lil.sh is a free and open source url shortener built on top of Amazon S3. View at https://lil.sh
View SourceThis is a fun multiplayer game that you can play with your friends. I wanted to build this to learn the architecture/design of how you would build a multiplayer game. This game allows you to play a Pokemon Variant of Rock Paper Scissors with your friend by sending them a link. The game uses AWS API Gateway websockets to provide a real time playing experience and is a great way to resolve small decisions quickly!
View SiteThis is a full stack website game created with a fully accessible API. You play the game based on the old Pokemon TV show where you guess what the Pokemon's name is based of its silhouette. The frontend is written in React and hosted on S3. The backend is a Golang Serverless API. The pokemon image gallery is created by a Python script which creates the silhouette images and stores them in a NoSQL table.
View SitePokeQuiz is a quiz based on Pokemon built direclty into slack. You can quiz people in your team direclty from Slack. PokeQuiz is entirely serverless using Python, AWS Lambda, DynamoDB and AWS API Gateway. It's currently not open source but will be soon. View at https://pokequiz.xyz
View SourceI initially created this website to be a blog about my work with AWS and Python. I decided instead to make it my frontpage/resume page and subdomain my eventual blog. I think it's pretty nice and simple to recreate.
View SourceThis is a small open source project that fixes an error that occurs when trying to create an MFA device when one already exists. Read the repo for more information.
View Source


Item 5.10.4.c.
Taking all the countries with populations smaller than the USA, create a graph which shows the relationship between population and the percentage of CO2 emissions which the country is responsible for. What kind of graph did you choose and why? Does there seem to be a relationship between the size of the country and the percentage of CO2 emissions they're responsible for.in-context


|
Welcome to Space Now.
Now that you've created your account lets get started! Here are some of the things you can do on Space Now:
- Browse spaces to find your ideal Space to rent
- Add spaces to your favourites list for future use
- List your Space and start making money from your space
- Communicate directly with tenants and space owners via our internal messaging service
- Book a space
- Share spaces with your friends and family
If you have any questions on how to use Space Now contact us at<EMAIL_ADDRESS>or call us on 1300 720 464.
|


This section contains several tips, that can help you get more performance and faster results from the code.
Topics:


{{ template "header.html" . }}
The code your users will submit at shop checkout
The % of the discount
When the discount code will stop working. Valid format 2017-10-29
Players can use this code on every transaction
Players can use this code a limited number of transactions


Cocaine is high stakes. Okay, we've all heard this before. However, if one is able to apply a level of control, blow really is NOT the f**king devil. If a person uses it to escape, they are taunting the WRONG bulldog. Believe me, I've seen a lot of people fall to this pattern. No joke.
However, if one can understand their relationship to cocaine in an objective sense and maintain a level of moderation, it can be relatively safe and a LOT of fun.
What goes up must come down. The detox ('crash') of the experience can be REALLY awful. The basic idea is that as the level of cocaine in your system fades, temperature rises, and sinuses become real congested and hurt like crazy. Depending on the dosage and duration of the high, a person may feel like you have a terrible flu, an awful fever AND an excruciating sinus headache all at once for an hour or two before they can get any sleep.
Pseudophedrine Hydrochloride (Sudafed) is designed to combat three symptoms: Fever, sinus pain, and nasal congestion. This stuff is custom designed for these needs. Most brands also include ibuprofen, which in conjunction is very effective.
Bottom line: When I run out of blow, I take 2-3 non-drowsy Sudafed immediately. The pseudophedrine provides a bit of lift as the cocaine fades, and the reduction of fever keeps body temperature regulated. The ibuprofen is quite effective at combating the sinus pain, and the result is a slow, painless decline. I have found the generic brands to be just as effective, and cheaper too. ***This is not a reccomendation to f**k with blow.*** Not everyone has the self control for it.  If you have addictive tendancies dont do it. But if you can manage it believe me, when you crash, a box of sudafed is worth FAR more than the $5 you paid for it at the grocery store.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Cohort exit criteria: For all persons who entered the cohort, there must be a specification of when each person exits the cohort.
A person must exit the cohort at the end of the observation period spanning the qualifying initial event start date,
but additional cohort exit criteria may be also considered.
Add a cohort exit criteria:
- Based on a fixed time period relative to initial event start or end date
- Based on the end of an era of persistent exposure to any drug within a defined concept set
The minimum data from amongst the selected cohort exit criteria occurring after the cohort entry date will be selected as the end date for the person's episode


ITV election debate audience bursts out laughing as Boris Johnson says truth matters
The Tory leader who's been sacked twice for lying didn't quite get this one past the audience or ITV host Julie Etchingham
by Dan Bloom, https://www.facebook.com/mirrordanbloomAudience members in tonight's ITV election debate burst out laughing tonight as Boris Johnson said the truth matters.
The Tory leader was briefly shamed - and even hit by an inaudible heckle - as he made the bold claim in the studio in Salford.
Asked by host Julie Etchingham "does truth matter", he replied: "I think it does".
A ripple of laughter went through the audience - and someone shouted out at the PM, who was twice sacked from previous jobs for lying.
It wasn't all plain sailing for Jeremy Corbyn either though.
Labour's leader also suffered laughter as he said his Brexit position was "clear", despite Labour not yet knowing how it'll campaign in a second referendum six months after taking office.
And others laughed when Mr Corbyn said a four-day week would be "paid for by productivity increases" across the economy.
Mr Johnson made the claim despite telling at least four lies or half-truths in the debate - mostly about Labour.
The Tory leader said the only reason Britain was having an election was because "Parliament won't deliver Brexit" - even though he triggered it because MPs simply asked for more time for debate.
He said Mr Corbyn would raise corporation tax to the highest level in Europe, despite there being higher rates than Labour's planned 26% in France (32%), Portugal (32%), Germany (30%), Belgium (30%), Greece (28%) and Italy (28%).
And he repeated his claim that he is building 40 "new hospitals", despite the fact the pledge is over a long period and includes renovations of existing hospitals.
It came as the pair clashed on ITV in the first live TV debate of the general election .
The leaders of the UK's two major parties went head-to-head in an hour-long debate hosted by Julie Etchingham in Salford's MediaCityUK.
The Lib Dems and the SNP yesterday lost a High Court battle to have their leaders included in the debate.
A snap YouGov poll found Boris Johnson won the debate - only just.
Some 51% of those polled said Mr Johnson won while 49% went for Jeremy Corbyn.
This live news story is being updated as the debate unfolds.


This specification aims to formalize the Rack protocol. You can (and should) use Rack::Lint to enforce it. When you develop middleware, be sure to add a Lint before and after to catch all mistakes.
A Rack application is a Ruby object (not a class)
that responds to call
. It takes exactly one argument, the
environment and returns an Array of exactly three values:
The status, the headers, and the
body.
The environment must be an instance of Hash that includes CGI-like headers. The application is free to modify the environment. The environment is required to include these variables (adopted from PEP333), except when they’d be empty, but see below.
REQUEST_METHOD
The HTTP request method, such as “GET” or “POST”. This cannot ever be an empty string, and so is always required.
SCRIPT_NAME
The initial portion of the request URL’s “path” that corresponds to the application object, so that the application knows its virtual “location”. This may be an empty string, if the application corresponds to the “root” of the server.
PATH_INFO
The remainder of the request URL’s “path”, designating the virtual “location” of the request’s target within the application. This may be an empty string, if the request URL targets the application root and does not have a trailing slash. This value may be percent-encoded when I originating from a URL.
QUERY_STRING
The portion of the request URL that follows the ?
, if any. May
be empty, but is always required!
SERVER_NAME
, SERVER_PORT
When combined with SCRIPT_NAME
and PATH_INFO
,
these variables can be used to complete the URL. Note, however, that
HTTP_HOST
, if present, should be used in preference to
SERVER_NAME
for reconstructing the request URL.
SERVER_NAME
and SERVER_PORT
can never be empty
strings, and so are always required.
HTTP_
Variables
Variables corresponding to the client-supplied HTTP request headers (i.e.,
variables whose names begin with HTTP_
). The presence or
absence of these variables should correspond with the presence or absence
of the appropriate HTTP header in the request.
In addition to this, the Rack environment must include these Rack-specific variables:
rack.version
The Array [1,1], representing this version of Rack.
rack.url_scheme
http
or https
, depending on the request URL.
rack.input
See below, the input stream.
rack.errors
See below, the error stream.
rack.multithread
true if the application object may be simultaneously invoked by another thread in the same process, false otherwise.
rack.multiprocess
true if an equivalent application object may be simultaneously invoked by another process, false otherwise.
rack.run_once
true if the server expects (but does not guarantee!) that the application will only be invoked this one time during the life of its containing process. Normally, this will only be true for a server based on CGI (or something similar).
Additional environment specifications have approved to standardized middleware APIs. None of these are required to be implemented by the server.
rack.session
A hash like interface for storing request session data. The store must implement: store(key, value) (aliased as []=); fetch(key, default = nil) (aliased as []); delete(key); clear;
rack.logger
A common object interface for logging messages. The object must implement:
info(message, &block) debug(message, &block) warn(message, &block) error(message, &block) fatal(message, &block)
The server or the application can store their own data in the environment,
too. The keys must contain at least one dot, and should be prefixed
uniquely. The prefix rack.
is reserved for use with the Rack core distribution and other accepted
specifications and must not be used otherwise. The environment must not
contain the keys HTTP_CONTENT_TYPE
or
HTTP_CONTENT_LENGTH
(use the versions without
HTTP_
). The CGI keys (named without a period) must have String
values. There are the following restrictions:
rack.version
must be an array of Integers.
rack.url_scheme
must either be http
or
https
.
There must be a valid input stream in rack.input
.
There must be a valid error stream in rack.errors
.
The REQUEST_METHOD
must be a valid token.
The SCRIPT_NAME
, if non-empty, must start with /
The PATH_INFO
, if non-empty, must start with /
The CONTENT_LENGTH
, if given, must consist of digits only.
One of SCRIPT_NAME
or PATH_INFO
must be set.
PATH_INFO
should be /
if SCRIPT_NAME
is empty. SCRIPT_NAME
never should be /
, but
instead be empty.
The input stream is an IO-like object which contains the raw HTTP POST
data. When applicable, its external encoding must be “ASCII-8BIT” and
it must be opened in binary mode, for Ruby 1.9 compatibility. The input
stream must respond to gets
, each
,
read
and rewind
.
gets
must be called without arguments and return a string, or
nil
on EOF.
read
behaves like IO#read. Its signature is
read([length, [buffer]])
. If given, length
must
be a non-negative Integer (>= 0) or nil
, and
buffer
must be a String and may not be nil. If
length
is given and not nil, then this method reads at most
length
bytes from the input stream. If length
is
not given or nil, then this method reads all data until EOF. When EOF is
reached, this method returns nil if length
is given and not
nil, or “” if length
is not given or is nil. If
buffer
is given, then the read data will be placed into
buffer
instead of a newly created String object.
each
must be called without arguments and only yield Strings.
rewind
must be called without arguments. It rewinds the input
stream back to the beginning. It must not raise Errno::ESPIPE: that is, it
may not be a pipe or a socket. Therefore, handler developers must buffer
the input data into some rewindable object if the underlying input stream
is not rewindable.
close
must never be called on the input stream.
The error stream must respond to puts
, write
and
flush
.
puts
must be called with a single argument that responds to
to_s
.
write
must be called with a single argument that is a String.
flush
must be called without arguments and must be called in
order to make the error appear for sure.
close
must never be called on the error stream.
This is an HTTP status. When parsed as integer (to_i
), it must
be greater than or equal to 100.
The header must respond to each
, and yield values of key and
value. The header keys must be Strings. The header must not contain a
Status
key, contain keys with :
or newlines in
their name, contain keys names that end in -
or
_
, but only contain keys that consist of letters, digits,
_
or -
and start with a letter. The values of the
header must be Strings, consisting of lines (for multiple header values,
e.g. multiple Set-Cookie
values) seperated by “n”. The
lines must not contain characters below 037.
There must be a Content-Type
, except when the
Status
is 1xx, 204 or 304, in which case there must be none
given.
There must not be a Content-Length
header when the
Status
is 1xx, 204 or 304.
The Body must respond to each
and must only yield String
values. The Body itself should not be an instance of String, as this will
break in Ruby 1.9. If the Body responds to close
, it will be
called after iteration. If the body is replaced by a middleware after
action, the original body must be closed first, if it repsonds to close. If
the Body responds to to_path
, it must return a String
identifying the location of a file whose contents are identical to that
produced by calling each
; this may be used by the server as an
alternative, possibly more efficient way to transport the response. The
Body commonly is an Array of Strings, the application instance itself, or a
File-like object.
Some parts of this specification are adopted from PEP333: Python Web Server Gateway Interface v1.0 (www.python.org/dev/peps/pep-0333/). I’d like to thank everyone involved in that effort.


| Global Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (14 entries) |
| Variable Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (10 entries) |
| Library Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (1 entry) |
| Lemma Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (2 entries) |
| Section Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (1 entry) |
Global Index
C
carrol [lemma, in example_lions_coffee]CRE [variable, in example_lions_coffee]
D
drinksCoffee [variable, in example_lions_coffee]E
example_lions_coffee [library]I
isFierce [variable, in example_lions_coffee]isLion [variable, in example_lions_coffee]
L
lions_coffee.itemB [variable, in example_lions_coffee]lions_coffee.itemA [variable, in example_lions_coffee]
lions_coffee.drinksCoffee [variable, in example_lions_coffee]
lions_coffee.isFierce [variable, in example_lions_coffee]
lions_coffee.isLion [variable, in example_lions_coffee]
lions_coffee.CRE [variable, in example_lions_coffee]
lions_coffee [section, in example_lions_coffee]
lion_lemma [lemma, in example_lions_coffee]
Variable Index
C
CRE [in example_lions_coffee]D
drinksCoffee [in example_lions_coffee]I
isFierce [in example_lions_coffee]isLion [in example_lions_coffee]
L
lions_coffee.itemB [in example_lions_coffee]lions_coffee.itemA [in example_lions_coffee]
lions_coffee.drinksCoffee [in example_lions_coffee]
lions_coffee.isFierce [in example_lions_coffee]
lions_coffee.isLion [in example_lions_coffee]
lions_coffee.CRE [in example_lions_coffee]
Library Index
E
example_lions_coffeeLemma Index
C
carrol [in example_lions_coffee]L
lion_lemma [in example_lions_coffee]Section Index
L
lions_coffee [in example_lions_coffee]| Global Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (14 entries) |
| Variable Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (10 entries) |
| Library Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (1 entry) |
| Lemma Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (2 entries) |
| Section Index | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | other | (1 entry) |
This page has been generated by coqdoc


Anton Haumer
Technical Consulting &
Electrical Engineering
D-93049 Regensburg, Germany
email<EMAIL_ADDRESS>Dr. Christian Kral
Electric Machines, Drives and
Systems
A-1060 Vienna, Austria
email<EMAIL_ADDRESS>or<EMAIL_ADDRESS>Copyright © 1998-2019, Modelica Association and contributors
| Name | Description |
|---|---|
| UsersGuide | User's guide |
| SinglePhase | Single phase AC components |
| Machines | Quasistationary machine models |
| MultiPhase | Multiphase AC components |
| Types | Definition of types for quasistationary AC models |
| Version | Revision | Date | Author | Comment |
|---|---|---|---|---|
| 1.0.0 | 2010-01-30 | A. Haumer C. Kral |


--- layout: post permalink: bestwater.html Tags: Array NameOfCoupon: Best Water Cash Back Summary: See our Best Water Coupon Code, Best Water Rebate, Best Water Promo Code, Best Water Discount, Best Water Coupon Cash Back Rebate here. MetaKeywords: Best Water Coupon Code, Best Water Rebate, Best Water Promo Code, Best Water Cash Back Rebate, Best Water Discount, Best Water Coupon Image: images/28649.jpeg LinkURL: http://www.shareasale.com/r.cfm?b=247241&u=412002&m=28649 affiliate_url_link: http://www.icouponblog.com/jane.php?id=6198 thesis_readmore: See the Best Water Coupon thesis_thumb: http://www.icouponblog.com/tn.php?merchantURL=waterionizer.org Title: Save $12.50 - Best Water Coupon Code for waterionizer.org. Best Water Rebate & Discount thesis_description: Our Best Water Discount Coupon Code for waterionizer.org. We have the best Best Water Rebate anywhere. thesis_keywords: Best Water, Best Water Coupon Code, Best Water Discount, Best Water Rebate product_name: Best Water hop_url: http://www.icouponblog.com/hop.php?id=6198 ---
There is an increase in waterborne diseases. Do you know how good the water you drink really is? Drinking good clean water is essential for good health. Buy your water online at www.waterionizer.org. It is made by Best Water. For the best, cleanest, chemical free water at less than a penny a glass. The breakthrough technology of water ionization supplies you with an endless stream of healthy, tasty, hydrating, inexpensive water. Use our discount coupons to get a great price on a great product.
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Hello,
Bart
!
How are you?
You have
any
task(s) to do.
Monday,
12:00:00
June, 2018
Add task:
Description:
Category:
Home
Work
School
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Done


This is the hub for a set of calculators I'm making to help anyone with
computing things in space. This include things like Hohmann transfers from
orbit to orbit, interplanetary travel math, figuring out orbital parameters
from position and velocity vectors, and figuring out where a spacecraft is
in orbit at a specific time.
Compute changes in velocity and the time of flight for a Hohmann transfer
Compute changes in velocity and time of flight for a mission from one planet to another


Sorry, You Cannot Transfer the Patient
Until received by Nursing. Please Contact Nursing
Department ({{selectedAdmittedPat.BedInformation.Ward}})
Alert!
You're going to discharge a patient without billing, Are your Sure you want to proceed ?
Discharge Remarks *:
This patient has unpaid bills.
This patient has Deposit amount.
This patient has unpaid bills and Deposit amount.
Please clear it from billing and then discharge.


Who Am I?
I am a web developer, music fan, beer aficionado and Mario Kart champion. Welcome to my website. As a recent graduate of MakerSquare (an intensive, full-time web development bootcamp), I am excited and ready to work on projects as a junior developer.
I have experience building applications using HTML/CSS, Javascript and Ruby on Rails. Although Ruby is my true love when it comes to coding, I have recently started learning and working with the AngularJS framework and I am very excited about the possibilities.
I am currently a contributor to OkGamer and working as a freelance web developer. OkGamer is an application that I started as a student at MakerSquare. The goal of OkGamer is to improve the quality of interactions in online multiplayer video games by matching players with other people who have similar gaming interests and styles.


Fall Colors
In several areas of the Eastern Sierra you can find spectacular displays of fall colors. Glowing aspens, yellow to golden to red justify a special trip that part of the year. Unfortunately, it is hard to tell in advance when to go - it is only a two or three week window - and every year is different. Once weather with heavy winds hits the region all the leaves will blow away. It is best to check with folks that live there or to check some of the web sites.
Aspen by Silver '98
Bishop Creek
Aspen by Silver with star
Trees by Silver Lake
Bishop Creek from bridge
Robinson Creek trail
Rare reds by Bishop Creek
Fall color carpet
Gull Lake in the Fall
Bishop Creek Waterfall


An error occured
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Try repair wallet with '-reindex' argument
Try repair wallet with '-reindex-chainstate' argument
Delete all Blockchain data
Delete all Blockchain data & Bootstrap From URL
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Join Discord Server for Live Help
Go to NavCoin Knowledge Base Web Site
Quit


Ayan Raj
Google Assistant and Amazon Alexa Skill Developer
I am currently pursuing Bachelor of Technology at Department of Computer Science, Institute of Engineering and Management, Kolkata. I am familiar with C/C++ and Python. Currently, I'm working on machine learning projects.
Apart from programming languages, I have developed some skills such as :
I also to write technical contents -


Clinic
Women & infant
Medical offices
Youth centrez
Pharmacy
Chiropractic
Psychology
Myotherapy
Residential care
B
C
Emergency
Medical offices
Nurses station
Hospital ward
Chiropractor
Psychology
Bulk billing GP
Residential care
Women & infant
Medical offices
Youth centre


U.S. House committee says Bolton threatened to sue if subpoenaed
WASHINGTON (Reuters) - A U.S. House of Representatives Intelligence Committee official said on Thursday that President Donald Trump’s former national security adviser, John Bolton, has threatened to take the committee to court if it subpoenas him to testify in the impeachment investigation.
“We would welcome John Bolton’s deposition and he did not appear as he was requested today. His counsel has informed us that unlike three other dedicated public servants who worked for him on the NSC and have complied with lawful subpoenas, Mr. Bolton would take us to court if we subpoenaed him,” the official said in an emailed statement.


Expertise: I am a trained mechanical engineer, with expertise in robotics QA and performance and controls.
Current State: I am seeking a full time role as a Performance/ QA Robotics Engineer.
Resume
Projects
Hover and click on titles for documentation
Centrally Actuated Mobile Robot
Final Report
Built Squishy Robotics' first centrally actuated mobile robot
Simulated Rocket Landing on Mars
GitHub Repo
Implemented a Model Predictive Controller (MPC) with reference tracking for robust control
5 Stage Pick and Place Robot
GitHub Repo
Controlled a 3D printed robot arm with a PSOC microcontroller, interfacing with LabVIEW and C
State Estimation Project
GitHub Repo
Used the Extended Kalman Filter to predict the final position of a bicycle
Pick and Place Challenge
Designed and built a 2P 3R Vex robot and used Arduino to control its 5 selected motors
Feedback Control with Sensors
Built a 2R robot to demonstrate feedback control using optical shaft encoders
Yarn Coater
Senior Design Paper
Engineered and operated a yarn coater for mass prodoction of MXene yarns
Computer Vision
Used fastai to build an impressionist painting image classifier


To find new games, more women value social circles, while men look to influencers
Newzoo: More women than men tend to value games that are easy to pick up and play quickly
by Rebekah ValentineThough the breakdown of gamers by gender is essentially equal, men and women tend to have different values when it comes to game discovery and gameplay.
In an analysis from Newzoo, the market intelligence firm found that women predominantly discover new titles through social connections, while men prefer online authoritative sources.
Per a survey of around 8,000 invitation-only respondents, 45% of women discover games through friends and family and 20% through social networks, compared to 32% and 16% of men, respectively. But 29% of men are alerted to new titles they want to play through online video channels and 19% do so through review sites, compared to 16% and 13% of women.
Another difference was demonstrated in gameplay preferences, with more men expressing preferences for completing objectives and achieving goals, challenging strategic aspects, player or character progression, and exploring worlds than women. The one area that more women expressed interest in than men was games that are easy to quickly pick up and play. This is somewhat demonstrated by what Newzoo reports as the top three most common games men played in the last three months (Call of Duty, Grand Theft Auto, and Super Mario) versus the top three that women played (Candy Crush, Super Mario, The Sims).
However, though there were distinct differences in what gameplay aspects mattered more, every category had interest from both men and women, and the biggest split in interest was a difference of only 13% (50% of men interested in exploring worlds and storylines vs. 37% of women).


| Driver Id | Device Serial | Matched | Actions |
|---|---|---|---|
| {{driver.driverId}} | {{driver.deviceSerial}} | {{driver.deviceSerial !== null && driver.deviceSerial.length > 0}} |
| Category | Description | Serial | Actions |
|---|---|---|---|
| {{device.deviceCategory}} | {{device.deviceDescription}} | {{device.deviceSerial}} |


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Detection of intracellular phosphorylated STAT-1 by flow cytometry.
Abstract
We have applied flow cytometry to the investigation of interferon-gamma activation of human monocytes. This approach uses monoclonal antibodies that distinguish between the native and phosphorylated forms of STAT-1. It enables rapid and quantitative assessment of STAT-1 phosphorylation on a discrete cell basis and is both more sensitive and less time consuming than immunoblotting. Furthermore, it allows for discrimination between a mixture of cells that differ in their response to interferon-gamma. This approach should allow for the evaluation of different intracellular signaling pathways using a combination of monoclonal reagents that are specific for native and activation modified proteins. Application of this form of testing should prove valuable in screening for signaling defects in selected patients with recurrent infections. In addition, this technique should permit dissection of a full range of cellular signaling pathways at the protein level.


The plots and tables in the “Metrics” tab are based on the verified documents in your profile with the following document types: Article, Article in press, Book, Book Chapter, Conference Paper, Conference Review, Editorial, Letter, Note, Review, Short Survey.
- Citation data are based on Elsevier’s Scopus database.
- h-index values are based on the citation data of the verified documents in your profile.
- Plot “Documents by source type”: it shows the number of documents by year according to their source type (where they are published): Journal, Conference, Book and Book series.
- Plot “IIT/non-IIT documents”: it shows the number of documents by year according to your affiliation. If a document shows both “IIT” and another institute as your affiliations, it is considered an IIT document.
- Plot “Citations by year”: a bar shows the total number of citations received in that year.
- Plot “Citations by document year”: a bar shows the total number of citations received by the documents that you published in that year.
- IF – Impact Factor: The Journal Impact Factor is defined as all citations to the journal in the current year to items published in the previous two years, divided by the total number of scholarly items published in the journal in the previous two years. More details here. Sourced from Web of Science (now maintained by Clarivate Analytics).
- SJR – SCImago Journal Rank: a metric that can be applied to journals, book series and conference proceedings. With SJR, the subject field, quality and reputation of the journal have a direct effect on the value of a citation. More details here. Sourced from Elsevier.
- SNIP – Source-normalized impact per paper: measures contextual citation impact by weighting citations based on the total number of citations in a subject field. The impact of a single citation is given higher value in subject areas where citations are less likely, and vice-versa. More details here. Sourced from Elsevier.


The indexOf() method returns the position of the first occurrence of a specified text:
Note: The indexOf() method return -1 if the text is not found.
Nota adicional: The indexOf() method is sensitive. JavaScript counts positions from zero.
0 is the first position in a string, 1 is the second, 2 is the third ...


Join clubs. Create events. Subscribe to notifications. Manage participants. Dashboard view of all events and stages. One click management of all activities


HTML is the standard markup language for creating Web pages.
- HTML stands for Hyper Text Markup Language
- HTML is the standard markup language for creating Web pages
- HTML describes the structure of a Web page
- HTML consists of a series of elements
- HTML elements tell the browser how to display the content
- HTML elements label pieces of content such as "this is a heading", "this is a paragraph", "this is a link", etc.
A simple text editor is all you need to learn HTML.
Web pages can be created and modified by using professional HTML editors.
However, for learning HTML we recommend a simple text editor like Notepad (PC) or TextEdit (Mac).
We believe in that using a simple text editor is a good way to learn HTML.
Follow the steps below to create your first web page with Notepad or TextEdit.Step 1: Open Notepad (PC)
Windows 8 or later:
Open the Start screen(the window symbol at the bottom left on your screen). Type Notepad
Windows 7 or later:
Open Start > Programs > Accessories > Notepad.
Step 1: Open TextEdit (Mac)
Open Finder > Applications > TextEdit
Also change some preferences to get the application to save files correctly.
In Preferences > Format > choose "Plain Text"Then under "Open and Save", check the box that says "Display HTML files as HTML code instead of formatted text".
Then open a new document to place the code.
Step 2: Write Some HTML
Write or copy the following HTML code into Notepad:
<!DOCTYPE html>

My First Heading

My first paragraph

Step 3: Save the HTML Page
Save the file on your computer. Select File > Save as in the Notepad menu.
Name the file "index.htm" and set the encoding to UTF-8 (which is the preferred encoding for HTML files).
Step 4: View the HTML Page in Your Browser
Open the saved HTML file in your favorite browser (double click on the file, or right-click - and choose "Open with").
In this chapter we will show some basic HTML examples.
Don't worry if we use tags you have not learned about yet.
All HTML documents must start with a document type declaration: <!DOCTYPE html>
The HTML document itself begins with
and ends with
The visible part of the HTML document is between
and
Example
<!DOCTYPE html>

My First Heading

My first paragraph

HTML headings are defined with the tags

to

 defines the most important heading.
 defines the least important heading
Example

This is heading 1

This is heading 2

This is heading 3

HTML paragraphs are defined with the

tag
Example

This is a paragraph.

This is another paragraph.

HTML links are defined with the
tag
Example
<a href="youtube.com"this is a link
The link's destination is specified in the href
attribute.
Attributes are used to provide additional information about HTML elements.
You will learn more about attributes in a later chapter.
HTML images are defined with the
tag
The source file (src
), alternative text (alt
), width
, and height
are provided as attributes:
Examples

Have you ever seen a Web page and wondered "Hey! How did they do that?"
View HTML Source Code:
Right-click in an HTML page and select "View Page Source" (in Chrome) or "View Source" (in Edge), or similar in other browsers. This will open a window containing the HTML source code of the page.
Inspect an HTML Element:
Right-click on an element (or a blank area), and choose "Inspect" or "Inspect Element" to see what elements are made up of (you will see both the HTML and the CSS). You can also edit the HTML or CSS on-the-fly in the Elements or Styles panel that opens.
An HTML element is defined by a start tag, some content, and an end tag.
<tagname>
Content goes here.../<tagname>
The HTML element is everything from the start tag to the end tag:

My First Heading

My first paragraph.

| Start tag | Element content | End tag |
|---|---|---|

 |
My First Heading |
 |

 |
My first paragraph. |
 |

 |
none |
 |
Note: Some HTML elements have no content (like the

element). these elements are called empty elements. Empty elements do not have an end tag!
HTML elements can be nested (this means that elements can contain other elements).
All HTML documents consist of nested HTML elements.
The following example contains four HTML elements (
,
,

and

):
Example
<!DOCTYPE html>

My First Heading

My first paragraph

Example Explained
The
element is the root element and it defines the whole HTML document.
It has a start tag
and an end tag
.
Then, inside the
element there is a
element:

My First Heading

My first paragraph

The
element defines the document's body.
It has a start tag
and an end tag
.
Then, inside the
element there are two other elements:

and

:

My First Heading

My first paragraph

The

element defines a heading.
It has a start tag

and an end tag

:

My first paragraph.

Some HTML elements will display correctly, even if you forget the end tag:
Example

This is a paragraph

This is a paragraph

However, never rely on this! Unexpected results and errors may occur if you forget the end tag!
HTML elements with no content are called empty elements.
The

tag defines a line break, and is an empty element without a closing tag:
Example

 This is a
 paragraph with a line break.

HTML tags are not case sensitive:

means the same as

.
HTML attributes provide additional information about HTML elements.
- All HTML elements can have attributes
- Attributes provide additional information about elements
- Attributes are always specified in the start tag
- Attributes usually come in name/value pairs like: name="value"
The
tag defines a hyperlink. The href
attribute specifies the URL of the page the link goes to:
Example
Visit youtube
The
ttag is used to embed an image in an HTML page. The src
attribute specifies the path to the image to be displayed:
Example

There are two ways to specify the URL in the src
attribute:
1. Absolute URL - Links to an external image that is hosted on another website. Example: src="https://www.w3schools.com/images/img_girl.jpg".
Notes: External images might be under copyright. If you do not get permission to use it, you may be in violation of copyright laws. In addition, you cannot control external images; it can suddenly be removed or changed.
2. Relative URL - Links to an image that is hosted within the website. Here, the URL does not include the domain name. If the URL begins without a slash, it will be relative to the current page. Example: src="img_girl.jpg". If the URL begins with a slash, it will be relative to the domain. Example: src="/images/img_girl.jpg".
Tip: It is almost always best to use relative URLs. They will not break if you change domain.
The
tag should also contain thewidth
and height
attributes, which specifies the width and height of the image (in pixels):
Example

The required alt
attribute for the
tag specifies an alternate text for an image, if the image for some reason cannot be displayed. This can be due to slow connection, or an error in thesrc
attribute, or if the user uses a screen reader.
Example

The Style
attribute is used to add styles to an element, such as color, font, size, and more.
Example

This is a red paragraph.

You should always include thelang
attribute inside the
tag, to declare the language of the Web page. This is meant to assist search engines and browsers.
The following example specifies English as the language:
Example
<!DOCTYPE html>

example example
example example

Country codes can also be added to the language code in thelang
attribute. So, the first two characters define the language of the HTML page, and the last two characters define the country.
The following example specifies English as the language and United States as the country:
Example
<!DOCTYPE html>

example example
example example

Thetitle
attribute defines some extra information about an element.
The value of the title attribute will be displayed as a tooltip when you mouse over the element:
Example

This is a paragraph.

The HTML standard does not require lowercase attribute names.
The title attribute (and all other attributes) can be written with uppercase or lowercase like title or TITLE.
However, we recommend lowercase attributes in HTML, and demand lowercase attributes for stricter document types like XHTML.
The HTML standard does not require quotes around attribute values.
However, we recommend quotes in HTML, and demand quotes for stricter document types like XHTML.
Good:
Visit youtube
Bad:
Visit youtube
Sometimes you have to use quotes. This example will not display the title attribute correctly, because it contains a space
Example

Double quotes around attribute values are the most common in HTML, but single quotes can also be used.
In some situations, when the attribute value itself contains double quotes, it is necessary to use single quotes:

Or vice versa:

- All the documentation in this page is taken from W3schools


@@include('../partials/head/head.html', { "title": "dropdown", "path": "../.." })
dropdown
link 1
link 2
link 3
dropdown-body 1
dropdown-body 2
dropdown-body 3
@@include('../partials/head/js.html', { "path": "../.." })


FORREST GUMP A film review by Steven H. Hildebrand Copyright 1994 Steven H. Hildebrand
Rated PG-13 Running Time: 2:20
"Life is like a box of choc-o-lates ... you never know what you'll get" says Forrest Gump (played by Tom Hanks) in the movie by the same name, and that simple philosophy is just one of many messages of this film. Gump is a simpleton with an IQ of 75--not quite retarded, but definitely not a rocket scientist either--and an unforgettable character in an unforgettable story about life, love, friendship, destiny--and dogged persistence.
As a child with a dull mind, crooked back and braces on his legs, Gump suffers indignities at the hands of other children, and his mother (Sally Field) also suffers a few indignities of her own in the process of looking after him. Gump is befriended by a girl named Jenny (Robin Wright) who becomes his best friend and lifelong love. He spends much of the movie protecting Jenny in one misguided way or another, and trying to get her to marry him; she spends most of the movie running from Gump and looking for something outside herself to make her happy--men, drugs, political causes. A victim of incest, her head is like a bowl of spaghetti and she has obviously never heard the saying, "Happiness is an inside job."
In a key scene early on, Gump is attacked by a gang of boys pelting him with rocks. As he tries to run away from them, hobbling with great effort, his leg braces literally fly apart and he discovers that after years of wearing those braces, he can run like a gazelle. This scene sets the stage for the rest of the movie, as Gump's life becomes a miraculous comedy of errors in which running is a recurring theme.
In the process of running away from another gang of punks when he is older, he runs across a football field during a game, attracting the attention of several scouts with his blinding speed ... and Gump goes off to college on a football scholarship, becoming a football hero for Alabama's "Crimson Tide," despite having great difficulty understanding that he's supposed to stop running after the end zone.
Following graduation, he enlists in the Army where he fits in perfectly, following orders without question. He becomes a war hero in Vietnam, winning the Congressional Medal of Honor for saving his platoon during an ambush, including his platoon leader, Lt. Dan Taylor (Gary Sinese in an excellent supporting role). Lt.  Forrest, through his natural optimism and persistence, helps Lt. Dan to make peace with God, with Gump, and himself.
Gump shakes hands with several Presidents, inspires Elvis and John Lennon (watch the movie), becomes a world ping-pong champion, foils the Watergate break-in, and eventually winds up a millionaire, a husband and a father. It is a wonderful movie full of strange miracles and poignant kindnesses. Though some call him "retard," his so-called handicap actually works in his favor and allows him to walk through life comforting the afflicted and afflicting the comfortable without a trace of guile or meanness. They say that God works thru people, and we can see this clearly as Gump touches many lives and heals a few broken people with his selflessness and unconditional love.
I just can't say enough about this film ... the acting, the directing, the script--it is all so very good. It had me alternately laughing and crying, and in one scene, doing both simultaneously. This is Hanks' finest performance ever, one to rival his role in the award-winning "Philadelphia," and look for this movie to be a major contender for multiple Oscars. Tall kudos also to the supporting cast, and especially to director Robert Zemeckis. On the 10 scale, I'll give this one an 11 and urge everyone to see it on the big screen--definitely the movie of the Summer.
.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


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Athandia online experiment platform is an website aiming to help students conduct experiments, write projects and receive instant comments from guide teachers without meeting. It has a reliable connection with wilddog database where students could instantly upload their experiments progress. By using mind map, students could gain logical examples and flow guiding the procedure of conducting projects. A timeline showing the deadline of task and the progress of experiment could be a reminder for the students.
Anthandia online experiment platform aims to help students who have great passion in applying their iadeas in subjects of science, biology, maths, physics, chemistry and data to doing real researches. Science teachers and other guides could use this platform to teach students directly and verify the reports instantly.
The first edition opens all the functions except teachers systems which requires further tests.


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http://www.speakers-podium.com/susangranger.
Susan Granger's review of "THE INSIDER" (Touchstone)
Michael Mann's compelling story, adapted by Mann and Eric Roth from Marie Brenner's 1996 Vanity Fair article, "The Man Who Knew Too Much," examines the behind-the-scenes drama and maneuverings that led to the media's exposure of tobacco industry fraud. Whistle-blower Jeffrey Wigand, former head of research and development at Brown & Williamson, was a corporate officer, the ultimate insider on the skullduggery involved in the business of selling tobacco. His firing comes to the attention of Mike Wallace's producer, Lowell Bergman, who convinces the reluctant scientist to spill the beans on 60 Minutes, only to have the interview killed by CBS's corporate lawyer who cites a confidentiality agreement the executive signed with the tobacco company. Three months later, after the Wall Street Journal printed Wigand's allegations, 60 Minutes aired the segment. So much for fiasco. It's the Oscar-caliber performances that command attention, primarily the emotional relationship between Russell Crowe, as the conflicted Wigand, and Al Pacino, as the tenacious Bergman. A journalist hasn't shown this much righteous indignation since All the President's Men. Christopher Plummer deserves a Best Supporting Actor nod as Wallace, who with Philip Baker Hall, as producer Don Hewitt, come across as cowards, bowing to management on ethics, leaving their source, Wigand, hanging in the wind. The medieval and Middle Eastern music by Lisa Gerrard and Pieter Bourke enhances Dante Spinotti's dark, eerie imagery. On the Granger Movie Gauge of 1 to 10, The Insider is a tense, trenchantly topical 10. Subsequent to the shocking events dramatized in the film, the tobacco industry settled the lawsuits filed against it by Mississippi and 49 other states for $246 billion.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


|
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object Activity android.gameengine.icadroids.engine.GameEngine
public abstract class GameEngine
GameEngine is the core of the game. Extending this class is required to make use of the GameEngine. It contains many methods for GameObjects, Alarms, Sensors, Tiles, etc.
| Field Summary | |
|---|---|
LinearLayout |
dashboard
The game dashboard. |
java.util.ArrayList<LinearLayout> |
dashboards
It is possible to have multiple dashboards, stacked on top of each other. this.dashboard always holds the top level dashboard. |
static java.util.Vector<Alarm> |
gameAlarms
A vectorlist that holds all the active alarms. |
static GameTiles |
gameTiles
|
static java.util.Vector<GameObject> |
items
A vectorlist that holds all the active GameObjects. |
static java.util.Vector<GameObject> |
newItems
A vectorlist that holds all the newly created GameObjects during this cycle of the game loop. |
static boolean |
printDebugInfo
|
| Constructor Summary | |
|---|---|
GameEngine()
The GameEngine forms the core of the game by controlling the gameloop and the render operations. |
| Method Summary | ||
|---|---|---|
static void |
addAlarm(Alarm a)
Add an Alarm to the list of alarms in the GameEngine. |
|
void |
addDashboard()
Add a new dashboard. |
|
void |
addGameObject(GameObject gameObject)
Add a GameObject to the game. |
|
void |
addGameObject(GameObject gameObject,
float layerposition)
Add a GameObject to the game. |
|
void |
addGameObject(GameObject gameObject,
int x,
int y)
Add a GameObject to the game. |
|
void |
addGameObject(GameObject gameObject,
int x,
int y,
float layerposition)
Add a GameObject to the game. |
|
void |
addListOfObject(java.util.Collection<GameObject> objectList)
Add a collection of GameObjects. |
|
void |
addToDashboard(LinearLayout dashboard,
View v)
Add an item to a specific dashboard. |
|
void |
addToDashboard(View v)
Add an item to the dashboard that's currently on top. |
|
void |
clearBackgroundImage()
Clears the background Image so only the background color will show |
|
void |
deleteAlarm(Alarm a)
Remove an alarm from the GameEngine. |
|
void |
deleteAllAlarms()
Removes all alarm instances |
|
void |
deleteAllGameObjects()
Delete all GameObjects from the game |
|
|
deleteAllGameObjectsOfType(java.lang.Class<T> type)
Remove all GameObject instances of given class type. |
|
void |
deleteGameObject(GameObject gameObject)
Delete a GameObject from the game. |
|
protected void |
endGame()
End the game and close the application. |
|
java.util.Vector<GameObject> |
findItemAt(Rect rectangle)
This function finds gameObjects inside a given rectangle. |
|
static Context |
getAppContext()
Get Interface to global information about an application environment. |
|
static View |
getAppView()
DO NOT CALL THIS METHOD |
|
GameObject |
getGameObjectAtTouchPosition(int touchSize)
Get the first (rendered) object that is touched. |
|
|
getItemsOfType(java.lang.Class<T> type)
Get all instances of the specified type that are currently in the game |
|
int |
getMapHeight()
Get the height of the game world |
|
int |
getMapWidth()
Get the width of the game world |
|
MoveableGameObject |
getPlayer()
Return the player instance. |
|
int |
getRandomX(int width)
Get random x between left edge of world and right edge minus the specified width. |
|
int |
getRandomY(int height)
Get random y between top edge of world and bottom edge minus the specified height. |
|
static int |
getScreenHeight()
Gets the screen height of the telephone this value may change when flipping the telephone. |
|
static int |
getScreenWidth()
Gets the screen Width of the telephone this value may change when flipping the telephone. |
|
protected abstract void |
initialize()
This method is like a 'postponed constructor'. |
|
protected void |
initializeGameEngine()
Don't override this method, use initialize() instead This method is called by the GameView to notify the gameEngine to start initializing. |
|
void |
intializeInput()
Initialize the touch and/or the onScreenButtons |
|
boolean |
isTileBasedMap()
Ask whether this game has a tilemap |
|
void |
onAccuracyChanged(Sensor sensor,
int accuracy)
DO NOT CALL THIS METHOD This method is part of the Android sensor mechanism. |
|
protected void |
onCreate(Bundle savedInstanceState)
Do NOT call this method. |
|
protected void |
onDestroy()
DO NOT CALL THIS METHOD This method is part of the Android Activity lifecycle which is managed by GameEngine itself. |
|
protected void |
onPause()
DO NOT CALL THIS METHOD This method is part of the Android Activity lifecycle which is managed by GameEngine itself. |
|
protected void |
onResume()
DO NOT CALL THIS METHOD This method is part of the Android Activity lifecycle which is managed by GameEngine itself. |
|
void |
onSensorChanged(SensorEvent event)
DO NOT CALL THIS METHOD This method is part of the Android sensor mechanism. |
|
void |
pause()
Pause the game (stop the gamethread) |
|
static void |
printDebugInfo(java.lang.String tag,
java.lang.String msg)
Print information into the Logcat, for debugging purposes. |
|
void |
resume()
Resume the game when it had been paused. |
|
void |
setBackground(java.lang.String backgroundImage)
Sets the background image of the current view. |
|
void |
setBackground(java.lang.String backgroundImage,
boolean backgroundFit)
Sets the background image of the current view. |
|
void |
setBackgroundColor(int backgroundColor)
Set the background color. |
|
void |
setMapDimensions(int mapWidth,
int mapHeight)
Set the dimensions of the game world. |
|
void |
setPlayer(MoveableGameObject player)
Name a GameObject in the role of the Player object. |
|
void |
setPlayerPositionOnScreen(int hpositioning,
int vpositioning)
When using a viewport, set the position of the player on the screen. |
|
void |
setPlayerPositionTolerance(double ht,
double vt)
Set the tolerance of the positioning of the player. |
|
void |
setScreenLandscape(boolean landscape)
Set landscape mode or normal mode on android device |
|
protected void |
setTileMap(GameTiles gameTiles)
Set a GameTiles object as the current GameTile map. |
|
void |
setZoomFactor(float zoomFactor)
Set the zoom factor for the viewport. |
|
void |
showKeyboard()
Shows the onscreen keyboard. |
|
Point |
translateToGamePosition(float x,
float y)
Translates a given screen position to a position in the game world, taking into consideration the viewport location and the zoom factor. |
|
void |
update()
Allows the game to run logic such as updating the world, gathering input and playing audio. |
|
protected void |
updateGame()
Do NOT call this method. |
|
void |
vibrate(int milliseconds)
vibrates the phone for the amount of milliseconds specified. |
|
void |
vibrate(long[] pattern)
Vibrates the phone in the specified pattern. |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Field Detail |
|---|
public static boolean printDebugInfo
public static java.util.Vector<GameObject> items
public static java.util.Vector<GameObject> newItems
public static java.util.Vector<Alarm> gameAlarms
public static GameTiles gameTiles
public LinearLayout dashboard
public java.util.ArrayList<LinearLayout> dashboards
| Constructor Detail |
|---|
public GameEngine()
initialize()
| Method Detail |
|---|
protected final void onCreate(Bundle savedInstanceState)
Called when activity is started. Initialise GameEngine objects and set
options to be used by the GameEngine.
This method is part of the Android Activity lifecycle which is managed by
GameEngine itself.
savedInstanceState
- protected void initializeGameEngine()
protected abstract void initialize()
public void intializeInput()
protected final void updateGame()
Call the update for every GameObject added to the list.
public final void onAccuracyChanged(Sensor sensor, int accuracy)
This method is part of the Android sensor mechanism. It is used by GameEngine itself.
public void onSensorChanged(SensorEvent event)
This method is part of the Android sensor mechanism. It is used by GameEngine itself.
public void update()
Override this method inside your game base class that extends from GameEngine. Every pass of the game loop this method is called once.
GameObjects that were added to the game (by either addPlayer or addGameObject) should NOT be updated here. Classes that extend from GameObject or MovableGameObject have their own update() that should be overwritten.
MoveableGameObject
,
GameObject
public static void addAlarm(Alarm a)
a
- The alarm to be added.public void deleteAlarm(Alarm a)
a
- The alarm to be deleted.public void deleteAllAlarms()
public final void deleteGameObject(GameObject gameObject)
gameObject
- The GameObject instance to be removedpublic final void deleteAllGameObjects()
public <T> void deleteAllGameObjectsOfType(java.lang.Class<T> type)
type
- De class type of the instances to be removedprotected final void onResume()
This method is part of the Android Activity lifecycle which is managed by GameEngine itself.
protected final void onDestroy()
This method is part of the Android Activity lifecycle which is managed by GameEngine itself.
protected final void onPause()
This method is part of the Android Activity lifecycle which is managed by GameEngine itself.
protected final void endGame()
public final void addGameObject(GameObject gameObject, int x, int y)
gameObject
- The GameObject that will be added to the game. Should have
either GameObject or MovableGameObject as it's parent.x
- The X spawnlocation when this object is createdy
- The Y spawnlocation when this object is createdpublic final void addGameObject(GameObject gameObject, int x, int y, float layerposition)
gameObject
- The GameObject that will be added to the game. Should have
either GameObject or MovableGameObject as it's parent.x
- The X spawnlocation when this object is createdy
- The Y spawnlocation when this object is createdlayerposition
- The layerposition when this object is drawed. Between 0 and
1 (float). 1 front, 0 backpublic final void addGameObject(GameObject gameObject, float layerposition)
gameObject
- The GameObject that will be added to the game. Should have
either GameObject or MovableGameObject as it's parent.layerposition
- The layerposition when this object is drawed. Between 0 and
1 (float). 1 front, 0 backpublic final void addGameObject(GameObject gameObject)
gameObject
- The GameObject that will be added to the game. Should have either
GameObject or MovableGameObject as it's parent.public final void addListOfObject(java.util.Collection<GameObject> objectList)
objectList
- protected void setTileMap(GameTiles gameTiles)
gameTiles
- the current gameTiles object.public boolean isTileBasedMap()
public final void vibrate(long[] pattern)
pattern
- the pattern is an array of milliseconds. the first value in
the pattern is the amount of time to wait before turning the
vibration on the second value is how long it should actually
vibrate this is repeated trough out:
gap-vibration-gap-vibration etc.. example SOS: long[] pattern
= {200,500,200,800,200,500,200}; in this number 200 is
represented as a short gap.public final void vibrate(int milliseconds)
milliseconds
- the amount of millisecondspublic final MoveableGameObject getPlayer()
public final void setPlayer(MoveableGameObject player)
player
- The player that should be added to the game. The location of
this player is used by the viewport.public final void setBackground(java.lang.String backgroundImage, boolean backgroundFit)
backgroundImage
- The name of the background image that will be set.backgroundFit
- boolean, indicating if the image must be scaled to fit.public final void setBackground(java.lang.String backgroundImage)
backgroundImage
- The name of the background image that will be setpublic final void setZoomFactor(float zoomFactor)
zoomFactor
- a float, the factor by which the view must be enlarged.public final void setPlayerPositionOnScreen(int hpositioning, int vpositioning)
hpositioning
- the horizontal postioning, or Viewport.PLAYER_NOADJUST if there is no horizontal
adjustment of the viewportvpositioning
- the vertical postioning, or Viewport.PLAYER_NOADJUST if there is no vertical
adjustment of the viewportpublic final void setPlayerPositionTolerance(double ht, double vt)
ht
- horizontal tolerance, a value between 0 and 1vt
- vertical tolerance, a value between 0 and 1public Point translateToGamePosition(float x, float y)
x
- the screen xy
- the screen y
public final void clearBackgroundImage()
public final <T> java.util.Vector<GameObject> getItemsOfType(java.lang.Class<T> type)
type
- the class name with .class behind it.
public final java.util.Vector<GameObject> findItemAt(Rect rectangle)
rectangle
- the rectangle specified in a left, top to bottom,right
location
public int getMapWidth()
public int getMapHeight()
public void setMapDimensions(int mapWidth, int mapHeight)
mapWidth
- an int specifying the width of the game worldmapHeight
- an int specifying the height of the game worldpublic static final int getScreenWidth()
public static final int getScreenHeight()
public final void setScreenLandscape(boolean landscape)
landscape
- true if landscape screen is required, false if notpublic static Context getAppContext()
public static View getAppView()
public void setBackgroundColor(int backgroundColor)
backgroundColor
- public void pause()
public void resume()
public void showKeyboard()
public static void printDebugInfo(java.lang.String tag, java.lang.String msg)
tag
- The tag (shown in Logcat)msg
- The message you want to be displayedpublic final GameObject getGameObjectAtTouchPosition(int touchSize)
touchSize
- The size (rectangle) around the finger that will be checked
for objects.
public int getRandomX(int width)
width
-
public int getRandomY(int height)
height
-
public void addDashboard()
public void addToDashboard(View v)
v
- the view to add to the dashboard.public void addToDashboard(LinearLayout dashboard, View v)
dashboard
- v
-
|
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| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


template
parameter is a url template where {x} is
replaced with the x index of the tile, {y} is replaced with the y
index of the tile, {z} is replaced with the zoom value, {layers} is
replaced with the layer name(s).Copyright © 2013–2014. All rights reserved.


Crypto Consensus
All Coins
Bitcoin
Dogecoin
Ethereum
Litecoin
Iota
Bitcoin
Ethereum
Litecoin
Litecoin Analysis
Analyze Reddit posts from:
Past Day
Past 3 Days
Past Week
Analysis in Progress


Package org.dellroad.stuff.validation
Classes related to JSR-303 validation.
- See Also:
javax.validation
-
Interface Summary Interface Description SelfValidating Implemented by classes that can validate themselves.Uniquifier<T> Converts values into some other object that has the desired uniqueness. -
Class Summary Class Description AbstractValidator<C extends Annotation,T> Support superclass for validators.DefaultUniquifier Default uniquifier for@Unique
constraints.PatternValidator Validator for the @Pattern
constraint.SelfValidatingValidator Implements the validation logic for the@SelfValidates
annotation.SortedValidator Validator for the @Sorted
constraint.UniqueValidator Validator for the@Unique
constraint.ValidationContext<T> Provides additional context forConstraintValidator
implementations.ValidationUtil Validation utility methods. -
Exception Summary Exception Description SelfValidationException Exception that can be thrown bySelfValidating.checkValid(javax.validation.ConstraintValidatorContext)
. -
Annotation Types Summary Annotation Type Description EmailAddress Validation constraint requiring aString
to be a valid email address.Hostname Validation constraint requiring aString
to be a valid DNS hostname (or hostname component).HostOrIP Validation constraint requiring aString
to be either a valid fully-qualified DNS hostname or an IPv4 address.Pattern Works like the standard@Pattern
but applies to any type of object, converting toString
as necessary viaObject.toString()
, and recursing on collection types.SelfValidates Validation constraint that when applied to classes that implement theSelfValidating
interface allows custom validation by the class itself viaSelfValidating.checkValid()
.Sorted Validation constraint that checks elements are sorted.Unique Validation constraint that checks for the uniqueness of the constrained property's value over some uniqueness domain.


Class: Aws::QuickSight::Types::RegisteredUserEmbeddingExperienceConfiguration
| Relationships & Source Files | |
| Super Chains via Extension / Inclusion / Inheritance | |
|
Class Chain:
self,
Struct
|
|
|
Instance Chain:
self,
::Aws::Structure ,
Struct
|
|
| Inherits: |
Struct
|
| Defined in: | gems/aws-sdk-quicksight/lib/aws-sdk-quicksight/types.rb |
Overview
The type of experience you want to embed. For registered users, you can embed Amazon QuickSight dashboards or the Amazon QuickSight console.
Dashboard
or QuickSightConsole
. You cannot choose more than
one experience configuration.
Constant Summary
Instance Attribute Summary
-
#dashboard ⇒ Types::RegisteredUserDashboardEmbeddingConfiguration
rw
The configuration details for providing a dashboard embedding experience.
-
#dashboard_visual ⇒ Types::RegisteredUserDashboardVisualEmbeddingConfiguration
rw
The type of embedding experience.
-
#q_search_bar ⇒ Types::RegisteredUserQSearchBarEmbeddingConfiguration
rw
The configuration details for embedding the Q search bar.
-
#quick_sight_console ⇒ Types::RegisteredUserQuickSightConsoleEmbeddingConfiguration
rw
The configuration details for providing each Amazon QuickSight console embedding experience.
Instance Method Summary
::Aws::Structure
- Included
| #to_hash | Alias for Structure#to_h. |
Instance Attribute Details
#dashboard ⇒ Types::RegisteredUserDashboardEmbeddingConfiguration (rw)
The configuration details for providing a dashboard embedding experience.
# File 'gems/aws-sdk-quicksight/lib/aws-sdk-quicksight/types.rb', line 22085
class RegisteredUserEmbeddingExperienceConfiguration < Struct.new( :dashboard, :quick_sight_console, :, :dashboard_visual) SENSITIVE = [] include Aws::Structure end
#dashboard_visual ⇒ Types::RegisteredUserDashboardVisualEmbeddingConfiguration (rw)
The type of embedding experience. In this case, Amazon QuickSight visuals.
# File 'gems/aws-sdk-quicksight/lib/aws-sdk-quicksight/types.rb', line 22085
class RegisteredUserEmbeddingExperienceConfiguration < Struct.new( :dashboard, :quick_sight_console, :, :dashboard_visual) SENSITIVE = [] include Aws::Structure end
#q_search_bar ⇒ Types::RegisteredUserQSearchBarEmbeddingConfiguration (rw)
The configuration details for embedding the Q search bar.
For more information about embedding the Q search bar, see
Embedding Overview in the Amazon ::Aws::QuickSight
User Guide.
# File 'gems/aws-sdk-quicksight/lib/aws-sdk-quicksight/types.rb', line 22085
class RegisteredUserEmbeddingExperienceConfiguration < Struct.new( :dashboard, :quick_sight_console, :, :dashboard_visual) SENSITIVE = [] include Aws::Structure end
#quick_sight_console ⇒ Types::RegisteredUserQuickSightConsoleEmbeddingConfiguration (rw)
The configuration details for providing each Amazon QuickSight
console embedding experience. This can be used along with custom
permissions to restrict access to certain features. For more
information, see Customizing Access to the Amazon QuickSight
Console in the Amazon ::Aws::QuickSight
User Guide.
Use GenerateEmbedUrlForRegisteredUser
where you want to provide
an authoring portal that allows users to create data sources,
datasets, analyses, and dashboards. The users who accesses an
embedded Amazon QuickSight console needs to belong to the author or
admin security cohort. If you want to restrict permissions to some
of these features, add a custom permissions profile to the user with
the UpdateUser
API operation. Use the RegisterUser
API
operation to add a new user with a custom permission profile
attached. For more information, see the following sections in the
Amazon ::Aws::QuickSight
User Guide:
For more information about the high-level steps for embedding and
for an interactive demo of the ways you can customize embedding,
visit the Amazon ::Aws::QuickSight
Developer Portal.
# File 'gems/aws-sdk-quicksight/lib/aws-sdk-quicksight/types.rb', line 22085
class RegisteredUserEmbeddingExperienceConfiguration < Struct.new( :dashboard, :quick_sight_console, :, :dashboard_visual) SENSITIVE = [] include Aws::Structure end


{% from "look-and-feel/components/progress-list.njk" import progressList %} {{ progressList({ one: { label: content.youApply, complete: true }, two: { label: content.husbandWifeMustRespond, current: true }, three: { label: content.getDecreeNisi }, four: { label: content.madeFinal } }) }}
{{ content.bailiffServiceNotSuccessful }}
{{ content.bailiffServiceNotSuccessfulOtherOptions }}
{% include "includes/aos_delivery_alternatives.html" %}


A mystery; something to which the answer is unknown.
Also the name of the German code, which Turing and others at Bletchley park tried to crack during the second world war.


| variable = any valid variable name |
|
This command is probably just here for compatibility with other BASIC languages. LOCAL will let you specify that the variable you are defining is available ONLY to the program or Function you are assigning it in. In order to get a variable to be accessible anywhere in your program, you need to make it GLOBAL. I say it is only here for compatibility because whenever you assign a variable that isn't Global, it is automatically assigned as a LOCAL variable. You can optionally assign a value to the variable at the time of declaration. See example.
See also: Global, Const, Dim. |
|
; Local example
; set lives to 5 for the main program loop Local lives=5 ; Call a function while not keyhit(1) showlives() Wend Function showlives() ; For this function, lives will be 10! Local lives=10 Print lives End Function |


Memory Handlers¶
Most of these Classes have cdefed functions that cannot be read by Sphinx. Read the source if you want to find out more about using them.
The builtin GameSystems all use the IndexedMemoryZone to manage their memory using an arena allocation strategy to hold system data contiguously in simple C arrays. In addition, all memory will be pooled and reused instead of released. This will minimize the amount of allocation occuring during your game loop: decreasing the cost of component creation.
The zoning strategy will allow you to group entities that have similary promising habits (entities that use the same systems) into contiguous memory. If you ensure that each zone encompasses a specific type of entity aka every entity in a zone has the exact same components, everything will be initialized in such a way as to allow for processing of groups of components to be contiguous as well. If this is not strictly followed everything will still work but processing may be slightly slower as jumping around in memory may occur.
Example:
We have 10 memory units in zone ‘general’:
We have 2 entity types,
entity type 1: components: position, rotate, physics, renderer entity type 2: components: position, renderer2
Since entity 1 and entity 2 share position components but not renderer components. Position memory will be interleaved between the 2 groups while render will not.
We initialize 1 entity 1 then 5 entity 2 and then 4 more entity 1. Memory will look like. Each [] is a component in the GameSystem for [Entity number (type)].
| System Name | Component Memory |
|---|---|
| position | [0(1)][1(2)][2(2)][3(2)][4(2)][5(2)][6(1)][7(1)][8(1)][9(1)] |
| rotate | [0(1)][6(1)][7(1)][8(1)][9(1)][….][….][….][….][….] |
| physics | [0(1)][6(1)][7(1)][8(1)][9(1)][….][….][….][….][….] |
| renderer | [0(1)][6(1)][7(1)][8(1)][9(1)][….][….][….][….][….] |
| renderer2 | [1(2)][2(2)][3(2)][4(2)][5(2)][….][….][….][….][….] |
While processing renderer will have to go to memory position 0, and then jump to memory position 6 to continue through 9. If we continue interleaving types of entities in this scheme we will have to make many jumps and then go back and go through doing the same thing for renderer2.
The solution is to split the memory into zones: contiguous sections of memory reserved for a specific type of component grouping, identified by a user chosen str.
If instead we split into zones: ‘zone1’ 5 units of memory, ‘zone2’ 5 units of memory. We still use the same 10 memory units but our entities will look like: zone1 has components in position, rotate, physics, and renderer. zone2 has components in render2 and position. The share components will be split into zones. positions 0-4 in zone1 will be contained between 0-4 and positions 0-4 in zone2 will be contained between 5-9 in memory.
| System Name | Component Memory |
|---|---|
| position | [0(1)][1(1)][2(1)][3(1)][4(1)][5(2)][6(2)][7(2)][8(2)][9(2)] |
| rotate | [0(1)][1(1)][2(1)][3(1)][4(1)][….][….][….][….][….] |
| physics | [0(1)][1(1)][2(1)][3(1)][4(1)][….][….][….][….][….] |
| renderer | [0(1)][1(1)][2(1)][3(1)][4(1)][….][….][….][….][….] |
| renderer2 | [5(2)][6(2)][7(2)][8(2)][9(2)][….][….][….][….][….] |
This way when renderer is processing it can run through all of its components in a row, and when renderer2 is processing it can do the same, just a little offset into the position component array.
Buffer¶
-
class
kivent_core.memory_handlers.membuffer.
Buffer
¶ The KivEnt Buffer allocates a static amount of memory and manages it by keeping a list of free_blocks. This type of memory handling is suitable for the pooling of objects. The Buffer is the only object of this type that calls malloc or free directly. The MemoryBlock, MemoryPool, and MemoryZone are all designed to allocate themselves from a Buffer or another MemoryBlock. The Buffer does not change its size.
The physical size of the buffer will be size_in_bytes and this will be split into size_in_bytes // type_size ‘blocks’.
You must call allocate_memory on a Buffer in order to actually acquire the memory. In KivEnt, this will nearly always be done as part of the GameWorld.allocate.
- Attributes: (Cython Access Only)
size (unsigned int): The number of blocks (real_size / type_size) that will fit in the Buffer.
data (void*): Pointer to the beginning of the data array.
used_count (unsigned int): The number of blocks currently in use, use is either actively storing memory or in the free list waiting for reuse.
free_blocks (list): A list of previously used blocks or a contiguous collection of blocks, each entrant is a tuple of block_index, block_count.
free_block_count (unsigned int): The number of entrants in the free_blocks list, a single entrant could actually be comprised of multiple blocks, held contiguously.
data_in_free (unsigned int): The actual number of blocks held in the free_blocks list.
type_size (unsigned int): The size of a single block in bytes.
real_size (unsigned int): The size in bytes of the entire Buffer.
size_in_blocks (unsigned int): The number of blocks allocated from the parent buffer. Unused in the basic Buffer, but used by subclasses such as MemoryBlock.
MemoryBlock¶
-
class
kivent_core.memory_handlers.block.
MemoryBlock
¶ The MemoryBlock is like the Buffer, except instead of allocating its memory using malloc, it gets it from either a Buffer or another MemoryBlock. It is suitable for nesting, for instance during rendering KivEnt will allocate one large MemoryBlock to represent the maximum number of frames to be rendered something like 20*512*1024 bytes:
#allocate the initial space buffer = Buffer(100*1024*1024, 1, 1) buffer.allocate_memory() #allocate our first MemoryBlock, in units of bytes mem_block = MemoryBlock(20*512*1024, 512*1024, 1) mem_block.allocate_memory_with_buffer(buffer) #allocate a block with the mem_block, units in 512 kib blocks #will allocate 1 block of mem_block.type_size and split it into #mem_block.type_size // other_type_size blocks. mem_block2 = MemoryBlock(1, other_type_size, 512*1024) mem_block2.allocate_memory_with_buffer(mem_block)
You must allocate with the function allocate_memory_with_buffer instead of allocate_memory. Deallocation is handled with remove_from_buffer.
- Attributes: (Cython Access Only)
master_buffer (Buffer): The Buffer from which memory has been allocated. Defaults to None, will be set after allocate_memory_with_buffer has been called.
master_index (unsigned int): The location the data has been allocated at in the master_buffer. Defaults to 0, will be set after allocate_memory_with_buffer has been called.
MemoryPool¶
-
class
kivent_core.memory_handlers.pool.
MemoryPool
¶ The MemoryPool is suitable for pooling C data of the same type. Memory for the objects will be allocated only once during initialization. A MemoryPool collects several MemoryBlock of the same size together to store more data than could be held in a single MemoryBlock. A position in these MemoryBlocks is referred to as a ‘slot’ and the index of this ‘slot’ gives both which block it lives in index at index // slots_per_block, and the actual index of that MemoryBlock’s data at index % slots_per_block. The data will appear contiguosly from the outside, but most likely contain a small area of excess memory in between the end of one MemoryBlock and the beginning of the next. The blocks themselves will sit contigiously. The technical size of the gap is:
MemoryBlock.real_size - MemoryBlock.count * MemoryBlock.type_sizeThe actual amount of slots allocated will be higher than the number the pool is initialized with to account for matching the desired size of each block.
- Attributes: (Cython Access Only)
count (unsigned int): The number of total slots in the pool. Equivalent to slots_per_block * block_count.
memory_blocks (list): A list of the MemoryBlock objects. Position in this list determines which indices a MemoryBlock holds: start = slots_per_block * index in memory_blocks end = (slots_per_block * (index in memory_blocks + 1)) - 1
blocks_with_free_space (list): A list of the MemoryBlock that have open slots.
used (unsigned int): Total number of used slots, will include both active slots and slots sitting in the free list of their respective MemoryBlock.
free_count (unsigned int): Total number of slots current in the free list.
master_buffer (Buffer): The Buffer passed in on initialization that we will allocate the master_block from.
type_size (unsigned int): The size in bytes of a single slot in the pool.
master_block (MemoryBlock): The large MemoryBlock from which we will allocate the individual blocks in the pool.
block_count (unsigned int): The number of MemoryBlock this pool will have. Will be calculated on initialization using the desired_count arg: (desired_count // slots_per_block) + 1.
slots_per_block (unsigned int): The number of slots of type_size that will fit in each MemoryBlock in the pool.
MemoryZone¶
-
class
kivent_core.memory_handlers.zone.
MemoryZone
¶ The MemoryZone splits one type of data storage up into several zones that are layed out contiguously using multiple MemoryPool. This way we can ensure all objects with one processing pattern are stored together. Like MemoryPool data storage will appear contiguous, however internally there may be some space in between each zone’s MemoryPool.
- Attributes: (Cython Access Only)
block_size_in_kb (unsigned int): The size of each MemoryBlock that makes up the pools.
memory_pools (dict): dict storing the MemoryPool for each zone. key is the index of the MemoryPool (the order in which it was initialized).
reserved_ranges (list): list of tuples representing the start and ending indices of each individual MemoryPool.
count (unsigned int): The total number of slots available across all MemoryPool.
reserved_names (list): List storing the name of each pool, ordered by index of pool.
reserved_count (unsigned int): The total number of MemoryPool reserved.
master_buffer (Buffer): The Buffer from which all MemoryPool will be allocated.
BlockZone¶
-
class
kivent_core.memory_handlers.zonedblock.
BlockZone
¶ A BlockZone manages a specific subsection of the ZonedBlock for a single zone of the data. It will store data from index start to index start + total.
- Attributes: (Cython Access Only)
used_count (unsigned int): The number of memory blocks used up.
total (unsigned int): The total number of memory blocks found in this BlockZone.
start (unsigned int): The starting index of this zone in the overall ZonedBlock. The index in a specific BlockZone will be index in the ZonedBlock - this value.
data_in_free (unsigned int): The total number of blocks currently reclaimed and ready for reuse.
free_blocks (list): List managing the reclaimed blocks in the zone. Will be stored as tuples (block_index, block_count).
name (str): The name of the zone this BlockZone represents.
ZonedBlock¶
-
class
kivent_core.memory_handlers.zonedblock.
ZonedBlock
¶ The ZonedBlock is like a MemoryBlock in that the data is stored contiguously. It is also somewhat like a MemoryZone in that the data is split into several regions each of which keep track of their own free list. This allows for a single contiguous block of memory that can be iterated through efficiently while still separating the memory appropriately to allow processing all data of a certain type at the same time. there will be no extra space unlike in MemoryZone and the counts for each zone will be exact.
- Attributes: (Cython Access Only)
zones (dict): Dict containing the BlockZones, keyed by the name of the zone.
master_buffer (Buffer): The Buffer from which this ZonedBlock will allocate its memory.
master_index (unsigned int): The location of the data in the master_buffer
size (unsigned int): The size in bytes of the whole ZonedBlock allocation.
type_size (unsigned int): The size of each slot in the ZonedBlock in bytes.
count (unsigned int): The number of slots in the ZonedBlock, each slot will be type_size in bytes.
data (void*): Pointer to the actual data in memory.
BlockIndex¶
-
class
kivent_core.memory_handlers.indexing.
BlockIndex
¶ Ties a single MemoryBlock to a set of block_count MemComponent objects, making the data held in MemoryBlock accessible from Python. See systems.staticmemgamesystem.MemComponent for a barebones implementation of such an object.
Attributes:
blocks (list): List of the objects created to wrap the data in MemoryBlock, can be accessed from Cython as block_objects. Index in this list to get a MemComponent object wrapping the data held in MemoryBlock.
PoolIndex¶
-
class
kivent_core.memory_handlers.indexing.
PoolIndex
¶ The PoolIndex will generate a BlockIndex for every MemoryBlock in the MemoryPool, making the data in the entire MemoryPool accessible from Python.
Attributes:
block_indices (list): A list of the BlockIndex for the pool. Accessible in Cython via _block_indices.
ZoneIndex¶
-
class
kivent_core.memory_handlers.indexing.
ZoneIndex
¶ The ZoneIndex will generate a PoolIndex for every MemoryPool in the MemoryZone, making the data in the entire MemoryZone accessible from Python.
Attributes:
pool_indices (list): A list of the PoolIndex for the zone. Accessible in Cython via _pool_indices.-
get_component_from_index
(self, unsigned int index)¶ Will retrieve a single object of the type ComponentToCreate the ZoneIndex was initialized with.
- Args:
- index (unsigned int): The index of the component you wish to retrieve.
- Return:
- object: Returns a python accessible object wrapping the data found in the MemoryZone.
-
IndexedMemoryZone¶
-
class
kivent_core.memory_handlers.indexing.
IndexedMemoryZone
¶ An IndexedMemoryZone will create both a MemoryZone and a ZoneIndex allowing access to your data both from python (via normal list __getitem__ syntax) and cython (via get_pointer). Python slicing syntax is also supported and a list of components will be returned if a slice object is provided to __getitem__. In Python:
component_object = self[component_index]
or
component_objects = self[start_index:end_index:step]
In Cython:
cdef void* pointer = self.get_pointer(component_index)Attributes:
memory_zone (MemoryZone): The actual MemoryZone holding the data to be indexed.
zone_index (ZoneIndex): The ZoneIndex for the memory_zone.
memrange¶
-
class
kivent_core.memory_handlers.utils.
memrange
(IndexedMemoryZone memory_index, start=0, end=None, zone=None)¶ Use memrange to iterate a IndexedMemoryZone object and return the active game entities’ python objects , an active memory object is one that currently does not have the first attribute of its struct set to <unsigned int>-1. Typically KivEnt store the entity_id for the component in this position. Memory objects that have never been allocated are skipped.
Args:
memory_index (IndexedMemoryZone): The IndexedMemoryZone to iterate.
start (int): The start of iteration. Defaults 0.
end (int): The end of iteration. Defaults None. If no end is specified we will iterate all memory.
zone (str): The zone to iterate. Defaults None. If no zone is specified we will iterate through all zones.
You must reference an IndexedMemoryZone, by default we will iterate through all the memory. The area of memory iterated can be controlled with options start and end, or you can provide the name of one of the reserved zones to iterate that specific memory area.


Old Macintosh CD-ROMs use HFS, a format that modern operating systems can't natively handle.
This companion program extracts game data from an HFS disk image and formats it for use in ScummVM. It produces a ZIP file, so it is best used on a desktop computer.
THIS WORKS ENTIRELY IN YOUR WEB BROWSER. NO DATA IS TRANSFERRED TO ANY SERVER.


Dear Customers, followers and supporters :
The world is the middle of a crisis. We ache for those affected and pray that we all recover from this as quickly and with as less harm as possible.We believe that all of us have a responsibility and a part to play in preventing the spread of COVID-19.
As far as our operations are concerned, our design team is currently working from home. Our e-commerce store is functional, however, delays may occur. We have started shipping across India, except to Containment Zones. International Shipments have resumed as well, but take longer than usual.
At our workspace, we're taking the following measures to make sure of safety of our customers and employees :
- Strict social distancing protocol.
- Employees regularly using sanitizers and hand wash, as well as disinfecting all surfaces.
- Continuous use of masks and gloves in the workspace.
Needless to say, we need your support now more than ever. Even if delayed, we will ensure that your orders get to you. Your orders will help us get through this rough patch, and help us make sure our artisans taken care of to the best possible.
You all keep us going. Thank you for standing with us. We’re in this together.
With so much love,
Team Air'N'Craft
P.S : Wash your hands!


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Functions |
| void | game_statistics_cumulate (GameStatistics *global, const GameStatistics *local) |
| | Accumulate statistics: add local data to global ones.
|
| static void | count_game (const Board *board, const int depth, GameStatistics *global_stats) |
| | Move generator performance test function.
|
| void | count_games (const Board *board, const int depth) |
| | Move generator performance test.
|
| static void | estimate_game (const Board *board, const int depth, Random *r, double *n) |
| | Estimate move counts from a single game.
|
| void | estimate_games (const Board *board, const long long n) |
| | Move estimate games.
|
| static void | test_mobility (const Board *board, const int ply, Random *r, int *move, int *max_mobility, int *max_empties, const unsigned long long n) |
| | Estimate move counts from a single game.
|
| void | seek_highest_mobility (const Board *board, const unsigned long long t) |
| | Move estimate games.
|
| static void | gamehash_init (GameHashTable *hash, int bitsize) |
| | Hash table initialisation.
|
| static void | gamehash_delete (GameHashTable *hash) |
| | Hash table resource freeing.
|
| static void | gamehash_store (GameHashTable *hash, const Board *b, const int depth, const GameStatistics *stats) |
| | Store a game position.
|
| static bool | gamehash_fail (GameHashTable *hash, const Board *b, const int depth, GameStatistics *stats) |
| | Seek for a position in the hash table.
|
| static void | quick_count_game_6x6 (GameHashTable *hash, const Board *board, const int depth, GameStatistics *global_stats) |
| | Count games recursively.
|
| static void | quick_count_game (GameHashTable *hash, const Board *board, const int depth, GameStatistics *global_stats) |
| | Count games recursively.
|
| void | quick_count_games (const Board *board, const int depth, const int size) |
| | Count games.
|
| static void | compact_board (const Board *b, CBoard *c) |
| static void | positionarray_init (PosArray *array) |
| | array initialisation.
|
| static void | positionarray_delete (PosArray *array) |
| | array supression.
|
| static bool | positionarray_append (PosArray *array, const CBoard *b) |
| | Append a position.
|
| static void | boardcache_init (BoardCache *hash, int bitsize) |
| | Initialisation of the hash table.
|
| static void | boardcache_delete (BoardCache *hash) |
| | Free the hash table.
|
| static bool | boardcache_undone (BoardCache *hash, const Board *b) |
| | Append a shape to the hash table.
|
| static void | boardcache_append (BoardCache *hash, const Board *b) |
| void | positionhash_init (PositionHash *hash, int bitsize) |
| | Initialisation of the hash table.
|
| void | positionhash_delete (PositionHash *hash) |
| | Free the hash table.
|
| bool | positionhash_append (PositionHash *hash, const Board *b) |
| | Append a position to the hash table.
|
| static unsigned long long | count_position (PositionHash *hash, BoardCache *cache, const Board *board, const int depth) |
| | Recursively count positions.
|
| static unsigned long long | count_position_6x6 (PositionHash *hash, BoardCache *cache, const Board *board, const int depth) |
| | Recursively count positions.
|
| void | count_positions (const Board *board, const int depth, const int size) |
| | Count positions.
|
| unsigned long long | shape_unique (unsigned long long shape) |
| | unique shape.
|
| unsigned long long | shape_get_hash_code (const unsigned long long shape) |
| | Compute a hash code.
|
| static void | shapearray_init (ShapeArray *array) |
| | array initialisation.
|
| static void | shapearray_delete (ShapeArray *array) |
| | array supression.
|
| static bool | shapearray_append (ShapeArray *array, const unsigned long long shape) |
| | Append a shape into the array.
|
| static void | shapehash_init (ShapeHash *hash, int bitsize) |
| | Initialisation of the hash table.
|
| static void | shapehash_delete (ShapeHash *hash) |
| | Free the hash table.
|
| static bool | shapehash_append (ShapeHash *hash, const Board *b) |
| | Append a shape to the hash table.
|
| static unsigned long long | count_shape (ShapeHash *hash, BoardCache *cache, const Board *board, const int depth) |
| | Recursively count shapes.
|
| static unsigned long long | count_shape_6x6 (ShapeHash *hash, BoardCache *cache, const Board *board, const int depth) |
| | Recursively count shapes.
|
| void | count_shapes (const Board *board, const int depth, const int size) |
| | Count shapes.
|
| bool | seek_position (const Board *target, const Board *board, Line *line) |
| | seek a game that reach to a position
|


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