The first step in re-creating the ISS Tracker example is to load the LeafletJs library by linking the script within a script tag.
After this create a map object and instatiate the three required attributes (latitude, longitude and default zoom level) and declare this as a const with using an L prefix to allow access the methods now available to u from LeafletJs. At this point we have an empty map container, for techinal reasons beyond the scope of this tutorial Leaflet and many other mapping tools import sections of map as tiles or small sections of maps, this example will be using the tiles from OpenStreetMap availaible under the open commons licence, then add the returned layer to the map. You can declare an new icon with the same attributes below linking image you wish to use in the icon Url attribute. This can new icon can now be added as marker to the Leaflet map with postion set to [0, 0] to centre the marker.
const mymap = L.map('issMap').setView([0, 0], 1);
const attribution =
'© OpenStreetMap contributors';
const tileUrl = 'https://{s}.tile.openstreetmap.org/{z}/{x}/{y}.png';
const tiles = L.tileLayer(tileUrl, { attribution });
tiles.addTo(mymap);
const issIcon = L.icon({
iconUrl: 'ISS.png',
iconSize: [50, 32],
iconAnchor: [25, 16]
});
let marker = L.marker([0, 0], { icon: issIcon }).addTo(mymap);
Now we have our map and icon in place we also want to make the visualisation more interactive so we will use this segement of code to allow users to zoom in whilst also automatically adjusting the icon.
mymap.on('zoomend', function () {
const zoom = mymap.getZoom() + 1;
const w = 50 * zoom;
const h = 32 * zoom;
issIcon.options.iconSize = [w, h];
issIcon.options.iconAnchor = [w / 2, h / 2];
mymap.removeLayer(marker);
let latlng = marker.getLatLng();
marker = L.marker([0, 0], { icon: issIcon }).addTo(mymap);
marker.setLatLng(latlng);
});
First declare the URL of the API providing the data as const.
Then declare a new boolean variable we will use to determin if its the users first time loading the visualization, this is important to prevent constantly overriding the users current zoom level with that of the default map view. Use getElement method of the document object to find the longtiude and latitude paragraphs and set the text concent to the data returned from the api. Finally use a set interval method to call getIss every second.
const api_url = 'https://api.wheretheiss.at/v1/satellites/25544';
let firstTime = true;
async function getISS() {
const response = await fetch(api_url);
const data = await response.json();
const { latitude, longitude } = data;
marker.setLatLng([latitude, longitude]);
if (firstTime) {
mymap.setView([latitude, longitude], 2);
firstTime = false;
}
document.getElementById('lat').textContent = latitude.toFixed(2);
document.getElementById('lon').textContent = longitude.toFixed(2);
}
getISS();
setInterval(getISS, 1000);
}


Issues
| # | Summary | Product | Status | Kind | When |
|---|---|---|---|---|---|
| 1711 |
Atom feeds can contain bad links to rails.wincent.com rather than wincent.com |
wincent.com | closed | bug | |
| 1710 |
Provide hints about fewest number of keystrokes required to target a specific file |
Command-T | open | feature request | Created , updated |
| 1709 |
Switch to PostgreSQL |
wincent.com | open | feature request | Created , updated |
| 1708 |
Update to Unicorn 1.1.4 |
wincent.com | closed | feature request | Created , updated |
| 1707 |
Installation failure on Windows XP |
Command-T | closed | bug | Created , updated |
| 1706 |
Volume stuck after keyboard shortcut |
Synergy | closed | bug | Created , updated |
| 1704 |
Configurable Colors and highlights |
Command-T | closed | feature request | Created , updated |
| 1703 |
Can't activate WinSwitch for any users; "fatal error" in Terminal |
WinSwitch | closed | support ticket | |
| 1702 |
Do compatibility testing against iTunes 10.0.1 |
Synergy | open | feature request | |
| 1701 |
In-place editing of comments |
wincent.com | open | feature request |


You opened this demo page
You opened this demo page {{ pageLoadTime | timeAgo }}
This is an ISO8601 String: {{ "2015-02-23T09:38:47.765Z" | timeAgo }}
This is a Date Object: {{ nowTimeAsDateObject | timeAgo }}
This is an epoch time: {{<PHONE_NUMBER>285 | timeAgo }}


The WebSupport Class¶
-
class
sphinxcontrib.websupport.
WebSupport
[source]¶ The main API class for the web support package. All interactions with the web support package should occur through this class.
The class takes the following keyword arguments:
- srcdir
- The directory containing reStructuredText source files.
- builddir
- The directory that build data and static files should be placed in. This
should be used when creating a
WebSupport
object that will be used to build data. - datadir
- The directory that the web support data is in. This should be used when
creating a
WebSupport
object that will be used to retrieve data. - search
- This may contain either a string (e.g. ‘xapian’) referencing a built-in
search adapter to use, or an instance of a subclass of
BaseSearch
. - storage
- This may contain either a string representing a database uri, or an
instance of a subclass of
StorageBackend
. If this is not provided, a new sqlite database will be created. - moderation_callback
- A callable to be called when a new comment is added that is not displayed. It must accept one argument: a dictionary representing the comment that was added.
- staticdir
- If static files are served from a location besides
'/static'
, this should be a string with the name of that location (e.g.'/static_files'
). - docroot
- If the documentation is not served from the base path of a URL, this
should be a string specifying that path (e.g.
'docs'
).
Changed in version 1.6: WebSupport class is moved to sphinxcontrib.websupport from sphinx.websupport.
Please add sphinxcontrib-websupport
package in your dependency and use
moved class instead.
Methods¶
-
WebSupport.
build
()[source]¶ Build the documentation. Places the data into the outdir directory. Use it like this:
support = WebSupport(srcdir, builddir, search='xapian') support.build()
This will read reStructured text files from srcdir. Then it will build the pickles and search index, placing them into builddir. It will also save node data to the database.
-
WebSupport.
get_document
(docname, username=’‘, moderator=False)[source]¶ Load and return a document from a pickle. The document will be a dict object which can be used to render a template:
support = WebSupport(datadir=datadir) support.get_document('index', username, moderator)
In most cases docname will be taken from the request path and passed directly to this function. In Flask, that would be something like this:
@app.route('/<path:docname>') def index(docname): username = g.user.name if g.user else '' moderator = g.user.moderator if g.user else False try: document = support.get_document(docname, username, moderator) except DocumentNotFoundError: abort(404) render_template('doc.html', document=document)
The document dict that is returned contains the following items to be used during template rendering.
- body: The main body of the document as HTML
- sidebar: The sidebar of the document as HTML
- relbar: A div containing links to related documents
- title: The title of the document
- css: Links to css files used by Sphinx
- script: Javascript containing comment options
This raises
DocumentNotFoundError
if a document matching docname is not found.Parameters: docname – the name of the document to load.
-
WebSupport.
get_data
(node_id, username=None, moderator=False)[source]¶ Get the comments and source associated with node_id. If username is given vote information will be included with the returned comments. The default CommentBackend returns a dict with two keys, source, and comments. source is raw source of the node and is used as the starting point for proposals a user can add. comments is a list of dicts that represent a comment, each having the following items:
Key Contents text The comment text. username The username that was stored with the comment. id The comment’s unique identifier. rating The comment’s current rating. age The time in seconds since the comment was added. time A dict containing time information. It contains the following keys: year, month, day, hour, minute, second, iso, and delta. iso is the time formatted in ISO 8601 format. delta is a printable form of how old the comment is (e.g. “3 hours ago”). vote If user_id was given, this will be an integer representing the vote. 1 for an upvote, -1 for a downvote, or 0 if unvoted. node The id of the node that the comment is attached to. If the comment’s parent is another comment rather than a node, this will be null. parent The id of the comment that this comment is attached to if it is not attached to a node. children A list of all children, in this format. proposal_diff An HTML representation of the differences between the the current source and the user’s proposed source. Parameters: - node_id – the id of the node to get comments for.
- username – the username of the user viewing the comments.
- moderator – whether the user is a moderator.
-
WebSupport.
add_comment
(text, node_id=’‘, parent_id=’‘, displayed=True, username=None, time=None, proposal=None, moderator=False)[source]¶ Add a comment to a node or another comment. Returns the comment in the same format as
get_comments()
. If the comment is being attached to a node, pass in the node’s id (as a string) with the node keyword argument:comment = support.add_comment(text, node_id=node_id)
If the comment is the child of another comment, provide the parent’s id (as a string) with the parent keyword argument:
comment = support.add_comment(text, parent_id=parent_id)
If you would like to store a username with the comment, pass in the optional username keyword argument:
comment = support.add_comment(text, node=node_id, username=username)
Parameters: - parent_id – the prefixed id of the comment’s parent.
- text – the text of the comment.
- displayed – for moderation purposes
- username – the username of the user making the comment.
- time – the time the comment was created, defaults to now.
-
WebSupport.
process_vote
(comment_id, username, value)[source]¶ Process a user’s vote. The web support package relies on the API user to perform authentication. The API user will typically receive a comment_id and value from a form, and then make sure the user is authenticated. A unique username must be passed in, which will also be used to retrieve the user’s past voting data. An example, once again in Flask:
@app.route('/docs/process_vote', methods=['POST']) def process_vote(): if g.user is None: abort(401) comment_id = request.form.get('comment_id') value = request.form.get('value') if value is None or comment_id is None: abort(400) support.process_vote(comment_id, g.user.name, value) return "success"
Parameters: - comment_id – the comment being voted on
- username – the unique username of the user voting
- value – 1 for an upvote, -1 for a downvote, 0 for an unvote.
-
WebSupport.
get_search_results
(q)[source]¶ Perform a search for the query q, and create a set of search results. Then render the search results as html and return a context dict like the one created by
get_document()
:document = support.get_search_results(q)
Parameters: q – the search query


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Info Grabber Panel
Players
Song
TournamentAssistant
Players
Save
Copy Overlay Url
Remove
Failed to connect to InfoGrabber
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Make sure that it is running and "watch", "panel" and "streams" are set to "true"


@* * Copyright 2021 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @import models.Mode @import controllers.trust_type.routes._ @this( main_template: MainTemplate ) @(draftId: String, isTaxable: Boolean)(implicit request: Request[_], messages: Messages) @main_template( title = s"${messages("5mld.settlorInfo.title")}" ) { @components.back_link() @components.heading_with_caption("5mld.settlorInfo")
@messages("5mld.settlorInfo.paragraph1")
@components.bullet_list("5mld.settlorInfo", List( "bulletpoint1", "bulletpoint2", "bulletpoint3", "bulletpoint4" ) )@messages("5mld.settlorInfo.paragraph2")
@components.bullet_list("5mld.settlorInfo", List( "bulletpoint5", "bulletpoint6", "bulletpoint7" ) ) @if(isTaxable) {@messages("5mld.settlorInfo.paragraph3")
@components.bullet_list( "5mld.settlorInfo", List( "bulletpoint8", "bulletpoint9", "bulletpoint10", "bulletpoint11" ) ) }@messages("5mld.settlorInfo.paragraph4")
@messages("5mld.settlorInfo.paragraph5")
@components.bullet_list( "5mld.settlorInfo", List( "bulletpoint12", "bulletpoint13", "bulletpoint14", "bulletpoint15" ) )@messages("5mld.settlorInfo.paragraph6")
@messages("5mld.settlorInfo.details.paragraph1")
@messages("5mld.settlorInfo.details.paragraph2")
@messages("5mld.settlorInfo.paragraph7")
@messages("5mld.settlorInfo.paragraph8")
@components.bullet_list("5mld.settlorInfo", List( "bulletpoint16", "bulletpoint17", "bulletpoint18" ) ) @components.button_link(messages("site.onlyContinue"), SetUpAfterSettlorDiedController.onPageLoad(NormalMode, draftId).url) }


Module Hooks
Defines the hooks provided by FTSE, for the Lua script to be notified when certain game events occur.
The FTSE engine will call the corresponding function in ftse.lua at the time the event occurs, with parameters corresponding to the state of the Fallout: Tactics game engine. Most hooks have one or more parameters, which will contain either information from the Fallout: Tactics executable (translated through the FTSE engine), or class objects corresponding to game state (world, entities, etc.). Some hooks also have an optional or required return value, which will often result in a change in game state depending on the hook.
Types
| TimeStamp | Timestamp format used in MsecToDayHMS and AddBaseToGameTime. |
| CriticalEffects | CriticalEffects table format used in OnCriticalEffect1 and OnCriticalEffect2, and given as a parameter in OnDamageCalc. |
| TargetInfo | TargetInfo table format passed as a parameter to OnStraightAttack et al, describing eligible targets for an attack. |
| TargetResults | TargetResults table format returned by OnStraightAttack et al, describing actual hits made on any eligible targets for an attack. |
Startup hooks
| OnStart () | OnStart is called immediately after start of the FTSE engine. |
| DefaultStyleChanges (style) | DefaultStyleChanges is called when the Fallout: Tactics executable sets up the default style object, used for text coloring. |
| OnLocaleLoad () | OnLocaleLoad is called after the Fallout: Tactics executable has set up the table for locale strings. |
Utility hooks
| MsecToDayHMS (msec, scale) | MsecToDayHMS is called whenever Fallout: Tactics needs to convert the internal game time millisecond counter to an in-game date/time value. |
| AddBaseToGameTime (timestamp) | AddBaseToGameTime is called whenever Fallout: Tactics needs to convert a day+hour+minute+second timestamp to a year/month/day hh:mm:ss time. |
Event hooks
| OnLongTick (ent) | OnLongTick is called once per 10 seconds of game time, per entity. |
| OnRadiated (ent) | OnRadiated is called whenever an entity suffers radiation damage. |
| OnVariableChanged (key, value, isCampaign) | OnVariableChanged is called whenever a mission or campaign variable is updated. |
Combat hooks
| OnChanceToHitCalc (attacker, target, weapon, chanceInfo) | OnChanceToHitCalc is called whenever the game needs to calculate the chance of an attack hitting a desired target. |
| OnChanceToCritical1 (attacker, target, weapon, loc, chance) | OnChanceToCritical1 is called whenever an attack hits a target, and a check needs to be made to determine if the attack is a critical hit. |
| OnChanceToCritical2 (attacker, target, weapon, loc, chance) | OnChanceToCritical2 is called whenever an attack hits a target, and a check needs to be made to determine if the attack is a critical hit. |
| OnCriticalEffect1 (attacker, target, weapon, loc, roll) | OnCriticalEffect1 is called whenever an attack critically hits a target, and a check needs to be made to determine the effects of the critical hit. |
| OnCriticalEffect2 (attacker, target, weapon, loc, roll) | OnCriticalEffect2 is called whenever an attack critically hits a target, and a check needs to be made to determine the effects of the critical hit. |
| OnDamageCalc (attacker, target, weapon, loc, damage, critTable, rollArray) | OnDamageCalc is called whenever the game needs to calculate the final damage of an attack. |
| OnStraightAttack (attacker, shots, targetsArray, weapon) | OnStraightAttack is called whenever the game needs to calculate the effects of a "Straight" or "Normal" arc weapon. |
| OnAreaAttack (attacker, shots, targetsArray, weapon) | OnAreaAttack is called whenever the game needs to calculate the effects of an area-effect hit, usually an explosion (grenades, rockets, etc). |
| OnRadialAttack (attacker, shots, targetsArray, weapon) | OnRadialAttack is called whenever the game needs to calculate the effects of a "Radial" arc weapon. |
| OnSprayAttack (attacker, shots, targetsArray, weapon) | OnSprayAttack is called whenever the game needs to calculate the effects of a "Spray" arc weapon. |
| OnConeAttack (attacker, shots, targetsArray, weapon) | OnConeAttack is called whenever the game needs to calculate the effects of a "Cone" arc weapon (usually shotguns) |
| OnBurstAttack (attacker, shots, targetsArray, weapon) | OnBurstAttack is called whenever the game needs to calculate the effects of a "Burst" arc weapon. |
| OnProjectileAttack (attacker, shots, targetsArray, weapon) | OnProjectileAttack is called whenever the game needs to calculate the effects of an attack which draws a projectile. |
Inventory hooks
| OnInventoryAdd (receiver, item, quantity) | OnInventoryAdd is called whenever the game is preparing to add an item to an entity's inventory. |
| OnInventoryRemove (source, item, quantity) | OnInventoryRemove is called whenever the game is preparing to remove an item from an entity's inventory. |
| OnCheckItemAllowed (actor, item) | OnCheckItemAllowed is called whenever the game needs to check if an Actor can use the given item. |
| OnCheckEquip (actor, item, slot) | OnCheckEquip is called before an Actor equips an item. |
| OnEquip (actor, item, slot) | OnEquip is called after an Actor equips an item. |
| OnCheckUnequip (actor, item, slot) | OnCheckUnequip is called before an Actor unequips an item. |
| OnUnequip (actor, item, slot) | OnUnequip is called after an Actor unequips an item. |
Types
- TimeStamp
-
Timestamp format used in MsecToDayHMS and AddBaseToGameTime.
Fields:
- year Year value in timestamp.
- month Month value in timestamp.
- day Day value in timestamp.
- hour Hour value in timestamp.
- minute Minute value in timestamp.
- second Second value in timestamp.
- msec Leftover milliseconds after timestamp conversion.
- CriticalEffects
-
CriticalEffects table format used in OnCriticalEffect1 and OnCriticalEffect2, and given as a parameter in OnDamageCalc.
Fields:
- bypassdefenses Set to true to ignore target resistances.
- wickedhit Set to true to double damage.
- knockdown Set to true to knock target down.
- injure Set to true to injure the target at the aimed location, or a random location for unaimed attacks.
- disarmright Set to true to force target to drop its right hand weapon (currently broken).
- disarmleft Set to true to force target to drop its left hand weapon (currently broken).
- knockout Set to true to knock target unconscious.
- breakweapon Set to true to break the target's currently active weapon.
- tornapart Set to true to cause a massive critical on the target. Depending on the result of a luck roll by the target, the damage is either multiplied by 4, or by a random value between 4 and 103.
- TargetInfo
-
TargetInfo table format passed as a parameter to OnStraightAttack et al, describing eligible targets for an attack.
Fields:
- actor The Entity object of the eligible target. Most often an Actor, but can be other Entity types as well.
- hit_chance The normal chance of that target being hit from the attacker's current position and weapon.
- distance The distance between attacker and this target.
- angle (optional) The angle between the attacker's shot direction (to its intended target), and this particular target. May be used by Cone or Burst attack types to adjust chance to hit based on distance from the actual angle of fire. Not present for OnProjectileAttack.
- intended A boolean field indicating if this target is the intended target of the attack.
- TargetResults
-
TargetResults table format returned by OnStraightAttack et al, describing actual hits made on any eligible targets for an attack.
Fields:
- id The "id" value from the Entity that is being hit.
- hits The number of hits applied to this target.
- mult A multiplier to the damage applied to this target. Used normally in the Cone and Radial attack types (shotguns, explosions) to make close shots more damaging.
- deltax (optional) For OnProjectileAttack, how far to show the attack missing the target in the X direction. (Used in the animation of the projectile, but also has an effect if the projectile causes radial damage.)
- deltaz (optional) For OnProjectileAttack, how far to show the attack missing the target in the Z direction. (Used in the animation of the projectile, but also has an effect if the projectile causes radial damage.)
Startup hooks
These hooks are generally called once at the start of the game process.
- OnStart ()
-
OnStart is called immediately after start of the FTSE engine.
This hook allows the Lua script a chance to update the internal tables
(currently only perks are supported) prior to the game actually starting.
Returns:
-
None.
- DefaultStyleChanges (style)
-
DefaultStyleChanges is called when the Fallout: Tactics executable sets
up the default style object, used for text coloring. The Lua script can use
the given DefaultStyle object to customize text colors.
Parameters:
- style The DefaultStyle object, which can be called to make the desired text color customization.
Returns:
-
None.
- OnLocaleLoad ()
-
OnLocaleLoad is called after the Fallout: Tactics executable has set up the
table for locale strings. The Lua script can use the AddLocaleString function
of the hookexecutor global object to add new locale strings.
Returns:
-
None.
Utility hooks
These hooks are called when the game needs to calculate some value for which
a Lua script may want to override the result.
- MsecToDayHMS (msec, scale)
-
MsecToDayHMS is called whenever Fallout: Tactics needs to convert the internal
game time millisecond counter to an in-game date/time value. The conversion takes
place in two steps. MsecToDayHMS converts the millisecond counter to days, hours,
minutes, seconds, and milliseconds, optionally scaling it by the normal game
scaling factor (by default, 3 game seconds to 1 real second). This is then added
to the mission/campaign start offset by AddBaseToGameTime.
Parameters:
- msec The current time on the game millisecond timer.
- scale Whether this conversion should use the scaling factor.
Returns:
-
(required) A table formatted as a TimeStamp value, with only days, hours, minutes, seconds, and milliseconds converted.
- AddBaseToGameTime (timestamp)
-
AddBaseToGameTime is called whenever Fallout: Tactics needs to convert a
day+hour+minute+second timestamp to a year/month/day hh:mm:ss time.
The conversion takes place in two steps. MsecToDayHMS first converts the
millisecond timer to a day+hour+minute+second format. Then, AddBaseToGameTime
adds starting year, month, day, etc. to that to give a final date/time.
Parameters:
- timestamp The TimeStamp value returned from MsecToDayHMS.
Returns:
-
(required) A table formatted as a TimeStamp value with all fields adjusted based on desired starting date/time for the campaign.
Event hooks
These hooks are called when game events occur.
- OnLongTick (ent)
-
OnLongTick is called once per 10 seconds of game time, per entity.
This interval is used internally for checking radiation exposure, and nearby
entities for Leader, Team Player, Loner, and Vat Skin perks/traits.
Parameters:
- ent The entity whose long tick is being triggered.
Returns:
-
None.
- OnRadiated (ent)
-
OnRadiated is called whenever an entity suffers radiation damage.
This function is deprecated and will be replaced in the future with a
more general damage notification hook.
Parameters:
- ent Entity which suffered radiation damage.
Returns:
-
None.
- OnVariableChanged (key, value, isCampaign)
-
OnVariableChanged is called whenever a mission or campaign variable is updated.
Mission and campaign variables are stored as key/value pairs, with both
key and value being strings. Fallout: Tactics will use these variables for
updating its own triggers and actions. This hook allows Lua to be notified
similarly whenever a variable is changed.
Parameters:
- key The key (name) of the variable which changed.
- value The new value for the variable.
- isCampaign Boolean field indicating if the changed variable is a campaign variable (true) or mission variable (false).
Returns:
-
None.
Combat hooks
These hooks are called whenever combat results are being calculated.
- OnChanceToHitCalc (attacker, target, weapon, chanceInfo)
-
OnChanceToHitCalc is called whenever the game needs to calculate the chance
of an attack hitting a desired target. This is used in showing the percentage
chance on the mouse cursor prior to an attack, in determining whether an attack
meets the necessary chance for the sentry mode, and finally on the attack
calculation itself. Note that the raw chance is important even if greater than 95%, as the reduction in chance due to aim location is taken into account after this function is processed.
Parameters:
- attacker An Entity corresponding to the attacker. Usually an instance of the Actor class.
- target The target being aimed at. Can be an Actor, Vehicle, Trap, Breakable, or StateBreakable.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
- chanceInfo A table holding the fields "hit_chance" (game calculated chance to hit), "raw_chance" (game calculated chance to hit, not capped at 95%), "location" (text string indicating the aimed location), and "ineligible_flags" (an integer, non-zero if the target can't be hit due to obstruction or range limit).
Returns:
-
(optional) The chanceInfo struct can be modified and returned by the function. Modifications to hit chance or eligibility are passed to Fallout: Tactics.
- OnChanceToCritical1 (attacker, target, weapon, loc, chance)
-
OnChanceToCritical1 is called whenever an attack hits a target, and a check needs
to be made to determine if the attack is a critical hit. Version 1 of this function
is called for every attack type.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- target The target being aimed at. Can be an Actor, Vehicle, Trap, Breakable, or StateBreakable.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
- loc The location of an aimed attack, or an empty string for an unaimed attack.
- chance The calculated chance for critical hit as determined by the game's default behavior.
Returns:
-
(required) The modified chance of a critical hit. Return the value of "chance" parameter to make no changes to critical chance.
- OnChanceToCritical2 (attacker, target, weapon, loc, chance)
-
OnChanceToCritical2 is called whenever an attack hits a target, and a check needs
to be made to determine if the attack is a critical hit. Version 2 of this function
is called for unarmed or melee attacks only, and uses a separate set of criteria to determine
critical chance.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- target The target being aimed at. Can be an Actor, Vehicle, Trap, Breakable, or StateBreakable.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
- loc The location of an aimed attack, or an empty string for an unaimed attack.
- chance The calculated chance for critical hit as determined by the game's default behavior.
Returns:
-
(required) The modified chance of a critical hit. Return the value of "chance" parameter to make no changes to critical chance.
- OnCriticalEffect1 (attacker, target, weapon, loc, roll)
-
OnCriticalEffect1 is called whenever an attack critically hits a target, and a check needs
to be made to determine the effects of the critical hit. Version 1 of this function
is called when the critical check for all attack types (version 1 of OnChanceToCritical1)
succeeds.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- target The target being aimed at. Can be an Actor, Vehicle, Trap, Breakable, or StateBreakable.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
- loc The location of an aimed attack, or an empty string for an unaimed attack.
- roll The modified roll value for the critical attack. The value is not capped at 100.
Returns:
-
(either-or required) A modified value for the critical effect roll, to be used in the default lookup table. If no modifications are desired, return the value of the "roll" parameter.
Or
-
(either-or required) A table formatted as a CriticalEffects value, with each desired critical effect to apply set to boolean true.
- OnCriticalEffect2 (attacker, target, weapon, loc, roll)
-
OnCriticalEffect2 is called whenever an attack critically hits a target, and a check needs
to be made to determine the effects of the critical hit. Version 1 of this function
is called when the critical check for unarmed/melee attack types (version 2 of OnChanceToCritical2)
succeeds.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- target The target being aimed at. Can be an Actor, Vehicle, Trap, Breakable, or StateBreakable.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
- loc The location of an aimed attack, or an empty string for an unaimed attack.
- roll The modified roll value for the critical attack. The value is not capped at 100.
Returns:
-
(either-or required) A modified value for the critical effect roll, to be used in the default lookup table. If no modifications are desired, return the value of the "roll" parameter.
Or
-
(either-or required) A table formatted as a CriticalEffects value, with each desired critical effect to apply set to boolean true.
- OnDamageCalc (attacker, target, weapon, loc, damage, critTable, rollArray)
-
OnDamageCalc is called whenever the game needs to calculate the final damage of an attack.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- target The target being aimed at. Can be an Actor, Vehicle, Trap, Breakable, or StateBreakable.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
- loc The location of an aimed attack, or an empty string for an unaimed attack.
- damage The total damage as calculated by the game's default behaviors.
- critTable A table formatted as a CriticalEffects value, indicating what critical effects are being applied.
- rollArray An array of integers providing the individual damage rolls perfomed by Fallout: Tactics for each shot in a multi-shot weapon, prior to any resistances being applied. These can be used for more complex damage calculation, or for overriding resistances.
Returns:
-
(optional) A new damage value to pass to Fallout: Tactics for the given attack scenario. This damage will override that calculated by the game.
- OnStraightAttack (attacker, shots, targetsArray, weapon)
-
OnStraightAttack is called whenever the game needs to calculate the effects of a "Straight" or "Normal" arc weapon.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- shots The number of shots in the attack. Usually 1, but can be different for some weapons (e.g. triple-fire pistols use 3).
- targetsArray A Lua array containing a TargetInfo value for each eligible target. For Straight/Normal attacks, this is the intended target only.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
Returns:
-
(required) An array of TargetResults values for each target to be hit by the attack. Can be empty.
- OnAreaAttack (attacker, shots, targetsArray, weapon)
-
OnAreaAttack is called whenever the game needs to calculate the effects of an area-effect hit, usually an explosion (grenades, rockets, etc).
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- shots The number of shots in the attack. Unsure what effect this has for area attacks.
- targetsArray A Lua array containing a TargetInfo value for each eligible target in range.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
Returns:
-
(required) An array of TargetResults values for each target to be hit by the attack. Can be empty.
- OnRadialAttack (attacker, shots, targetsArray, weapon)
-
OnRadialAttack is called whenever the game needs to calculate the effects of a "Radial" arc weapon.
Note that this does not include explosions. One example is the electrical effect of the Pacifier Bot.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- shots The number of shots in the attack.
- targetsArray A Lua array containing a TargetInfo value for each eligible target in range.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
Returns:
-
(required) An array of TargetResults values for each target to be hit by the attack. Can be empty.
- OnSprayAttack (attacker, shots, targetsArray, weapon)
-
OnSprayAttack is called whenever the game needs to calculate the effects of a "Spray" arc weapon.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- shots The number of shots in the attack.
- targetsArray A Lua array containing a TargetInfo value for each eligible target.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
Returns:
-
(required) An array of TargetResults values for each target to be hit by the attack. Can be empty.
- OnConeAttack (attacker, shots, targetsArray, weapon)
-
OnConeAttack is called whenever the game needs to calculate the effects of a "Cone" arc weapon (usually shotguns)
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- shots The number of shots in the attack.
- targetsArray A Lua array containing a TargetInfo value for each eligible target.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
Returns:
-
(required) An array of TargetResults values for each target to be hit by the attack. Can be empty.
- OnBurstAttack (attacker, shots, targetsArray, weapon)
-
OnBurstAttack is called whenever the game needs to calculate the effects of a "Burst" arc weapon.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- shots The number of shots in the attack.
- targetsArray A Lua array containing a TargetInfo value for each eligible target.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
Returns:
-
(required) An array of TargetResults values for each target to be hit by the attack. Can be empty.
- OnProjectileAttack (attacker, shots, targetsArray, weapon)
-
OnProjectileAttack is called whenever the game needs to calculate the effects of an attack which draws a projectile. This includes thrown weapons, energy weapons with visible laser/energy bursts, and rocket launcher attacks, among others.
Parameters:
- attacker An entity corresponding to the attacker. Usually an instance of the Actor class.
- shots The number of shots in the attack. The game will only animate a single projectile, but will calculate effects for all attacks.
- targetsArray A Lua array containing a TargetInfo value for each eligible target. For projectile attacks, this array includes only the intended target.
- weapon The weapon being used in the attack. Usually a Weapon or VehicleWeapon, but could possibly be a Trap or a Breakable.
Returns:
-
(required) An array of TargetResults values for each target to be hit by the attack. Can be empty.
Inventory hooks
These hooks are called whenever inventory or equipment operations or events occur in the game.
- OnInventoryAdd (receiver, item, quantity)
-
OnInventoryAdd is called whenever the game is preparing to add an item to an entity's inventory.
The call occurs once it has been determined that the item can be added to inventory successfully, but before the item is actually added.
NOTE that the "id" value of the item will change once it is moved to the inventory of the receiver, so do not save the "id" value for any purpose.
Parameters:
- receiver The Entity receiving the item. Can be an Actor, Container, or Vehicle.
- item The item being received. Must be a subclass of Collectable.
- quantity How many of the indicated item will be added to inventory.
Returns:
-
None.
- OnInventoryRemove (source, item, quantity)
-
OnInventoryRemove is called whenever the game is preparing to remove an item from an entity's inventory.
The call occurs once it has been determined that the item can be remvoed from the inventory successfully, but before the item is actually removed.
NOTE that the "id" value of the removed entity will change once it is removed, so do not save the "id" value for any purpose.
Parameters:
- source The Entity losing the item Can be an Actor, Container, or Vehicle.
- item The item being removed. Must be a subclass of Collectable.
- quantity How many of the indicated item will be removed from inventory.
Returns:
-
None.
- OnCheckItemAllowed (actor, item)
-
OnCheckItemAllowed is called whenever the game needs to check if an Actor can use the given item.
This is called for weapons and armours. Unsure if it is called for skill items or consumables.
Parameters:
- actor The Actor to check for ability to use the item.
- item The item being checked for eligibility.
Returns:
-
(optional) A boolean value indicating if the item can be used (true) or not (false). If not specified, the game will use its default behavior.
- OnCheckEquip (actor, item, slot)
-
OnCheckEquip is called before an Actor equips an item.
Parameters:
- actor The actor that is equipping an item.
- item The Entity being equipped.
- slot The hand or armor slot being equipped into. Values are EQUIP_SLOT_LEFT, EQUIP_SLOT_RIGHT, or EQUIP_SLOT_ARMOR.
Returns:
-
Return nothing if the equip should be allowed, or a locale-defined string if it should not. The string must be defined in locale with a "log_" prefix. An example of an existing string is "cannotRemove".
- OnEquip (actor, item, slot)
-
OnEquip is called after an Actor equips an item.
Parameters:
- actor The actor that equipped an item.
- item The Entity being equipped.
- slot The hand or armor slot being equipped into. Values are EQUIP_SLOT_LEFT, EQUIP_SLOT_RIGHT, or EQUIP_SLOT_ARMOR.
Returns:
-
None.
- OnCheckUnequip (actor, item, slot)
-
OnCheckUnequip is called before an Actor unequips an item.
Parameters:
- actor The actor that is unequipping an item.
- item The Entity being unequipped.
- slot The hand or armor slot being unequipped from. Values are EQUIP_SLOT_LEFT, EQUIP_SLOT_RIGHT, or EQUIP_SLOT_ARMOR.
Returns:
-
Return nothing if the unequip should be allowed, or a locale-defined string if it should not. The string must be defined in locale with a "log_" prefix. An example of an existing string is "cannotRemove".
- OnUnequip (actor, item, slot)
-
OnUnequip is called after an Actor unequips an item.
Parameters:
- actor The actor that unequipped an item.
- item The Entity being unequipped.
- slot The hand or armor slot being unequipped from. Values are EQUIP_SLOT_LEFT, EQUIP_SLOT_RIGHT, or EQUIP_SLOT_ARMOR.
Returns:
-
None.


{% extends 'layouts/block.html' %} {% set pattern_name = "Links" %} {% set pattern_advice = "Links lead users to a different page or further information" %} {% block content %}
This is a text link on a light background.
This is a visited link.
This is a link that goes to an external website.
This is a text link on a dark background.


Provides statistical tools for Bayesian estimation for finite mixture of distributions, mainly mixture of Gamma, Normal and t-distributions. The package is implemented the recent improvements in Bayesian literature for the finite mixture of distributions, including Mohammadi and et al. (2013) <doi:10.1007/s00180-012-0323-3> and Mohammadi and Salehi-Rad (2012) <doi:10.1080/03610918.2011.588358>.
| Version: | 1.2 |
| Depends: | R (≥ 3.0.0) |
| Imports: | BDgraph |
| Published: | 2018-07-05 |
| Author: | Reza Mohammadi |
| Maintainer: | Reza Mohammadi <a.mohammadi at uva.nl> |
| License: | GPL-2 | GPL-3 [expanded from: GPL (≥ 2)] |
| URL: | https://www.uva.nl/profile/a.mohammadi |
| NeedsCompilation: | yes |
| Citation: | bmixture citation info |
| Materials: | NEWS |
| In views: | Bayesian, Cluster, Distributions |
| CRAN checks: | bmixture results |
| Reference manual: | bmixture.pdf |
| Package source: | bmixture_1.2.tar.gz |
| Windows binaries: | r-devel: bmixture_1.2.zip, r-release: bmixture_1.2.zip, r-oldrel: bmixture_1.2.zip |
| OS X binaries: | r-release: bmixture_1.2.tgz, r-oldrel: bmixture_1.2.tgz |
| Old sources: | bmixture archive |
Please use the canonical form https://CRAN.R-project.org/package=bmixture to link to this page.


Harvard-Yale football game delayed at halftime by student protest
by Jimmy Golen The Associated PressNEW HAVEN, Conn. — Protesters wearing the colors of both Harvard and Yale staged a sit-in at midfield of Yale Bowl during halftime of the 136th edition of the annual football rivalry known as The Game. Most left after about an hour when they were escorted off the field by police; a handful of others were arrested.
A few dozen protesters initially trickled onto the field as the Yale band finished performing its halftime routine. They held up banners asking the schools’ presidents to divest from the fossil fuel industry, while other signs raised issues of Puerto Rican debt and the treatment of the Uighurs.
Police in yellow vests lined up alongside the sit-in but did not intervene. When the 15-minute halftime expired and the protest continued, hundreds more fans streamed onto the field to join in.
Chants of “Hey Hey! Ho Ho! Fossil fuels have got to go!” were interrupted by the public address announcer imploring the protesters to leave.
“As a courtesy to both teams, the game must resume,” he said.
After about an hour, police formed a line and moved forward, from the Yale sideline toward the Harvard sideline. A protest leader encouraged all “internationals” to leave. An agreement was reached to escort the remainders off, with one police officer to every two protesters.
Those who did not leave then — perhaps one or two dozen — were informed by Yale Police Chief Ronnell Higgins that they would be arrested.
With Yale hoping to clinch an Ivy League title, Harvard led 15-3 at halftime.


| None |
|
The REPEAT ... UNTIL loop allows you to perform a series of commands until a specific condition has been met. This lets the conditional appear after the commands have been executed before checking, not before like the WHILE ... WEND loop does. In general, use REPEAT ... UNTIL if you know you will have the commands enclosed between them execute at least once.
See also: Until, Forever, Exit, While, For. |
|
; Repeat until user hits ESC key
Repeat print "Press ESC to quit this!" Until KeyHit(1) |


Rainbow Master is version of famous Simon Game.
Initially the device has four colored buttons, each producing a particular tone when it is pressed. You can make it hard choosing 5, 6 or 7 colors difficulty. A round in the game consists of the device lighting up one or more buttons in a random order, after which the player must reproduce that order by pressing the buttons. As the game progresses, the number of buttons to be pressed increases.
You win if you repeat without mistake sequence of 20 steps.
Also you can choose between normal and strict mode. With normal mode in case if you press the wrong button same sequence will repeat again. In strict mode if you press the wrong button you start from the beginning.


What to Check For
Verify that cached data is deleted after use.
Why
If the device is lost or compromised, cached data may be recovered by attackers.
How to Check
To verify that cached data is deleted after use:
- Identify cached data. Make a list of all data cached by the application. Find code that is responsible for each peace of data that is cached.
- Verify that sensitive data is not cached. Examine code that caches data to verify that sensitive data is not cached.
How to Fix
To delete cached data after use:
- Identify cached data. Make a list of all data cached by the application. Find code that is responsible for each peace of data that is cached.
- Do not cache sensitive data. Examine code that caches data to verify that sensitive data is not cached.
- Add code that removes cached data. For all code that caches data, make sure that there is code that removes the data that has been cached.
Privacy Guidelines
Privacy Checklists


No Room For Under-performance, Buhari Warns APC Govs
by Emmanuel EgobiambuPresident Muhammadu Buhari has warned governors under the ruling All Progressives Congress (APC) that under-performance would not be accepted.
He, therefore, called on them to use all resources at their disposal for the benefit of Nigerians.
Buhari spoke on Monday in Jos, Plateau State at the third Federal Government/Progressives Governors Forum’s parley on “Strengthening Public Service Delivery.”
He said: “Early in 2019, Nigeria overwhelmingly re-elected me as President. That election was a referendum on not just my leadership but also on our party.
“Some State Governors were re-elected while new ones also came on board.”
According to him, “To whom much is given, much more is expected. It is therefore incumbent on this to meet the expectations of our teeming population.
“There should be no room for excuses and that is where the outcome of this parley becomes very critical.”


Write a JSON file in the
current working directory. That for example was previously read by readJSON
.
json
:
The object to write. Can either be a
JSON
instance or another Map/List implementation. Both are supported.
file
:
Path to a file in the workspace to write to.
pretty
(optional):
Prettify the output with this number of spaces added to each level of indentation.
Example:
def input = readJSON file: 'myfile.json'
//Do some manipulation
writeJSON file: 'output.json', json: input
// or pretty print it, indented with a configurable number of spaces
writeJSON file: 'output.json', json: input, pretty: 4


How can Maker communities achieve sustainability and organize themselves? What do Maker participants do, and how do they behave? What value do they create, and how does this benefit society? How can we help their governance, their impact and sustainability?
One way for addressing this is also by exploring the spaces where makers gather and work: How many Fab Labs, Hackerspaces, DIY Bio labs are there? Where are they? This dashboard visualizes data about them in order to provide a first map, or rather a radar, for discovering the Maker movement.
Data was gathered from Fablabs.io, Hackerspaces.org and DIYbio.org with the help of the makerlabs Python module, a library for accessing online data about Makerspaces, Fab Labs, Hackerspaces, TechShop... and for formatting the data in order to give a unified API for understanding Maker platforms.


We raid on an extremely light schedule (2 days, 6 hrs/wk) and expect the very best from our raiders. Our raiders are both mechanically sound and skillful within their respective class. Our goal is to down bosses in a timely manner while having fun as a group. With that being said, new recruits can expect a player base with a similar mindset. We are not a group of elitists and toxicity towards each other is unacceptable. As a new raider to the guild, you can expect a positive raiding environment with constructive criticism from our raiders.
This isn't just a guild of people raiding together online; it's a guild built on friendships made while enjoying a game we all play. With that said, our goals are the same as before - achieve good progression ranks and enjoy playing the game with solid raiders on a more laid-back schedule.
We raid Wednesday and Thursday from 7pm to 10pm EST. Raid invites go out ten minutes before raid. Players should be online and ready to zone in and start clearing trash at this time. This means you should have your coins for bonus loot, flasks, potions, food, spec, and knowledge of the encounters we'll be facing that night. We also have an optional raid to clear other content on Tuesday from 7pm to 10pm. While it is optional, we use this time to gather gear for those in need.
The trialing period will last 2 weeks, during this time you will be given the opportunity to show why you belong in the guild. Do not focus on damage or healing parses, we value mechanics over everything, so failing/ignoring them is the number one reason why trials fail.
Thank you for your interest in our guild. If you have any questions you can reach us on Battle.net @ Czy#1449 (Recruitment Officer) or Rufinus#1618 (GM). All applications are private.


Hike to Stop 1
This yellow path is the hike from the trailhead to Stop 1.
We will be hiking on the old mine road. When the mine was active in 1907 this wagon road would have connected through to the old Starr's Pass road.
Take the first right you come to. We will join the old mine road and continue going straight. Soon we will see the remains of one of the Old Pueblo Mine tunnels on our left. You can follow along with the video if you get lost.
play_arrow Play


Wheeeeeeeeeeeeeeee!! 🎉
Ok, it's been an interesting couple of days!
First up though, check it out, I have a new look
newsletter!
Slick 👔
The last week for me has consisted mainly of me
getting comfortable with
Dendron,
Maizzle and
SendGrid.
Every time I read Maizzle I think
The Marvelous Mrs. Maisel
however the first one was used to make this
email and the second is the name of a TV show I
heard on a podcast. 😂
Thanks 🙏
Massive thanks to
Sam Larsen-Disney
for helping guide me through setting up this
template and getting SendGrid set up.
Thanks as well for sharing his template, which
this newsletter looks a lot like 👀
If it wasn't for him you wouldn't be looking at
this slick email template and rather the Zoho
one sent last week.
In the works
In upcoming issues expect a write up on Maizzle
and using it with SendGrid along with my
thoughts on Dendron.
My site is in the midst of being rebuilt (again)
with Gatsby's new file system routing API.
This time with added TypeScript unit tests with
Jest and the React Testing Library and e2e tests
with Cypress. I'm also running
cucumber/gherkin-syntaxed specs with
cypress-cucumber-preprocessor
You can find the next iteration of my site at
next.scottspence.com


--- layout: post title: "This is a Blog" date: 2017-10-26 17:30:00 +0000 tags: image: https://s3.amazonaws.com/audreywatters/known_copy_fragments.jpg imagecredits: https://www.flickr.com/photos/cogdog/15223631110/ ---
I am not a “blogger,” although because I write primarily online and run my own publication, that’s how I’m often described. I get it. The ol’ “journalism versus blogging” debate hasn’t really disappeared.
This site, however, is a blog. This is where I post my half-baked ideas. (Hack Education, by contrast, is a publication where I post articles that, I hope, express fully-baked ideas.)
For a while now, I’ve put these short ideas on fragments.hackeducation.com, which is a Known installation hosted by Reclaim Hosting. I’m trying to consolidate all my sites and all my tools. So I’m abandoning that site (and likely abandoning Reclaim Hosting too). Don’t read anything into that decision. Mostly it’s me wanting to be able to manage my own infrastructure which is something I can do with Jekyll and GitHub pages (which is how I manage all my sites).
I’m going to be moving (most of the) content over from that Known site to this one. For now, fragments.hackeducation.com will stay active (and the links will work). But after April of next year, the subdomain fragments.hackeducation.com will disappear.
Nothing lasts on the Web. Don’t let anyone tell you otherwise…


JavaScript is the only standards-based language in all web browsers
Despite JavaScript's dynamic nature, modern JavaScript VMs are quite speedy, and even more so with asm.js as we saw in the demos before!
C/C++  =>  LLVM  =>  Emscripten  =>  JavaScript
Automatically convert to JavaScript, no need for time-consuming manual rewrites
Compiled code can be faster than handwritten JavaScript (!)
Detect types at runtime and generate efficient machine code
function sum(x) { // in practice, called with small integers
var s = 0;
for (var i = 1; i < x; i++) s += i; // in practice, i is an integer
return s;
}
Support features like typed arrays that are easy to make fast
var heap = new Int32Array(10240);
// ..
function sumArray(x) {
var s = 0;
for (var i = 0; i < x; i++) s += heap[i]; // fast read of int32
return s;
}
Compiled code from a statically-typed language is still implicitly typed, so optimizable
Easy and natural to make compiled use utilize typed arrays for speed
While modern JavaScript engines are fast in many cases, they can have trouble on large applications:
More functions, more variables - harder to figure out types
Issues with deoptimizations / recompilations
asm.js, which began as a research project at Mozilla, aims to fix these issues
asm.js is an extraordinarily optimizable,
low-level subset of JavaScript
100% backwards compatible: Not a new new language, not a new VM
But can be optimized like a low-level VM
function strlen(ptr) { // calculate length of C string
ptr = ptr|0;
var curr = 0;
curr = ptr;
while (MEM8[curr]|0 != 0) {
curr = (curr + 1)|0;
}
return (curr - ptr)|0;
}
If you've ever seen compiled code from Emscripten or Mandreel, |0
etc. will look familiar
asm.js just formalizes these techniques and gives guarantees (via a type system) they are used properly
Ensures that types are not mixed up
Makes it possible to reason about global program structure
Helps in existing JavaScript engines by making it simpler to detect types and avoid them changing later
Makes ahead of time (AOT) compilation possible with asm.js-specific optimizations
Emscripten can emit asm.js output
asm.js code already works in all modern browsers
With asm.js-specific optimizations in Firefox Nightly, performance is within 2x of native. And that's just the beginning!
Mature open source tools (emscripten, LLVM, etc.)
Fast code execution, getting close to native speed


abstract val networkParametersHash: SecureHash?
Helper to access the network parameters hash for the contained transaction.


Latest Blocks
Insight is an open-source Bitcoin blockchain explorer developed by
BitPay. Insight also provides a complete REST and websocket API, giving developers access to more advanced blockchain
queries than those provided by many Bitcoin node implementations.
The Insight project is available
on GitHub.


Toggle navigation
Esport
Create a new Account
Email address
Password
First Name
Last Name
Create New User


🎵 Playing Brown Eyed Girl by Van Morrison
Please turn up your volume
Use the Left / Right Arrow Keys to Navigate


--- layout: page title: About header-img: "img/about-bg.png" ---
I am currently a robotics teacher in Bastrop, TX. While working with my robotics students I dipped my toe into coding and now am diving in!


Copyright (c) ? Alvydas Jakeliunas
The game is played on a 9x9 square board. Each player begins with 34 stones off-board.
|
| A capture example
This is a mandatory turn for Blue. All the marked red stones are captured |
|
| Beware with your
captures Red dropped the marked stone. That was a bad move. Blue must capture it with f5:d5, then Red must capture d4:d6 but he must return the captured stone to blue (the same number of captures as in the previous move). |
|
| A Tesuji If Red play at cell [1], Blue must capture it with d5:b5. Then Red capture two stones with f5:d5:d7. |
More information at Jakeliuna's website.


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Auto Ontology
{% block content %} {% endblock %}


|
Depth Clustering
|
Class for abstract difference. More...
#include <abstract_diff.h>
Public Member Functions | |
| AbstractDiff (const cv::Mat *source_image) | |
| construct a class with a source image pointer More... | |
| virtual float | DiffAt (const PixelCoord &from, const PixelCoord &to) const =0 |
| Gets diff between pixels from and to. More... | |
| virtual bool | SatisfiesThreshold (float value, float threshold) const =0 |
| Does the difference satisfy a threshold? More... | |
| virtual cv::Mat | Visualize () const |
| Visualize the differences as a color image. More... | |
Protected Attributes | |
| const cv::Mat * | _source_image = nullptr |
Class for abstract difference.
|
inlineexplicit |
construct a class with a source image pointer
| [in] | source_image | The source image pointer (CV_32F type Mat) |
|
pure virtual |
Gets diff between pixels from and to.
| [in] | from | pixel from which we want difference |
| [in] | to | pixel to which we want difference |
Implemented in depth_clustering::LineDistDiffPrecomputed, depth_clustering::AngleDiffPrecomputed, depth_clustering::LineDistDiff, depth_clustering::AngleDiff, and depth_clustering::SimpleDiff.
|
pure virtual |
Does the difference satisfy a threshold?
| [in] | value | Query value |
| [in] | threshold | The threshold |
Implemented in depth_clustering::LineDistDiffPrecomputed, depth_clustering::AngleDiffPrecomputed, depth_clustering::LineDistDiff, depth_clustering::AngleDiff, and depth_clustering::SimpleDiff.
|
inlinevirtual |
Visualize the differences as a color image.
Reimplemented in depth_clustering::LineDistDiffPrecomputed, depth_clustering::AngleDiffPrecomputed, depth_clustering::LineDistDiff, and depth_clustering::AngleDiff.