genxs(1) genxs(1) NAME genxs - Mono's Xml Serializer Generator SYNOPSIS genxs configurationFile [destinationFolder] DESCRIPTION genxs is a tool for generating custom XML serialization writers and read‐ ers for classes. configurationFile is configuration file which specifies several informa‐ tion, such as the class for which to generate the reader and writer, the name and namespace of the classes to generate, and a collection of hooks to apply. By using hooks it is possible to customize the behavior of the serializer without needing to modify the generated file, so you can safely regenerate it if the source class is modified. destinationFolder specifies the folder where the files will be generated. NOTE: This tool only runs in the Mono runtime, since it uses some inter‐ nal classes not available in other runtimes. CONFIGURATION FILE FORMAT The configuration file is an xml document based on the following grammar ("?" means optional, "*" 0 or more): <configuration> <serializer class="name" assembly="name"> * <reader>name</reader> ? <writer>name</writer> ? <namespace>name</namespace> ? <outFileName>name</outFileName> ? <readerHooks> ? <hook ...> * </readerHooks> <writerHooks> ? <hook ...> * </writerHooks> </serializer> </configuration> A configuration file can have multiple "serializer" elements, each of which specifies the class for which to generate a serializer together with several generation options. The source class is specified in the following attributes: * class : name of the class (including namespace). * assembly : assembly name. It can include the complete path. Generation options are specified in child elements: * reader : name of the reader class. * noReader : if "true", it does not generate reader class. * writer : name of the writer class. * baseSerializer : name of the base xml serializer class. This item is 2.0 only. * implementation : name of the serializer implementation class. This item is 2.0 only. * noWriter : if "true", it does not generate writer class. * namespace : namespace of the reader and writer classes. * generateAsInternal : if "true", it generates classes as internal. * outFileName : name of the generated file. * readerHooks : a list of hooks to apply to the reader. * writerHooks : a list of hooks to apply to the writer. SPECIFYING HOOKS Using hooks you can customize the behavior of readers and writers. A hook specification follows this grammar: <hook type="name"> <select> ? <typeName>name</typeName> ? <typeAttribute>name</typeAttribute> * <typeMember>name</typeMember> ? </select> <replace>source code</replace> ? <insertBefore>source code</insertBefore> ? <insertAfter>source code</insertAfter> ? </hook> The "type" attribute specifies the context in which the hook is applied. It can be one of the following: * attributes : hook is applied where attributes are serialized/deseri‐ alized. * elements : hook is applied where elements are serialized/deserial‐ ized. * unknownAttribute : hook is applied where unknown attributes are pro‐ cessed. * unknownElement : hook is applied where unknown elements are pro‐ cessed. * member : hook is applied where a member is serialized/deserialized. * type : hook is applied for the whole type. The "select" element specifies the classes and members to which the hook has to be added. It can contain the following elements: * typeName : the class with that name will be selected (must include namespace) * typeAttribute : all classes which have that attribute applied will be selected (specify the full attribute class name, including names‐ pace). Several attribute names can be specified. * typeMember : name of the class member for which the hook must be added. The hook source code can be specified using any of the following ele‐ ments: * replace : the provided source code will replace all serializa‐ tion/deserialization operations in the hook context. * insertBefore : the source code will be added before the hook con‐ text. * insertAfter : the source code will be added after the hook context. When writing the code for a hook you can use some special variables that are defined during the code generation process. The variables are the following: * $TYPE: name of the class being generated, without namespace. * $FULLTYPE: full name of the class being generated, including names‐ pace. * $OBJECT: the object being serialized or deserialized. When using a replace reader hook of type "type", the hook code must assign the deserialized object to this variable. * -I $ELEMENT: name of the element of the object being serial‐ ized/deserialized. * $NAMESPACE: namespace of the element of the object being serial‐ ized/deserialized. * $MEMBER: name of the member being serialized/deserialized. Only valid in the "member" context. HOOK EXAMPLES The following example adds a call to a Validate method after the deseri‐ alization of any object: <hook type="type"> <insertAfter> System.Xml.Schema.XmlSchema.Validate$TYPE ($OBJECT); </insertAfter> </hook> This example specifies the code to be used to deserialize the XmlSchema class: <hook type="type"> <select> <typeName>System.Xml.Schema.XmlSchema</typeName> </select> <replace> $OBJECT = System.Xml.Schema.XmlSchema.Read (Reader, null); </replace> </hook> That one specifies the code to be used to read XmlSchema instances: <hook type="type"> <select> <typeName>System.Xml.Schema.XmlSchema</typeName> </select> <replace>$OBJECT.Write (Writer);</replace> </hook> With this two hooks the serializer will print some information when seri‐ alizing the class "MyClass": <hook type="type"> <select> <typeName>MyNamespace.MyClass</typeName> </select> <insertBefore>Console.WriteLine ("Serializing MyClass");</replace> <insertAfter>Console.WriteLine ("MyClass serialized");</insertAfter> </hook> <hook type="member"> <select> <typeName>MyNamespace.MyClass</typeName> </select> <insertAfter> Console.WriteLine ("Serialized member $MEMBER"); </insertAfter> </hook> This hook writes an additional element for all types that have the custom attribute "MyAttribute": <hook type="elements"> <select> <typeAttribute>MyNamespace.MyAttribute</typeAttribute> </select> <insertAfter> Writer.WriteStartElement ("privateData"); Writer.WriteString ($OBJECT.PrivateData); Writer.WriteEndElement (); </insertAfter> </hook> CONFIGURATION FILE EXAMPLE This is the configuration file used to generate the serializer for Ser‐ viceDescription: <configuration> <serializer class="System.Web.Services.Description.ServiceDescription" assembly="System.Web.Services"> <reader>ServiceDescriptionReaderBase</reader> <writer>ServiceDescriptionWriterBase</writer> <namespace>System.Web.Services.Description</namespace> <outFileName>ServiceDescriptionSerializerBase.cs</outFileName> <readerHooks> <hook type="unknownElement"> <select> <typeAttribute>System.Web.Services.Configuration.XmlFormatExtensionPointAttribute</typeAttribute> </select> <replace>ServiceDescription.ReadExtension (Reader, $OBJECT);</replace> </hook> <hook type="type"> <select> <typeName>System.Xml.Schema.XmlSchema</typeName> </select> <replace>$OBJECT = System.Xml.Schema.XmlSchema.Read (Reader, null);</replace> </hook> </readerHooks> <writerHooks> <hook type="elements"> <select> <typeAttribute>System.Web.Services.Configuration.XmlFormatExtensionPointAttribute</typeAttribute> </select> <insertBefore>ServiceDescription.WriteExtensions (Writer, $OBJECT);</insertBefore> </hook> <hook type="type"> <select> <typeName>System.Xml.Schema.XmlSchema</typeName> </select> <replace>$OBJECT.Write (Writer);</replace> </hook> </writerHooks> </serializer> </configuration> AUTHORS Lluis Sanchez Gual<EMAIL_ADDRESS>LICENSE GenXS is released under the terms of the GNU GPL. SEE ALSO mono(1), mcs(1), sgen(1) genxs(1)


Shaders are assets that contain code and instructions for the graphics card to execute. Materials reference shaders, and setup their parameters (textures, colors and so on).
Unity contains some built-in shaders that are always available in your project (for example, the Standard shader). Image Effects package also has many shaders for image post-processing. You can also write your own shaders.
To create a new Shader, use Assets > Create > Shader from the main menu or the Project View context menu. A shader is a text file similar to a C# script, and is written in a combination of Cg/HLSL and ShaderLab languages (see writing shaders page for details).
This inspector section allows specifying default textures for a shader. Whenever a new Material is created with this shader, these textures are automatically assigned.
The Shader Inspector displays basic information about the shader (mostly shader tags), and allows compiling and inspecting low-level compiled code.
For Surface Shaders, the Show generated code button displays all the code that Unity generates to handle lighting and shadowing. If you really want to customize the generated code, you can just copy and paste all of it back to your original shader file and start tweaking.
The pop-up menu of the Compile and show code button allows inspecting final compiled shader code (e.g. assembly on Direct3D9, or low-level optimized GLSL for OpenGL ES) for selected platforms. This is mostly useful while optimizing shaders for performance; often you do want to know how many low-level instructions here generated in the end.
The low-level generated code is useful for pasting into GPU shader performance analysis tools (like AMD GPU ShaderAnalyzer or PVRShaderEditor).
On shader import time, Unity does not compile the whole shader. This is because majority of shaders have a lot of variants inside, and compiling all of them, for all possible platforms, would take a very long time. Instead, this is done:
At player build time, all the “not yet compiled” shader variants are compiled, so that they are in the game data even if the editor did not happen to use them.
However, this does mean that a shader might have an error in there, which is not detected at shader import time. For example, you’re running editor using Direct3D 11, but a shader has an error if compiled for OpenGL. Or some variants of the shader does not fit into shader model 2.0 instruction limits, etc. These errors will be shown in the inspector if editor needs them; but it’s also a good practice to manually fully compile the shader for platforms you need, to check for errors. This can be done using the Compile and show code pop-up menu in the shader inspector.
Shader compilation is carried out using a background process named UnityShaderCompiler
that is started by Unity
whenever it needs to compile shaders. Multiple compiler processes can be started (generally one per CPU
core in your machine), so that at player build time shader compilation can be done in parallel. While the
editor is not compiling shaders, the compiler processes do nothing and do not consume computer resources,
so there’s no need to worry about them. They are also shut down when Unity editor quits.
Individual shader variant compilation results are cached in the project, under Library/ShaderCache
folder.
This means that 100% identical shaders or their snippets will reuse previously compiled results. It also
means that the shader cache folder can become quite large, if you have a lot of shaders that are changed
often. It is always safe to delete it; it will just cause shader variants to be recompiled.


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One of the ways the Township of Oak Park works to support residents with disabilities is by making medical equipment available whenever possible. Residents of Oak Park and River Forest may borrow equipment, with no time limit, such as:
All equipment is donated. The Township accepts donations of all medical equipment in good condition.
To find out about additional equipment availability, borrow and/or donate, please contact or visit the Township office.
Oak Park Township
105 S Oak Park Ave
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708-383-8005


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Preparation time
less than 30 mins
Cooking time
10 to 30 mins
Serves
Serves 6
Heat half the olive oil in a paella dish or large heavy-based pan over a medium heat, add the chorizo and fry for 2-3 minutes, then remove and set aside.
Add the chicken pieces to the same pan and cook for 2-3 minutes until the skin is browned. Remove and set aside.
Place the mussels into a pan of boiling water, cover and boil until they open. Discard any that do not open. Strain and reserve the mussels and the broth.
Add half the remaining olive oil to the paella pan and fry the onion, two of the cloves garlic, the chilli flakes and the red pepper. Cook slowly until the onion has softened but not browned, about eight minutes.
Add the rice to the pan, stirring well to coat it in the oil, for two minutes, then add the bay leaves, paprika, the toasted saffron, white wine, lemon juice and prepared stock. Cook gently for five minutes.
Add the fried chicken and chorizo, cover with a piece of dampened greaseproof paper and simmer gently for ten minutes.
Stir in the peas and add the clams. Cover and simmer until all the clams have opened, about five minutes (discard any clams that have not opened).
Remove the greaseproof paper from the pan and stir in the tomatoes, parsley, lemon zest and butter.
Add the remaining olive oil to a separate frying pan over a medium-high heat. Add the remaining clove of garlic and the prawns and fry for 2-3 minutes, adding the squid for the last minute. Season to taste with salt and freshly ground black pepper and add to the paella. Serve immediately.


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I am quickly realizing that I need a better way to organize and navigate this website. Since I only have a few pages I can navigate manually through the URL and copy paste the HTML template for new pages. I need a better way since I plan on expanding this to hundreds of pages. The first thing I want to do is turn come of my code into a module. Currently, I am importing every script I need manually which can be problomatic. For example, I have a Utilities class that does a basic function, like capitalizing a word. If I import a script that uses that class, I've needed to include another script tag in my HTML to grab that Utilities script. Instead I make my scripts modular and import Utilites directly from the javascript files that need them. This means when I can grab a script with one tag and it will also grab it's dependencies. All that needs to be done is to change the script type to "module" and then add the import and export in the appropriate js functions. Next I will create a class that is going to serve as a controller for the blog page. Also abstractint load partials into page.


However it is not too late to volunteer. Just turn up at the Festival!
When you arrive, there may be a queue of public waiting to get in, but you should not join the queue. Please go in via the Staff Entrance. Be sure you have your CAMRA membership card with you.


Quantum Espresso¶
PWSCF (Regular Package)¶
If you have the cif
file for your structure, then you can use Tools on Materials Cloud to get the input file.
For our system (examples/Pt111-CO.cif
, you can view this from github ), the input file for pw.x in Quantum Espresso is:
&CONTROL
calculation = 'scf' # The type of calculation that you want to make
etot_conv_thr = 1.8000000000d-04 # convergence criteria for total energy
forc_conv_thr = 1.0000000000d-04 # convergence criteria for total force
outdir = './out/' # the output folder
prefix = 'aiida' # the prefix, used for output files
pseudo_dir = './pseudo/' # the folder for pseudopotential
tprnfor = .true. # print the force in the end
tstress = .true. # print the stress of the cell in the end
verbosity = 'low' # how much information do you want to print
/
&SYSTEM
degauss = 1.4699723600d-02 # value for gaussian-smearing
ecutrho = 8.0000000000d+02 # cutoff energy for electronic density
ecutwfc = 1.0000000000d+02 # cutoff energy for wave function
ibrav = 0 # means we need to specify cell parameter in the CELL_PARAMETERS part
nat = 18 # number of atoms in our system
ntyp = 3 # number of types of atoms in our system
occupations = 'smearing'
smearing = 'cold'
/
&ELECTRONS
conv_thr = 3.6000000000d-09 # convergence criteria for self-consistent field calculation
electron_maxstep = 80 # maximum number of steps of SCF loop
mixing_beta = 4.0000000000d-01 # value for mixing the old electronic density with the new one. Like the "training rate" in ML.
/
ATOMIC_SPECIES # specify the types of atoms and the corresponding pseudopotential
C 12.011 C.pbesol-n-kjpaw_psl.1.0.0.UPF
O 15.9994 O.pbesol-n-kjpaw_psl.0.1.UPF
Pt 195.08 pt_pbesol_v1.4.uspp.F.UPF
ATOMIC_POSITIONS crystal # the geometric coordinates of the system, really important!
Pt 0.5000000000 0.5000000000 0.3750000000
Pt -0.0000000000 -0.0000000000 0.3750000000
Pt 0.5000000000 -0.0000000000 0.3750000000
Pt -0.0000000000 0.5000000000 0.3750000000
Pt 0.1666700000 0.1666700000 0.4583300000
Pt 0.6666700000 0.6666700000 0.4583300000
Pt 0.1666700000 0.6666700000 0.4583300000
Pt 0.6666700000 0.1666700000 0.4583300000
Pt 0.8333300000 0.8333300000 0.5416700000
Pt 0.3333300000 0.3333300000 0.5416700000
Pt 0.8333300000 0.3333300000 0.5416700000
Pt 0.3333300000 0.8333300000 0.5416700000
Pt 0.5000000000 0.5000000000 0.6250000000
Pt -0.0000000000 0.0000000000 0.6250000000
Pt 0.5000000000 0.0000000000 0.6250000000
Pt -0.0000000000 0.5000000000 0.6250000000
C 0.5000000000 0.5000000000 0.6685200000
O 0.5000000000 0.5000000000 0.7120400000
K_POINTS automatic # The k-point mesh for the system.
7 7 2 0 0 0
CELL_PARAMETERS angstrom
5.6285700000 0.0000000000 0.0000000000
2.8142850000 4.8744846070 0.0000000000
0.0000000000 0.0000000000 27.5742000000
Then you can use pw.x -i INP_PWSCF > OUT_PWSCF
to execute and get the energy of your structure.
If we want to use DFT+U and spin polarization, there are several parameters that we need to add to the input file.
# for DFT+U settings
lda_plus_u = .true.
hubbard_u(1) = 5.0
# for spin-polarization settings
nspin = 2
tot_magnetization = #some number
starting_magnetization(1) = 0.1
starting_ns_eigenvalue(1, 1, 1) = 1.0 # this is for finely tuning the initial magnetization, the first number is the index of the orbital (e.g. for d band it ranges from 1 to 5), the second number is the index of spin (1 or 2), the third number is the index of the atom (see that in ATOMIC SPECIES in the input file).
# if you want to constrain the magnetic moment
&ELECTRONS
mixing_fixed_ns = 10 # In 10 SCF steps, the magnetic moment will be the same as mentioned in starting_ns_eigenvalue.
PHonon Package (ph.x)¶
Step 1: Do the geometric optimization on the structure
Step 2: Get the optimized structure, then create another file called INP_PH
for the ph.x
software.
An example of INP_PH is shown in below:
Normal modes for CO2
&inputph
tr2_ph=1.0d-14,
prefix='CO2',
amass(1)=12.010,
amass(2)=15.999,
outdir='$TMP_DIR'
epsil=.true.,
trans=.true.,
asr=.true.
fildyn='dmat.co2'
nat_todo = 2
/
0.0 0.0 0.0
1 3 # the index for the atoms that we want to calculate (usually the adsorbates)
The execution of the ph.x
can be written as: ph.x -i INP_PH > OUT_PH
.
Note
The file listed in here needs to be adjusted to your own system.
DOS (dos.x) and PDOS (projwfc.x)¶
In Quantum Espresso, the procedure for calculating DOS or PDOS has 4 steps:
Step 1: Do the geometric optimization of the structure, you can see that in How to calculate the energy and do geometric relaxation on a chemical system?
Step 2: Do the SCF calculation (replace the calculation
from relax/vc-relax
to scf
)
Step 3: Keep the output file and do the NSCF calculation (replace the calculation
from scf
to nscf
)
Step 4: In the same directory, create a file named INP_PROJWFC
, the content is shown in below:
&PROJWFC
DeltaE = 0.01
ngauss = 0
degauss = 0.015
Emin = -40
Emax = 40
Then you can use projwfc.x
to execute it: projwfc.x -i INP_PROJWFC > OUT_PROJWFC
. For calculating DOS, you can use dos.x
, the input parameters can be seen in this link
After that, you can use pp.x
to do the post-process procedure, or you can use python or other softwares to do the plotting and further analysis.


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|
Imperx Camera SDK
<IP_ADDRESS>
|
The Stream class represents the data stream module in the GenTL module hierarchy. More...
#include <IpxCameraApi.h>
Public Member Functions | |
| virtual | ~Stream () |
| A destructor of the Stream class. More... | |
| virtual void | Release ()=0 |
| This method releases the instance of the stream object. More... | |
| virtual IpxCam::Buffer * | CreateBuffer (size_t iSize, void *pPrivate, IpxCamErr *err)=0 |
| Creates the buffer in the data stream object. More... | |
| virtual IpxCam::Buffer * | SetBuffer (void *pBuffer, size_t iSize, void *pPrivate, IpxCamErr *err)=0 |
| Sets memory buffer to create the Buffer object. More... | |
| virtual IpxCamErr | RevokeBuffer (IpxCam::Buffer *buff)=0 |
| Revokes any announced buffer. More... | |
| virtual IpxCamErr | QueueBuffer (IpxCam::Buffer *buff)=0 |
| This method queues specified buffers. More... | |
| virtual IpxCam::Buffer * | GetBuffer (uint64_t iTimeout, IpxCamErr *err=nullptr)=0 |
| This method retrieves the buffer object. More... | |
| virtual IpxCamErr | CancelBuffer ()=0 |
| Terminates the waiting operation on a previously queued Buffer. More... | |
| virtual IpxCamErr | FlushBuffers (FlushOperation operation)=0 |
| This method flushes the buffers of the data stream object. More... | |
| virtual IpxCamErr | StartAcquisition (uint64_t iNumFramesToAcquire=UINT64_MAX, uint32_t flags=0)=0 |
| Starts the Acquisition Engine. More... | |
| virtual IpxCamErr | StopAcquisition (uint32_t flags=0)=0 |
| Stops the stream's acquisition engine. More... | |
| virtual IpxCamErr | AllocBufferQueue (void *pPrivate, size_t iNum)=0 |
| Allocates the Buffer Queue. More... | |
| virtual IpxCamErr | ReleaseBufferQueue ()=0 |
| Releases the Buffer Queue. More... | |
| virtual size_t | GetBufferQueueSize ()=0 |
| Retrieves the Buffer Queue size. More... | |
| virtual IpxCamErr | RegisterEvent (uint32_t eventType, IpxCam::EventCallback *eventCallback, void *pPrivate)=0 |
| Registers the EventCallback. More... | |
| virtual IpxCamErr | UnRegisterEvent (uint32_t eventType, IpxCam::EventCallback *eventCallback, void *pPrivate)=0 |
| Unregisters the EventCallback. More... | |
| virtual IpxGenParam::Array * | GetParameters (IpxCamErr *err=nullptr)=0 |
| Returns the GenICam parameters array. More... | |
| virtual uint64_t | GetNumDelivered ()=0 |
| Returns the number of the delivered buffers. More... | |
| virtual uint64_t | GetNumUnderrun ()=0 |
| Returns the number under-run frames. More... | |
| virtual size_t | GetNumAnnounced ()=0 |
| Returns the number of announced buffers. More... | |
| virtual size_t | GetNumQueued ()=0 |
| Returns the number of queued buffers. More... | |
| virtual size_t | GetNumAwaitDelivery ()=0 |
| Returns the number of buffers awaiting delivery. More... | |
| virtual size_t | GetBufferSize ()=0 |
| Returns the buffer size. More... | |
| virtual bool | IsGrabbing ()=0 |
| This method returns a flag indicating if the data stream is grabbing or not. More... | |
| virtual size_t | GetMinNumBuffers ()=0 |
| Returns the minimum number of buffers to be announced. More... | |
| virtual size_t | GetBufferAlignment ()=0 |
| Returns the buffer alignment size. More... | |
The Stream class represents the data stream module in the GenTL module hierarchy.
This data stream class provides buffer methods. This data stream class purpose is to access the buffer data acquirement from the Acquisition engine.
|
inlinevirtual |
|
pure virtual |
This method releases the instance of the stream object.
|
pure virtual |
Creates the buffer in the data stream object.
This method allocates the memory for a buffer and announces this buffer to the data stream
| [in] | iSize | Size of the buffer |
| [in] | pPrivate | pointer to private data (user's data) which will be passed to the GenTL Consumer |
| [out] | err | returns Error code |
|
pure virtual |
Sets memory buffer to create the Buffer object.
This method is used to set the user-allocated memory buffer to create the Buffer object and announce it to the data stream.
| [in] | pBuffer | buffer |
| [in] | iSize | size of Buffer |
| [in] | pPrivate | pointer to user's data |
| [out] | err | returns Error code |
|
pure virtual |
|
pure virtual |
This method queues specified buffers.
During the acquisition, this method is used to return the specified buffer to the acquisition engine's queue
| [in] | buff | Buffer object pointer |
|
pure virtual |
|
pure virtual |
|
pure virtual |
This method flushes the buffers of the data stream object.
Performs the specified Flush Operation on the acquisition engine's queue. Operations type is defined in FlushOperations enum.
| [in] | operation | FlushOperation |
|
pure virtual |
Starts the Acquisition Engine.
This method starts the acquisition engine of the stream to acquire the image data frames to the queued buffers
| [in] | iNumFramesToAcquire | number of Frames to Acquire. Set UINT64_MAX for the infinite acquisition |
| [in] | flags | flags. Set to 0 by default |
|
pure virtual |
Stops the stream's acquisition engine.
This method stops the acquisition engine of the stream and terminates the image data frames acquisition
| [in] | flags | flags:
|
|
pure virtual |
Allocates the Buffer Queue.
This method allocates the buffers in the queue of the acquisition engine of the data stream object.
| [in] | pPrivate | pointer to user's data |
| [in] | iNum | number of the buffers to allocate |
|
pure virtual |
Releases the Buffer Queue.
This method releases the buffer queue of the data stream object.
|
pure virtual |
|
pure virtual |
Registers the EventCallback.
This method registers the data Stream class method as a callback method to be called when event of the specified type occurs.
| [in] | eventType | Event Type |
| [in] | eventCallback | event CallBack function pointer |
| [in] | pPrivate | pointer to the user's data |
|
pure virtual |
Unregisters the EventCallback.
This method unregisters the data Stream class callback method for the specified event type
| [in] | eventType | Event Type |
| [in] | eventCallback | event CallBack function pointer |
| [in] | pPrivate | pointer to the user's data |
|
pure virtual |
Returns the GenICam parameters array.
This method returns the pointer to IpxGenParam::Array object of the GenICam parameters array for the data stream object
| [out] | err | returns the error code |
|
pure virtual |
Returns the number of the delivered buffers.
This method returns the number of the delivered buffers since the start of the last acquisition
|
pure virtual |
Returns the number under-run frames.
This method returns the number of the lost frames due to the acquisition queue being under-run.
|
pure virtual |
Returns the number of announced buffers.
This method returns the number of announced buffers in the data stream acquisition queue
|
pure virtual |
Returns the number of queued buffers.
This method returns the number of queued buffers in the data stream object acquisition queue
|
pure virtual |
Returns the number of buffers awaiting delivery.
This method returns the number of buffers awaiting the delivery from the data stream object acquisition queue to the client application
|
pure virtual |
Returns the buffer size.
This method returns the buffer size of the data stream object.
|
pure virtual |
This method returns a flag indicating if the data stream is grabbing or not.
|
pure virtual |
Returns the minimum number of buffers to be announced.
This method returns the minimum number of buffers to be announced in the data stream object acquisition queue to perform the grabbing
|
pure virtual |
Returns the buffer alignment size.
This method returns the alignment size of the buffers in the stream object acquisition queue


#include <RenderModel.h>
Public Member Functions | |
| RenderModel (GameArena &model, SceneManager *mgr) | |
| void | updateRenderList (Real elapsedTime, Quaternion camOrientation) |
| virtual void | newGameObject (GameObject *object) |
| virtual void | destroyedGameObject (GameObject *object) |
| virtual void | newConstraint (Constraint *object) |
| virtual void | destroyedConstraint (Constraint *object) |
| int | getNumObjects () const |
The RenderModel stores the complete list of RenderObjects that should be rendered each frame for a scene.
Definition at line 231 of file RenderModel.h.
| RenderModel::RenderModel | ( | GameArena & | model, | |
| SceneManager * | mgr | |||
| ) |
Constructs a RenderModel which observes the specified GameArena, and creates scene nodes through the passed SceneManager.
Definition at line 335 of file RenderModel.cpp.
| void RenderModel::destroyedConstraint | ( | Constraint * | object | ) | [virtual] |
Called just before a Constraint is destroyed in the GameArena
Implements GameArenaListener.
Definition at line 402 of file RenderModel.cpp.
| void RenderModel::destroyedGameObject | ( | GameObject * | object | ) | [virtual] |
Called whenever a GameObject is destroyed by the observed GameArena
Implements GameArenaListener.
Definition at line 377 of file RenderModel.cpp.
| void RenderModel::newConstraint | ( | Constraint * | object | ) | [virtual] |
Called whenever a new Constraint is generated in the GameArena
Implements GameArenaListener.
Definition at line 393 of file RenderModel.cpp.
| void RenderModel::newGameObject | ( | GameObject * | object | ) | [virtual] |
Called whenever a new GameObject is created by the observed GameArena
Implements GameArenaListener.
Definition at line 359 of file RenderModel.cpp.
| void RenderModel::updateRenderList | ( | Real | elapsedTime, | |
| Quaternion | camOrientation | |||
| ) |
Calls the updateEffects() method of all RenderObjects stored in the RenderModel's render list
Definition at line 342 of file RenderModel.cpp.


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2021 Ford Baby Bronco Could Be Called Bronco Scout, Be Made in Mexico
by Mircea PanaitThe mid-sized Bronco off-roader may be right around the corner for the 2021 model year, but the unibody sibling with underpinnings from the Escape still is a mystery. “Baby Bronco” is how most of us call it, but Automotive News Mexico makes a case for Bronco Scout.
Mexico is the country where the Ford Motor Company will manufacture the Mustang Mach-E electric crossover, and the compact-sized Bronco utility vehicle is understood to follow suit. “Suppliers are already assembling parts for the new model,” which explains why FoMoCo isn’t willing to confirm or deny if Mexico is indeed the stomping ground of the Bronco Scout.
The Hermosillo facility is the most likely place, and the Blue Oval has already announced that it’ll build the Transit Connect there from 2021 for North America. When the announcement was made in March 2019, the PR department had also confirmed that “it is possible” for Hermosillo to welcome “a small pickup.” In other words, the unibody workhorse on the C2 platform.
C2 also serves as the building block for the European version of the Focus, Kuga, and Escape. An industry analyst at IHS Markit believes that the latter will take on the likes of the Jeep Compass, yet the price of the Bronco Scout should be closer to that of the Compass Trailhawk.
The squared-off bodywork of the newcomer is certain to appeal to customers in the market for a cool-looking and adventure-oriented utility vehicle, but under the hood, the front-driven architecture limits powertrain choices. The Escape, for example, starts off with the 1.5-liter EcoBoost three-cylinder turbo. If we’re lucky, the 2.0-liter version with four cylinders and the 2.5-liter iVCT Atkinson-cycle hybrid option could be offered in the Bronco Scout too.
At the present moment, Hermosillo produces the Ford Fusion and Lincoln MKZ. Both nameplates are on the chopping block over poor sales, but the Fusion might return as an all-roading wagon in the nearest of futures. 🏁


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|
The Inspector
0.2
Flagship Product of ACME Robotics
|
ImageProcessingModule Class. More...
#include <ImageProcessingModule.h>
Public Member Functions | |
| ImageProcessingModule () | |
| Constructor. More... | |
| ~ImageProcessingModule () | |
| Destructor of class. More... | |
| void | convertImage (const sensor_msgs::Image::ConstPtr &dataImage) |
| Converts image from ROS sensor::Image format to openCV cv::Mat format. More... | |
| cv::Mat | getImage () |
| Gets the clicked image by the robot. More... | |
| std::vector< double > | detectContour (std::string wallNumber, int storeImage) |
| Detects the contour from the input image taken from turtlebot camera. More... | |
ImageProcessingModule Class.
Definition at line 63 of file ImageProcessingModule.h.
| ImageProcessingModule::ImageProcessingModule | ( | ) |
Constructor.
passing node handle to image transport
cv_bridge subscribing to camera topic
subscribing to raw image topic of turtle bot
Definition at line 60 of file ImageProcessingModule.cpp.
| ImageProcessingModule::~ImageProcessingModule | ( | ) |
Destructor of class.
Definition at line 72 of file ImageProcessingModule.cpp.
| void ImageProcessingModule::convertImage | ( | const sensor_msgs::Image::ConstPtr & | dataImage | ) |
Converts image from ROS sensor::Image format to openCV cv::Mat format.
| dataImage | is the input image from ros camera topic |
storing the leakage image
Definition at line 75 of file ImageProcessingModule.cpp.
| std::vector< double > ImageProcessingModule::detectContour | ( | std::string | wallNumber, |
| int | storeImage | ||
| ) |
Detects the contour from the input image taken from turtlebot camera.
| wallNumber | combines with path to store image |
| storeImage | 1 stores image in data folder 0 doesn't store image |
runs till all contours are found.
run only if image is available
Detect Wall
Height of leakage on wall
Width of leakage on wall
Storing Image in data folder
Definition at line 86 of file ImageProcessingModule.cpp.
| cv::Mat ImageProcessingModule::getImage | ( | ) |
Gets the clicked image by the robot.
Definition at line 82 of file ImageProcessingModule.cpp.


This will only work in a browser that supports the Device Orientation api (e.g. mobile safari 4.3)
Tilt your device left and right to scroll images. Click on the photo set to enable auto scroll on that set
All images by Max Pigott
Description: Get the current vertical position of the scroll bar for
the first element in the set of matched elements or set the vertical position
of the scroll bar for every matched element.
version added: 1.2.6.scrollTop()
This method does not accept any arguments.
The vertical scroll position is the same as the number of pixels that are hidden
from view above the scrollable area. If the scroll bar is at the very top, or if the
element is not scrollable, this number will be 0.
Description: Get the current vertical position of the scroll bar for
the first element in the set of matched elements or set the vertical position
of the scroll bar for every matched element.
version added: 1.2.6.scrollTop()
This method does not accept any arguments.
The vertical scroll position is the same as the number of pixels that are hidden
from view above the scrollable area. If the scroll bar is at the very top, or if the
element is not scrollable, this number will be 0.
Description: Get the current vertical position of the scroll bar for
the first element in the set of matched elements or set the vertical position
of the scroll bar for every matched element.
version added: 1.2.6.scrollTop()
This method does not accept any arguments.
The vertical scroll position is the same as the number of pixels that are hidden
from view above the scrollable area. If the scroll bar is at the very top, or if the
element is not scrollable, this number will be 0.
Description: Get the current vertical position of the scroll bar for
the first element in the set of matched elements or set the vertical position
of the scroll bar for every matched element.
version added: 1.2.6.scrollTop()
This method does not accept any arguments.
The vertical scroll position is the same as the number of pixels that are hidden
from view above the scrollable area. If the scroll bar is at the very top, or if the
element is not scrollable, this number will be 0.
Description: Get the current vertical position of the scroll bar for
the first element in the set of matched elements or set the vertical position
of the scroll bar for every matched element.
version added: 1.2.6.scrollTop()
This method does not accept any arguments.
The vertical scroll position is the same as the number of pixels that are hidden
from view above the scrollable area. If the scroll bar is at the very top, or if the
element is not scrollable, this number will be 0.


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I was blocked on a simple things as missing semicolon in the code many times. We’re humans and it is quite easy to omit small things, as for example missing symbol, wrong syntax, or a typo. To solve a problem, I usually check the code couple of times and use chrome debugger. If the problem still exists and I am sure that I run out of ideas, then I ask someone for the code review. However, before that I explain what I did to the "reviewer" and sometimes, it is just enough to find the problem by my own!
Small errors are easy to make and often hard to find.
I recently had a larger problem connected with incorrect usage of one of the loops in a program. At first, I did not see the error and got frustrated since the code should work, but it didn't. Since begging the code to work did not give much chance for the success, I started with reviewing the code line by line. I also used chrome debugger. Summing up, I tried to question my assumptions, find patterns and anything that may interrupt them, looked for things that seem to be odd, missing, or shouldn't be in the code. I also tried not to do any unnecessary code re-factorig at the time.
Currently, I'm discovering some techniques, and some are already known from my previous experience - just as googling, reading error messages, or consulting. When coding, I find the first two very helpful.
Googling is usually a quick way to find resources or someone else who already has had a similar problem. Reading error messages, no matter whether they come from git or debugger, is a useful habit. It is surprising how many people do not read them. Writing a pseudocode seems useful especially when solving some more complex problem, it helps to simplify it.
map() takes an array and a function and returns a new one where each element of the new array is a result of applying the function to each element of the original array
var englishWords = ['dog', 'flower', 'home', 'eight']; function italianize(i) { return i + "o"; } var italian_words = englishWords.map(italianize); console.log(italian_words);
filter() takes an array and a function and returns a new array which contains only those elements from the original array for which the function returns true
var dirtyWords = ['flip', 'moon', 'flop', 'sun'];
function filterSwearWords(word) {
return !word.includes("f");
}
reduce()'reduces' an array by applying the given function to each array element, reduce() will return the accumulated value
var myWords = ['Lazy', 'dog', 'sleeps', 'whole', 'day'];
function makePoem(poemSoFar, newWord) {
return poemSoFar + " " + newWord;
}
var myPoem = myWords.reduce(makePoem, "My beautiful poem:");
console.log(myPoem);


components.robot.behaviors package¶
Submodules¶
components.robot.behaviors.motion_planning_behaviors module¶
Bases:
py_trees.behaviour.Behaviour
Robot behavior to navigate to a specific point in the structure. Upon receiving a message to reach the desired destination, the behavior will perform the necessary actions to reach the sepcified point.
Note that the behavior does not do any of the work, it alerts a separate process to do the real work. This behavior is not blocking and can be interrupted in the middle of trying to navigate to a point.
Note that path planning is performed for each initialization. May want to remove this
- For each tick, the behavior returns:
- SUCCESS: If robot has reached specified point RUNNING: Robot in process of reaching specified point but has not yet reached it FAILURE: Robot has failed to reach point
Note
User Customisable Callback
Subclasses may override this method to perform any necessary initialising/clearing/resetting of variables when when preparing to enter this behaviour if it was not previously
RUNNING
. i.e. Expect this to trigger more than once!
Note
User Customisable Callback
Subclasses may override this method for any one-off delayed construction & validation that is necessary prior to ticking the tree. Such construction is best done here rather than in __init__ so that trees can be instantiated on the fly for easy rendering to dot graphs without imposing runtime requirements (e.g. establishing a middleware connection to a sensor or a driver to a serial port).
Equally as important, executing methods which validate the configuration of behaviours will increase confidence that your tree will successfully tick without logical software errors before actually ticking. This is useful both before a tree’s first tick and immediately after any modifications to a tree has been made between ticks.
Tip
Faults are notified to the user of the behaviour via exceptions. Choice of exception to use is left to the user.
Warning
The kwargs argument is for distributing objects at runtime to behaviours before ticking. For example, a simulator instance with which behaviours can interact with the simulator’s python api, a ros2 node for setting up communications. Use sparingly, as this is not proof against keyword conflicts amongst disparate libraries of behaviours.
- Args:
- **kwargs (
dict
): distribute arguments to this - behaviour and in turn, all of it’s children
- **kwargs (
- Raises:
- Exception: if this behaviour has a fault in construction or configuration
See also
py_trees.behaviour.Behaviour.shutdown()
Nothing to clean up in this example.
Note
User Customisable Callback
- Returns:
Status
: the behaviour’s new statusStatus
Subclasses may override this method to perform any logic required to arrive at a decision on the behaviour’s new status. It is the primary worker function called on by the
tick()
mechanism.Tip
This method should be almost instantaneous and non-blocking
-
class
components.robot.behaviors.motion_planning_behaviors.
PlaceBlock
(robot, key, robot_communicator, simulator_communicator, state_key='state/block_has_been_placed', place_block_key='place_block/location_to_place_block', remove_block_key='remove_block/block_to_remove', name='PlaceBlock')¶ Bases:
py_trees.behaviour.Behaviour
Robot behavior to place a block on the structure. Upon receiving a message to place a block, the behavior will perform the necessary actions to place the block on the structure.
Note this behavior is blocking in that it will wait for the robot to either succeed or fail at placing the block. This blocking is performed to ensure that the robot cannot be interrupted when in the process of placing a block, as all blocks should be either placed completely or not at all
- For each tick, the behavior returns:
- SUCCESS: If robot has successfully placed block FAILURE: Robot has failed at placing a block
-
initialise
()¶ Reset a counter variable.
-
setup
()¶ No delayed initialisation required for this example.
-
update
()¶ Increment the counter and decide upon a new status result for the behaviour.
-
class
components.robot.behaviors.motion_planning_behaviors.
RemoveBlock
(robot, key, robot_communicator, simulator_communicator, name='RemoveBlock')¶ Bases:
py_trees.behaviour.Behaviour
Robot behavior to remove a block from the structure. Upon receiving a message to remove a block, the behavior will perform the necessary actions to remove the block from the structure.
Note this behavior is blocking in that it will wait for the robot to either succeed or fail at removing the block. This blocking is performed to ensure that the robot cannot be interrupted when in the process of removing a block, as all blocks should be either removed completely or not at all
- For each tick, the behavior returns:
- SUCCESS: If robot has successfully removed block FAILURE: Robot has failed at removing a block
-
initialise
()¶ Note
User Customisable Callback
Subclasses may override this method to perform any necessary initialising/clearing/resetting of variables when when preparing to enter this behaviour if it was not previously
RUNNING
. i.e. Expect this to trigger more than once!
-
setup
()¶ Note
User Customisable Callback
Subclasses may override this method for any one-off delayed construction & validation that is necessary prior to ticking the tree. Such construction is best done here rather than in __init__ so that trees can be instantiated on the fly for easy rendering to dot graphs without imposing runtime requirements (e.g. establishing a middleware connection to a sensor or a driver to a serial port).
Equally as important, executing methods which validate the configuration of behaviours will increase confidence that your tree will successfully tick without logical software errors before actually ticking. This is useful both before a tree’s first tick and immediately after any modifications to a tree has been made between ticks.
Tip
Faults are notified to the user of the behaviour via exceptions. Choice of exception to use is left to the user.
Warning
The kwargs argument is for distributing objects at runtime to behaviours before ticking. For example, a simulator instance with which behaviours can interact with the simulator’s python api, a ros2 node for setting up communications. Use sparingly, as this is not proof against keyword conflicts amongst disparate libraries of behaviours.
- Args:
- **kwargs (
dict
): distribute arguments to this - behaviour and in turn, all of it’s children
- **kwargs (
- Raises:
- Exception: if this behaviour has a fault in construction or configuration
See also
py_trees.behaviour.Behaviour.shutdown()
-
terminate
(new_status)¶ Note
User Customisable Callback
Subclasses may override this method to clean up. It will be triggered when a behaviour either finishes execution (switching from
RUNNING
toFAILURE
||SUCCESS
) or it got interrupted by a higher priority branch (switching toINVALID
). Remember that theinitialise()
method will handle resetting of variables before re-entry, so this method is about disabling resources until this behaviour’s next tick. This could be a indeterminably long time. e.g.- cancel an external action that got started
- shut down any tempoarary communication handles
- Args:
- new_status (
Status
): the behaviour is transitioning to this new status
Warning
Do not set self.status = new_status here, that is automatically handled by the
stop()
method. Use the argument purely for introspection purposes (e.g. comparing the current state in self.status with the state it will transition to in new_status.
-
update
()¶ Note
User Customisable Callback
- Returns:
Status
: the behaviour’s new statusStatus
Subclasses may override this method to perform any logic required to arrive at a decision on the behaviour’s new status. It is the primary worker function called on by the
tick()
mechanism.Tip
This method should be almost instantaneous and non-blocking
-
components.robot.behaviors.motion_planning_behaviors.
create_root
(robot, robot_communicator, simulator_communicator, set_variables=False)¶ Create the behavior tree made up of the following behaviors:
NavigateToPoint, RemoveBlock, NavigateToPoint, PlaceBlock
Parameters: - robot_communicator – Object to send messages to structure
- simulator_communicator – Object to send messages to simulator
- set_variables – Used for testing purposes, can set blackboard variables to test with
Returns:
-
components.robot.behaviors.motion_planning_behaviors.
get_motion_planning_behaviors_tree
(robot_communicator, simulator_communicator, robot)¶ Parameters: - robot_communicator – Object to send messages to structure
- simulator_communicator – Object to send messages to simulator
Returns:
-
components.robot.behaviors.motion_planning_behaviors.
get_move_to_point_tree
(robot_communicator, simulator_communicator, robot)¶ Parameters: - robot_communicator – Object to send messages to structure
- simulator_communicator – Object to send messages to simulator
Returns:
-
components.robot.behaviors.motion_planning_behaviors.
get_path_to_point
(robot, destination, simulator_communicator, old_path=None)¶ Returns a path to the specified point
Parameters: - robot – Robot object
- destination – Tuple consisting of 3d location and face to reach
- simulator_communicator – Object to send messages to simulator
Returns:
-
components.robot.behaviors.motion_planning_behaviors.
ik_solver
(pipe_connection, robot, simulator_communicator, percentage_done=0)¶ Action used to solve for inverse kinematics
Parameters: - pipe_connection – Process connection to receive messages from parent process
- robot – Robot object
- simulator_communicator – Object to send messages to simulator
- percentage_done – Percentage of ik solved
Returns:
-
components.robot.behaviors.motion_planning_behaviors.
robot_trajectory_serial_demo
()¶
-
components.robot.behaviors.motion_planning_behaviors.
place_block
(robot, simulator_communicator, location_to_set_block, block)¶ Action used to place a block on the structure at the specified location
Parameters: - robot – Robot object
- simulator_communicator – Object to send messages to simulator
- location_to_set_block – Tuple denoting location and orientation to place block
Returns:
-
components.robot.behaviors.motion_planning_behaviors.
remove_block
(robot, block_to_pick_up, simulator_communicator)¶ Action used to remove a block from the structure at the specified location
Parameters: - robot – Robot object
- block_to_pick_up – Block object
- simulator_communicator – Object to send messages to simulator
Returns:
components.robot.behaviors.move_blocks module¶
-
class
components.robot.behaviors.move_blocks.
Build
(name, status_identifier, robot_communicator, simulator_communicator, navigation_first_key='navigation/point_to_reach', place_block_key='place_block/location_to_place_block', navigation_second_key='navigation/point_to_reach_2', remove_block_key='remove_block/block_to_remove', blocks_to_move_key='blocks_to_move', robot_state='robot_status', block_placed_state='block_has_been_placed')¶
-
class
components.robot.behaviors.move_blocks.
FerryBlocks
(name, status_identifier, robot_communicator, simulator_communicator, navigation_first_key='navigation/point_to_reach', place_block_key='place_block/location_to_place_block', navigation_second_key='navigation/point_to_reach_2', remove_block_key='remove_block/block_to_remove', blocks_to_move_key='blocks_to_move', robot_state='robot_status', block_placed_state='block_has_been_placed')¶
-
class
components.robot.behaviors.move_blocks.
MoveBlocks
(name, status_identifier, robot_communicator, simulator_communicator, navigation_first_key='navigation/point_to_reach', place_block_key='place_block/location_to_place_block', navigation_second_key='navigation/point_to_reach_2', remove_block_key='remove_block/block_to_remove', blocks_to_move_key='blocks_to_move', robot_state='robot_status', block_placed_state='block_has_been_placed')¶ Bases:
py_trees.behaviour.Behaviour
-
initialise
()¶ Note
User Customisable Callback
Subclasses may override this method to perform any necessary initialising/clearing/resetting of variables when when preparing to enter this behaviour if it was not previously
RUNNING
. i.e. Expect this to trigger more than once!
-
update
()¶ Note
User Customisable Callback
- Returns:
Status
: the behaviour’s new statusStatus
Subclasses may override this method to perform any logic required to arrive at a decision on the behaviour’s new status. It is the primary worker function called on by the
tick()
mechanism.Tip
This method should be almost instantaneous and non-blocking
-
-
components.robot.behaviors.move_blocks.
create_move_blocks_root
(robot_communicator, robot, simulator_communicator=None, ferry=True)¶
-
components.robot.behaviors.move_blocks.
robot_trajectory_serial_demo
()¶ Entry point for the demo script.
components.robot.behaviors.move_robot module¶
-
class
components.robot.behaviors.move_robot.
MoveToNewLocation
(name, status_identifier, robot_communicator, navigation_first_key='navigation/point_to_reach', location_to_move_to_key='location_to_move_to', robot_state='robot_status', block_placed_state='block_has_been_placed', destination_reached='point_to_reach')¶ Bases:
py_trees.behaviour.Behaviour
-
initialise
()¶ Note
User Customisable Callback
Subclasses may override this method to perform any necessary initialising/clearing/resetting of variables when when preparing to enter this behaviour if it was not previously
RUNNING
. i.e. Expect this to trigger more than once!
-
update
()¶ Note
User Customisable Callback
- Returns:
Status
: the behaviour’s new statusStatus
Subclasses may override this method to perform any logic required to arrive at a decision on the behaviour’s new status. It is the primary worker function called on by the
tick()
mechanism.Tip
This method should be almost instantaneous and non-blocking
-
-
components.robot.behaviors.move_robot.
create_move_robot_root
(robot_communicator, simulator_communicator, robot)¶
-
components.robot.behaviors.move_robot.
robot_trajectory_serial_demo
()¶
components.robot.behaviors.update_state module¶
-
class
components.robot.behaviors.update_state.
UpdateState
(name, status_identifier, robot_communicator, navigation_first_key='navigation/point_to_reach', place_block_key='place_block/location_to_place_block', navigation_second_key='navigation/point_to_reach_2', remove_block_key='remove_block/block_to_remove', blocks_to_move_key='blocks_to_move', robot_state='robot_status', block_placed_state='block_has_been_placed', location_to_move_to_key='location_to_move_to', destination_reached='point_to_reach')¶ Bases:
py_trees.behaviour.Behaviour
-
handle_build_message
(update)¶
-
handle_ferry_message
(update)¶
-
handle_move_message
(update)¶
-
handle_wait_message
(update)¶
-
initialise
()¶ Note
User Customisable Callback
Subclasses may override this method to perform any necessary initialising/clearing/resetting of variables when when preparing to enter this behaviour if it was not previously
RUNNING
. i.e. Expect this to trigger more than once!
-
update
()¶ Note
User Customisable Callback
- Returns:
Status
: the behaviour’s new statusStatus
Subclasses may override this method to perform any logic required to arrive at a decision on the behaviour’s new status. It is the primary worker function called on by the
tick()
mechanism.Tip
This method should be almost instantaneous and non-blocking
-
-
components.robot.behaviors.update_state.
create_update_behavior_root
(robot_communicator)¶
-
components.robot.behaviors.update_state.
robot_trajectory_serial_demo
()¶ Entry point for the demo script.
components.robot.behaviors.wait module¶
-
class
components.robot.behaviors.wait.
Wait
(name, status_identifier, robot_communicator, robot_state='robot_status')¶ Bases:
py_trees.behaviour.Behaviour
-
initialise
()¶ Note
User Customisable Callback
Subclasses may override this method to perform any necessary initialising/clearing/resetting of variables when when preparing to enter this behaviour if it was not previously
RUNNING
. i.e. Expect this to trigger more than once!
-
update
()¶ Note
User Customisable Callback
- Returns:
Status
: the behaviour’s new statusStatus
Subclasses may override this method to perform any logic required to arrive at a decision on the behaviour’s new status. It is the primary worker function called on by the
tick()
mechanism.Tip
This method should be almost instantaneous and non-blocking
-
-
components.robot.behaviors.wait.
create__waiting_root
(robot_communicator)¶
-
components.robot.behaviors.wait.
robot_trajectory_serial_demo
()¶


MOROS COVID-19 VACCINE TRACKER
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Change order of layers on the map by changing the order of items in the list below. Hint: drag-drop elements using the handle.
This example shows how to use the ngeo-sortable directive and the ngeoSyncArrays service to create a list of layers where the order of layers can be changed using drag-and-drop.
ngeo-sortable
ngeoSyncArrays


Team Dashboard
success = teamwork + effort
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id
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id
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school
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Banks working with gov’t to track down criminal underworld financial advisors
by Janene PietersFour banks teamed up with the Dutch government and authorities to fight against financial service providers who launder money for criminals, Financieele Dagblad reported on Friday based on information from an anonymous source.
According to FD, ABN Amro, ING, Rabobank and Volksbank signed a covenant with the National Police, the FIOD, the Public Prosecution Service, and financial intelligence unit FIU. This "serious crime task force" will focus on upper world lackeys who facilitate undermining crime.
The authorities believe that financial advisers like tax advisers, notaries, accountants and lawyers play a key role in laundering drug money in the Netherlands.
An anonymous source told the newspaper that the first investigation is already underway.
An estimated 13 billion euros in criminal money is laundered in the Netherlands every year.


This is a region that supports animated views. It's backwards compatible with normal regions, so you should be able to
swap this in for Marionette.Region in all situations.
It delegates animation to CSS by adding classes read from views properties.
No transitions, simple view in a transition region, no effect
Transition in only, see the blank flash when previous view is destroyed
Transition in & out, kind of a slider, but could be better


This level contains several devices connected to a switch. A switch is similar to a router, but it starts out with an empty routing table. Over time, it learns where to send packets that belong to a specific destination. Observe how the switch learns where devices are connected over time.
Your goal is to "steal" a packet intended to be sent to Charlie. To do this, take advantage of the switch's learning process to direct packets with a dstip of Charlie to Alice's computer.
Hint: This level will require careful timing! Make sure you launch your packet at the correct time in the simulation. Use the restart button to experiment with different timings.


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Deep Illusion (Adversarial ML toolbox)
Adversarial Machine Learning
With the advent of more powerful parallel computation units and huge data, we are able to train much more complex and expressive deep neural networks. That is said, deep neural nets (DNN) found its use in a wide variety of fields, ranging from computer vision to game playing agents. They are performing better on some tasks than even human experts in those fields. Despite their incredible success, it is by now well known that they are susceptible to small and carefully designed perturbations which are imperceptible to humans. The fact that DNN’s can easily be fooled is a great problem since they are also used in security critical applications such as self-driving cars. Recently, research community has put a great effort to robustify neural networks against these adversarial examples. Despite great attention of research community, there is not a powerful defense mechanism found, and it is shown that defending against adversarial examples are not an easy goal.
As another group working on this field, we share our attack codes as a library. This library is a side product of our research, and since we use this in our research as well, we made sure it works correctly and as mentioned in the original papers. To sum up, deepillusion contains easy to use and properly implemented adversarial methods.
We are open to suggestions<EMAIL_ADDRESS>Deep Illusion
Deep Illusion is a toolbox for adversarial attacks in machine learning. Current version is only implemented for Pytorch models. DeepIllusion is a growing and developing python module which aims to help adversarial machine learning community to accelerate their research. Module currently includes complete implementation of well-known attacks (PGD, FGSM, R-FGSM, CW, BIM etc..). All attacks have an apex(amp) version which you can run your attacks fast and accurately. We strongly recommend that amp versions should only be used for adversarial training since it may have gradient masking issues after neural net gets confident about its decisions. All attack methods have an option (Verbose: False) to check if gradient masking is happening.
All attack codes are written in functional programming style, therefore, users can easily call the method function and feed the input data and model to get perturbations. All codes are documented, and contains the example use in their description. Users can easily access the documentation by typing “??” at the and of the method they want to use in Ipython (E.g FGSM?? or PGD??). Output perturbations are already clipped for each image to prevent illegal pixel values. We are open to contributers to expand the attack methods arsenal.
We also include the most effective current approach to defend DNNs against adversarial perturbations which is training the network using adversarially perturbed examples. Adversarial training and testing methods are included in torchdefenses submodule.
Current version is tested with different defense methods and the standard models for verification and we observed the reported accuracies.
Maintainers: WCSL Lab, Metehan Cekic, Can Bakiskan, Soorya Gopal
Dependencies
numpy 1.16.4
tqdm 4.31.1
torchattacks
pytorch 1.4.0
apex 0.1 (optional)
tfattacks
tensorflow
jaxattacks
jax
Installation
The most recent stable version can be installed via python package installer “pip”, or you can clone it from the git page.
pip install deepillusion
or
git clone git@github.com:metehancekic/deep-illusion.git
Example Use
As mentioned earlier, our adversarial methods are functional instead of modular type. Therefore, all you need to get the perturbations is feeding input data and its labels along with the attack parameters.
To standardize the arguments for all attacks, methods accept attack parameters as a dictionary named as attack_params which contains the necessary parameters for each attack. Furthermore, attack methods get the data properties such as the maximum and the minimum pixel value as another dictionary named data_params. These dictinaries make function calls concise and standard for all methods.
Following code snippets show PGD and FGSM usage.
from deepillusion.torchattacks import PGD, FGSM, RFGSM
##### PGD ######
data_params = {"x_min": 0., "x_max": 1.}
attack_params = {
"norm": "inf",
"eps": 8./255,
"step_size": 2./255,
"num_steps": 7,
"random_start": False,
"num_restarts": 1}
pgd_args = dict(net=model,
x=data,
y_true=target,
data_params=data_params,
attack_params=attack_params,
verbose=False,
progress_bar=False)
perturbs = PGD(**pgd_args)
data_adversarial = data + perturbs
##### FGSM #####
data_params = {"x_min": 0., "x_max": 1.}
attack_params = {"norm": "inf",
"eps": 8./255}
fgsm_args = dict(net=model,
x=data,
y_true=target,
data_params=data_params,
attack_params=attack_params)
perturbs = FGSM(**fgsm_args)
data_adversarial = data + perturbs
Update
Deepillusion is a growing and developing library, therefore we strongly recommend to upgrade deepillusion regularly:
pip install deepillusion --upgrade
Current Version
0.1.9
Module Structure
In case investigation of the source codes are needed, this is how our module is structured:
deep-illusion
│ README.md
│
|───deepillusion
| | _utils.py Utility functions
| |
| |───torchattacks
| | │ _fgsm.py Fast Gradient Sign Method
| | │ _rfgsm.py Random Start + Fast Gradient Sign Method
| | │ _pgd.py Projected Gradient Descent
| | │ _cw.py Carlini Wagner Linf
| | │ _bim.py Basic Iterative Method
| | │ _soft_attacks.py Soft attack functions
| | │
| | |───amp
| | | │ _fgsm.py Mixed Precision (Faster) - Fast Gradient Sign Method
| | | │ _rfgsm.py MP - Random Start + Fast Gradient Sign Method
| | | │ _cw.py MP - Carlini Wagner Linf
| | | │ _pgd.py MP - Projected Gradient Descent
| | | | _soft_attacks.py MP - Soft attack functions
| | |
| | └───analysis
| | │ _perturbation_statistics Perturbations statistics functions
| |
| |───torchdefenses
│ | | _adversarial_train_test.py Adversarial Training - Adversarial Testing
| | │
| | └───amp
| | │ _adversarial_train_test.py MP (Faster) - Adversarial Training - Adversarial Testing
| |
| |───tfattacks
| | |
| |
| └───jaxattacks
| |
|
└───tests
| fgsm_test.py
| fgsmt_test.py
| pgd_test.py
| bim_test.py
| rfgsm_test.py
| cw_test.py
| test_utils.py


How to Use Emacs Abbrevs With a Prefix Symbol
27 Jan 20191 Abbrevs in Emacs and its limited namespace problem
Abbrevs in Emacs are tables of expansions of short words to arbitrary longer strings. This is commonly called a “text replacement” in other editors. The canonical example of an abbrev/text replacement1 is “omw” → “on my way”. Of course you could make more sophisticated abbrevs—e.g., replace a few letters with lines of #include <stdio.h>
type boilerplate.
A limitation I encountered with this was how easily my abbrevs could clash with normal text. Since abbrevs can only be alphanumeric, and you can’t put punctuation in the abbrev, the number of abbrevs you can have is limited to just character combinations like “zbt”, “dfje”, …, that don’t clash with words you might actually write. You can easily run out. You also can’t have a convenient single character expand to your text macro: “b” → “<b></b>” would be impossible.
2 More possibilities with prefixed abbrevs
The solution was to hack abbrevs to be namespaced under a prefix symbol. I like using “$”, so I could use something like “$ps” → “public static ” whereas typing “ps” wouldn’t trigger the expansion since it is not preceded by my prefix character.
Here’s the macro:
(defmacro make-prefixed-abbrev-table (prefix-char abbrev-spec) "Creates and loads an abbrev-table with abbrevs prefixed by a PREFIX-CHAR. The abbrev table is loaded into local buffer scope. RETURNS the new abbrev table. Abbrev tables by themselves can only match plain words, like 'abc'. With this macro, you can prefix words with a special character, like '$', so that 'abc' would only expand to its expansion if you wrote '$abc'. This makes it harder to unintentionally write an abbrev because the prefix character makes it unlikely. (defmacro make-prefixed-abbrev-table (prefix-char abbrev-spec) "Creates and loads an abbrev-table with abbrevs prefixed by a PREFIX-CHAR. The abbrev table is loaded into local buffer scope. RETURNS the new abbrev table. Abbrev tables by themselves can only match plain words, like 'abc'. With this macro, you can prefix words with a special character, like '$', so that 'abc' would only expand to its expansion if you wrote '$abc'. This makes it harder to unintentionally write an abbrev because the prefix character makes it unlikely. Example: (make-prefixed-abbrev-table ?$ '((\"epsilon\" \"ε\"))) Then when you're writing: $epsilon → ε" (assert (and (char-or-string-p prefix-char) (or (not (sequencep prefix-char)) (= 1 (length prefix-char)))) t "PREFIX-CHAR must either be a character or a string one character long") `(prog1 (define-abbrev-table 'local-abbrev-table ,abbrev-spec :case-fixed t :regexp ,(concat "\\" (char-to-string prefix-char) "\\([a-zA-Z0-9]+\\)") ) (add-function :around (local 'abbrev-expand-function) #'(lambda (expand-fn) (let ((prev-point (save-excursion (backward-word-strictly) (point)))) (when (funcall expand-fn) (save-excursion (goto-char prev-point) (delete-char 1))))))))
Usage:
(defun activate-my-writing-abbrevs () (interactive) (make-prefixed-abbrev-table ?$ ;; use $ as prefix symbol '( ("beta" "β") ("alpha" "α") ("Alpha" "Α") ("crylaugh" "😂") ("rofl" "🤣") )))
When editing your file, M-x activate-my-writing-abbrevs
to see it in action.
Footnotes:
Meta: Make an abbrev to replace “abbrev” → “text replacement”


| condition = any valid conditional statement |
|
The WHILE/WEND loop is used when you wish to execute a series of commands multiple times based on whether a condition is true or not. This is similar to the REPEAT/UNTIL loop, except the condition checking is at the beginning of the loop, instead of at the end. Usually you'll use WHILE/WEND when you aren't sure whether or not the looped commands will even need to be executed once, since you can actually stop the loop before any commands are executed if the condition check fails. If you need to execute the commands in the loop at least once before checking a condition, use REPEAT/UNTIL. See example.
See also: Wend, Exit, Repeat, For. |
|
; While/Wend Example
; The loop condition is at the TOP of the loop While Not KeyHit(1) ; As long as the user hasn't hit ESC yet ... Print "Press Esc to end this mess!" ; Print this Wend ; Go back to the start of the WHILE loop |


I am a 4th year undergraduate student currently studying Systems Design Engineering. As part of my SYDE 542 class, I've created this portfolio to showcase projects I've carried out or am currently working on. Click on any of the projects below to learn more!
Design of the enterprise dashboard responsible that will be used by ad vendors.
Conceptual design of an application that effectively uses eye-tracking hardware.


| GTK+ 2.0 Tutorial using Ocaml | ||
|---|---|---|
| <<< Previous | Next >>> |
We would like to thank the following for their contributions to this text.
Bawer Dagdeviren<EMAIL_ADDRESS>for the menus tutorial.
Raph Levien<EMAIL_ADDRESS>for hello world ala GTK, widget packing, and general all around wisdom. He's also generously donated a home for this tutorial.
Peter Mattis<EMAIL_ADDRESS>for the simplest GTK program.. and the ability to make it :)
Werner Koch<EMAIL_ADDRESS>for converting the original plain text to SGML, and the widget class hierarchy.
Mark Crichton<EMAIL_ADDRESS>for the menu factory code, and the table packing tutorial.
Owen Taylor<EMAIL_ADDRESS>for the EventBox widget section (and the patch to the distro). He's also responsible for the selections code and tutorial, as well as the sections on writing your own GTK widgets, and the example application. Thanks a lot Owen for all you help!
Mark VanderBoom<EMAIL_ADDRESS>for his wonderful work on the Notebook, Progress Bar, Dialogs, and File selection widgets. Thanks a lot Mark! You've been a great help.
Tim Janik<EMAIL_ADDRESS>for his great job on the Lists Widget. His excellent work on automatically extracting the widget tree and signal information from GTK. Thanks Tim :)
Rajat Datta<EMAIL_ADDRESS>for the excellent job on the Pixmap tutorial.
Michael K. Johnson<EMAIL_ADDRESS>for info and code for popup menus.
David Huggins-Daines<EMAIL_ADDRESS>for the Range Widgets and Tree Widget sections.
Stefan Mars<EMAIL_ADDRESS>for the CList section.
David A. Wheeler<EMAIL_ADDRESS>for portions of the text on GLib and various tutorial fixups and improvements. The GLib text was in turn based on material developed by Damon Chaplin<EMAIL_ADDRESS>David King for style checking the entire document.
And to all of you who commented on and helped refine this document.
Thanks.
Thanks.
| <<< Previous | Home | Next >>> |
| Contributing | Tutorial Copyright and Permissions Notice |


Money Play. How should Red play 11?
pips Red=127 White=127
(CorrectAnswer= 0/0, ErrorScore= 0)
Given the chance to make a full prime I have found it is nearly always correct to do so and this position is no exception. Bar/22, 2/1 is correct by a long way, every other move being a blunder or worse.
Bar/22, 2/1 plays to the basic strategy of prime against prime – come to the edge of your opponent’s prime and make your own prime. After bar22, 23/22 any 1 by White is very dangerous for Red.
Bar/22, 2/1 plays to the basic strategy of prime against prime – come to the edge of your opponent’s prime and make your own prime. After bar22, 23/22 any 1 by White is very dangerous for Red.
1. Cubeful 2-ply bar/22 3/2 Eq.: -0.071 0.541 0.156 0.010 - 0.459 0.149 0.010 2. Cubeful 2-ply bar/22 23/22 Eq.: -0.136 (-0.066) 0.519 0.159 0.010 - 0.481 0.167 0.009 3. Cubeful 0-ply bar/22 24/23 Eq.: -0.324 (-0.253) 0.468 0.126 0.007 - 0.532 0.197 0.014 4. Cubeful 0-ply bar/23 24/23 3/2 Eq.: -0.591 (-0.521) 0.368 0.103 0.005 - 0.632 0.217 0.003 5. Cubeful 0-ply bar/24 23/22 7/6 3/2 Eq.: -1.000 (-0.929) 0.293 0.081 0.004 - 0.707 0.283 0.028


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I'm currently a 2nd year M.S. Computer Science student at New York University. My fields of interest include Data Science, Machine Learning and Computer Vision. Having an in-depth knowledge including advanced Python, Java and SQL. I perform very good self-learning and team work abilities through my last internship at TuSimple and Microsoft as a Software Engineering Intern. I aim to make a difference through my creative and effective solution. In addition, my personal hobbies are photography and magic.
Courses: Cloud Computing, Big Data, Database Systems, Distributed Systems, Computer Networking, Deep Learning
Awards: Academic Excellence Award (Students among the 5%)
Lab: Learning Science and Technology Lab
Advisor: Prof. Chuen-Tsai Sun
Thesis: A Video-based Taiwan Sign Language Recognition System Using Deep Learning Techniques
Courses: Machine Learning, Data Mining, Data Visualization and Visual Analytic, Computer Vision, Natural Language Processing, Operating System, Computer Organization, Biostatistics
Teaching Assistant: Game-based Digital Learning
Relevant Courses: Algorithm Design and Analysis, Data Structure and Algorithm, Discrete Mathematics, Human-Computer Interaction, Virtual Reality
The Online Ticketing System is a full-stack web application developed using Java Servlet. It allows customers to order tickets simultaneously, and the application uses multi-threading and networking techniques for asynchronous communication between microservices such as customers, orders, event hosts, and email notifications. The system also uses JDBC to establish a connection to an SQLite database to manage and store data.
The Social Media Web Application is a complex web application that required a robust back-end system developed using Golang and gRPC. The back-end system incorporates Hashicorp raft for distributed and reliable data storage, ensuring the data is stored safely and redundantly. The project also includes comprehensive unit testing to guarantee the stability and performance of the system.
Easy Campus Life is a full-stack integrated campus platform that facilitates student discussions, course group formation, socializing, and event participation. The platform is built using various AWS services such as S3, API Gateway, Lambda, SES, Cognito, DynamoDB, and OpenSearch. The project also includes RESTful APIs for seamless data access and manipulation between the web and the server. The platform uses a NoSQL database management system (DBMS) to efficiently handle large and complex data sets and ensure scalability.
The NBA Statistics project is a web application developed using Streamlit and written in Python. The application interacts with a DBMS using PostgreSQL, which contains a custom-designed relational database schema with 20+ entities/relations. The application allows users to access and analyze NBA statistics, providing valuable insights into player performance, team performance, and game analysis.
I build a model that combines Yolov4 as the object detection model and I3D as the action recognition model and adopt Actor-Conditioned Attention Maps (ACAM) to take consider of the whole scene. The experiment results on AVA-Kinect dataset demonstrate the effectiveness of our work, results in 24.15 mAP.
To recommend GIF categories for tweet responses, our best solution is to design a LSTM model and ensemble with three state-of-the-art pre-trained models: BERT, XLNet and RoBERTa. We achieved 53.45% accuracy on the public test dataset and finally ranked 7/31 in the class.
Building a tower defense virtual reality game using Unity and C#. In the game, the enemy tanks will come from everywhere, and the player has to protect the tower in the center of the map. The game includes a menu page, a score board, a radar to detect enemies and an increasing difficulty according to the time.
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