Chapter 8 Management & Coordination Area
The Management & Coordination Area of URSSI is designed to manage the project (assign and monitor work, usually in work packages; monitor, mitigate, and respond to risks; provide reports; adapt work to community feedback; and ensure project sustainability) and foster collaboration between the four other areas of URSSI: Policy, Education & Training, Incubator, and Outreach & Community.
8.1 Management resources
The PI and Co-PIs are funded at 0.25 FTE and are supported by staff at their home institutions for writing reports and budgeting, etc. The Work Package Leader roles are filled by PIs and/or senior personnel and are funded at around 0.1 FTE for leading a work package. The Sustainability Officer, Diversity Officer and Evaluator are each planned at 0.1 - 0.25 FTE depending on the phase of the institute. The initial phases of ramping up the institute, defining work packages (see definition below) and services, as well as detailed project plans with 1-year to 5-year goals will require more effort at the beginning, and we will revisit the level of effort after about 18 months and 48 months. In addition to continuous monitoring of progress and risks and potential refactoring of work and addressing risks, work on sustainability, evaluation and diversity, will be major topics.
8.2 Work packages
All work to be done in URSSI (including management and coordination) is structured into work packages (WPs), which are organized around the project’s goals and areas, with an additional WP that is concerned with quality and risk management, project coordination, sustainability, and reporting activities. A WP defines a discrete unit of work over some period, and can be part of one or more areas. The duration of a WP can be a fixed period (e.g., six months to organize and run a single training event) or can span the full lifetime of the project, such would be the case for the maintenance of the website or regular distribution of newsletters. For example, a WP to support a new open-source project might last a year and span three areas: education & training, incubator, and outreach & community.
Fig. Areas and WPs: A WP can exist in one or more areas. The WP “Project coordination, risk management and reporting” spans all four areas and lasts for the duration of the project. WPx, for example, is part of Education & Training, Incubator, and Outreach & Community. WPy, WPz, and WPw each exist in a single area.
8.3 Management structure and procedures
Management of URSSI includes activities that occur at different levels, appropriate to the size and structure of the institute. This section presents the project’s organizational and decision-making mechanisms, as well as its process for ensuring effective information interchange between the individual work packages. Central to the project’s management is a key set of roles and committees, which are described in detail below: the PI, the Co-PIs, the Work Package Leaders, a sustainability officer, an evaluator, and the Steering Committee. Work Package leaders may be Co-PIs or other URSSI staff.
The PI and Co-PIs have overall responsibility for project activities and will work with the evaluator to make periodic revisions to ensure the project’s continuing success.The PI will manage the administrative and financial aspects of the project, with the assistance of one or two staff members. The PI will also oversee the day-to-day management of the project, with the support of the Co-PIs. The PI and Co-PIs are responsible for reviewing the overall progress of the project. They will work closely with the Work Package Leaders to manage the technical work of the project. Work Package Leaders will be responsible for the progress of their individual work packages, the timely production and quality of deliverables, and the achievement of milestones. The Sustainability Officer will work towards ensuring the sustainability of the overall institute. The Diversity Officer will ensure that URSSI meets its internal and external diversity goals, and will suggest additional activities as needed. The Evaluator will ensure that URSSI activities progress towards the overall goals of URSSI are measured and, and will suggest corrective actions when needed. The Steering Committee will advise and support the PI and Co-PIs. Senior Personnel are responsible for tasks assigned to them by Work Package leaders. Tasks include administrative tasks for the project.
This structure has been developed to:
- Ensure effective management of the project;
- Ensure clearly defined communication channels both internal and external to the project;
- Establish clear procedures for making decisions and resolving conflicts;
- Ensure the project proceeds within the framework of the budget, including efficient reallocation of budget if necessary and according to administrative, financial, and legal principles defined by NSF; and
- Ensure that the participants meet their obligations in the project.
8.4 Project Management Team
The project management team comprises
- Leadership Team (the PI and Co-PIs)
- Work Package Leaders
- Sustainability Officer
- Diversity Officer
- Evaluator
- Senior Personnel
In addition to this team, the project will rely on a Steering Committee.
The Project Management Team will meet on an annual basis, starting with an initial meeting in the first month of the project to promote effective and efficient work among all participants. This meeting will include the whole project management team along with invited experts. The PI can call additional meetings at any time. The annual meetings will be face-to-face when possible. Additional meetings may be via telephone conference, video conference, or both. In addition to the core project team, the PI can invite any person knowledgeable about an area of concern within the URSSI scope to attend Project Management Team meetings in an advisory capacity.
The Project Management Team will contribute to the strategic orientation of the project and represents the interests of all participants. Its main tasks are to:
- Collect feedback from potential user researcher communities and developer communities;
- Disseminate the project’s latest results via publications and presentations at conferences and workshops; and
- Accomplish the work packages.
8.4.1 Steering Committee
The Steering Committee will be formed at the start of the project. It will consist of 6-8 experts invited by the Leadership Team, drawn from diverse areas including sustainability, software engineering, and domain researchers. Steering Committee members will be asked to serve for two-year terms, though initial terms may be longer or shorter to set up staggered terms for the committee. Members can continue for additional terms if both the member and the project (PI and Co-PIs) agree.
The Steering Committee will be the ultimate advisory group in the running of the project. Its role is to
- Give guidance to the PI, Co-PIs and Work Package Leaders;
- Exchange experiences and formulate ideas for interoperation with other SI2/CSSI projects (e.g. MolSSI, IRIS-HEP) and on sustainability;
- Advise in scientific decisions.
The Steering Committee will be invited to every Project Management Team meeting.
8.4.2 PI
The PI will coordinate the project and will:
- Address all recommendations submitted by the Steering Committee and the Project Management Team, taking appropriate actions;
- Address ethical, legal and diversity issues relevant to the project;
- Approve project budgets;
- Ensure the project proceeds according to administrative, financial, and legal principles defined by NSF;
- Participate in annual NSF PI meetings; and
- Report to NSF.
8.4.3 Leadership Team (PI and Co-PIs)
The PI and Co-PIs form the Leadership Team: the decision-making body of the project. They will:
- Set the strategic direction of the project;
- Ensure effective operation of the project and ensure that all efforts are focused towards achieving its objectives;
- Define work packages and the assign work package leaders;
- Invite Steering Committee members;
- Address risks that may impair progress towards the project’s objectives and propose strategies to address those risks;
- Direct the project according to the work plan taking corrective actions as needed;
- Ensure the free flow of information between Work Package Leaders and ensure cooperation and liaison between the individual work packages takes place;
- Ensure that the work packages interact effectively;
- Ensure deliverables are of good quality and on time;
- Assemble progress reports and deliverables;
- Monitor the progress of work packages towards their milestones and deliverables.
8.4.4 Work Package Leaders
A work package leader is responsible for the effective planning, execution, and reporting for an individual work package. They will be responsible for:
- Coordinating the communication and work between partners within their work package;
- Understanding work package constraints and coordination issues, especially if a work package falls into several areas;
- Ensuring progress towards work package milestones and deliverables;
- Ensuring all work package reports and deliverables are produced in a timely fashion;
- Ensuring all results and outputs are disseminated effectively to other work packages;
- Ensuring good communication with other work packages;
- Reporting the progress of their work package to the PI and Co-PIs;
- Providing support for the PI;
- Setting up regular meetings (about weekly or bi-weekly) between participants within their work package via telephone conference, video conference or both.
8.4.5 Sustainability Officer
The sustainability officer ensures that all actions and work packages are analyzed regarding their contribution to the sustainability of the institute. Work packages might be effective at the beginning of the institute but might phase out over time or need to be redefined with different metrics, for example. The sustainability officer can suggest and lead work packages such as building additional collaborations and analyzing and/or applying for additional funding streams. They would collaborate closely with the incubator area to use its methods for spinning out work packages to be self-sustainable beyond the duration and funding of the project. The sustainability officer is planned as part of the advisory board, not as a Co-PI, so they are not involved in day-to-day management of an area or work packages. The goal is that this role maintains and provides a high-level external perspective on impact and measures for sustainability.
8.4.6 Diversity Officer
The diversity officer ensures that all actions and work packages are analyzed regarding their contribution to the diversity of the institute and the overall community. The diversity officer will also be an ombudsperson for any diversity-related issues that arise, where individuals inside or outside the project want to privately point out problems or make suggestions. The diversity officer will also help in building partnerships with communities that enable the project to increase diversity.
8.4.7 Evaluator
The evaluator is responsible for assessing the performance of the project, including by defining appropriate metrics, and suggesting appropriate measures if performance is found to be lacking or goals of the project are not met.
8.5 Risk management
The leadership team as well as the steering committee are well experienced in project and risk management. The leadership team will maintain a risk register that is refreshed at least annually, and will address risks that may impair progress towards the project’s objectives by proposing strategies to address those risks and directing the project according to the work plan, taking corrective actions as needed. The project plan will be designed to accommodate appropriate and proven risk management practices.
Some risks common to any type of project of this size and complexity, including coordination risks, problems in tasks delivering, loss of a project team member and a low impact on community building and community growth. Other risks are specific to this institute plan, such as little interaction between existing institutes for complementing each other’s activities.
| Risk | Likelihood | Impact | Rating | Mitigation |
|---|---|---|---|---|
| Coordination risks | ||||
| The coordination of many project team members can be difficult and problems in communication and organization can upset the project. | 2 | 2 | 4 | Prevention: Clear communication channels; regular meetings. Measures in the case of occurrence: Improve communications among team members with scheduling more meetings and adding communication channels |
| Problems in task delivering | ||||
| A task will be not or late delivered due to several problems: financial, organizational or technical. | 1 | 2 | 2 | Prevention: The implementation and execution risk is minimised by the detailed work package descriptions and resources allocation, by the complementary expertise and roles in the work packages; the project plant will continuously assess project risks based on input from the project team. Measures in the case of occurrence: Appropriate corrective actions will be decided as necessary, and tracked to completion to avoid or reduce the effect of any risk detected. |
| Loss of project team member | ||||
| Parts of the intended results cannot be delivered and the expertise of the team member is missing. That could delay or - dependent on the team member and on the point of time - endanger the whole project. | 2 | 3 | 6 | Prevention: Have overlapping expertise between team members; code of conduct to avoid conflicts between team members. Measures in the case of occurrence: Providing clear communication channels if conflicts occur; redefining goals and responsibilities and acquiring staffing if a team member leaves. |
| Low impact on community building and community growth | ||||
| Activities may have less impact as expected | 1 | 3 | 3 | Prevention: Evaluation of work packages and tasks and collecting feedback from the community on different activities. Measures in the case of occurrence: Adapting of the work plan and further outreach activities. |
| Choice of communities to engage with are not at the right point in their lifecycle / do not have sufficient effort to engage | 2 | 3 | 3 | Prevention: Interviews with community leaders and selected community members before engaging on a large scale. Measures in the case of occurrence: Planning the engagement with the community beyond low effort such as newsletters for a later point of time. |
| Impact is affected by community politics for a specific community | 2 | 3 | 3 | Prevention: Interviews with community leaders and selected community members. Measures in the case of occurrence: Analyzing whether a change of community politics is expected and if yes, invest larger community building effort;regular check of impact of actions on the community for recognizing slow or minor uptake. |
8.6 Management metrics/milestones
The Management & Coordination Area provides the structure to efficiently manage URSSI. There are three main phases for building and evaluating the structure and defining tools for supporting the management process.
First phase (1-3 months):
Announcing and filling open job positions of the institute, and strongly considering diversity while doing so
Defining the project management framework and tools supporting this framework, e.g., following the concept of Traction and working with Trello Boards
Defining the mission, vision and culture of URSSI
Defining 1-year, 3-year and 5-year goals
Defining work packages, starting with the first 18 months
Second phase (4-18 months)
Evaluating the efficiency of the management structure, e.g., are additional roles/positions needed, are fewer positions needed
Evaluating the project management framework
Evaluating and revisiting active work packages
Defining work packages for 18 - 60 months
Define sustainability metrics for work packages
Third phase (18-60 months)
Evaluating and revisiting work packages
Distinguishing and preparing to ramp down services that can be managed sustainably by the community and services that should be sustainably delivered by URSSI
8.7 SWOT (Strengths, Weaknesses, Opportunities, Threats)
A SWOT analysis helps find the best match between environmental trends (opportunities and threats) and internal capabilities.
- A strength is a resource or capacity the organization can use effectively to achieve its objectives.
- A weakness is a limitation, fault, or defect in the organization that will keep it from achieving its objectives.
- An opportunity is any favorable situation in the organization’s environment. It is usually a trend or change of some kind or an overlooked need that increases demand for a product or service and permits the firm to enhance its position by supplying it.
- A threat is any unfavorable situation in the organization’s environment that is potentially damaging to its strategy. The threat may be a barrier, a constraint, or anything external that might cause problems, damage or injury.
The SWOT analysis is based on experiences in the conceptualization phase of URSSI.
Strengths
Conceptualization of URSSI created already awareness and some community involvement
Experience with winter school
Results of survey and ethnographic studies
Weaknesses
- Awareness of URSSI in a large set of communities
Opportunities
Close collaboration with existing NSF sustainability institutes, carpentries, UK SSI, US-RSE, ReSA, BSSw, …
Yearly surveys on research software engineering
Threats
Overlapping effort from projects hindering uptake of URSSI activities
A plethora of target communities


Score Card
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Finish


| DOSE: |
2.5 g |
insufflated |
Cocaine |
(powder / crystals) |
[Erowid Note: 2.5 grams of cocaine is considered an extremely high dose]
I was all excited about doing cocaine because I had only done a couple lines before and so I bought over an eight ball - in all, about 7 grams. Three days before the experience that I will go into here I did about 2.5 grams with my friend (1.25 grams each), had an amazing time for the first couple hours. Immediately after I went home and we stopped snorting the lines, I became extremely depressed. Now, you'd think this would be enough to stop me as I'd never been that depressed before in my life. Three days later my other friend came home from college and she wanted to do cocaine. Since I had a little less than five grams left and had nothing to do with it, I decided that we should finish it off within the next two days. I don't know why I wanted to do it again after the previous night - maybe it was that I just remembered the euphoria. So here's how that night went. It was the last time I ever did cocaine.
My parents were upstairs sleeping. My friend and I assembled in the basement around 1:00 and took the first bag onto the table. We had four small zip loc bags of a gram each and one last bag that had almost a gram. We poured this one out first on my very red, shiny, and smooth table. We sat on the couch; I had my labtop down there so we could talk to people online when we were feeling social.
We took small lines and just enjoyed the euphoria of it. It was so much fun to talk and be social. We felt jittery but it wasn't as if we needed to run around and do things. We were content with just talking very fast. The lines started out moderate size I'm sure. We became very serious with each other; telling each other more about ourselves than we'd ever told to anyone before. We analyzed each other extensively. We'd snort a line and then leave a little left over. This was so that we could smush our fingers against the leftovers and lick them, causing our mouths to be delightfully numb. Until about 6:00 we talked and did lines; the time went by very quickly. Around 6:00 we stopped because we felt we had done a great deal of coke. Throughout this time we kept feeling our pulses and counting to see if our hearts were beating too fast. For a while it didn't seem that they were beating dangerously so we kept going with the coke. We didn't want to stop.
At 6:00 we talked for about an hour while lying back on opposite sides of the couch. We knew my father would have to come through the downstairs to go to work and we kept listening for him to come down the stairs. When he finally did, we were ready and pretended to be asleep. My friend said later that it was difficult for her to keep her eyes closed for those couple seconds when my father walked through the room. We weren't too nervous about him finding out; I knew he wouldn't want to wake us up for any reason.
At around 7:00 we wanted to do more. We did another gram in the next hour or so, our conversation becoming even more serious and even more personal. I told my friend I didn't think either of us had ever been so serious in our entire lives.  Anyway, I also had the nummies which made me rub the top of my mouth a lot and also made me lick my lips. I had been trying to keep track of how much we had done. I kept all the full bags in the coat pocket and the empty ones in my pajama pants pocket.
Around 7:30-8:00 we heard my mother rummaging around upstairs. We were very nervous she might come down for some reason or another, yet we wanted to do more. Our desire to do more overpowered the paranoia, which honestly wasn't that bad (but should have been). I mean, she could have come down to use the fax machine or to get something for her work as she used the downstairs computer for her job. Anyway, so we got really quiet and took out the next bag and put it on the table. We wanted to do it quick so that afterward we could just lay back and talk quietly.
We did grow quite paranoid when I poured the bag onto the table - the entire thing and we heard my mother directly above our heads in the kitchen. I kept trying to listen for the stairs and we stopped many times and put the covers over the table. My friend was more paranoid than I was and she had reason to be. It was intense. I think my mother even came down the stairs at one point to use the garage.
Anyway, so my friend had become very quiet while I was still in a talkative mood. We wanted to do this gram quickly and we had done so much already that our lines had become bigger and bigger. We did the entire gram in about fifteen minutes. We snorted two huge lines each to finish the gram (4 lines for the whole gram). They were giant lines and exhilirating. We spent most of the fifteen minutes trying to gather the cocaine into perfectly defined lines without any stray powder on the table.  At this point snorting the lines had begun to sting the inside of our noses and behind our eyes. It hurt and caused us to stop mid-snort a couple times. Those huge lines were very difficult, but we did them and then laid back on the couch and talked. I was feeling my pulse constantly; had my hand there the whole time.
My mother continued to walk around upstairs but we were calmer because we weren't in the act. Anyway, we were still talking (mostly me now). We planned to do the last bag around 9:00. However, when it was time to do it we couldn't find the bag. Had we already done almost five grams in less than 8 hours? It seemed as though we had. For the next two hours we kind of just talked quietly to each other or to people online. Finally around 11:00 we went upstairs and I told my mother we were going to the mall. When we looked in the mirror our pupils were extremely dilated. My mother didn't notice; thank God.
[Erowid Note: Driving while intoxicated is dangerous and irresponsible because it endangers other people. Don't do it!]
We went to the mall. First I wanted to return something I had bought a week before. During the car ride there, the comedown began. It had at most been an hour since we stopped snorting, and already it had begun. While we were in the return line I began to get hot flashes and felt massively depressed.  Then we got in the car and my friend drove to an empty parking lot where we talked about the comedown. Apparently my friend has started it awhile before me. It was why she had gotten so quiet before - that was back when we were still doing the cocaine!
For about 45 minutes we sat in the car and I felt horrible. I felt more depressed than I'd ever felt. I then dropped her off as we had used my car and drove home. I got in bed and begged to go to sleep. Millions of thoughts were swarming my head, I kept feeling my pulse, and I felt so depressed - like I could never be happy again. Furthermore, my heart was beating very erratically, like it was doing flips. I thought mildly I might have a heart attack but good thing I didn't flip out about it because that might have made my heart beat faster. Instead I lay in bed for hours feeling absolutely depressed and it took me two months before that depression completely left me. It's been about four months since the experience and I'm still not the same.
Sometimes I think if I had the opportunity I would do coke again, just because the euphoria part was so much fun. But the euphoria part pales in comparison to the depression. The comedown lasted from 11:30am that day to 12:00am that night (12.5 hours). It was worse than you can imagine. Neither my friend nor I have done cocaine since, and I really hope I never do it again.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


There are many benefits to using a version control system. A VCS allows programmers on a team to work on any file at any given point in time. The VCS will then permit any of these users to merge all of their individual changes into a common version. Apart from the collaborative advantages that it confers, a VCS also allows individual or team-based programmers to restore a previous version of their work, which means that any bugs or errors in the programming of a file can easily be circumvented. Whenever you save or 'commit' a current stage of your project, the VCS also requires you to provide a description of any change that has been made, giving programmers a detailed, comprehensive history of a project's development.
Okay great, now we have a basic understanding of version control but how do I get it for my computer. Git is a commonly used version control software. When using git you have to do certain commands to get from editing the code to actually changing it. Git will show you what you are working on and if you have anything added that's ready to be committed. Once you've gotten your files added and committed, git will keep a log of what has been done. You can use that log to go back and see what commits you've done and you can also delete any if you don't like the result. You must know that Git only does the changes to your personal computer and you need to add another step if you want to share them online.
So now you've gotten your code ready and you want to share it with others. A website called GitHub allows you to do this. GitHub is basically a software equivalent of Dropbox. For those of you who don't know what Dropbox is, it's a program that allows people to store files online and let people access them. With the use of GitHub, people can upload and download work easily from one another. So in order to use GitHub you'll have to have an account and make a repository for your work to be saved. Once you have a repository you can start pushing your work from git on your computer to the online repository. Here people can send their commits for them to be reviewed and eventually added to the master save.


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For 3D modelling in Fusion 360 there are 3 main methods: Extrusion, Rotation and Sculpting. Extrusion is where you extend a 2D sketch profile into a 3rd plane. Rotation is where you rotate a 2D plane profile around an axis. Sculpting is where you start with a 3D object and by adding, removing, dividing, pulling and pushing the sections form a finished product.
Let's make a name tag. The dimensions are 30mm x 70mm x 4mm. The rim is of thickness 1.5mm and height 2.5mm. The key-ring hole with diameter of 4mm, and 1.5mm rim. Name/text to be 0.5mm below the surface. The base should be 1.5mm thick. The file of what I did can be found here.
Step 1, sketch the basic shape of the base, what I did is shown below. Once done, extrude this to a height of 1.5mm.
Step 2, on the surface of the extruded body, create a new sketch and sketch out the rim areas as shown below. Once done, extrude this to a height of 2.5mm.
Step 3, on the same surface as in step 2, create a new sketch and use the text function. Key in the name or text of choice, when choosing the font make sure it is not too thin. You should get something like what is shown. Once done, extrude this text to a height of 2mm. And you are done!
Let's build a Lego Brick! I'm sure you have played with Legos before so why not make them yourself. I would not be going too in depth for this exercise as I followed this video on How to 3D Model a Lego Brick by Product Design Online. You can also follow this tutorial if you are interested.
For this exercise I made use of functions like shell, extrude, pattern and fillet. My finished product is shown below, you can also find the file of what I did here.
Make this object that made up of 20 cubes that are 20mm x 20mm x 20mm. This is then shelled to a thickness of 4mm. For this i used functions such as copy and paste, extrude, shell and combine. The file can be found here.
Well, how to create this? There are many methods but what did I use? I took a single cube, copy and pasted it 20 times until the shape was completed. I then combined all the cubes into one body. Next, I shelled the bottom to a thickness of 4mm. That completes this exercise.
We are continuing our use of Fusion 360 by making a mug with a handle. The diamensions are 50mm(d) x 80mm(h). We needed to include an arc at the base of the mug and have the thickness be 2.5mm. Add a handle that is 6mm thick, for this it is free and easy.
To create this we first start with creating a sketch of how the main mug body should look like. This sketch profile is then revolved along the centre axis.
Next, create a new sketch on the same plane as the first and create a handle of your choice. A tip is to create the tips of the handle slightly into the revolved profile so that it is fully inside. For my handle I used the fit point spline function.
Extrude this handle bar symmetrically to a thickness of 6mm. And the mug is completed!
A hex nut? Yeah it can also be made by 3D modelling. For this I will go into slight details as I followed this video on How to 3D Model a Hex Nut by Product Design Online. You can follow the tutorial if you are interested. This hex nut is 20mm between flat surfaces and 10mm thick.
First, a sketch of a pentagon. Then extrude it 10mm. Next, create a triangle as shown below and use the revolve function and cut away from the current body.
Once done create a plane in the middle of the nut and mirror the revolve cut profile. Now both sides should have this chamfer. Lastly, add the threaded hole and it is done.
Using what was taught to far, design a knight chess piece that has a base of 30mm, height of 50mm, and head thickness of 5mm. The base should also be hollow. Using a template image as a canvas to help complete this exercise.
The template image I used is this knight chess piece template I took off the web. For this, I used functions such as extrude, loft, fillet and a few others. The curved lines can also be created using the line function.
For Computer Controlled Cutting, it works on a 2D profile which provides an outline of the cut. Vector file formats are needed to begin laser cutting, these are DXF (Data eXchange Format), PDF (Portable Document Format), SVG (Scalable Vector Graphics). For my assignments I would be using LibreCAD to produce my DXF files for printing.
Using Parameters in Fusion360 I made the laptop stand. The laptop stand also used other tools like combine and join to create. Using parameters make the editing process quicker especially if the thickness of the material is known.The file can be found here.
I created each coloured component then joined them such that intersecting parts were cut from the selected components.
Using similar steps in creating the laptop stand, I created this paramatric laser cut box. First, I started with a sketch.
Then, I started using Fusion360 to model the box. Step 1, create the parameters used in this model.
Step 2, I sketched out the first side using the 'tabw', 'height', 'length' and 'thickness' parameters. Then i extruded it to the 'thickness'. This forms the first side.
Step 3, I repeated step 2 and created the 2nd side. There is a hole created for the top lid to open and close.
Step 4, I used the Mirror tool and mirrored the current objects on a plane I created at the halfway mark of each diamension. This gave me 4 different side pieces.
Step 5, I created the sketch of the bottom piece at 56 by 96 mm respectively. I extruded it to the 'thickness'. Next, I used the Combine tool and cut the 4 sides from the bottom piece. This gives the completed bottom piece with all the tab holes present.
Step 6, I sketched the top piece with the tabs to hold the lid in the holes made on the 2nd side. I extruded it out to the 'thickness'. As seen below the extruded top has intercepted the front piece.
Step 7, we need to get rid of the part on the front side that is cutting into the top. Using the Combine tool I cut the top from the front piece and forming the new front piece as shown.
Now we are done with our model of the Music Box!
After the completion of the Music Box we went on to cut it with a laser machine. I first checked the parameters and diamensions of my design and making sure the thickness of the material is set correctly.In this case my material was plywood of 3.5mm.
To prepare my piece to cut I exported my pieces to DXF files. In order to do this i had to select a sketch and click the "Save As DXF" function. I repeated this for each side. Next, I imported all these to LibraCAD and adjusted each piece to ensure minimal material waste. The DXF file can be found here.
After exporting the DXF file from libreCAD, i imported this file to CorelDraw. CorelDraw is a graphic editor. I added in a design onto the front piece of the box, this would be engraved. Make sure the cut lines are set as hairline and the graphics for engrave.
Next, I sent this file to the machine. In this case the machine I used was Epilog Fusion Pro. I made sure the plywood was placed correctly in the machine. The cut settings were Speed: 25%, Power: 80%, Frequency: 50%. The Engrave setting were left as default. The thickness was set to 3.5mm.
Laser Cutting in progress...
Laser Cut Pieces
I then drilled a hole on the left side piece and started assembling. I used UHU glue to attach everything together. The finished project looked like this:
While trying to fix everything in place, I realised my design is not very suitable as I have to make sure the top and side pieces are already placed together and attach the bottom piece on. This was harder than expected due to the music player handle needing to be in the hole.
We printed the Knight Chess Piece on a Ultimaker 2+. To prepare the file for printing we have to export the Fusion360 file as an STL file. Next open the file in Ultimaker Cura and do the necessary settings needed. For me, I used 0.2mm Layer Height, 0.8mm Wall Thickness, 20% Infill, Zig Zag Support and no Build Plate Adhesion.Slicing the print should look something like this:
Export the file as g.code and save to an SD card and insert into the printer. It took about 40 minutes to print. The finish print looked like this:


What is the difference between Margin, Border, and Padding?
Margin
The margin is used to define the amount the space outside of an element. When we adjust these values, this will determine how far away our element will be from it's neighbours or edges of the web page. The more margin we have, the more distance between the element we are adjusting and other elements will be, and visa versa.
Below is a visual reference of margin and an example code of how you might apply margin to your element.
The example code above shows two ways of applying margin.
Specifically to either 'top', 'bottom', 'right' or 'left'.
Or using a clockwise notion to apply all four directions in one line of code.
Using margin is great way to control the position of our elements on our page. By adjusting the margins, we can move our elements around our page. We can also create overlaps with different elements by giving our margins negative values.
Padding
Padding is the space inside the element. Increasing or decreasing this will adjust the size of your element, but maintain the size of the content within the element. Think of this as changing the size of the container around your content.
Padding is useful when we would like to create some empty space inside our elements, or maybe we've got a button we'd like to make a bit bigger and easier to click on.
Border
The border is the space between the margin and the padding. Think of it as a picture frame for your element!
Below are some basic examples of borders.
Borders can be styled in many different ways. The thickness, colour, drop shadow among other things can be adjusted and/or applied.


Donation Channels
Last Campaign Performance
Donators Behavior
24 Hours performance
Transactions
| ID | User | User ID | Posted Date | Completed Date | Amount | Currency | Status |
|---|
Last Campaign Performance
24 Hours performance
| ID | User | User ID | Posted Date | Completed Date | Amount | Currency | Status |
|---|
}


Military commanders use decorations; campaign, expeditionary, and service medals; and unit awards to recognize meritorious or outstanding service, as well as excellence above and beyond the actions of others.0 Such awards are collectively worn to outwardly display the highlights of a service member's career.1
The Ribbon Rack is a work in progress to create an interactive, digital version of my seven-year journey in the U.S. Air Force.
October 2006
Entered Air Force Basic Military Training
December 2006
Promoted to Airman Basic
Completed Air Force Basic Military Training
June 2007
Promoted to Airman First Class
Awarded Air Force Specialty Code 1N031
September 2008
Promoted to Senior Airman, Below-the-Zone
May 2010
Promoted to Staff Sergeant
August 2013
Separated from active duty Air Force
Bronze Star Medal
* Still a work in progress, click on a medal to see its name


--- layout: page title: Hi, I'm Yexin Wang subtitle: Master student in Computer Science use-site-title: true ---
Yexin Wang is a Master student in Computer Science at Peking University, advised by Dr.Zhi Yang. His research interests are Machine Learning and Graph Computing.


--- title: About 52 Hikes layout: default description: 52 Hikes is a blog site outlining year round hikes in the Denver, Colorado Area ---
I love hiking, this chronicles those hikes.


Spicy jalapeno bacon ipsum dolor amet drumstick pork belly exercitation, ut sint beef bresaola cupidatat. Culpa cupidatat kielbasa aliqua nostrud frankfurter prosciutto incididunt short loin. Short loin ea boudin pancetta minim ham hock strip steak cillum adipisicing prosciutto porchetta chicken. Capicola esse andouille jowl kielbasa, venison biltong proident meatball quis qui. Officia jowl picanha, pork kielbasa velit beef ribs meatball aliquip prosciutto consectetur kevin strip steak.
AppTree Software, Mobile and Web Developer
- Building enterprise mobile software with Dart and Flutter.
Freelance, Web Developer and Designer
- Sporadically taking on web development and front-end jobs since August 2016. I'm currently available for small projects.
Sommelier
- Starting a very young age, I spent many years in hospitality. There, I learned the importance of hospitality and radical empathy. By the time I left the restaurant scene for good, I had gained a passion for wine, became a certaified Sommelier, and worked with some of the best damn people I ever will.


--- layout: post status: publish published: true title: FixEncoding Pipeline Component for BizTalk 2004 author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 924 wordpress_url: http://winterdom.com/2006/03/fixencodingpipelinecomponentforbiztalk2004 date: '2006-03-24 15:45:39 +0000' date_gmt: '2006-03-24 15:45:39 +0000' categories: - BizTalk tags: [] comments: - id: 639 author: Rich author_email<EMAIL_ADDRESS>author_url: '' date: '2006-03-27 13:41:57 +0000' date_gmt: '2006-03-27 13:41:57 +0000' content: | Hey Tomas, I tried to download the component, but I get a 404. Looking forward to seeing the solution, and thanks agiain for the time. -Rich - id: 640 author: Rich author_email<EMAIL_ADDRESS>author_url: '' date: '2006-03-28 14:18:45 +0000' date_gmt: '2006-03-28 14:18:45 +0000' content: | Hey Tomas, I'm still dead in the water...no clue what I'm doing wrong. May I send you an email on my details and maybe we can grind a little bit to figure something out that I may be missing? Thanks, -Rich - id: 641 author: Bernd author_email<EMAIL_ADDRESS>author_url: '' date: '2006-09-13 09:14:46 +0000' date_gmt: '2006-09-13 09:14:46 +0000' content: | Hi Tomas, I try to work with your tools for biztalk 2004 but it doesn't work. I have a pipeline and create a flatefile and use the fix encoding after the flatfile assembler. The encoding makes no changes. Thanks, Bernd - id: 642 author: Tomas Restrepo author_email<EMAIL_ADDRESS>author_url: http://www.winterdom.com/weblog/ date: '2006-09-13 09:18:02 +0000' date_gmt: '2006-09-13 09:18:02 +0000' content: | Bern, If this is on a send pipeline, you should pick up the updated version of the component which includes the SetEncodingComponent, and put it *before* the flat file assembler (i.e. in the Pre-Assemble stage of the pipeline). - id: 643 author: Rich author_email<EMAIL_ADDRESS>author_url: http://richwallace.net date: '2007-02-27 07:07:03 +0000' date_gmt: '2007-02-27 07:07:03 +0000' content: | Hi Tomas, Me again :) I was curious, if I use your component in a Send pipeline component, can I essentially send my outgoing messages to MSMQ where the consuming applications that expect the ActiveXMEssageFormatter format will still work? I was thinking of adding the component to my 'Pre-Assemble' and follow that up with the Xml Assembler in the 'Assemble' area and that *should* set the encoding correctly, I hope? -Rich - id: 644 author: Tomas Restrepo author_email<EMAIL_ADDRESS>author_url: http://www.winterdom.com/weblog/ date: '2007-02-27 16:21:35 +0000' date_gmt: '2007-02-27 16:21:35 +0000' content: | Rich, You can certainly use my component in a send pipeline, but be sure to use the SetEncodingComponent I mention here (/weblog/CommentView,guid,8eb8776b-4de3-421f-a620-eecda74d07dc.aspx) or just set the properties in your orchestration as necessary. That said, if you're using the ActiveXMessageFormatter with BizTalk 2004, you'll be in trouble, because the MSMQ adapter in 2004 doesn't expose a way to set the BodyType property that's needed for the ActiveXMessageFormatter to understand that the message is encoded as a string (see /weblog/2006/01/31/MSMQActiveXFormatterStringsAndBizTalk2006.aspx) - id: 645 author: Rich author_email<EMAIL_ADDRESS>author_url: http://richwallace.net date: '2007-02-28 06:14:51 +0000' date_gmt: '2007-02-28 06:14:51 +0000' content: | Thank you, sir....and there lies my issue, the subscribing applications do expect the ActiveXMessageFormatter and I am on BTS 2004. Ah well, I'm using a custom .NET component called within an Expression shape now, but looks like I'll have to wait until I can get BTS upgraded. Thanks again! -Rich ---
I've just uploaded a version of my Fix Encoding Pipeline Component I had written for BizTalk Server 2006 that has been retro-ported to BizTalk Server 2004.
The code is not exactly the same and it is not so pretty, but mostly because the .NET Frramework 1.1 does not have functionality to enumerate supported encodings (not even half baked like v2.0), so I hardcoded a list of encodings for the dropdown, which I hope are supported :-).
Keep in mind you'll need to GAC the component in order for the custom UITypeEditor to work!. Enjoy.


book your tickets
Name
Date of Booking
Movie
Select movie
Nightmare
Along Polly Cmae
source code
if only
a walk to remember
angel
Show timing
select timing
10:30 am
5:30 pm
12:30 pm
Select Class
Platinum
Gold
Exclusive
Price
Number of Tickets
Total Price
Alerts & Updates
new payment option of booking tickets
no refund granted on cancellation of tickets


The Latest: Dolphins release Walton after battering arrest
FORT LAUDERDALE, Fla. (AP) - The Latest on the release of Miami Dolphins running back Mark Walton (all times local):
12:35 p.m.
The Miami Dolphins released troubled running back Mark Walton after police say he punched his pregnant girlfriend several times in the head.
Police in the Fort Lauderdale suburb of Davie said in a report that they went to a home at 4:15 a.m. Tuesday where the woman told officers Walton pushed her against the wall and punched her several times, leaving her with a swollen eye.
Police say the woman is five weeks pregnant with the couple’s child and she had told Walton about the pregnancy on Sunday. Walton was charged with aggravated battery of a pregnant person. His defense attorney declined comment.
Walton had been serving a four-game suspension stemming from three arrests last offseason. He was sentenced in August to six months’ probation after pleading no contest to a misdemeanor weapons charge.
11:50 a.m.
The Miami Dolphins have released troubled running back Mark Walton, saying he had been involved in an unspecified police matter.
Tuesday’s announcement came as the second-year player served a four-game suspension for violating NFL conduct and substance abuse policies.
The suspension stemmed from Walton being arrested three times last offseason in his hometown of Miami. He was sentenced in August to six months’ probation after pleading no contest to a misdemeanor weapons charge.
Other charges, including marijuana possession and reckless driving, were dismissed.
Neither the Dolphins nor Walton’s representatives, First Round Management, immediately returned calls seeking comment.
Walton was selected by the Cincinnati Bengals in the fourth round of the 2017 draft after leaving the University of Miami. The Bengals waived him in April after his arrests. The Dolphins signed him in May.
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| Modifier and Type | Method and Description |
|---|---|
static DayOfTheWeek |
DayOfTheWeek.valueOf(String name)
Returns the enum constant of this type with the specified name.
|
static DayOfTheWeek[] |
DayOfTheWeek.values()
Returns an array containing the constants of this enum type, in
the order they are declared.
|
| Modifier and Type | Method and Description |
|---|---|
protected DayOfTheWeek |
LegacyAvailabilityTimeZoneTime.getDayOfTheWeek()
Gets the day of the week.
|
| Modifier and Type | Method and Description |
|---|---|
protected void |
LegacyAvailabilityTimeZoneTime.setDayOfTheWeek(DayOfTheWeek dayOfTheWeek)
Sets the day of the week.
|
| Modifier and Type | Method and Description |
|---|---|
DayOfTheWeek |
TimeChangeRecurrence.getDayOfTheWeek()
Gets the day of the week the time change occurs.
|
| Modifier and Type | Method and Description |
|---|---|
void |
TimeChangeRecurrence.setDayOfTheWeek(DayOfTheWeek dayOfTheWeek)
Sets the day of the week.
|
| Constructor and Description |
|---|
TimeChangeRecurrence(DayOfTheWeekIndex dayOfTheWeekIndex,
DayOfTheWeek dayOfTheWeek,
Month month)
Initializes a new instance of the TimeChangeRecurrence class.
|
| Modifier and Type | Method and Description |
|---|---|
Collection<DayOfTheWeek> |
WorkingHours.getDaysOfTheWeek()
Gets the working days of the attendees.
|
protected List<DayOfTheWeek> |
WorkingPeriod.getDaysOfWeek()
Gets a collection of work days.
|
| Modifier and Type | Method and Description |
|---|---|
DayOfTheWeek |
DayOfTheWeekCollection.getWeekCollectionAtIndex(int index)
Gets the DayOfTheWeek at a specific index in the collection.
|
| Modifier and Type | Method and Description |
|---|---|
Iterator<DayOfTheWeek> |
DayOfTheWeekCollection.iterator() |
| Modifier and Type | Method and Description |
|---|---|
void |
DayOfTheWeekCollection.add(DayOfTheWeek dayOfTheWeek)
Adds a day to the collection if it is not already present.
|
boolean |
DayOfTheWeekCollection.remove(DayOfTheWeek dayOfTheWeek)
Remove a specific day from the collection.
|
| Modifier and Type | Method and Description |
|---|---|
void |
DayOfTheWeekCollection.addRange(Iterator<DayOfTheWeek> daysOfTheWeek)
Adds multiple days to the collection if they are not already present.
|
| Modifier and Type | Method and Description |
|---|---|
DayOfTheWeek |
Recurrence.RelativeMonthlyPattern.getDayOfTheWeek()
Gets the day of the week.
|
DayOfTheWeek |
Recurrence.RelativeYearlyPattern.getDayOfTheWeek()
Gets the day of the week.
|
| Modifier and Type | Method and Description |
|---|---|
void |
Recurrence.RelativeMonthlyPattern.setDayOfTheWeek(DayOfTheWeek value)
Sets the day of the week.
|
void |
Recurrence.RelativeYearlyPattern.setDayOfTheWeek(DayOfTheWeek value)
Sets the day of the week.
|
| Constructor and Description |
|---|
RelativeMonthlyPattern(Date startDate,
int interval,
DayOfTheWeek dayOfTheWeek,
DayOfTheWeekIndex dayOfTheWeekIndex)
Instantiates a new relative monthly pattern.
|
RelativeYearlyPattern(Date startDate,
Month month,
DayOfTheWeek dayOfTheWeek,
DayOfTheWeekIndex dayOfTheWeekIndex)
Instantiates a new relative yearly pattern.
|
WeeklyPattern(Date startDate,
int interval,
DayOfTheWeek... daysOfTheWeek)
Initializes a new instance of the WeeklyPattern class.
|
| Modifier and Type | Method and Description |
|---|---|
protected DayOfTheWeek |
RelativeDayOfMonthTransition.getDayOfTheWeek()
Gets the day of the week when the transition occurs.
|


Here's the latest records for the double. For a record to count it must be completed as per the Self Supported UK guidelines. In essence, no support, start times, no prizes. Attempts can be made at any time, just email the details to the<EMAIL_ADDRESS>email, including a GPX/Strava/Komoot ride, plus some photo proof of your start/mid/endpoints. There's an element of goodwill involved too, it's up to you to self-police your attempts in the ITT spirit.
| Rider Name | Time | Attempt Date | Details/info |
|---|---|---|---|
| No timed attempts yet! Go ride and email in your attempt! Submissions can be sent to<EMAIL_ADDRESS>|


speedometer
`Prev `__
S
`Next `__
--------------
**speedometer**: n.
A pattern of lights displayed on a linear set of LEDs (today) or nixie
tubes (yesterday, on ancient mainframes). The pattern is shifted left
every ``N`` times the operating system goes through its `*main
loop* <../M/main-loop.html>`__. A swiftly moving pattern indicates that
the system is mostly idle; the speedometer slows down as the system
becomes overloaded. The speedometer on Sun Microsystems hardware bounces
back and forth like the eyes on one of the Cylons from the wretched
*Battlestar Galactica* TV series.
Historical note: One computer, the GE 600 (later Honeywell 6000)
actually had an *analog* speedometer on the front panel, calibrated in
instructions executed per second.
--------------
+-----------------------------------+----------------------------+--------------------------+
| `Prev `__ | `Up <../S.html>`__ | `Next `__ |
+-----------------------------------+----------------------------+--------------------------+
| speed of light | `Home <../index.html>`__ | spell |
+-----------------------------------+----------------------------+--------------------------+


|
MoveToCode
|
Manager interface for a Input system in the Mixed Reality Toolkit All replacement systems for providing Input System functionality should derive from this interface More...
Public Member Functions | |
| void | PushInputDisable () |
| Push a disabled input state onto the Input System. More... | |
| void | PopInputDisable () |
| Pop disabled input state. More... | |
| void | ClearInputDisableStack () |
| Clear the input disable stack, which will immediately re-enable input. More... | |
| void | PushModalInputHandler (GameObject inputHandler) |
| Push a game object into the modal input stack. More... | |
| void | PopModalInputHandler () |
| Remove the last game object from the modal input stack. More... | |
| void | ClearModalInputStack () |
| Clear all modal input handlers off the stack. More... | |
| void | PushFallbackInputHandler (GameObject inputHandler) |
| Push a game object into the fallback input stack. More... | |
| void | PopFallbackInputHandler () |
| Remove the last game object from the fallback input stack. More... | |
| void | ClearFallbackInputStack () |
| Clear all fallback input handlers off the stack. More... | |
| uint | GenerateNewSourceId () |
| Generates a new unique input source id. More... | |
| IMixedRealityInputSource | RequestNewGenericInputSource (string name, IMixedRealityPointer[] pointers=null, InputSourceType sourceType=InputSourceType.Other) |
| void | RaiseSourceDetected (IMixedRealityInputSource source, IMixedRealityController controller=null) |
| Raise the event that the Input Source was detected. More... | |
| void | RaiseSourceLost (IMixedRealityInputSource source, IMixedRealityController controller=null) |
| Raise the event that the Input Source was lost. More... | |
| void | RaiseSourceTrackingStateChanged (IMixedRealityInputSource source, IMixedRealityController controller, TrackingState state) |
| Raise the event that the Input Source's tracking state has changed. More... | |
| void | RaiseSourcePositionChanged (IMixedRealityInputSource source, IMixedRealityController controller, Vector2 position) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaiseSourcePositionChanged (IMixedRealityInputSource source, IMixedRealityController controller, Vector3 position) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaiseSourceRotationChanged (IMixedRealityInputSource source, IMixedRealityController controller, Quaternion rotation) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaiseSourcePoseChanged (IMixedRealityInputSource source, IMixedRealityController controller, MixedRealityPose position) |
| Raise the event that the Input Source position was changed. More... | |
| void | RaisePreFocusChanged (IMixedRealityPointer pointer, GameObject oldFocusedObject, GameObject newFocusedObject) |
| Raise the pre-focus changed event. More... | |
| void | RaiseFocusChanged (IMixedRealityPointer pointer, GameObject oldFocusedObject, GameObject newFocusedObject) |
| Raise the focus changed event. More... | |
| void | RaiseFocusEnter (IMixedRealityPointer pointer, GameObject focusedObject) |
| Raise the focus enter event. More... | |
| void | RaiseFocusExit (IMixedRealityPointer pointer, GameObject unfocusedObject) |
| Raise the focus exit event. More... | |
| void | RaisePointerDown (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer down event. More... | |
| void | RaisePointerDragged (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer dragged event. More... | |
| void | RaisePointerClicked (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, int count, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer clicked event. More... | |
| void | RaisePointerUp (IMixedRealityPointer pointer, MixedRealityInputAction inputAction, Handedness handedness=Handedness.None, IMixedRealityInputSource inputSource=null) |
| Raise the pointer up event. More... | |
| void | RaiseOnInputDown (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction) |
| Raise the input down event. More... | |
| void | RaiseOnInputUp (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction) |
| Raise the input up event. More... | |
| void | RaiseFloatInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, float inputValue) |
| Raise Float Input Changed. More... | |
| void | RaisePositionInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Vector2 position) |
| Raise the 2 degrees of freedom input event. More... | |
| void | RaisePositionInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Vector3 position) |
| Raise the 3 degrees of freedom input event. More... | |
| void | RaiseRotationInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Quaternion rotation) |
| Raise the 3 degrees of freedom input event. More... | |
| void | RaisePoseInputChanged (IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, MixedRealityPose inputData) |
| Raise the 6 degrees of freedom input event. More... | |
| void | RaiseGestureStarted (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Started Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, Vector2 inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, Vector3 inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, Quaternion inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureUpdated (IMixedRealityController controller, MixedRealityInputAction action, MixedRealityPose inputData) |
| Raise the Gesture Updated Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, Vector2 inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, Vector3 inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, Quaternion inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCompleted (IMixedRealityController controller, MixedRealityInputAction action, MixedRealityPose inputData) |
| Raise the Gesture Completed Event. More... | |
| void | RaiseGestureCanceled (IMixedRealityController controller, MixedRealityInputAction action) |
| Raise the Gesture Canceled Event. More... | |
| void | RaiseSpeechCommandRecognized (IMixedRealityInputSource source, RecognitionConfidenceLevel confidence, TimeSpan phraseDuration, DateTime phraseStartTime, SpeechCommands command) |
| void | RaiseDictationHypothesis (IMixedRealityInputSource source, string dictationHypothesis, AudioClip dictationAudioClip=null) |
| void | RaiseDictationResult (IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip=null) |
| void | RaiseDictationComplete (IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip) |
| void | RaiseDictationError (IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip=null) |
| void | RaiseHandJointsUpdated (IMixedRealityInputSource source, Handedness handedness, IDictionary< TrackedHandJoint, MixedRealityPose > jointPoses) |
| Notify system that articulated hand joint info has been updated More... | |
| void | RaiseHandMeshUpdated (IMixedRealityInputSource source, Handedness handedness, HandMeshInfo handMeshInfo) |
| Notify system that articulated hand mesh has been updated More... | |
| void | RaiseOnTouchStarted (IMixedRealityInputSource source, IMixedRealityController controller, Handedness handedness, Vector3 touchPoint) |
| void | RaiseOnTouchUpdated (IMixedRealityInputSource source, IMixedRealityController controller, Handedness handedness, Vector3 touchPoint) |
| void | RaiseOnTouchCompleted (IMixedRealityInputSource source, IMixedRealityController controller, Handedness handedness, Vector3 touchPoint) |
| Public Member Functions inherited from Microsoft.MixedReality.Toolkit.IMixedRealityEventSystem | |
| void | HandleEvent< T > (BaseEventData eventData, ExecuteEvents.EventFunction< T > eventHandler) |
| The main function for handling and forwarding all events to their intended recipients. More... | |
| void | Register (GameObject listener) |
| Registers a GameObjectto listen for events from this Event System. More... | |
| void | Unregister (GameObject listener) |
| Unregisters a GameObjectfrom listening for events from this Event System. More... | |
| void | RegisterHandler< T > (IEventSystemHandler handler) |
| Registers the given handler as a global listener for all events handled via the T interface. More... | |
| void | UnregisterHandler< T > (IEventSystemHandler handler) |
| Unregisters the given handler as a global listener for all events handled via the T interface. More... | |
| Public Member Functions inherited from Microsoft.MixedReality.Toolkit.IMixedRealityService | |
| void | Initialize () |
| The initialize function is used to setup the service once created. More... | |
| void | Reset () |
| Optional Reset function to perform that will Reset the service, for example, whenever there is a profile change. More... | |
| void | Enable () |
| Optional Enable function to enable / re-enable the service. More... | |
| void | Update () |
| Optional Update function to perform per-frame updates of the service. More... | |
| void | LateUpdate () |
| Optional LateUpdate function to that is called after Update has been called on all services. More... | |
| void | Disable () |
| Optional Disable function to pause the service. More... | |
| void | Destroy () |
| Optional Destroy function to perform cleanup of the service before the Mixed Reality Toolkit is destroyed. More... | |
Properties | |
| HashSet< IMixedRealityInputSource > | DetectedInputSources [get] |
| List of the Interaction Input Sources as detected by the input manager like hands or motion controllers. More... | |
| HashSet< IMixedRealityController > | DetectedControllers [get] |
| List of Microsoft.MixedReality.Toolkit.Input.IMixedRealityControllers currently detected by the input manager. More... | |
| MixedRealityInputSystemProfile | InputSystemProfile [get] |
| Typed representation of the ConfigurationProfile property. More... | |
| IMixedRealityFocusProvider | FocusProvider [get] |
| The current Focus Provider that's been implemented by this Input System. More... | |
| IMixedRealityRaycastProvider | RaycastProvider [get] |
| The current Raycast Provider that's been implemented by this Input System. More... | |
| IMixedRealityGazeProvider | GazeProvider [get] |
| The current Gaze Provider that's been implemented by this Input System. More... | |
| IMixedRealityEyeGazeProvider | EyeGazeProvider [get] |
| The current Eye Gaze Provider that's been implemented by this Input System. More... | |
| bool | IsInputEnabled [get] |
| Indicates if input is currently enabled or not. More... | |
| Properties inherited from Microsoft.MixedReality.Toolkit.IMixedRealityEventSystem | |
| List< GameObject > | EventListeners [get] |
| List of event listeners that are registered to this Event System. More... | |
| Properties inherited from Microsoft.MixedReality.Toolkit.IMixedRealityService | |
| string | Name [get] |
| Optional Priority attribute if multiple services of the same type are required, enables targeting a service for action. More... | |
| uint | Priority [get] |
| Optional Priority to reorder registered managers based on their respective priority, reduces the risk of race conditions by prioritizing the order in which managers are evaluated. More... | |
| BaseMixedRealityProfile | ConfigurationProfile [get] |
| The configuration profile for the service. More... | |
Events | |
| Action | InputEnabled |
| Event that's raised when the Input is enabled. More... | |
| Action | InputDisabled |
| Event that's raised when the Input is disabled. More... | |
Manager interface for a Input system in the Mixed Reality Toolkit All replacement systems for providing Input System functionality should derive from this interface
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.ClearFallbackInputStack | ( | ) |
Clear all fallback input handlers off the stack.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.ClearInputDisableStack | ( | ) |
Clear the input disable stack, which will immediately re-enable input.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.ClearModalInputStack | ( | ) |
Clear all modal input handlers off the stack.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| uint Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.GenerateNewSourceId | ( | ) |
Generates a new unique input source id.
All Input Sources are required to call this method in their constructor or initialization.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.PopFallbackInputHandler | ( | ) |
Remove the last game object from the fallback input stack.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.PopInputDisable | ( | ) |
Pop disabled input state.
When the last disabled state is popped off the stack input will be re-enabled.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.PopModalInputHandler | ( | ) |
Remove the last game object from the modal input stack.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.PushFallbackInputHandler | ( | GameObject | inputHandler | ) |
Push a game object into the fallback input stack.
Any input handlers on the game object are given input events when no modal or focused objects consume the event.
| inputHandler | The input handler to push |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.PushInputDisable | ( | ) |
Push a disabled input state onto the Input System.
While input is disabled no events will be sent out and the cursor displays a waiting animation.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.PushModalInputHandler | ( | GameObject | inputHandler | ) |
Push a game object into the modal input stack.
Any input handlers on the game object are given priority to input events before any focused objects.
| inputHandler | The input handler to push |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseDictationComplete | ( | IMixedRealityInputSource | source, |
| string | dictationResult, | ||
| AudioClip | dictationAudioClip | ||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseDictationError | ( | IMixedRealityInputSource | source, |
| string | dictationResult, | ||
| AudioClip | dictationAudioClip = null |
||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseDictationHypothesis | ( | IMixedRealityInputSource | source, |
| string | dictationHypothesis, | ||
| AudioClip | dictationAudioClip = null |
||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseDictationResult | ( | IMixedRealityInputSource | source, |
| string | dictationResult, | ||
| AudioClip | dictationAudioClip = null |
||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseFloatInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| float | inputValue | ||
| ) |
Raise Float Input Changed.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseFocusChanged | ( | IMixedRealityPointer | pointer, |
| GameObject | oldFocusedObject, | ||
| GameObject | newFocusedObject | ||
| ) |
Raise the focus changed event.
| pointer | The pointer that the focus change event is raised on. |
| oldFocusedObject | The old focused object. |
| newFocusedObject | The new focused object. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseFocusEnter | ( | IMixedRealityPointer | pointer, |
| GameObject | focusedObject | ||
| ) |
Raise the focus enter event.
| pointer | The pointer that has focus. |
| focusedObject | The GameObjectthat the pointer has entered focus on. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseFocusExit | ( | IMixedRealityPointer | pointer, |
| GameObject | unfocusedObject | ||
| ) |
Raise the focus exit event.
| pointer | The pointer that has lost focus. |
| unfocusedObject | The GameObjectthat the pointer has exited focus on. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureCanceled | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Canceled Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Completed Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| MixedRealityPose | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Quaternion | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector2 | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureCompleted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector3 | inputData | ||
| ) |
Raise the Gesture Completed Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureStarted | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Started Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action | ||
| ) |
Raise the Gesture Updated Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| MixedRealityPose | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Quaternion | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector2 | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseGestureUpdated | ( | IMixedRealityController | controller, |
| MixedRealityInputAction | action, | ||
| Vector3 | inputData | ||
| ) |
Raise the Gesture Updated Event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseHandJointsUpdated | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| IDictionary< TrackedHandJoint, MixedRealityPose > | jointPoses | ||
| ) |
Notify system that articulated hand joint info has been updated
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseHandMeshUpdated | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| HandMeshInfo | handMeshInfo | ||
| ) |
Notify system that articulated hand mesh has been updated
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseOnInputDown | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction | ||
| ) |
Raise the input down event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseOnInputUp | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction | ||
| ) |
Raise the input up event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseOnTouchCompleted | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Handedness | handedness, | ||
| Vector3 | touchPoint | ||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseOnTouchStarted | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Handedness | handedness, | ||
| Vector3 | touchPoint | ||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseOnTouchUpdated | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Handedness | handedness, | ||
| Vector3 | touchPoint | ||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePointerClicked | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| int | count, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer clicked event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePointerDown | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer down event.
| pointer | The pointer where the event originates. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePointerDragged | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer dragged event.
| pointer | The pointer where the event originates. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePointerUp | ( | IMixedRealityPointer | pointer, |
| MixedRealityInputAction | inputAction, | ||
| Handedness | handedness = Handedness.None , |
||
| IMixedRealityInputSource | inputSource = null |
||
| ) |
Raise the pointer up event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePoseInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| MixedRealityPose | inputData | ||
| ) |
Raise the 6 degrees of freedom input event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePositionInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| Vector2 | position | ||
| ) |
Raise the 2 degrees of freedom input event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePositionInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| Vector3 | position | ||
| ) |
Raise the 3 degrees of freedom input event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaisePreFocusChanged | ( | IMixedRealityPointer | pointer, |
| GameObject | oldFocusedObject, | ||
| GameObject | newFocusedObject | ||
| ) |
Raise the pre-focus changed event.
This event is useful for doing logic before the focus changed event.
| pointer | The pointer that the focus change event is raised on. |
| oldFocusedObject | The old focused object. |
| newFocusedObject | The new focused object. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseRotationInputChanged | ( | IMixedRealityInputSource | source, |
| Handedness | handedness, | ||
| MixedRealityInputAction | inputAction, | ||
| Quaternion | rotation | ||
| ) |
Raise the 3 degrees of freedom input event.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSourceDetected | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller = null |
||
| ) |
Raise the event that the Input Source was detected.
| source | The detected Input Source. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSourceLost | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller = null |
||
| ) |
Raise the event that the Input Source was lost.
| source | The lost Input Source. |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSourcePoseChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| MixedRealityPose | position | ||
| ) |
Raise the event that the Input Source position was changed.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSourcePositionChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Vector2 | position | ||
| ) |
Raise the event that the Input Source position was changed.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSourcePositionChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Vector3 | position | ||
| ) |
Raise the event that the Input Source position was changed.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSourceRotationChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| Quaternion | rotation | ||
| ) |
Raise the event that the Input Source position was changed.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSourceTrackingStateChanged | ( | IMixedRealityInputSource | source, |
| IMixedRealityController | controller, | ||
| TrackingState | state | ||
| ) |
Raise the event that the Input Source's tracking state has changed.
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| void Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RaiseSpeechCommandRecognized | ( | IMixedRealityInputSource | source, |
| RecognitionConfidenceLevel | confidence, | ||
| TimeSpan | phraseDuration, | ||
| DateTime | phraseStartTime, | ||
| SpeechCommands | command | ||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
| IMixedRealityInputSource Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.RequestNewGenericInputSource | ( | string | name, |
| IMixedRealityPointer[] | pointers = null , |
||
| InputSourceType | sourceType = InputSourceType.Other |
||
| ) |
Implemented in Microsoft.MixedReality.Toolkit.Input.MixedRealityInputSystem.
|
get |
List of Microsoft.MixedReality.Toolkit.Input.IMixedRealityControllers currently detected by the input manager.
This property is similar to DetectedInputSources, as this is a subset of those IMixedRealityInputSources in that list.
|
get |
List of the Interaction Input Sources as detected by the input manager like hands or motion controllers.
|
get |
The current Eye Gaze Provider that's been implemented by this Input System.
|
get |
The current Focus Provider that's been implemented by this Input System.
|
get |
The current Gaze Provider that's been implemented by this Input System.
|
get |
Typed representation of the ConfigurationProfile property.
|
get |
Indicates if input is currently enabled or not.
|
get |
The current Raycast Provider that's been implemented by this Input System.
| Action Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.InputDisabled |
Event that's raised when the Input is disabled.
| Action Microsoft.MixedReality.Toolkit.Input.IMixedRealityInputSystem.InputEnabled |
Event that's raised when the Input is enabled.


Biography
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Develop the first microservice
Preparement
Before developing the first Java-Chassis microservice, please make sure that your local development environment is prepared. See more details about this in Prepare the local development environment.
The Apache Service Center is needed in this show case. About using service center, please refer to Install of ServiceCenter.
Develop a HelloWorld microservice
pom configurations
First, please to create an empty maven project. It is suggested that the dependencies should be managed by dependencyManagement
item, so that only the solution-basic
is needed to be imported as dependency:
<dependencyManagement>
<dependencies>
<dependency>
<groupId>org.apache.servicecomb</groupId>
<artifactId>java-chassis-dependencies</artifactId>
<version>${java-chassis-dependencies.version}</version>
<type>pom</type>
<scope>import</scope>
</dependency>
</dependencies>
</dependencyManagement>
<dependencies>
<dependency>
<groupId>org.apache.servicecomb</groupId>
<artifactId>solution-basic</artifactId>
</dependency>
</dependencies>
solution-basic
has contains almost all of the dependencies you need in the common cases.
For the version 2.0.0 Java-Chassis, maven-compiler-plugin
compilation plugin is also needed, which can make the method argument names preserved during the source project is build into a jar file.
<build>
<plugins>
<plugin>
<groupId>org.apache.maven.plugins</groupId>
<artifactId>maven-compiler-plugin</artifactId>
<version>3.1</version>
<configuration>
<compilerArgument>-parameters</compilerArgument>
<encoding>UTF-8</encoding>
<source>1.8</source>
<target>1.8</target>
</configuration>
</plugin>
</plugins>
</build>
add microservice configurations
By default, Java-Chassis read configurations from the file named microservice.yaml
placed in resources
directory.
The content of the file is like below.
APPLICATION_ID: sample # this microservice belongs to the sample application
service_description:
name: helloworld # this microservice is named "helloworld"
version: 1.0.0
servicecomb:
service:
registry:
address: http://<IP_ADDRESS>:30100 # this address of the service center
rest:
address: <IP_ADDRESS>:8080
Main class
Add a main class in the project:
package org.apache.servicecomb.samples;
import org.apache.servicecomb.foundation.common.utils.BeanUtils;
public class AppMain {
public static void main(String[] args) {
BeanUtils.init();
}
}
Invoking the org.apache.servicecomb.foundation.common.utils.BeanUtils#init()
method will trigger the boot up procedure including configuration loading, Spring application context loading, microservice registration.
Write a REST service interface
Add a REST service interface class to declare the request you want to handle.
package org.apache.servicecomb.samples.service;
import org.apache.servicecomb.provider.rest.common.RestSchema;
import org.springframework.web.bind.annotation.GetMapping;
import org.springframework.web.bind.annotation.RequestMapping;
@RestSchema(schemaId = "hello")
@RequestMapping("/")
public class HelloWorldService {
@GetMapping("/hello")
public String hello() {
return "Hello world!";
}
}
Add log configuration
The solution-basic
module introduces the log4j2
module. To enable it, a configuration file is needed. This file should be placed in resources\log4j2.xml
and the content is like below:
<?xml version="1.0" encoding="UTF-8"?>
<Configuration status="WARN">
<Appenders>
<Console name="Console" target="SYSTEM_OUT">
<PatternLayout pattern="%d{HH:mm:ss.SSS} [%t] %-5level %logger{36}[%L] - %msg%n"/>
</Console>
</Appenders>
<Loggers>
<Root level="info">
<AppenderRef ref="Console"/>
</Root>
</Loggers>
</Configuration>
Start the microservice
After completing the work above, the microservice can be started by running the AppMain
class. Please visit the web page of local service center http://<IP_ADDRESS>:30103/
. If the helloworld microservice instance is found like below, the microservice is started successfully.
If you visit the address http://<IP_ADDRESS>:8080/hello
, you can see the response "Hello world!"
from helloworld service. Now, your first Java-Chassis microservice is completed!.
Additional
The introduction demo is developed in Spring MVC style. And there are currently 3 ways to choose:
- Spring MVC
- JaxRS
- RPC
Developers can quickly build a project in following ways:
-
Download the samples project. servicecomb-samples provides many samples in hand.
- JaxRS Sample
-
Generate projects using archetypes
Maven provide archetypes to generate projects. Java-chassis implements many types of archetypes, see LINK for details.
- Generate projects using ServiceComb Spring Initializer
ServiceComb Spring Initializer is an graphic user interface to generate projects. See LINK


Radius determines the size of the shape. The inset will determine the inwards direction and length of an edge. Points will determine the overall shape itself, 3 making a triangle, 4 a rectangle, 5 a pentagon (or a star if inset is set to 0.5) etc etc.
Select the radius, the inset, and the amount of points, then click "Generate".


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The inputs below should look rather slick with blue outlines when you focus them. They should have hint text that disappears when you focus them and reappear when you move your cursor out of them. Tabbing through them should work appropriately. The first input should have round corners and a search icon. This is achieved by adding the ArtInput data-filter. To get the search input, the property data-art-input-type set to "search".
The examples below should work exactly the same way but they are using the deprecated methods of having


Soliloquy Of The Solipsist
I?

I
Make houses shrink
And trees diminish
By going far; my look’s leash
Dangles the puppet-people
Who, unaware how they dwindle,
Laugh, kiss, get drunk,
Nor guess that if I choose to blink
They die.
I
When in good humor,
Give grass its green
Blazon sky blue, and endow the sun
With gold;
Yet, in my wintriest moods, I hold
Absolute power
To boycott any color and forbid any flower
To be.


The App Development Club provides members with opportunities to practice app development and learn more about relevant topics. The club focuses on development for iOS, Android, and the web, and is open to working with many other platforms. We work on a term-long cycle, where we set the end of each term as a sprint and encourage members to set goals for their project(s) at the start, and then present their progress at the end. We also ensure educational resources and support are available for any beginner programmers or app developers. If you are interested in app development but don't know where to start, you're in the right place!
Meetings are Tuesdays 5:00pm - 6:00pm
on a zoom meeting call (link coming soon). During meetings we have workshops planned on multiple app development topics, most of which will be beginner friendly! Typically they will involve a presentation, followed by a live coding session. If there's extra time at the end, it will be spent on Q&A or discussion.
To help app developers pursue their interests, in this club we treat each term as an agile sprint. At the beginning of the term we encourage members to set goals and objectives to complete during the term, with each sprint ending near the end of the term (the week before finals week) where we hold a presentation for each member who so chooses to present their progress on their app. Participation in this cycle is completely optional, but highly encouraged.
On our Resources page, you can find links to tutorials and guides for multiple app development platforms and libraries.


--- layout: post title: World Cup 2010 Murals date: 2010-06-08 00:13:26.000000000 -05:00 comments: true categories: [] published: true --- Fubiz.net has a wonderful post of various murals of the upcoming World Cup 2010. Here are some that I love: [caption id="" align="aligncenter" width="434" caption="Lionel Messi - Argentina World Cup 2010"]
[/caption]


Dear Students,
If you have been writing, drawing, photographing, or expressing your emotions in regard to your experience of the last two months, please consider being part of the Poetic Pandemic Project.
The Poetic Pandemic Project:
The purpose of this project is to collect students' poems or other forms of written or visual expression at this time to document how students at CSI experience the current pandemic.
Process:
Professors Deborah De Simone, Gail Rosenberg, and Marta Cabral of the School of Education will collect and read/view submissions of poetry, prose, or other forms of written expression as well as submissions of collage, photography, painting, drawing, or other forms of visual expression.
The professors will select those pieces they feel that best express the diversity and power of experiences had by our student community. Excessive profanity is to be avoided. Hate speech of any kind will not be accepted.
The final selections will be complied and published. Although this project is designed for internal use, distribution to a wider audience and publication may be considered in the future.
Guidelines for Submission: All submissions are to be sent to Professor De Simone at<EMAIL_ADDRESS>By submitting a piece to Professor De Simone, the author gives permission to Professors De Simone, Rosenberg, and Cabral to publish that piece in any form or venue. Submission details: · All submissions must include a Title · Submissions may include a short artist statement about the piece · All authors to be identified by initials only · Authors may volunteer to include their grade, major/department/division · All written submissions must: be no more than 2 pages in MS Word, Times New Roman 12 point font · All visual submissions must be in .jpg or PDF formats. · All submissions should be emailed to<EMAIL_ADDRESS>with the subject line
SUBMISSION: The Poetic Pandemic Project · Deadline for submission is December 31, 2020.


How many bottles of Absinthe can you drink before your demise?
Enter your amount responsibly:
Don't choke?!
WOA