| bore | | Engine bore [m] |
| stroke | | Engine stroke [m] |
| conrod | | Connecting rod length [m] |
| comp_ratio | 9.5 | Compression ratio |
Modelica definition
model GeometrySource "Engine geometry specification"
parameter Modelica.SIunits.Length bore "Engine bore";
parameter Modelica.SIunits.Length stroke "Engine stroke";
parameter Modelica.SIunits.Length conrod "Connecting rod length";
parameter Real comp_ratio=9.5 "Compression ratio";
Interfaces.EngineGeometryProvided geom;
equation
assert(bore > 0, "Invalid bore value");
assert(stroke > 0, "Invalid stroke value");
assert(conrod > 0, "Invalid connecting rod length");
assert(comp_ratio > 1, "Invalid compression ratio");
geom.bore = bore;
geom.stroke = stroke;
geom.conrod = conrod;
geom.Vc = geom.Vd/(comp_ratio - 1);
geom.Ap = Modelica.Constants.PI*(bore/2)^2;
geom.Vd = stroke*geom.Ap;
geom.crank = stroke/2.0;
end GeometrySource;
Geometry of a sports car with an I4 engine
Information
This model has default engine geometry parameters that would be typical of a sports car.
Parameters
| Name | Default | Description |
| bore | .09604 | Engine bore [m] |
| stroke | .0794 | Engine stroke [m] |
| conrod | 0.157 | Connecting rod length [m] |
| comp_ratio | 9.5 | Compression ratio |
Modelica definition
model SportsCarGeometry "Geometry of a sports car with an I4 engine"
extends GeometrySource(
bore=.09604,
stroke=.0794,
comp_ratio=9.5,
conrod=0.157);
end SportsCarGeometry;
HTML-documentation generated by Dymola Tue Feb 13 21:45:29 2001
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{% extends "base_error.html" %} {% load i18n static %} {% block title %}{% trans "MITx MicroMasters" %}{% endblock %} {% block error_header %} INTERNAL SERVER ERROR {% endblock %} {% block error_content %}
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