---
layout: concept
---
For a Hilbert space of two dimensions and hence two energy state eigenvectors, $\omega=\frac{E_2-E_1}{\hbar}$ is the frequency of probability oscillation(?) of being in the original state, where the operator is time independent and does not commute with the Hamiltonian
Significance
This is very important in MRI.
Derivation
Let $\ket{a}=a_1\let{E_1}+a_2\ket{E_2}$. Then by the solution to the time independent Shrodinger's equation,
$$\begin{align*}
\ket{\psi(t)}=c_1e^{-iE_1t/\hbar}\ket{E_1}+c_2^{-iE_2t\/hbar}\ket{E_2}.
\end{align*}$$
We use the identity that for a complex number $z=a+ib$, $\abs{z}^2=|a+b|^2=|a|^2+|b|^2+2\text{Re}(a*b)$. Then the proability of being in the state $\ket{a}$ is
$$\begin{align*}
\abs{\braket{a|\psi(t)}}^2
\end{align*}$$
Related Experiments
Coming soon
Associated Concepts
Coming soon


Team
- Christian Ebner
- Daniel Sürth
Description
Our tool AudioFX will manipulate audio input signals in realtime. The audio input can be a microphone or a sound-file (.wav).
Environment
- Programming Language: C/C++
Progress
- Overview of audio signal processing
- First try with OpenAL to be platform independent. If this won't work out we will choose Linux as a plattform
- research on sound-card programming
Presentation
Documentation
Sourcecode


Preparation time
over 2 hours
Cooking time
10 to 30 mins
Serves
Serves 4
Dietary
NB: For this recipe you will need a pasta machine.
For the ravioli, in a bowl, beat together the eggs and egg yolks until well combined.
Pour the flour into the bowl of a food processor. With the motor running, slowly add the beaten eggs in a thin stream until the mixture comes together as a smooth dough. If the mixture appears too dry, add a few drops of water.
Wrap the pasta dough in cling film and chill in the fridge for at least an hour.
When the pasta dough has chilled, turn it out onto a work surface liberally scattered with very fine semolina.  Turn the folded dough by 90 degrees and repeat the process. Continue to knead in this way for 1-2 minutes, or until the dough is smooth with a slight sheen. Cover the dough with cling film again and chill in the fridge for another hour.
Meanwhile, for the ricotta and herb filling, heat a frying pan over a medium heat. Add the pine nuts and dry fry, stirring continuously, for 1-2 minutes, or until golden-brown.
Transfer the toasted pine nuts to a large mixing bowl, then add the ricotta, grated parmesan, herbs and lemon zest. Season, to taste, with salt and freshly ground black pepper, then cover and set aside until needed.
For the garlic oil, warm the olive oil in a pan over a low to medium heat. Turn off the heat, leaving the pan on the residual heat. Add the garlic, stir and leave over the residual heat until needed.
For the ravioli, turn out the chilled pasta dough onto a work surface liberally scattered with fine semolina. Cut the pasta dough into four pieces.
Using your hands, flatten one of the pieces of pasta dough. Set the pasta machine to its widest (thickest) setting and gently feed the first piece of pasta through the pasta machine to create a long flat sheet. Fold the pasta sheet in half.
Change the setting of the pasta machine to the next-thickest setting and feed the pasta sheet through the machine again, folded edge first.
Repeat this process, gradually feeding the pasta through thinner and thinner settings until you get to the thinnest setting. (NB: If the dough becomes too long to handle at any point, cut it in half and continue folding and rolling. If it becomes too sticky, dust with a little fine semolina.)
Lay the pasta sheet onto a work surface lightly dusted with fine semolina. Starting 2.5cm/1in from the end of the sheet, place two teaspoonfuls of the ricotta and herb filling mixture just before the mid-point of the pasta sheet.
Repeat the process, placing each portion of filling mixture 4cm/1½in from the last. (NB: The last portion of filling mixture should be placed at least 2.5cm/1in from the edge of the pasta sheet.)
Brush a little cold water around each portion of filling mixture, then fold the empty half of the dough over the bottom to cover completely.
Using a sharp knife or a pastry wheel, cut between the mounds to leave each raviolo with a neat 0.5cm border. Working from one side of each raviolo to the other, pinch the edges of the dough together, forcing out any air bubbles.
Place the ravioli onto a large tray dusted with fine semolina. Cover with cling film until needed.
Repeat the process with the remaining pasta dough and the remaining filling mixture until all of the pasta and filling have been used up.
Bring a very large saucepan of salted water to the boil. Carefully lower the ravioli into the pan, in batches, then return the water to the boil. Cook for 2-3 minutes, or until the ravioli pasta is al dente. Drain the ravioli well and transfer to a warmed serving bowl.
Meanwhile, warm the garlic oil gently over a low to medium heat. Drizzle it over the ravioli, then season, to taste, with freshly ground black pepper and mix carefully to combine. Sprinkle over the remaining parmesan. Serve immediately.


CETIRIZINE HYDROCHLORIDE- cetirizine hydrochloride tablet
Perrigo New York Inc
temporarily relieves these symptoms due to hay fever or other upper respiratory allergies:
if you have ever had an allergic reaction to this product or any of its ingredients or to an antihistamine containing hydroxyzine.
liver or kidney disease. Your doctor should determine if you need a different dose.
an allergic reaction to this product occurs. Seek medical help right away.
| adults and children 6 years and over | one 10 mg tablet once daily; do not take more than one 10 mg tablet in 24 hours. A 5 mg product may be appropriate for less severe symptoms. |
| adults 65 years and over | ask a doctor |
| children under 6 years of age | ask a doctor |
| consumers with liver or kidney disease | ask a doctor |
corn starch, FD&C blue no. 1 aluminum lake, hypromellose, lactose, magnesium stearate, polydextrose, polyethylene glycol, povidone, titanium dioxide, triacetin
Compare to Zyrtec® active ingredient
Cetirizine Hydrochloride Tablets 10 mg
Antihistamine
Allergy
Indoor & Outdoor Allergies
24 Hour Relief of:
Runny Nose
Itchy, Watery Eyes
Itchy Throat or Nose
Sneezing
Actual Size
Original Prescription Strength
Cetirizine Hydrochloride Tablets 10 mg Carton Image 1
Cetirizine Hydrochloride Tablets 10 mg Carton Image 2
|
CETIRIZINE HYDROCHLORIDE
cetirizine hydrochloride tablet | ||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||
|
| Labeler - Perrigo New York Inc (078846912) |


|
Assimp
5.0.1, master @ cd42b955
|
Classes | |
| struct | Attributes |
| struct | Target |
Public Member Functions | |
| Primitive () | |
Public Attributes | |
| struct glTF2::Mesh::Primitive::Attributes | attributes |
| Ref< Accessor > | indices |
| Ref< Material > | material |
| PrimitiveMode | mode |
| bool | ngonEncoded |
| std::vector< Target > | targets |
|
inline |
| struct glTF2::Mesh::Primitive::Attributes glTF2::Mesh::Primitive::attributes |
| PrimitiveMode glTF2::Mesh::Primitive::mode |
| bool glTF2::Mesh::Primitive::ngonEncoded |
| std::vector<Target> glTF2::Mesh::Primitive::targets |


| Package | com.whirled.contrib.hackproof |
| Class | public class HPReuseManager |
Use of this class is not mandatory. If you are only using a small number of HackProof variables or only using them in permanent objects, use of this class is not needed.
| Property | Defined by | ||
|---|---|---|---|
| hpbooleans : Array [static]
| HPReuseManager | ||
| hpints : Array [static]
| HPReuseManager | ||
| hpnumbers : Array [static]
| HPReuseManager | ||
| hpuints : Array [static]
| HPReuseManager |
| Method | Defined by | ||
|---|---|---|---|
|
[static] Returns a recycled HPBoolean, or if none is available, creates
a new one.
| HPReuseManager | ||
|
[static] Returns a recycled HPInt, or if none is available, creates
a new one.
| HPReuseManager | ||
|
[static] Returns a recycled HPNumber, or if none is available, creates
a new one.
| HPReuseManager | ||
|
[static] Returns a recycled HPUInt, or if none is available, creates
a new one.
| HPReuseManager | ||
|
releaseHPBoolean(hpb:HPBoolean):void
[static] Returns an HPBoolean to the pool for future reuse.
| HPReuseManager | ||
|
releaseHPInt(hpi:HPInt):void
[static] Returns an HPInt to the pool for future reuse.
| HPReuseManager | ||
|
releaseHPNumber(hpn:HPNumber):void
[static] Returns an HPNumber to the pool for future reuse.
| HPReuseManager | ||
|
releaseHPUInt(hpui:HPUInt):void
[static] Returns an HPUInt to the pool for future reuse.
| HPReuseManager |
| hpbooleans | property |
protected static var hpbooleans:Array
| hpints | property |
protected static var hpints:Array
| hpnumbers | property |
protected static var hpnumbers:Array
| hpuints | property |
protected static var hpuints:Array
| getHPBoolean | () | method |
public static function getHPBoolean():HPBoolean
Returns a recycled HPBoolean, or if none is available, creates a new one. In either case, you always get an HPBoolean you can use.
ReturnsHPBoolean |
| getHPInt | () | method |
public static function getHPInt():HPInt
Returns a recycled HPInt, or if none is available, creates a new one. In either case, you always get an HPInt you can use.
ReturnsHPInt |
| getHPNumber | () | method |
public static function getHPNumber():HPNumber
Returns a recycled HPNumber, or if none is available, creates a new one. In either case, you always get an HPNumber you can use.
ReturnsHPNumber |
| getHPUInt | () | method |
public static function getHPUInt():HPUInt
Returns a recycled HPUInt, or if none is available, creates a new one. In either case, you always get an HPUInt you can use.
ReturnsHPUInt |
| releaseHPBoolean | () | method |
public static function releaseHPBoolean(hpb:HPBoolean):void
Returns an HPBoolean to the pool for future reuse. If you are calling this be completely certain that you aren't going to try to use it again.
Parametershpb:HPBoolean |
| releaseHPInt | () | method |
public static function releaseHPInt(hpi:HPInt):void
Returns an HPInt to the pool for future reuse. If you are calling this be completely certain that you aren't going to try to use it again.
Parametershpi:HPInt |
| releaseHPNumber | () | method |
public static function releaseHPNumber(hpn:HPNumber):void
Returns an HPNumber to the pool for future reuse. If you are calling this be completely certain that you aren't going to try to use it again.
Parametershpn:HPNumber |
| releaseHPUInt | () | method |
public static function releaseHPUInt(hpui:HPUInt):void
Returns an HPUInt to the pool for future reuse. If you are calling this be completely certain that you aren't going to try to use it again.
Parametershpui:HPUInt |


Bringing Out The Dead (7/10)
In 1976's Taxi Driver, director Martin Scorsese and writer Paul Schrader examined the sordid and violent street life of New York through the eyes of the increasingly disgusted and deranged cabbie Travis Bickle, memorably played by Robert De Niro in his star-making role.
In Bringing Out The Dead, Scorsese and Schrader have teamed up again to examine a similar theme. Nicholas Cage plays Frank Pierce, a New York ambulance driver and paramedic. He works in the same awful urban environment as Travis Bickle, and the New York tourist board cannot be at all happy with the portrayal of their city there is no sign here of the dramatic recent repackaging of New York as a safe and friendly city, and the hospital scenes are more reminiscent of MASH than ER. The grim setting is matched by Frank's mood. He is on a bad streak. He is drinking and he has not saved a life for months.
Scorsese's early work, such as Mean Streets and Taxi Driver, relied for its power on a documentary approach to depicting a frantic and overpoweringly scary reality. With Raging Bull, his enduring masterpiece, he developed a more technically sophisticated approach. While fellow New Yorker Brian De Palma is an equally good technician (if we forget such incompetent tripe as Body Double), Scorsese uses his mastery of the medium to produce movies that convince while they dazzle. Films such as Goodfellas, for example, drop us in a world of believable characters whose story we want to follow, regardless of how repulsive the characters often are. And despite Scorsese's brilliance, and Schrader's talent as a writer, it is the lack of a compelling story that spoils Bringing Out The Dead.  He meets a girl. He sorts himself out. That's about it. This lack of a narrative structure makes the film a bit limp. There are some typically exhilarating Scorsese sequences, but they seem almost bolted on because the audience will expect them, not because they are called on by the story. The most interesting characters are Frank's fellow ambulance drivers played by a dream team of Hollywood character actors: a laid-back take-it-or-leave- it John Goodman, a sweet-talking evangelising Ving Rhames, and a violent manic Tom Sizemore, who inflicts as much pain and injury as he treats.
Although the film has an original score by veteran Elmer Berstein, the most striking use of music is found in the use of some wonderful tracks from such bands as The Who and The Clash, but the relevance of these British bands from the 70s to a story set in 90s New York was lost on me. This disjointed and inappropriate use of music perhaps contributes to the feel of a movie that just doesn't work as a whole.
Bringing Out The Dead is a good film, but not a great one, and with a master such as Scorsese, anything less than great is a let-down.
--
Gary Jones
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


Meeting Summaries
Notes from IRC meetings
- September 17, 2018
- September 3, 2018
- August 20, 2018
- August 06, 2018
- June 25, 2018
- June 11, 2018
- April 30, 2018
- April 16, 2018
- March 19, 2018
- March 5, 2018
Notes from the call on Feb 19, 2018
Agenda: on Fedora wiki, Workstation/AtomicWorkstation/SIG/Agenda
Participants:
- Sanja Bonic
- Owen Taylor
- Matthias Clasen
- Jeff Ligon
- Jonathan Lebon
- Suraj Narwade
- Micah Abbott
- Steve Milner
- Kalev Lember
- Allan Day
Topic: Meeting time and venue
Decision: Future meetings will be on irc, same time, bi-weekly. Well aim for 45 minutes
since some of us have another meeting at 9:45.
No recording, we'll take notes
Topic: Fedora 28 goals
The big feature in Fedora 28 will be rpm-ostree support in GNOME software
We'll also have proper website for FAW (as part of the Project Atomic website)
Future topic: release planning:
- how do we go from alpha to beta to final ?
- make sure we have a FAW release at GA time, not delayed
- how frequently do we want composes ?
- is there any form of gating for the images ?


This is a description of the format of the various .BSA files found in the ARENA2 directory of Elder Scrolls:Daggerfall by Bethesda. The information here is not complete or 100% percent accurate, although the basic formats appears to be well understood. For more information, corrections, or comments, e-mail me at the above address. Check out The UESP: Daggerfall for the latest version of this document and other DF goodies.
There are five BSA files in Daggerfall's ARENA2 directory (ARCH3D, MAPS, MONSTER, MIDI, and BLOCKS). Although they contain different data, their overall structure is the same. This format has been derived from all these five files. The following description appears to be complete.
[Bytes 0-1] short DirectoryCount; Gives the number of entries in the directory at the end of the file. [Bytes 2-3] short DirectoryType; Gives the type of directory at the end of the BSA file (See BSA Directory below). 0x0100 = Directory has records of 18 bytes in size consisting of a 14 byte filename and a long record length. 0x0200 = Directory has records of 8 bytes in size consisting of long ID and a long record size.
The directory contains the information needed to access the various data records in the BSA file. The contents of each record depends on the BSA file. In general, the directory gives an identification number/string and a record length for each record. There are two known types of directories identified by the DirectoryType bytes in the BSA header (0x0100 and 0x0200).
[Bytes 0-13] char FileName[14]; The filename which identifies this data section. Filenames are in the usual DOS 8.3 format. [Bytes 14-17] long DataSize; The size of the data in bytes. The first record starts at offset 4 in the file, ignoring the 4 bytes of the BSA Header. The subsequent section offsets can be calculated from this.
[Bytes 0-3] long RecordID; A long number which assumbly identifies the record somehow. [Bytes 4-7] long DataSize; The size of the data in bytes. The first entry starts at offset 4 in the file, ignoring the 4 bytes of the BSA Header. The subsequent section offsets can be calculated from this.
00 = Alik'r Desert 01 = Dragontail Mountains 02 = Glenpoint Foothills* 03 = Daggerfall Bluffs* 04 = Yeorth Burrowland* 05 = Dwynnen 06 = Ravennian Forest* 07 = Devilrock* 08 = Malekna Forest* 09 = Isle of Balfiera 10 = Bantha* 11 = Dak'fron 12 = Islands in the Western Iliac Bay* 13 = Tamarilyn Point* 14 = Lainlyn Cliffs* 15 = Bjoulsae River* 16 = Wrothgarian Mountains 17 = Daggerfall 18 = Glenpoint 19 = Betony 20 = Sentinel 21 = Anticlere 22 = Lainlyn 23 = Wayrest 24 = Gen Tem High Rock village* 25 = Gen Rai Hammerfell village* 26 = Orsinium Area 27 = Skeffington Wood* 28 = Hammerfell bay coast* 29 = Hammerfell sea coast* 30 = High Rock bay coast* 31 = High Rock sea coast 32 = Northmoor 33 = Menevia 34 = Alcaire 35 = Koegria 36 = Bhoriane 37 = Kambria 38 = Phrygias 39 = Urvaius 40 = Ykalon 41 = Daenia 42 = Shalgora 43 = Abibon-Gora 44 = Kairou 45 = Pothago 46 = Myrkwasa 47 = Ayasofya 48 = Tigonus 49 = Kozanset 50 = Satakalaam 51 = Totambu 52 = Mournoth 53 = Ephesus 54 = Santaki 55 = Antiphyllos 56 = Bergama 57 = Gavaudon 58 = Tulune 59 = Glenumbra Moors 60 = Ilessan Hills 61 = Cybiades
0x84 (132) = Orange, Major Dungeon 0x87 (135) = Dark Orange, Fortress (Large Dungeon) 0x8A (138) = Medium Red, Ruins (Small Dungeon) 0x8C (140) = Dark Red, Graveyard 0x8D (141) = Black, Covens
0xA0 (160) = Light Rose, Large Town 0xA1 (161) = Medium Rose, Medium Town 0xA2 (162) = Medium Rose, Small Town 0xA3 (163) = Medium Rose, Farmstead 0xA6 (166) = Dark Rose, Tavern
0xA5 (165) = Light Blue, Temple 0xA9 (169) = Dark Blue, Shrine
0xA8 (168) = Light Pink, Palace / Manor 0xAB (171) = Dark Pink, Shack 0xAC (172) = Dark Pink/Red Graveyard (same as 0x8C?)
Index Filename File Chars File Index Description ----- -------------- ------------ ---------- ------------------ 0 TVRN????.RMB A/B/G, L/M/S 0-10 Taverns 1 GENR????.RMB A/B/G, L/M/S 0-3 General Stores 2 RESI????.RMB A/B/G, L/M/S 0-10 Residences 3 WEAP????.RMB A/B/G, L/M/S 0-3 Weaponsmiths 4 ARMR????.RMB A/B/G, L/M/S 0-3 Armourers 5 ALCH????.RMB A/B/G, L/M/S 0-3 Alchemists 6 BANK????.RMB A/B/G, L/M/S 0-3 Banks 7 BOOK????.RMB A/B/G, L/M/S 0-3 Bookstores 8 CLOT????.RMB A/B/G, L/M/S 0-3 Clothing Stores 9 FURN????.RMB A/B/G, L/M/S 0-3 Furniture Stores 10 GEMS????.RMB A/B/G, L/M/S 0-3 Jewelers 11 LIBR????.RMB A/B/G, L/M/S 0-3 Libraries 12 PAWN????.RMB A/B/G, L/M/S 0-3 Pawnshops 13 TEMP????.RMB AA, GG 00-H0 Temples 14 TEMP????.RMB AA, GG 00-H0 Temples 15 PALA????.RMB A/B/G, A 0-4 Knight Guilds? 16 FARM????.RMB AA 0-9 Farms 17 DUNG????.RMB AA 0-18 Dungeons 18 CAST????.RMB AA 0-34 Unknown 19 MANR????.RMB A/B/G, L/M/S 0-3 Manors? 20 SHRI????.RMB AA 0 Shrines? 21 RUIN????.RMB AA 0-28 Ruins? 22 SHCK????.RMB AA 0 Unknown 23 GRVE????.RMB A, L/M/S 0-42 Unknown 24 FILL????.RMB AA 0-15 Unknown 25 KRAV????.RMB A/B/G, L 0-1 Unknown 26 KDRA????.RMB A/B/G, L 0-1 Unknown 27 KOWL????.RMB A/B/G, L 0-1 Unknown 28 KMOO????.RMB A/B/G, L 0-1 Unknown 29 KCAN????.RMB - - No Files 30 KFLA????.RMB A/B/G, L 0-1 Unknown 31 KHOR????.RMB A/B/G, L 0-1 Unknown 32 KROS????.RMB A/B/G, L 0-1 Unknown 33 KWHE????.RMB A/B/G, L 0-1 Unknown 34 KSCA????.RMB A/B/G, L 0-1 Unknown 35 KHAW????.RMB A/B/G, L 0-1 Unknown 36 MAGE????.RMB A/B/G, A 0-14 Mage Guilds 37 THIE????.RMB A, L/M/S 0 Thief Guilds 38 DARK????.RMB AA 0-2 Dark Brotherhood 39 FIGH????.RMB A/B/G, A/L/M/S 0-2 Fighter Guilds 40 CUST????.RMB A/G, A 0-56 Custom? 41 WALL????.RMB AA 0-11 Walls? 42 MARK????.RMB A/B/G, A/L/M/S 0-1 Unknown 43 SHIP????.RMB AA 0-1 Ship 44 WITC????.RMB AA 0-13 Witch Covens
File chars fill in the first two ?? and the file index fills in the last two ??. A value of "A/B/G, L/M/S" means the file characters could be one of AL, AM, AS, BL, BM, BS, GL, GM, or GS. The descriptions given are a rough guess based on the RMB file name. The known values for the file chars as given in location post records in MAPS.BSA are shown below.
Value File Char ---- -------- 0x00 AA 0x01 AA 0x02 AA 0x07 AA 0x0F DA 0x11 DA 0x13 DA 0x15 DA 0x1F DA 0x2F AL 0x3F DL 0x4F AM 0x5F DM 0x6F AS 0x7F DS 0x8F AA 0x9F DAThe 'D' values are strange in that there are no RMB files that have a D in the fifth character position.
Coordinates are roughly in centimeters as given in the game by using the ' cheat key for quest info. Coordinates are 256 times smaller than the coordinates used for the 3D objects.
X = 0? (As far West as you can go) X = 32,400,000 (As far East as you can go on the map) Z = 2,000,000 (As far South as you can go on the map) Z = 16,367,616 (As far North as you can go)
Daggerfall handles UV coordinates a little differently than most 3D programs and require some explanation. The TextureU and TextureV in the plane sub- records hold the texture coordinate data for the face point but, depending on the face, the UV coordinates have different meaning:
Point 1: The actual DfUV coordinate for that point. Point 2: The change in DfUV coordiantes relative to Point 0. To get the absolute DfUV values you must add Point 1s to Point 0. Point 3: The change in DfUV coordiantes relative to Point 1. To get the absolute DfUV values you must add Point 2s to Point 1 and 0. Point 4: For faces with more than 3 points, this point is the absolute DF UV coordinate for that point. Tests seem to indicate, though, that the game does not use this data. Point 5+:UV coordinates should be all 0 and are not used.
Since all points on the face after the 4th have no UV values, this indicates that we must find a relationship between the XYZ point and the UV coordinate, which is detailed below.
The units of DfUV texture coordinates are relative to the size of the texture image. A value of 1024 represents 64 pixels of image data. The conversion between DfUV and standard UV coordinates is detailed below.
Unfortunately, as of this point, there is no simple way to compute the UV coordinate of a point from its XYZ location, but the best current method is explained as follows. We first assume that the relationship is linear and of the form:
U = aX + bY + cZ + d V = eX + fY + gZ + hSince all faces have at least 3 points (confirmed) and we know the UV coordinates for the first 4 points, we should be able to solve for the parameters a...h. We assume d and h are both 0 for this case, though we will use them later. We could solve for the 6 unknowns explicitly but we would have to take into account which points have similar XYZ coordinates which becomes messy (we can't divide by X1-X2 if they are equal). Instead, we will take the similar route of expressing the equations in matrix form and solving the matrix equation (which may turn out to be just as complex). The matrix equation for U is of the form:
{ X1 Y1 Z1 } { a } { U1 } { X2 Y2 Z2 } * { b } = { U2 } { X3 Y3 Z3 } { c } { U3 }where X1,Y1,Z1,U1 and the coordinates of the first points. To solve for the unknown matrix {a..c} we simple need the inverse of the {X1...Z3} matrix which will be multiplied to left of the {U1..U3} matrix. Using the Jacobian method of matrix inversion we can find the solution to be:
/* Compute the determinant of the XYZ matrix */ Determinant = X1*Y2*Z3 + Y1*Z2*X3 + Z1*X2*Y3 - X3*Y2*Z1 - X2*Y1*Z3 - X1*Y3*Z2 /* Compute the inverse of the XYZ matrix */ Xi1 = ( Y2*Z3 - Y3*Z2) / Determinant Xi2 = (-X2*Z3 + X3*Z2) / Determinant Xi3 = ( X2*Y3 - X3*Y2) / Determinant Yi1 = (-Y1*Z3 + Y3*Z1) / Determinant Yi2 = ( X1*Z3 - X3*Z1) / Determinant Yi3 = (-X1*Y3 + X3*Y1) / Determinant Zi1 = ( Y1*Z2 - Y2*Z1) / Determinant Zi2 = (-X1*Z2 + X2*Z1) / Determinant Zi3 = ( X1*Y2 - X2*Y1) / Determinant /* Compute the DfUV conversion parameters */ a = U1*Xi1 + U2*Yi1 + U3*Zi1 b = U1*Xi2 + U2*Yi2 + U3*Zi2 c = U1*Xi3 + U2*Yi3 + U3*Zi3 d = 0 e = V1*Xi1 + V2*Yi1 + V3*Zi1 f = V1*Xi2 + V2*Yi2 + V3*Zi2 g = V1*Xi3 + V2*Yi3 + V3*Zi3 h = 0This works for more than 90% of the 10251 objects in the ARCH3D.BSA files, but it fails when the Determinant above is 0. This usually occurs when all of the points on a face lie in the X, Y, or Z plane (ie, the X/Y/Z coordinates are identical for all points in the face). In these cases we must use the d and h parameters which were previously assumed to be zero. For example, in the case where all Y's are equal, the equations turn into:
U = aX + cZ + d V = eX + gZ + has b and f are irrelevant due to Y=0. The matrix solution then becomes:
{ X1 1 Z1 } { a } { U1 } { X2 1 Z2 } * { d } = { U2 } { X3 1 Z3 } { c } { U3 } Determinant = X1*Z3 + Z2*X3 + Z1*X2 - Z1*X3 - X2*Z3 - X1*Z2 Xi1 = ( Z3 - Z2) / Determinant Xi2 = (-X2*Z3 + X3*Z2) / Determinant Xi3 = ( X2 - X3) / Determinant Yi1 = (-Z3 + Z1) / Determinant Yi2 = ( X1*Z3 - X3*Z1) / Determinant Yi3 = (-X1 + X3) / Determinant Zi1 = ( Z2 - Z1) / Determinant Zi2 = (-X1*Z2 + X2*Z1) / Determinant Zi3 = ( X1 - X2) / Determinant a = U1*Xi1 + U2*Yi1 + U3*Zi1 b = 0 c = U1*Xi2 + U2*Yi3 + U3*Zi3 d = U1*Xi2 + U2*Yi2 + U3*Zi2 e = V1*Xi1 + V2*Yi1 + V3*Zi1 f = 0 g = V1*Xi3 + V2*Yi3 + V3*Zi3 h = V1*Xi2 + V2*Yi2 + V3*Zi2using similar equations for the case of constant X and Z, we can successfully convert XYZ coordinates to DfUV texture coordinates for about 97% of the Arch3D objects. This still leaves arounds 270 objects where the XYZ determinant is zero. All remaining objects can be solved by the following rules:
NU = (aX + bY + cZ + d) / (16 * TextureWidth) NV = (eX + fY + gZ + h) / (16 * TextureHeight)
Normal UV coordinates are based on a value of 1.0 equaling the texture width or height and are usually used in 3D modelling programs. These equations appear to give the correct texture coordinates for most 3D objects.
Steps to create a map 'block' or pixel. The entire DF map is composed of 1000x500 land pixels, each of which is further divided into 5x5 subpixels as per the WOODS.WLD data. Each pixel can contain only one town or dungeon and has a given terrain type, texture, and roughness.
== All Pixels == 1. Generate land pixel from Woods.WLD 2. Smooth edges with adajacent pixels 3. Add flats to landscape (trees, bushes, rocks, etc...) 4. Check for a location within the pixel. Currently, the only known way to do this is to check all the locations within the current region. It may be indicated by the first two bytes in a pixel record in WOODS.WLD, but this is not yet confirmed A. Load just the maptable for the region, if not loaded B. Check all locations or a pixel-coordinate match C. Stop search on first match == Location Only Pixels == 5. Load entire location from MAPS.BSA 6. Smooth appropiate land for location. How to get width/height for location or just smooth entire pixel? Smoothing should not be absolute, there should still be some random 'ripple'. If the entire pixel is to be smoothed, this could be done in Step 1. 6. Parse through the object list in the map record (post records) A. Load appropiate Blocks.BSA record. B. Parse Blocks.BSA record, create block D3D frame i. Load Arch3D.BSA object ii. Add object to frame at required position C. Add block frame to land pixel frame at required position


Start Location: X Y
Energy
Supplies
Credits
Play mode: Regular play Never dies
Wormhole behavior: Wrap around Random
Celestial Gazetteer: Display Hidden
Game size: Width Height


WITNESS LIST International Relations, Trade & Technology Committee April 14, 1997-1:00P SB 370 On: Burnett, William (Tx Dept. of Transp.), Austin


Unruly
Colour every square either black or white, in such a way that:
Left-click in an empty square to turn it black, or right-click to turn it white. Click again in an already-filled square to cycle it between black and white and empty; middle-click to reset any square to empty.


Search the surrounding region for the Idols eyes or die. The choice is yours.
You Have Died


Number of cocktails mixed: {{drinksServed}}
{{notification.heading}}
{{notification.message}}
Your Drinks
(ID: {{drink.id}}) {{drink.cocktail}}
Name
Cocktail
{{job.problem}}


Golem Actions¶
Golem comes with predefined actions that cover almost all the needs to write tests. They are self-documenting. The entire list of available actions is the following:
Selenium Actions¶
capture(message='')
Take a screenshot of the browser, the message is optional
click(element)
Perform a mouse click
close()
Closes the webdriver browser
mouse_hover(element)
Perform a mouse hover on the element
navigate(url)
Navigate to a URL
press_key(element, key)
Press the given keyboard key on the element. Options are:
- ENTER/RETURN
select_by_index(element, text)
Select an option from a <select> element by the index of the option
select_by_text(element, text)
Select an option from a <select> element by the option text
select_by_value(element, value)
Select an option from a <select> element by the option value.
For example, given:
<select>
<option value="CA">Canada</option>
<option value="US">United States</option>
<option value="MX">Mexico</option>
</select>
To select the first option You could use:
select_by_index(elem, 0)
select_by_text(elem, 'Canada')
select_by_value(elem, 'CA')
send_keys(element, text)
Send key strokes to the element
verify_exists(element)
Verify an element exists in the page
verify_is_enabled(element)
Verify that an element is enabled
verify_is_not_enabled(element)
Verify that an element is not enabled
verify_is_not_selected(element)
Verify that an element is not selected, i.e: a checkbox
verify_is_not_visible(element)
Verify that an element is not visible
verify_is_selected(element)
Verify that an element is selected, i.e.: a checkbox
verify_is_visible(element)
Verify that an element is visible
verify_not_exists(element)
Verify that an element does not exist in the page
verify_selected_option(element, text)
Verify that the option selected in a <select> is the one given (by the option text)
verify_text(text)
Verify that the given text is present anywhere on the page (in the entire DOM)
verify_text_in_element(element, text)
Verify that an element contains the given text.
wait_for_element_not_visible(element, timeout=20)
Pause execution for the given amount of seconds until the element is no longer visible (default is 20 seconds)
wait_for_element_enabled(element, timeout=20)
Pause execution for the given amount of seconds until the element is enabled (default is 20 seconds)
wait_for_element_visible(element, timeout=20)
Pause execution for the given amount of seconds until the element is visible (default is 20 seconds)
Other Actions¶
assert_contains(element, value)
Assert that element contains value.
assert_equals(actual_value, expected_value)
Assert that actual_value, expected_value
assert_false(condition)
Assert that condition is false
assert_true(condition)
Assert that condition is true
debug()
Starts an interactive console at this point of the test. The test should be run with the '-i' flag, otherwise it will be ignored. See Interactive Mode for more details.
random(args)
Generate a random string. Options:
- 'c' generate a random lowercase letter
- 'd' generate a random digit
For example: random('ccdd') => 'ab12'
step(message)
Logs a new step to be displayed in the report later
store(key, value)
Store a value in the given key for later use. The value is going to be available through the data dictionary.
wait(seconds)
Pause execution for the given amount of seconds
API¶
get(url, headers, data)
Perform a get HTTP request to the URL, with the given headers and data. The response is stored in 'data.last_response'
post(url, headers, data)
Perform a post HTTP request to the URL, with the given headers and data. The response is stored in 'data.last_response'
Next, go to Custom Actions


{% extends "base.html" %} {% block title %}Project Deleted{% endblock %} {% block content %}
You have successfully deleted your project. You may return to your project home


Hi Jon Snow,
Your order has been processed successfully.
|
Item
|
Description
|
Price
|
|
Golang
|
Open source programming language that makes it easy to build simple, reliable, and efficient software
|
$10.99
|
|
Hermes
|
Programmatically create beautiful e-mails using Golang.
|
$1.99
|
|
You can check the status of your order and more in your dashboard:
Yours truly,
Hermes
|
If you’re having trouble with the button 'Go to Dashboard', copy and paste the URL below into your web browser.
https://hermes-example.com/dashboard
|
|


Now let’s move forward; here comes the fun part.
Please make sure you place all your config files in a dedicated directory. We will refer to this
configuration folder as $BPMON_BASE
.
Note that you can export the BPMON_BASE
environment variable or use the -b/--base
flag to point
BPMON
to your own configuration directory (by default BPMON
expects to find its configuration in
the current directory).
Prepare the directory structure
In $BPMON_BASE
run:
mkdir bp.d && mkdir runners
Generate the Main Configuration
BPMON provides a couple of sub commands that allow you to manage your main configuration file.
When starting a new setup from scratch bpmon config init
comes handy. This will print an annotated
configuration file prefilled with defaults to the standard output:
$ bpmon config init
# The default section is - as the name suggests - read by default. Note that you can
# define as many sections as your want. You can for examlpe define a 'test' section
# that refers to a test connection string for icinga and/or influx. To reduce
# boilerplate consider anchors (http://yaml.org/spec/1.2/spec.html#id2765878)
#
# default: &anchor_to_default
# ...
# test:
# << *anchor_to_default
#
# Sections other than 'default' can be used via the -s/--section flag.
default:
# global_recipients will be added to the repicients list of all BP
global_recipients: []
# First BPMON needs to have access to your Icinga2 API. Learn more on by reading
# https://docs.icinga.com/icinga2/latest/doc/module/icinga2/chapter/icinga2-api.
checker:
# kind defines the checker implementation to be used by BPMON. Currently
# only icinga is implemented.
kind: icinga
# The connection string describes how to connect to your Icinga API. The
# string needs to follow the pattern:
# [protocol]://[user]:[passwd]@[hostname]:[port]
connection: ""
# BPMON verifies if a https connection is trusted. If you wont to trust a
# connection with an invalid certificate you have to set this to true.
tls_skip_verify: false
# timeout defines how long BPMON waits for each request to the checker to
# recieve a response. The string is parsed as a goland duration, refer to
# its documentation for more details:
# https://golang.org/pkg/time/#ParseDuration
timeout: 10s
# The connection to the InfluxDB is required in order to persist the the state, eg.
# the write subcommand.
store:
# kind defines the store implementation to be used by BPMON. Currently
# only influx is implemented.
kind: influx
# The connection string describes how to connect to your Influx Database.
# The string needs to follow the pattern:
# [protocol]://[user]:[passwd]@[hostname]:[port]
connection: ""
# timeout is read as a go (golang) duration, please refer to
# https://golang.org/pkg/time/#Duration for a detailed explanation.
timeout: 10s
# save_ok tells BPMON which data points should be persisted if the state is 'ok'.
# By default 'OK' states aro only saved to InfluxDB if its an BP measurement.
# That means that 'OK' states for KPIs and SVCs will not be saved for the sake of
# of storage required. 'OK' states of BPs are saved as 'heart beat' of BPMON.
save_ok:
- BP
# This will tell BPMON to compare the current status against the last
# status saved in InfluxDB and adds some values to the measurement
# accordingly. This then allows to generate reports such as 'Tell me
# only when a status is changed from good to bad'. This only runs against
# types listed in 'save_ok' since only these are persisted 'correctly'.
get_last_status: true
# if debug is set to true all queries generated and executed by bpmon will
# be logged to stdout.
debug: false
# BPMON verifies if a https connection is trusted. If you wont to trust a
# connection with an invalid certificate you have to set this to true
tls_skip_verify: false
# Define your office hours et al. according to your service level
# agreements (SLA). You will reference themlater in your BP definitions.
availabilities: {}
# Extend the default rules. The default rules are provided by the checker implementation
# and can be reviewed via bpmon config print.
rules: {}
# dashboard configures the dashboard subcommand.
dashboard:
# listener tells the dashboard where to bind. This string
# should match the pattern [ip]:[port].
listener: <IP_ADDRESS>:8910
# static is the path to the directory that sould be served
# at the root of the server. This should contain the UI of the
# Dashboard
static: ""
# grant_write is a list of recipients which are allowed to access the annotate
# endpoint via POST request.
grant_write: []
# env allows you to setup your configuration file structure according to your
# requirements.
env:
# runners is the directory where your custom runners are stored. The path must be
# relative to your base directory (-b/--base). The path must exist.
runner: runners/
# bp is the directory where your buisness process definitions are stored. The path must be
# relative to your base directory (-b/--base). The path must exist.
bp: bp.d/
Pipe this output in a file called config.yaml
.
bpmon config init > $BPMON_BASE/config.yaml
Connect to Icinga and Influx database
To get some insights on what can be configured please read the comment in
this generated file. For now we only need to setup the checker
and store
parts of the configuration to get things started.
In default.checker.connection
add the connection string to access your icinga API…
In default.store
we have two options:
- If you have an Influx database ready paste the connection string at
default.store.connection
. - If you don’t want to persist historical data right now set
default.store.get_last_status
to false. Addhttp://in.existent
atdefault.store.connection
.
Define an availability
Often we have some time slots in which the availability of a system is guaranteed. Add those time slots to your main configuration in default.availabilities
:
---
default:
...
availabilities:
high:
monday: [ "allday" ]
tuesday: [ "allday" ]
wednesday: [ "allday" ]
thursday: [ "allday" ]
friday: [ "allday" ]
saturday: [ "allday" ]
sunday: [ "allday" ]
medium:
monday: [ "06:00:00-20:00:00" ]
tuesday: [ "06:00:00-20:00:00" ]
wednesday: [ "06:00:00-20:00:00" ]
thursday: [ "06:00:00-20:00:00" ]
friday: [ "06:00:00-20:00:00" ]
saturday: [ "06:00:00-20:00:00" ]
sunday: [ "06:00:00-20:00:00" ]
low:
monday: [ "08:00:00-12:00:00", "13:30:00-17:00:00" ]
tuesday: [ "08:00:00-12:00:00", "13:30:00-17:00:00" ]
wednesday: [ "08:00:00-12:00:00", "13:30:00-17:00:00" ]
thursday: [ "08:00:00-12:00:00", "13:30:00-17:00:00" ]
friday: [ "08:00:00-12:00:00", "13:30:00-17:00:00" ]
...
In this case we have three availabilities defined: ‘high’, ‘medium’, ‘low’. Name yours however your want, just make sure the names make sense to you.
That’s it for the main configuration! Let’s move on…


Animal Fact Quiz
Welcome please answer the questions as fast and accurate as you can. For every question you get wrong, 5 seconds will be removed from your time. GOOD LUCK!
Welcome please answer the questions as fast and accurate as you can. For every question you get wrong, 5 seconds will be removed from your time. GOOD LUCK!


He was born in September 29, 1988 in Washington D.C.
He joined the NBA in 2007 with Seattle SuperSonics (now Oklahoma City Thunder)
In 2012 He lead his team to the NBA FINALS but fell short to Miami Heat
In 2014 He became the NBA's Most Valuable Player
In 2016 After losing the Conference Finals to Golden State Warriors, he left Oklahoma City Thunder for Golden State Warriors
In 2016/2017 NBA season, He lead the Golden State Warriors to their third straight NBA finals.
After the thrilling series in June 2017, the Golden State Warriors emerged the 2017 NBA Champions. With Kevin Durant winning the NBA FINALS MVP Award.


|
Aspen MUD
Aspen is a light-weight, barebones mud engine written in c++ utilizing Lua for its' scripting engine.
|
#include <component.h>
Public Member Functions | |
| Component (IComponentMeta *parent) | |
| virtual void | Serialize (tinyxml2::XMLElement *root) |
| virtual void | Deserialize (tinyxml2::XMLElement *root) |
| void | SetObject (BaseObject *obj) |
| BaseObject * | GetObject () const |
| IComponentMeta * | GetMeta () |
| void | Attach (BaseObject *obj) |
| void | Detach () |
| void | Initialize () |
Public Attributes | |
| Property | variables |
| EventManager | events |
Protected Attributes | |
| BaseObject * | _object |
| IComponentMeta * | _parent |
| bool | _attached |
Contains: Component
The component class is responsible for adding functionality to an object. With components, objects are no longer has-a relatoinships, but has-a relationships. For example, in order to enable weapons to be worn (like gloves with claws), weapon logic would need to be part of the inheritance structure or enable all objects to be worn. This is problematic, because not every object should be a weapon or worn in certain scenarios. Components enable you to add the functionality to individual objects without complicating the inheritance structure of the object. Components enable for the extension of objects.
| Component::Component | ( | IComponentMeta * | parent | ) |
Constructs a component object.
| [in] | the | parent component meta class. |
| void Component::Attach | ( | BaseObject * | obj | ) |
Attaches the component to the object, sets the object if needed.
Also adds dependencies to the object, if they are not already added.
| [in] | the | object to attach to. |
| IComponentMeta * Component::GetMeta | ( | ) |
Gets the component meta for this component.
| BaseObject * Component::GetObject | ( | ) | const |
Gets the object which this component is attached to.
| void Component::SetObject | ( | BaseObject * | obj | ) |
Sets the object that this component is attached to.
| [in] | the | object which the component belongs to. |


ANYWHERE BUT HERE A film review by Christopher Null Copyright 1999 Christopher Null filmcritic.com
ANYWHERE BUT HERE? A more apt title you will not find on a motion picture this decade.
After a witty lead like that, at this point in the movie review, I usually launch into a brief plot synopsis.
If you're waiting for more, you can stop holding your breath. In a nutshell, that's it. Sure, there are some details (the two move from Wisconsin to Beverly Hills) – okay, there is *a* detail – but someone really tried to make a movie out of this *shocking* premise.
So maybe you think there's something to be salvaged by the two big-name actresses headlining the picture. Well, there's Sarandon as the nutty and irresponsible mom, played in one full dimension and with Sarandon looking indistinguishable from Leslie Ann Warren. Or there's the pouty Portman, in what will go down as the most forgettable role she's ever played.
But the worst failing of ANYWHERE BUT HERE is the utter lack of any sort of plot. For two hours, we drag through one boring and random tragedy after another. The characters never change, the film never matures. It's excruciating to watch.
I mean, what is this movie supposed to be about? An aging woman's midlife crisis? The struggle of a teenager who finds herself playing parent to the real mother? Outcasts in Beverly Hills? All of this has been done, and occasionally it's been done well. But ANYWHERE BUT HERE takes these three movies and runs them straight into the ground.
ANYWHERE BUT HERE is so bad that if I wasn't a film critic, I would have left the theater in the first 45 minutes. But as a professional, I knew I would have had to see the last half sometime.
RATING: * [LOWEST RATING]
|------------------------------| \ ***** Perfection \ \ **** Good, memorable film \ \ *** Average, hits and misses \ \ ** Sub-par on many levels \ \ * Unquestionably awful \ |------------------------------|
MPAA Rating: PG-13
Director: Wayne Wang Producer: Laurence Mark Writer: Alvin Sargent Starring: Susan Sarandon, Natalie Portman, Bonnie Bedelia, Shawn Hatosy, Eileen Ryan, Ray Baker
http://www.foxmovies.com/anywherebuthere/
Christopher Null -<EMAIL_ADDRESS>- http://www.filmcritic.com Author - Network Administrator's Reference, 1999 http://www.amazon.com/exec/obidos/ASIN/0078825881/filmcriticcom
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


Find the road less traveled
This means find the application (or parts of an application) less tested. In wide scoped projects the flagship application will most liekly be heavily assessed.
- ^.acme.com scope is your friend
- Find domains via Google (and others!)
- Can be automated well via recon-ng and other tools.
- Port scan for obscure web servers or services (on all domains)
- Find acquisitions and the bounty acquisition rules
- Google has a 6 month rule
- Functionality changes or re-designs
- Mobile websites
- New mobile app versions
- Searching parent company by trademark or privacy policy
Tool: Recon-ng script (enumall.sh
https://github.com/jhaddix/domain
LMGTFY: Let Me GOOGLE That For You
site:paypal.com -www.paypal.com -www.sandbox
List of Mergers and Acquisitinos:
https://en.wikipedia.org/wiki/List_of_mergers_and_acquisitions_by_Facebook
Port Scanning
Port scanning is not just for Netpen! A full port scan of all your new found targets will usually yield #win:
- separate webapps
- extraneous services
- Facebook had Jenkins Script console with no auth
- IIS.net had rdp open vulnerable to MS12_020
nmap -sS -A -PN -p- --script=http-title dontscanme.bro
(syn scan, OS + service fingerprint, no ping, all ports, http titles)


Further resources¶
Need help?¶
Let’s talk:
Further resources¶
K8s¶
kubectx
&kubens
: https://github.com/ahmetb/kubectx#installationLocal Kubernetes deployment with minikube: https://kubernetes.io/blog/2019/03/28/running-kubernetes-locally-on-linux-with-minikube-now-with-kubernetes-1.14-support/
Minikube is recommended on Ubuntu but you can also use Microk8s.
K9s¶
Here are some k9s tips:
CTRL + A
:xray deployments all
?
for help/server
thenl
for the logs:jobs
might be useful to see what is happening behind the sceney
to see the YAML configuration
Helm¶
Use
helm ls
to get the list of your helm releases (packages). You can also use commands likehelm delete NAME_OF_THE_CHART
https://www.linux.com/tutorials/helm-kubernetes-package-manager/
Hyperledger Fabric¶
Installation: https://medium.com/hackernoon/hyperledger-fabric-installation-guide-74065855eca9#c566
Building your first network: https://hyperledger-fabric.readthedocs.io/en/release-1.4/build_network.html
Python Virtual Environment¶
In order to keep your installation of Substra separated from your general Python environement, which is a general Python good practice, it is recommanded to prepare a Python virtual environment. In a new terminal window, please use one of the following method:
# Method 1: install the virtualenv package
pip3 install --user virtualenv
# Create a new virtual environment
virtualenv -p python3 NAME_OF_YOUR_VENV
# or even
virtualenv -p $(which python3) NAME_OF_YOUR_VENV
# Method 2: install the python3-venv package
sudo apt install python3-venv # (Ubuntu)
# Create a new virtual environment
python3 -m venv NAME_OF_YOUR_VENV
# Method 1 & 2: activate your new virtual env
source NAME_OF_YOUR_VENV/bin/activate
# Method 1 & 2: install Substra package inside your fresh new virtual environment
pip3 install substra
# Method 1 & 2: stop your virtual environment
deactivate
If you are looking for more Python Virtual Environment resource, you might be interested in this post from Real Python.
Acknowledgements¶
This amazing piece of software has been developed and open sourced by Owkin and its terrific software engineers. The repositories are now maintained by Substra Foundation and its community. Besides, Substra is really excited to welcome new members, feedbacks and contributions, so please, feel free to get in touch with us!


Table 2.5:
Driver routines for standard eigenvalue and singular value problems
| Type of |
Function and storage scheme |
Single precision |
Double precision |
| problem |
|
real |
complex |
real |
complex |
| SEP |
simple driver |
SSYEV |
CHEEV |
DSYEV |
ZHEEV |
| |
divide and conquer driver |
SSYEVD |
CHEEVD |
DSYEVD |
ZHEEVD |
| |
expert driver |
SSYEVX |
CHEEVX |
DSYEVX |
ZHEEVX |
| |
RRR driver |
SSYEVR |
CHEEVR |
DSYEVR |
ZHEEVR |
| |
simple driver (packed storage) |
SSPEV |
CHPEV |
DSPEV |
ZHPEV |
| |
divide and conquer driver |
SSPEVD |
CHPEVD |
DSPEVD |
ZHPEVD |
| |
(packed storage) |
|
|
|
|
| |
expert driver (packed storage) |
SSPEVX |
CHPEVX |
DSPEVX |
ZHPEVX |
| |
simple driver (band matrix) |
SSBEV |
CHBEV |
DSBEV |
ZHBEV |
| |
divide and conquer driver |
SSBEVD |
CHBEVD |
DSBEVD |
ZHBEVD |
| |
(band matrix) |
|
|
|
|
| |
expert driver (band matrix) |
SSBEVX |
CHBEVX |
DSBEVX |
ZHBEVX |
| |
simple driver (tridiagonal matrix) |
SSTEV |
|
DSTEV |
|
| |
divide and conquer driver |
SSTEVD |
|
DSTEVD |
|
| |
(tridiagonal matrix) |
|
|
|
|
| |
expert driver (tridiagonal matrix) |
SSTEVX |
|
DSTEVX |
|
| |
RRR driver (tridiagonal matrix) |
SSTEVR |
|
DSTEVR |
|
| NEP |
simple driver for Schur factorization |
SGEES |
CGEES |
DGEES |
ZGEES |
| |
expert driver for Schur factorization |
SGEESX |
CGEESX |
DGEESX |
ZGEESX |
| |
simple driver for eigenvalues/vectors |
SGEEV |
CGEEV |
DGEEV |
ZGEEV |
| |
expert driver for eigenvalues/vectors |
SGEEVX |
CGEEVX |
DGEEVX |
ZGEEVX |
| SVD |
simple driver |
SGESVD |
CGESVD |
DGESVD |
ZGESVD |
| |
divide and conquer driver |
SGESDD |
CGESDD |
DGESDD |
ZGESDD |


You have reached the Google Merchandise Store for U.S. & Canadian customers. Orders placed in this store may only be shipped to these countries.
If you would like to access the Google Merchandise Store for International/Rest-of-World customers, please click here.
If you would like to remain in the U.S./Canadian store, please click here to close this window.
Search


For the XLR8 competition 2015, we had made a remote control on android for the teams to operate their bots. The remote control used the android phone’s bluetooth to connect to an HC-05, followed by an ATtiny 2313 chip to decode the incoming bits. The XLR8 bots usually run on differential drive mechanism, so they require four inputs namely:
- Left Front
- Left Back
- Right Front
- Right Back
More on differential drive here: wiki/Differential_wheeled_robot
Each can be represented by one bit. So we had four output pins of the ATtiny going to four inputs of the Motor Driver (L293D in our case). After that it just boils down send the correct bit sequence from the phone based on the button pressed (i.e. control expected).
ATtiny Board
Designed by Ajinkya Gorad
Schematic:
- JP1 is where the programmer head attaches
- JP3 is where HC-05 is attached
- JP5 is the 4 bit output which is sent to motor driver
Connections are pretty straight forward. The RX/TX from HC-05 are joined with TX/RX of ATtiny (PD0 and PD1), and PB0-PB3 are designated the output pins. You should check the programming header connections in the datasheet. One thing we observed while testing was that due to loose connections in the voltage supply, the ATtiny would restart even if the connection went loose for a moment. This happened quite frequently while the bot was running, and this would stop the bot (the init conditions were to set all output pins to 0). For this we soldered a 47uF capacitor externally on the voltage supply pins (polarity matching).
We designed a PCB with respect to this schematic. You can find the necessary Gerber files on the github repo here. This is how it finally looks like:
AVR Code:
Code is pretty straight forward too. Take the bit-sequence from HC-05 through UART and output it on the four pins of PORTB. I have posted the relevant main()
function here. Entire code can be found on github.
Android App:
The ATtiny is programmed to output the bit sequence as is. So once you send a bit sequence corresponding to “move forward”, the bot wont stop until you send another bit sequence corresponding to “stop”. The UI consist of three control modes:
- Motion Control: Front, Back, Left, Right control
- Individual Motor control: Left Front, Left Back, Right Front, Right Back
- Swag Mode :D: Hand-tilt based control. Tilt phone forward to move forward, and so on
Motion and Individual Motor control have buttons which on pressed send the bit sequence corresponding to the motion, and on released send bit sequence “stop”. In tilt control mode it check tilt on each axis x and y, if it is beyond a threshold (positive or negative) it sends that motions bit sequence else it sends “stop”.
We also need to consider cases when two buttons are pressed together (which is necessary in Individual Control mode). So we controlled each bit individually on pressed and released rather than sending the whole bit sequence entirely. And we also made a function which would send the latest updated bit sequence which could be called after every update. The entire code is available on github.
Here is the onTouch
button code. You can see how the on pressed and on released events ( represented by ACTION_DOWN
and ACTION_UP
respectively). Rest of the functions used are quite obviously named. For the entire file, check the github repo.
R.id.<forward|backward|left|right>
correspond to the Motion Control buttons. R.id.<left_fwd|left_bck|right_fwd|right_bck>
correspond to the Individual Motor control.
The code responsible for Swag mode:
This code has a little complicated logic. So the first two if
s check if there is a hard-tilt (high angle), then we send hard-left/hard-right control bit sequence. If not we check for soft-tilt and send those corresponding bit sequences if true. These tilts are in the x-axis i.e. the left-right axis. Now we go on to the front-back axis i.e. y-axis which is the last nested if
in the else
condition.
The bluetooth relevant code was taken from the BluetoothChat sample app provided by android. These two functions above are part of the BotControl class which is used in the UI as an onTouchListener
and SensorEventListener
to capture both touches and tilt changes.


Toggle navigation
Home
Department
Common
News
Developments
Exchange Programs
Prospective Students
Faculty
About
Alumni
Contact Us
Info
Bachelor Program
Courses
Research
Degree Guide
Recent Diplomas
Exam Rules
Admission
FAQ
Master Degree
> Overview
> Program
Graduate Research
Admission
Calendar
Academic Calendar
Schedule of Lectures
Midterms Schedule
Finals Schedule
Labs Schedule
Labs
All labs
Policy &Regulations
Software
Contacts
What is
Computer Science?
Learn More
scroll down
About us
Computer Science Department
Our Vision
to develop research projects that will receive international recognition
to engage our students in those projects that will enable them to find jobs easily all over the world
Our Mission
to educate our students with state-of-the-art computer engineering knowledge that emphasizes both theoretical and practical aspects
to provide our students with the necessary computer engineering background that will enable them in finding jobs all over the world
to enrich our students with high moral and ethical values
to engage our students in social activities which will improve their leadership skills
Our Merits and Principles
xcellence in teaching and research
loyalty to ethical issues
professional and dedicated working habits
alert to technological changes


{% extends "_base.html" %} {% block css %} {% endblock %} {% block drawer %} {% endblock %} {% block subheader %}
When building new features, we follow a process that emphasizes engagement with the WICG and other stakeholders early.
If there is already an agreed specification, work may quickly start on implementation and origin trials.
Sometimes a change to a shipped feature requires an additional feature entry. This type of feature entry can be referenced from a PSA immediately.
Deprecate and remove an old feature.


The 'father of the internet' sends a warning about 'ghastly' social media
by Mike WrightSocial media content is too "ghastly" to be monitored by humans, the British inventor of the web has said.
Sir Tim Berners-Lee said sifting through harmful and dangerous online content was an "awful job" that left people "changed" by the things they saw.
The 64-year-old – seen as the father of the modern internet – called for a "midcourse correction" by governments and tech firms to prevent it "plunging towards things which could be really bad".
On Sunday, Sir Tim gave this year's Richard Dimbleby Lecture to mark 30 years since he created the world wide web system that forms the basic architecture of the internet.
Following the lecture, Ian Russell, whose 14-year-old daughter Molly took her own life in 2017 after viewing self-harm and suicide material on Instagram, asked Sir Tim if he felt it was as difficult to clean up dangerous content online as tech firms claimed.
Sir Tim described the proliferation of such content as "a really big problem", but said AI appeared unable to remove it without human help.
Asked if social media giants should hire more people to remove harmful content, he said: "Then you have a human being who is paid probably not very much to sit all of their working life looking at things that are borderline really horrible and ghastly. It is not so much the pay, it is that it is an awful job to do. They end up being changed as it is more than a person can take to be constantly asked to make these decisions and to see this horrible stuff."
Sir Tim called on governments and tech giants to sign up to a new "contract for the web" and to find ways to combat mass misinformation and data abuses.
Lifeline: (13 11 14 and lifeline.org.au), the Suicide Call Back Service (1300 659 467 and suicidecallbackservice.org.au) and beyondblue (1300 22 4636 and beyondblue.org.au).
The Telegraph, London


 Undo from 20+ git scenarios
git


@@include('./partials/topbar.html') @@include('./partials/left-sidebar.html')
UBold
eCommerce
Product Edit
Add / Edit Product
General
Product Name
*
Reference
*
Product Description
*
Product Summary
Categories
*
Select
Shopping 1
Shopping 2
Shopping 3
Shopping 4
Crm 1
Crm 2
Crm 3
Crm 4
eCommerce 1
eCommerce 2
eCommerce 3
eCommerce 4
Price
*
Status
*
Online
Offline
Draft
Comment
Product Images
Drop files here or click to upload.
(This is just a demo dropzone. Selected files are
not
actually uploaded.)
Meta Data
Meta title
Meta Keywords
Meta Description
Cancel
Save
Delete
@@include('./partials/footer.html')
@@include('./partials/right-sidebar.html')


- scalarProduct(Vector2d) - Method in class tools.Vector2d
-
Calculates the scalar product of this vector and the one passed by parameter
- score - Variable in class core.game.Game
-
Score of the game.
- SCORE_DISQ - Static variable in class ontology.Types
-
- scoreChange - Variable in class ontology.effects.Effect
-
- screenSize - Variable in class core.game.Game
-
Screen size.
- sd() - Method in class tools.StatSummary
-
- second - Variable in class tools.Pair
-
- set(Vector2d) - Method in class tools.Vector2d
-
Sets this vector's coordinates to the coordinates of another vector.
- set(double, double) - Method in class tools.Vector2d
-
Sets this vector's coordinates to the coordinates given.
- setAction(Types.ACTIONS) - Method in class tools.KeyInput
-
- setActions(ArrayList<Types.ACTIONS>) - Method in class controllers.replayer.Agent
-
Loads the action from the contents of the object received as parameter.
- setAvatar(MovingAvatar) - Method in class core.game.Game
-
Sets the avatar of the game.
- setFromAvatar(boolean) - Method in class core.VGDLSprite
-
Used to indicate if this sprite was created by the avatar.
- setMaxTimeMillis(long) - Method in class tools.ElapsedCpuTimer
-
- setRect(Vector2d, Dimension) - Method in class core.VGDLSprite
-
- setRect(Rectangle) - Method in class core.VGDLSprite
-
- setStochastic(boolean) - Method in class core.game.Game
-
Defines this game as stochastic (or not) depending on the parameter passed.
- setup(String, int) - Method in class core.player.AbstractPlayer
-
This function sets up the controller to save the actions executed in a given game.
- setValue(Integer) - Method in class tools.Pair
-
- ShootAvatar - Class in ontology.avatar.oriented
-
Created with IntelliJ IDEA.
- ShootAvatar() - Constructor for class ontology.avatar.oriented.ShootAvatar
-
- ShootAvatar(Vector2d, Dimension, SpriteContent) - Constructor for class ontology.avatar.oriented.ShootAvatar
-
- shrinkfactor - Variable in class core.VGDLSprite
-
Scale factor to draw this sprite.
- SimpleStateHeuristic - Class in controllers.Heuristics
-
Created with IntelliJ IDEA.
- SimpleStateHeuristic(StateObservation) - Constructor for class controllers.Heuristics.SimpleStateHeuristic
-
- SingleMCTSPlayer - Class in controllers.sampleMCTS
-
Created with IntelliJ IDEA.
- SingleMCTSPlayer(Random) - Constructor for class controllers.sampleMCTS.SingleMCTSPlayer
-
Creates the MCTS player with a sampleRandom generator object.
- singleton - Variable in class core.VGDLSprite
-
Indicates if this sprite is a singleton.
- singletons - Variable in class core.game.Game
-
Singletons of the game.
- SingleTreeNode - Class in controllers.sampleMCTS
-
- SingleTreeNode(Random) - Constructor for class controllers.sampleMCTS.SingleTreeNode
-
- SingleTreeNode(StateObservation, SingleTreeNode, Random) - Constructor for class controllers.sampleMCTS.SingleTreeNode
-
- size() - Method in class core.game.Game.Bucket
-
- size(int) - Method in class core.game.Game.Bucket
-
- size - Variable in class core.game.Game
-
Dimensions of the game.
- SpawnIfHasMore - Class in ontology.effects.unary
-
Created by Diego on 18/02/14.
- SpawnIfHasMore(InteractionContent) - Constructor for class ontology.effects.unary.SpawnIfHasMore
-
- SpawnPoint - Class in ontology.sprites.producer
-
Created with IntelliJ IDEA.
- SpawnPoint() - Constructor for class ontology.sprites.producer.SpawnPoint
-
- SpawnPoint(Vector2d, Dimension, SpriteContent) - Constructor for class ontology.sprites.producer.SpawnPoint
-
- speed - Variable in class core.VGDLSprite
-
Scalar speed of this sprite.
- Spreader - Class in ontology.sprites
-
Created with IntelliJ IDEA.
- Spreader() - Constructor for class ontology.sprites.Spreader
-
- Spreader(Vector2d, Dimension, SpriteContent) - Constructor for class ontology.sprites.Spreader
-
- spreadprob - Variable in class ontology.sprites.Spreader
-
- SpriteContent - Class in core.content
-
Created with IntelliJ IDEA.
- SpriteContent() - Constructor for class core.content.SpriteContent
-
Default constructor.
- SpriteContent(String, String) - Constructor for class core.content.SpriteContent
-
Simple constructor that receives and identifier and a reference class
- SpriteContent(String) - Constructor for class core.content.SpriteContent
-
Constructor that extracts the contents from a String line
- SpriteCounter - Class in core.termination
-
Created with IntelliJ IDEA.
- SpriteCounter() - Constructor for class core.termination.SpriteCounter
-
- SpriteCounter(TerminationContent) - Constructor for class core.termination.SpriteCounter
-
- SpriteGroup - Class in core
-
Created by Diego on 18/03/14.
- SpriteGroup(int) - Constructor for class core.SpriteGroup
-
Creates a new SpriteGroup, specifying the type of sprites this will hold.
- spriteGroups - Variable in class core.game.Game
-
Groups of sprites in the level.
- spriteGroups - Variable in class core.VGDLViewer
-
Sprites to draw
- spriteID - Variable in class core.VGDLSprite
-
ID of this sprite.
- spriteOrder - Variable in class core.game.Game
-
z-level of sprite types (in case of overlap)
- SpriteProducer - Class in ontology.sprites.producer
-
Created with IntelliJ IDEA.
- SpriteProducer() - Constructor for class ontology.sprites.producer.SpriteProducer
-
- SpriteProducer(Vector2d, Dimension, SpriteContent) - Constructor for class ontology.sprites.producer.SpriteProducer
-
- sqDist - Variable in class core.game.Observation
-
Distance from this observation to the reference.
- sqDist(Vector2d) - Method in class tools.Vector2d
-
Returns the square distance from this vector to the one in the arguments.
- sqr(double) - Static method in class tools.Vector2d
-
Gets the square value of the parameter passed.
- square_size - Variable in class core.game.BasicGame
-
Allows definition of sprite size from the VGDL description.
- state - Variable in class controllers.sampleMCTS.SingleTreeNode
-
- StateHeuristic - Class in controllers.Heuristics
-
Created with IntelliJ IDEA.
- StateHeuristic() - Constructor for class controllers.Heuristics.StateHeuristic
-
- StateObservation - Class in core.game
-
Created with IntelliJ IDEA.
- StateObservation(ForwardModel) - Constructor for class core.game.StateObservation
-
Constructor for StateObservation.
- StatSummary - Class in tools
-
This class is used to model the statistics
of a fix of numbers.
- StatSummary() - Constructor for class tools.StatSummary
-
- StatSummary(String) - Constructor for class tools.StatSummary
-
- stdErr() - Method in class tools.StatSummary
-
- StepBack - Class in ontology.effects.unary
-
Created with IntelliJ IDEA.
- StepBack(InteractionContent) - Constructor for class ontology.effects.unary.StepBack
-
- strength - Variable in class core.VGDLSprite
-
Strength measure of this sprite.
- stype - Variable in class core.termination.SpriteCounter
-
- stype - Variable in class ontology.avatar.FlakAvatar
-
- stype - Variable in class ontology.avatar.oriented.ShootAvatar
-
- stype - Variable in class ontology.effects.unary.SpawnIfHasMore
-
- stype - Variable in class ontology.effects.unary.TransformTo
-
- stype - Variable in class ontology.sprites.npc.Chaser
-
- stype - Variable in class ontology.sprites.producer.Portal
-
- stype - Variable in class ontology.sprites.producer.SpawnPoint
-
- stype - Variable in class ontology.sprites.Spreader
-
- stype1 - Variable in class core.termination.MultiSpriteCounter
-
- stype1 - Variable in class ontology.sprites.npc.AlternateChaser
-
- stype2 - Variable in class core.termination.MultiSpriteCounter
-
- stype2 - Variable in class ontology.sprites.npc.AlternateChaser
-
- subtract(Vector2d) - Method in class tools.Vector2d
-
Subtracts another vector from this.
- subtract(double, double) - Method in class tools.Vector2d
-
Subtracts two coordinates to this vector.
- subtypes - Variable in class core.content.SpriteContent
-
All types under this type in the hierarchy, including itself.
- sum() - Method in class tools.StatSummary
-
- sumSquareDiff() - Method in class tools.StatSummary
-


Set up two-factor authentication.
To enable two-factor authentication, you'll need an Authenticator app on your phone (such as Google Authenticator).
Step 1: Click the button below labeled, "Get QR Code".
Step 2: Using your Authenticator app, add CygNet Bridge by scanning the displayed barcode.
Step 3: From now on when logging in you will be required to provide a 6-digit verification code that you'll obtain from the Authenticator app.
Step 1: Click the button below labeled, "Get QR Code"
Step 2: Use Google Authenticator or other authenticator app to scan the QR code below Step 3: Confirm two-factor registration
Enter the verification code generated by your Authenticator app.
Enter the 6-digit code
Two-factor setup complete
From now on when logging in you will be required to provide the 6-digit verification code obtained from your Authenticator app.


|
ActiveTcl User Guide
|
||
Tcl_AllowExceptions - allow all exceptions in next script evaluation
#include <tcl.h>
Tcl_AllowExceptions(interp)
If a script is evaluated at top-level (i.e. no other scripts are pending evaluation when the script is invoked), and if the script terminates with a completion code other than TCL_OK, TCL_ERROR or TCL_RETURN, then Tcl normally converts this into a TCL_ERROR return with an appropriate message. The particular script evaluation procedures of Tcl that act in the manner are Tcl_EvalObjEx, Tcl_EvalObjv, Tcl_Eval, Tcl_EvalEx, Tcl_GlobalEval, Tcl_GlobalEvalObj, Tcl_VarEval and Tcl_VarEvalVA.
However, if Tcl_AllowExceptions is invoked immediately before calling one of those a procedures, then arbitrary completion codes are permitted from the script, and they are returned without modification. This is useful in cases where the caller can deal with exceptions such as TCL_BREAK or TCL_CONTINUE in a meaningful way.
continue, break, exception, interpreter
Copyright © 1989-1993 The Regents of the University of California. Copyright © 1994-1996 Sun Microsystems, Inc. Copyright © 1995-1997 Roger E. Critchlow Jr.


Unsupervised Crosslingual Embeddings¶
Overview¶
This model uses a GAN to learn mapping between two language embeddings without supervision as demonstrated in Word Translation Without Parallel Data [1].
Files¶
- nlp_architect/data/fasttext_emb.py: Defines Fasttext object for loading Fasttext embeddings
- nlp_architect/models/crossling_emb.py: Defines GAN for learning crosslingual embeddings
- examples/crosslingembs/train.py: Trains the model and writes final crosslingual embeddings to weight_dir directory.
- examples/crosslingembs/evaluate.py: Defines graph for evaluating the quality of crosslingual embeddings
Usage¶
Main arguments which need to be passed to train.py are
- emb_dir: Directory where Fasttext embeddings are present or need to be downloaded
- eval_dir: Directory where evaluation dictionary is downloaded
- weight_dir: Directory where final crosslingual dictionaries are defined
Use the following command to run training and generate crosslingual embeddings file:
python train.py --data_dir <embedding dir> --eval_dir <evaluation data> \
--weight_dir <save_data> --epochs 1
Example Usage¶
Make directories for storing downloaded embeddings and multi language evaluation dictionaries
mkdir data
mkdir ./data/crosslingual/dictionaries
Run training sequence pointing to embedding directory and multi language evaluation dictionaries. After training it will store the mapping weight and new cross lingual embeddings in weight_dir
python train.py --data_dir ./data --eval_dir ./data/crosslingual/dictionaries --weight_dir ./
Results¶
When trained on English and French embeddings the results for word to word translation accuracy are as follows
| Eval Method | K=1 | K=10 |
|---|---|---|
| NN | 53.0 | 74.13 |
| CSLS | 81.0 | 93.0 |
References¶
| [1] | Alexis Conneau, Guillaume Lample, Marc’Aurelio Ranzato, Ludovic Denoyer, Herve Jegou Word Translation Without Parallel Data https://arxiv.org/pdf/1710.04087.pdf |
| [2] | P.Bojanowski, E. Grave, A. Joulin, T. Mikolov, Enriching Word Vectors with Subword Information https://arxiv.org/abs/1607.04606 |


Scroll down for schema examples. Select a format for examples from the tabs above or the mobile navigation menu.
This documentation was automatically generated from a v0.1.0 SEMOASA file.
Provider: Amazon Web Services
x-amazon-apigateway-integration example
{ "cacheKeyParameters": [ "string" ], "cacheNamespace": "string", "credentials": "string", "contentHandling": "string", "httpMethod": "string" }
```yaml cacheKeyParameters:
- string cacheNamespace: string credentials: string contentHandling: string httpMethod: string
```
Specifies the integration of the method with the backend.
Specifies details of the backend integration used for this method. This extension is an extended property of the Swagger Operation object. The result is an API Gateway integration object.
AWS documentation page in the Amazon API Gateway Developer Guide
| Property | Type | Required | Description |
|---|---|---|---|
| cacheNamespace | string | false | An API-specific tag group of related cached parameters. |
| credentials | string | false | For AWS IAM role-based credentials, specify the ARN of an appropriate IAM role. If unspecified, credentials will default to resource-based permissions that must be added manually to allow the API to access the resource. For more information, see Granting Permissions Using a Resource Policy. |
| contentHandling | string | false | Request payload encoding conversion types. Valid values are 1) CONVERT_TO_TEXT, for converting a binary payload into a Base64-encoded string or converting a text payload into a utf-8-encoded string or passing through the text payload natively without modification, and 2) CONVERT_TO_BINARY, for converting a text payload into Base64-decoded blob or passing through a binary payload natively without modification. |
| httpMethod | string | false | The HTTP method used in the integration request. For Lambda function invocations, the value must be POST. |
| cacheKeyParameters | [string] | false | A list of request parameters whose values are to be cached. |
In the OpenAPI specification v2.0, this extension can be used as follows:
| Object | Description |
|---|---|
| OperationObject | Describes a single API operation on a path. |
In the OpenAPI specification v3.x, this extension can be used as follows:
| Object | Description |
|---|---|
| OperationObject | Describes a single API operation on a path. |


Class GameState
GameState's contain Instances and controls them
Inheritance
Inherited Members
Namespace: Inferno
Assembly: Inferno.Desktop.dll
Syntax
public class GameState
Constructors
| Improve this Doc View SourceGameState(Game)
Create a new game state
Declaration
public GameState(Game parentGame)
Parameters
| Type | Name | Description |
|---|---|---|
| Game | parentGame | Game that the state belongs to |
GameState(Game, Int32, Int32, Color, Int32)
Create a new game state
Declaration
public GameState(Game parentGame, int stateWidth, int stateHeight, Color stateBackgroundColor, int spaceSize = 32)
Parameters
| Type | Name | Description |
|---|---|---|
| Game | parentGame | Game that the state belongs to |
| System.Int32 | stateWidth | Width of the state |
| System.Int32 | stateHeight | Height of the state |
| Color | stateBackgroundColor | The state background color |
| System.Int32 | spaceSize | The size for each spatial "block" |
GameState(Game, Int32, Int32, Sprite, Int32)
Create a new game state
Declaration
public GameState(Game parentGame, int stateWidth, int stateHeight, Sprite stateBackground, int spaceSize = 32)
Parameters
| Type | Name | Description |
|---|---|---|
| Game | parentGame | Game that the state belongs to |
| System.Int32 | stateWidth | Width of the state |
| System.Int32 | stateHeight | Height of the state |
| Sprite | stateBackground | The state background image |
| System.Int32 | spaceSize | The size for each spatial "block" |
Fields
| Improve this Doc View SourceBackground
The state background image
Declaration
public Sprite Background
Field Value
| Type | Description |
|---|---|
| Sprite |
BackgroundDepth
The depth to draw the background at
Declaration
public float BackgroundDepth
Field Value
| Type | Description |
|---|---|
| System.Single |
Camera
The game translation camera
Declaration
public Camera Camera
Field Value
| Type | Description |
|---|---|
| Camera |
DrawMode
The draw config
Declaration
public DrawMode DrawMode
Field Value
| Type | Description |
|---|---|
| DrawMode |
Height
The height of the state
Declaration
public int Height
Field Value
| Type | Description |
|---|---|
| System.Int32 |
OnDraw
On state drawn
Declaration
public EventHandler<GameState.StateOnDrawEventArgs> OnDraw
Field Value
| Type | Description |
|---|---|
| System.EventHandler<GameState.StateOnDrawEventArgs> |
OnLoad
On state loaded
Declaration
public EventHandler OnLoad
Field Value
| Type | Description |
|---|---|
| System.EventHandler |
OnUnLoad
On state unloaded
Declaration
public EventHandler OnUnLoad
Field Value
| Type | Description |
|---|---|
| System.EventHandler |
OnUpdate
On state updated
Declaration
public EventHandler OnUpdate
Field Value
| Type | Description |
|---|---|
| System.EventHandler |
ParentGame
The game that the state belongs to
Declaration
public readonly Game ParentGame
Field Value
| Type | Description |
|---|---|
| Game |
SafeZone
The safe zone
Declaration
public Rectangle SafeZone
Field Value
| Type | Description |
|---|---|
| Rectangle |
SafeZoneEnabled
Whether or not the safe zone is enabled
Declaration
public bool SafeZoneEnabled
Field Value
| Type | Description |
|---|---|
| System.Boolean |
SpaceSize
The size of each spatial "block"
Declaration
public readonly int SpaceSize
Field Value
| Type | Description |
|---|---|
| System.Int32 |
SpatialMode
The spatial hashing config
Declaration
public SpatialMode SpatialMode
Field Value
| Type | Description |
|---|---|
| SpatialMode |
UpdateMode
The Update config
Declaration
public UpdateMode UpdateMode
Field Value
| Type | Description |
|---|---|
| UpdateMode |
UserInterface
The state user interface
Declaration
public UserInterface UserInterface
Field Value
| Type | Description |
|---|---|
| UserInterface |
Width
The width of the state
Declaration
public int Width
Field Value
| Type | Description |
|---|---|
| System.Int32 |
Properties
| Improve this Doc View SourceBounds
The state bounds
Declaration
public Rectangle Bounds { get; }
Property Value
| Type | Description |
|---|---|
| Rectangle |
Methods
| Improve this Doc View SourceAddInstance(Instance)
Add an instance to the state
Declaration
public void AddInstance(Instance instance)
Parameters
| Type | Name | Description |
|---|---|---|
| Instance | instance | Instance to add |
ClearInstances()
Remove all instances from the state
Declaration
public void ClearInstances()
GetInstancesAt(Vector2, Boolean)
Get instances at the given position
Declaration
public List<Instance> GetInstancesAt(Vector2 position, bool boundBySafearea = false)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | position | Position |
| System.Boolean | boundBySafearea | Search only within the safe zone |
Returns
| Type | Description |
|---|---|
| System.Collections.Generic.List<Instance> |
GetNearbyInstances(Instance)
Get instances near the given instance
Declaration
public List<Instance> GetNearbyInstances(Instance instance)
Parameters
| Type | Name | Description |
|---|---|---|
| Instance | instance | Instance to look around |
Returns
| Type | Description |
|---|---|
| System.Collections.Generic.List<Instance> | All instances within one spatial "block" of the given instance |
RemoveInstance(Instance)
Remove an instance from the state
Declaration
public void RemoveInstance(Instance instance)
Parameters
| Type | Name | Description |
|---|---|---|
| Instance | instance | Instance to remove |
Spatial_GetSpaces(Instance)
Get all the spaces that contain the instance
Declaration
public List<int> Spatial_GetSpaces(Instance instance)
Parameters
| Type | Name | Description |
|---|---|---|
| Instance | instance |
Returns
| Type | Description |
|---|---|
| System.Collections.Generic.List<System.Int32> |
Spatial_GetSpaces(Rectangle)
Declaration
public List<int> Spatial_GetSpaces(Rectangle rect)
Parameters
| Type | Name | Description |
|---|---|---|
| Rectangle | rect |
Returns
| Type | Description |
|---|---|
| System.Collections.Generic.List<System.Int32> |
Spatial_MoveInstance(Rectangle, Rectangle, Instance)
Declaration
public void Spatial_MoveInstance(Rectangle oldBounds, Rectangle newBounds, Instance instance)
Parameters
| Type | Name | Description |
|---|---|---|
| Rectangle | oldBounds | |
| Rectangle | newBounds | |
| Instance | instance |


Are you following a deferred life plan? By this I mean are you doing your day job just to pay your bills or you really want to work where you are working now? People choose professions they have no interest in either because it pays really well or it is a respectable career in the society they live in. This is mainly because of two reasons either they are just being ignorant or they have tricked their mind in believing that by doing this they will be able to achieve both satisfaction and wealth.
In my opinion solving a problem and wealth can be a by-product of each other. For example, finding a cure to Alzheimer can result in making a bunch of people really rich. On the other hand, a person with abundance of capital can allocate that to create a company which will eventually solve Alzheimer. In the former case, capital was accumulated after solving the problem while in the latter case, capital was used to solve the problem.
If you want to earn $1B dollars, plan and go for it. There is nothing wrong in being wealthy and rich. If you want to solve climate change, do it without any expectation of a reward. Just do it for the sake of doing it because you are passionate about it. But do not think you can earn $500 million dollars and as a side hustle you might probably solve climate change too. Do one thing but do it with conviction and faith. I believe if you choose one thing to work on you will be able to succeed.
It is understandable to figure out your financial needs and be financially independent but doing it at the cost of sacrificing your passion will not turn out to be great in my opinion. If one wants to study psychology then do that instead of becoming a doctor/engineer that might make your parents proud. Likewise, selling a product you don’t believe in will not be effective for you and for the company you work for.
I can rant on this for a long time, but I am going to stop and share some resources in the references section which you can read to further explore this topic. But as we move into this new year, we should set our goals/targets with respect to our intrinsic motivation not because of some external rewards.
References:
1. https://www.youtube.com/watch?v=uEl2KUZ3JWA&t=1745s
2. https://wealthcareforwomen.com/deferred-life-plan/
3. https://startupsventurecapital.com/startups-are-the-new-deferred-life-plan-7f23d06eb1f3


[t]HRM integration for {$clientName}[/t]
{if $vacancy_import_files_cnt != 1}[t]Vacancy import:[/t]
[t]There is a problem with the HRM integration. You have {$vacancy_import_files_cnt} files on FTP instead of one.[/t]
[t]Status import:[/t]
[t]There is a problem with the HRM integration. You have {$status_import_files_cnt} files on FTP instead of one.[/t]
[t]Candidate export:[/t]
[t]There is a problem with the HRM integration. You have {$candidate_export_files_cnt} files waiting for pick up on the ftp storage.[/t]
[t]Regards,[/t]
OTYS INTERACTIVE CLERQ


Before Change
If trial is being used for multi-objective optimization.
return self.study.report(self, value=value, step=step)
def should_prune(self) -> bool:
Suggest whether the trial should be pruned or not.
After Change
If trial is being used for multi-objective optimization.
if len(self.study.directions) > 1:
raise NotImplementedError(
"Trial.report is not supported for multi-objective optimization."
)
try:
// For convenience, we allow users to report a value that can be cast to `float`.
value = float(value)
except (TypeError, ValueError):
message = "The `value` argument is of type "{}" but supposed to be a float.".format(
type(value).__name__
)
raise TypeError(message) from None
if step < 0:
raise ValueError("The `step` argument is {} but cannot be negative.".format(step))


This is currently in beta and is not fully supported. Current features provide for searching for a list of email addresses.
To use:
- Make sure you are logged into FullStory.
- Enter your list, one item per line.
- Press submit.
- A link will be generated, click on the link.
Your search will open in a new tab.