Elastic Nodes Example
The Elastic Nodes example shows how to implement edges between nodes in a graph, with basic interaction. You can click to drag a node around, and zoom in and out using the mouse wheel or the keyboard. Hitting the space bar will randomize the nodes. The example is also resolution independent; as you zoom in, the graphics remain crisp.
Graphics View provides the QGraphicsScene class for managing and interacting with a large number of custom-made 2D graphical items derived from the QGraphicsItem class, and a QGraphicsView widget for visualizing the items, with support for zooming and rotation.
This example consists of a Node
class, an Edge
class, a GraphWidget
test, and a main
function: the Node
class represents draggable yellow nodes in a grid, the Edge
class represents the lines between the nodes, the GraphWidget
class represents the application window, and the main()
function creates and shows this window, and runs the event loop.
Node Class Definition
The Node
class serves three purposes:
- Painting a yellow gradient "ball" in two states: sunken and raised.
- Managing connections to other nodes.
- Calculating forces pulling and pushing the nodes in the grid.
Let's start by looking at the Node
class declaration.
class Node : public QGraphicsItem { public: Node(GraphWidget *graphWidget); void addEdge(Edge *edge); QList<Edge *> edges() const; enum { Type = UserType + 1 }; int type() const override { return Type; } void calculateForces(); bool advance(); QRectF boundingRect() const override; QPainterPath shape() const override; void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) override; protected: QVariant itemChange(GraphicsItemChange change, const QVariant &value) override; void mousePressEvent(QGraphicsSceneMouseEvent *event) override; void mouseReleaseEvent(QGraphicsSceneMouseEvent *event) override; private: QList<Edge *> edgeList; QPointF newPos; GraphWidget *graph; };
The Node
class inherits QGraphicsItem, and reimplements the two mandatory functions boundingRect() and paint() to provide its visual appearance. It also reimplements shape() to ensure its hit area has an elliptic shape (as opposed to the default bounding rectangle).
For edge management purposes, the node provides a simple API for adding edges to a node, and for listing all connected edges.
The advance() reimplementation is called whenever the scene's state advances by one step. The calculateForces() function is called to calculate the forces that push and pull on this node and its neighbors.
The Node
class also reimplements itemChange() to react to state changes (in this case, position changes), and mousePressEvent() and mouseReleaseEvent() to update the item's visual appearance.
We will start reviewing the Node
implementation by looking at its constructor:
Node::Node(GraphWidget *graphWidget) : graph(graphWidget) { setFlag(ItemIsMovable); setFlag(ItemSendsGeometryChanges); setCacheMode(DeviceCoordinateCache); setZValue(-1); }
In the constructor, we set the ItemIsMovable flag to allow the item to move in response to mouse dragging, and ItemSendsGeometryChanges to enable itemChange() notifications for position and transformation changes. We also enable DeviceCoordinateCache to speed up rendering performance. To ensure that the nodes are always stacked on top of edges, we finally set the item's Z value to -1.
Node
's constructor takes a GraphWidget
pointer and stores this as a member variable. We will revisit this pointer later on.
void Node::addEdge(Edge *edge) { edgeList << edge; edge->adjust(); } QList<Edge *> Node::edges() const { return edgeList; }
The addEdge() function adds the input edge to a list of attached edges. The edge is then adjusted so that the end points for the edge match the positions of the source and destination nodes.
The edges() function simply returns the list of attached edges.
void Node::calculateForces() { if (!scene() || scene()->mouseGrabberItem() == this) { newPos = pos(); return; }
There are two ways to move a node. The calculateForces()
function implements the elastic effect that pulls and pushes on nodes in the grid. In addition, the user can directly move one node around with the mouse. Because we do not want the two approaches to operate at the same time on the same node, we start calculateForces()
by checking if this Node
is the current mouse grabber item (i.e., QGraphicsScene::mouseGrabberItem()). Because we need to find all neighboring (but not necessarily connected) nodes, we also make sure the item is part of a scene in the first place.
// Sum up all forces pushing this item away qreal xvel = 0; qreal yvel = 0; foreach (QGraphicsItem *item, scene()->items()) { Node *node = qgraphicsitem_cast<Node *>(item); if (!node) continue; QPointF vec = mapToItem(node, 0, 0); qreal dx = vec.x(); qreal dy = vec.y(); double l = 2.0 * (dx * dx + dy * dy); if (l > 0) { xvel += (dx * 150.0) / l; yvel += (dy * 150.0) / l; } }
The "elastic" effect comes from an algorithm that applies pushing and pulling forces. The effect is impressive, and surprisingly simple to implement.
The algorithm has two steps: the first is to calculate the forces that push the nodes apart, and the second is to subtract the forces that pull the nodes together. First we need to find all the nodes in the graph. We call QGraphicsScene::items() to find all items in the scene, and then use qgraphicsitem_cast() to look for Node
instances.
We make use of mapFromItem() to create a temporary vector pointing from this node to each other node, in local coordinates. We use the decomposed components of this vector to determine the direction and strength of force that should apply to the node. The forces accumulate for each node, and are then adjusted so that the closest nodes are given the strongest force, with rapid degradation when distance increases. The sum of all forces is stored in xvel
(X-velocity) and yvel
(Y-velocity).
// Now subtract all forces pulling items together double weight = (edgeList.size() + 1) * 10; foreach (Edge *edge, edgeList) { QPointF vec; if (edge->sourceNode() == this) vec = mapToItem(edge->destNode(), 0, 0); else vec = mapToItem(edge->sourceNode(), 0, 0); xvel -= vec.x() / weight; yvel -= vec.y() / weight; }
The edges between the nodes represent forces that pull the nodes together. By visiting each edge that is connected to this node, we can use a similar approach as above to find the direction and strength of all pulling forces. These forces are subtracted from xvel
and yvel
.
if (qAbs(xvel) < 0.1 && qAbs(yvel) < 0.1) xvel = yvel = 0;
In theory, the sum of pushing and pulling forces should stabilize to precisely 0. In practice, however, they never do. To circumvent errors in numerical precision, we simply force the sum of forces to be 0 when they are less than 0.1.
QRectF sceneRect = scene()->sceneRect(); newPos = pos() + QPointF(xvel, yvel); newPos.setX(qMin(qMax(newPos.x(), sceneRect.left() + 10), sceneRect.right() - 10)); newPos.setY(qMin(qMax(newPos.y(), sceneRect.top() + 10), sceneRect.bottom() - 10)); }
The final step of calculateForces()
determines the node's new position. We add the force to the node's current position. We also make sure the new position stays inside of our defined boundaries. We don't actually move the item in this function; that's done in a separate step, from advance()
.
bool Node::advance() { if (newPos == pos()) return false; setPos(newPos); return true; }
The advance()
function updates the item's current position. It is called from GraphWidget::timerEvent()
. If the node's position changed, the function returns true; otherwise false is returned.
QRectF Node::boundingRect() const { qreal adjust = 2; return QRectF( -10 - adjust, -10 - adjust, 23 + adjust, 23 + adjust); }
The Node
's bounding rectangle is a 20x20 sized rectangle centered around its origin (0, 0), adjusted by 2 units in all directions to compensate for the node's outline stroke, and by 3 units down and to the right to make room for a simple drop shadow.
QPainterPath Node::shape() const { QPainterPath path; path.addEllipse(-10, -10, 20, 20); return path; }
The shape is a simple ellipse. This ensures that you must click inside the node's elliptic shape in order to drag it around. You can test this effect by running the example, and zooming far in so that the nodes are very large. Without reimplementing shape(), the item's hit area would be identical to its bounding rectangle (i.e., rectangular).
void Node::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *) { painter->setPen(Qt::NoPen); painter->setBrush(Qt::darkGray); painter->drawEllipse(-7, -7, 20, 20); QRadialGradient gradient(-3, -3, 10); if (option->state & QStyle::State_Sunken) { gradient.setCenter(3, 3); gradient.setFocalPoint(3, 3); gradient.setColorAt(1, QColor(Qt::yellow).light(120)); gradient.setColorAt(0, QColor(Qt::darkYellow).light(120)); } else { gradient.setColorAt(0, Qt::yellow); gradient.setColorAt(1, Qt::darkYellow); } painter->setBrush(gradient); painter->setPen(QPen(Qt::black, 0)); painter->drawEllipse(-10, -10, 20, 20); }
This function implements the node's painting. We start by drawing a simple dark gray elliptic drop shadow at (-7, -7), that is, (3, 3) units down and to the right from the top-left corner (-10, -10) of the ellipse.
We then draw an ellipse with a radial gradient fill. This fill is either Qt::yellow to Qt::darkYellow when raised, or the opposite when sunken. In sunken state we also shift the center and focal point by (3, 3) to emphasize the impression that something has been pushed down.
Drawing filled ellipses with gradients can be quite slow, especially when using complex gradients such as QRadialGradient. This is why this example uses DeviceCoordinateCache, a simple yet effective measure that prevents unnecessary redrawing.
QVariant Node::itemChange(GraphicsItemChange change, const QVariant &value) { switch (change) { case ItemPositionHasChanged: foreach (Edge *edge, edgeList) edge->adjust(); graph->itemMoved(); break; default: break; }; return QGraphicsItem::itemChange(change, value); }
We reimplement itemChange() to adjust the position of all connected edges, and to notify the scene that an item has moved (i.e., "something has happened"). This will trigger new force calculations.
This notification is the only reason why the nodes need to keep a pointer back to the GraphWidget
. Another approach could be to provide such notification using a signal; in such case, Node
would need to inherit from QGraphicsObject.
void Node::mousePressEvent(QGraphicsSceneMouseEvent *event) { update(); QGraphicsItem::mousePressEvent(event); } void Node::mouseReleaseEvent(QGraphicsSceneMouseEvent *event) { update(); QGraphicsItem::mouseReleaseEvent(event); }
Because we have set the ItemIsMovable flag, we don't need to implement the logic that moves the node according to mouse input; this is already provided for us. We still need to reimplement the mouse press and release handlers, though, to update the nodes' visual appearance (i.e., sunken or raised).
Edge Class Definition
The Edge
class represents the arrow-lines between the nodes in this example. The class is very simple: it maintains a source- and destination node pointer, and provides an adjust()
function that makes sure the line starts at the position of the source, and ends at the position of the destination. The edges are the only items that change continuously as forces pull and push on the nodes.
Let's take a look at the class declaration:
class Edge : public QGraphicsItem { public: Edge(Node *sourceNode, Node *destNode); Node *sourceNode() const; Node *destNode() const; void adjust(); enum { Type = UserType + 2 }; int type() const override { return Type; } protected: QRectF boundingRect() const override; void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) override; private: Node *source, *dest; QPointF sourcePoint; QPointF destPoint; qreal arrowSize; };
Edge
inherits from QGraphicsItem, as it's a simple class that has no use for signals, slots, and properties (compare to QGraphicsObject).
The constructor takes two node pointers as input. Both pointers are mandatory in this example. We also provide get-functions for each node.
The adjust()
function repositions the edge, and the item also implements boundingRect() and paint().
We will now review its implementation.
Edge::Edge(Node *sourceNode, Node *destNode) : arrowSize(10) { setAcceptedMouseButtons(0); source = sourceNode; dest = destNode; source->addEdge(this); dest->addEdge(this); adjust(); }
The Edge
constructor initializes its arrowSize
data member to 10 units; this determines the size of the arrow which is drawn in paint().
In the constructor body, we call setAcceptedMouseButtons(0). This ensures that the edge items are not considered for mouse input at all (i.e., you cannot click the edges). Then, the source and destination pointers are updated, this edge is registered with each node, and we call adjust()
to update this edge's start end end position.
Node *Edge::sourceNode() const { return source; } Node *Edge::destNode() const { return dest; }
The source and destination get-functions simply return the respective pointers.
void Edge::adjust() { if (!source || !dest) return; QLineF line(mapFromItem(source, 0, 0), mapFromItem(dest, 0, 0)); qreal length = line.length(); prepareGeometryChange(); if (length > qreal(20.)) { QPointF edgeOffset((line.dx() * 10) / length, (line.dy() * 10) / length); sourcePoint = line.p1() + edgeOffset; destPoint = line.p2() - edgeOffset; } else { sourcePoint = destPoint = line.p1(); } }
In adjust()
, we define two points: sourcePoint
, and destPoint
, pointing at the source and destination nodes' origins respectively. Each point is calculated using local coordinates.
We want the tip of the edge's arrows to point to the exact outline of the nodes, as opposed to the center of the nodes. To find this point, we first decompose the vector pointing from the center of the source to the center of the destination node into X and Y, and then normalize the components by dividing by the length of the vector. This gives us an X and Y unit delta that, when multiplied by the radius of the node (which is 10), gives us the offset that must be added to one point of the edge, and subtracted from the other.
If the length of the vector is less than 20 (i.e., if two nodes overlap), then we fix the source and destination pointer at the center of the source node. In practice this case is very hard to reproduce manually, as the forces between the two nodes is then at its maximum.
It's important to notice that we call prepareGeometryChange() in this function. The reason is that the variables sourcePoint
and destPoint
are used directly when painting, and they are returned from the boundingRect() reimplementation. We must always call prepareGeometryChange() before changing what boundingRect() returns, and before these variables can be used by paint(), to keep Graphics View's internal bookkeeping clean. It's safest to call this function once, immediately before any such variable is modified.
QRectF Edge::boundingRect() const { if (!source || !dest) return QRectF(); qreal penWidth = 1; qreal extra = (penWidth + arrowSize) / 2.0; return QRectF(sourcePoint, QSizeF(destPoint.x() - sourcePoint.x(), destPoint.y() - sourcePoint.y())) .normalized() .adjusted(-extra, -extra, extra, extra); }
The edge's bounding rectangle is defined as the smallest rectangle that includes both the start and the end point of the edge. Because we draw an arrow on each edge, we also need to compensate by adjusting with half the arrow size and half the pen width in all directions. The pen is used to draw the outline of the arrow, and we can assume that half of the outline can be drawn outside of the arrow's area, and half will be drawn inside.
void Edge::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *) { if (!source || !dest) return; QLineF line(sourcePoint, destPoint); if (qFuzzyCompare(line.length(), qreal(0.))) return;
We start the reimplementation of paint() by checking a few preconditions. Firstly, if either the source or destination node is not set, then we return immediately; there is nothing to draw.
At the same time, we check if the length of the edge is approximately 0, and if it is, then we also return.
// Draw the line itself painter->setPen(QPen(Qt::black, 1, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin)); painter->drawLine(line);
We draw the line using a pen that has round joins and caps. If you run the example, zoom in and study the edge in detail, you will see that there are no sharp/square edges.
// Draw the arrows double angle = ::acos(line.dx() / line.length()); if (line.dy() >= 0) angle = TwoPi - angle; QPointF sourceArrowP1 = sourcePoint + QPointF(sin(angle + Pi / 3) * arrowSize, cos(angle + Pi / 3) * arrowSize); QPointF sourceArrowP2 = sourcePoint + QPointF(sin(angle + Pi - Pi / 3) * arrowSize, cos(angle + Pi - Pi / 3) * arrowSize); QPointF destArrowP1 = destPoint + QPointF(sin(angle - Pi / 3) * arrowSize, cos(angle - Pi / 3) * arrowSize); QPointF destArrowP2 = destPoint + QPointF(sin(angle - Pi + Pi / 3) * arrowSize, cos(angle - Pi + Pi / 3) * arrowSize); painter->setBrush(Qt::black); painter->drawPolygon(QPolygonF() << line.p1() << sourceArrowP1 << sourceArrowP2); painter->drawPolygon(QPolygonF() << line.p2() << destArrowP1 << destArrowP2); }
We proceed to drawing one arrow at each end of the edge. Each arrow is drawn as a polygon with a black fill. The coordinates for the arrow are determined using simple trigonometry.
GraphWidget Class Definition
GraphWidget
is a subclass of QGraphicsView, which provides the main window with scrollbars.
class GraphWidget : public QGraphicsView { Q_OBJECT public: GraphWidget(QWidget *parent = 0); void itemMoved(); public slots: void shuffle(); void zoomIn(); void zoomOut(); protected: void keyPressEvent(QKeyEvent *event) override; void timerEvent(QTimerEvent *event) override; #ifndef QT_NO_WHEELEVENT void wheelEvent(QWheelEvent *event) override; #endif void drawBackground(QPainter *painter, const QRectF &rect) override; void scaleView(qreal scaleFactor); private: int timerId; Node *centerNode; };
The class provides a basic constructor that initializes the scene, an itemMoved()
function to notify changes in the scene's node graph, a few event handlers, a reimplementation of drawBackground(), and a helper function for scaling the view by using the mouse wheel or keyboard.
GraphWidget::GraphWidget(QWidget *parent) : QGraphicsView(parent), timerId(0) { QGraphicsScene *scene = new QGraphicsScene(this); scene->setItemIndexMethod(QGraphicsScene::NoIndex); scene->setSceneRect(-200, -200, 400, 400); setScene(scene); setCacheMode(CacheBackground); setViewportUpdateMode(BoundingRectViewportUpdate); setRenderHint(QPainter::Antialiasing); setTransformationAnchor(AnchorUnderMouse); scale(qreal(0.8), qreal(0.8)); setMinimumSize(400, 400); setWindowTitle(tr("Elastic Nodes"));
GraphicsWidget
's constructor creates the scene, and because most items move around most of the time, it sets QGraphicsScene::NoIndex. The scene then gets a fixed scene rectangle, and is assigned to the GraphWidget
view.
The view enables QGraphicsView::CacheBackground to cache rendering of its static, and somewhat complex, background. Because the graph renders a close collection of small items that all move around, it's unnecessary for Graphics View to waste time finding accurate update regions, so we set the QGraphicsView::BoundingRectViewportUpdate viewport update mode. The default would work fine, but this mode is noticably faster for this example.
To improve rendering quality, we set QPainter::Antialiasing.
The transformation anchor decides how the view should scroll when you transform the view, or in our case, when we zoom in or out. We have chosen QGraphicsView::AnchorUnderMouse, which centers the view on the point under the mouse cursor. This makes it easy to zoom towards a point in the scene by moving the mouse over it, and then rolling the mouse wheel.
Finally we give the window a minimum size that matches the scene's default size, and set a suitable window title.
Node *node1 = new Node(this); Node *node2 = new Node(this); Node *node3 = new Node(this); Node *node4 = new Node(this); centerNode = new Node(this); Node *node6 = new Node(this); Node *node7 = new Node(this); Node *node8 = new Node(this); Node *node9 = new Node(this); scene->addItem(node1); scene->addItem(node2); scene->addItem(node3); scene->addItem(node4); scene->addItem(centerNode); scene->addItem(node6); scene->addItem(node7); scene->addItem(node8); scene->addItem(node9); scene->addItem(new Edge(node1, node2)); scene->addItem(new Edge(node2, node3)); scene->addItem(new Edge(node2, centerNode)); scene->addItem(new Edge(node3, node6)); scene->addItem(new Edge(node4, node1)); scene->addItem(new Edge(node4, centerNode)); scene->addItem(new Edge(centerNode, node6)); scene->addItem(new Edge(centerNode, node8)); scene->addItem(new Edge(node6, node9)); scene->addItem(new Edge(node7, node4)); scene->addItem(new Edge(node8, node7)); scene->addItem(new Edge(node9, node8)); node1->setPos(-50, -50); node2->setPos(0, -50); node3->setPos(50, -50); node4->setPos(-50, 0); centerNode->setPos(0, 0); node6->setPos(50, 0); node7->setPos(-50, 50); node8->setPos(0, 50); node9->setPos(50, 50); }
The last part of the constructor creates the grid of nodes and edges, and gives each node an initial position.
void GraphWidget::itemMoved() { if (!timerId) timerId = startTimer(1000 / 25); }
GraphWidget
is notified of node movement through this itemMoved()
function. Its job is simply to restart the main timer in case it's not running already. The timer is designed to stop when the graph stabilizes, and start once it's unstable again.
void GraphWidget::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Up: centerNode->moveBy(0, -20); break; case Qt::Key_Down: centerNode->moveBy(0, 20); break; case Qt::Key_Left: centerNode->moveBy(-20, 0); break; case Qt::Key_Right: centerNode->moveBy(20, 0); break; case Qt::Key_Plus: zoomIn(); break; case Qt::Key_Minus: zoomOut(); break; case Qt::Key_Space: case Qt::Key_Enter: shuffle(); break; default: QGraphicsView::keyPressEvent(event); } }
This is GraphWidget
's key event handler. The arrow keys move the center node around, the '+' and '-' keys zoom in and out by calling scaleView()
, and the enter and space keys randomize the positions of the nodes. All other key events (e.g., page up and page down) are handled by QGraphicsView's default implementation.
void GraphWidget::timerEvent(QTimerEvent *event) { Q_UNUSED(event); QList<Node *> nodes; foreach (QGraphicsItem *item, scene()->items()) { if (Node *node = qgraphicsitem_cast<Node *>(item)) nodes << node; } foreach (Node *node, nodes) node->calculateForces(); bool itemsMoved = false; foreach (Node *node, nodes) { if (node->advance()) itemsMoved = true; } if (!itemsMoved) { killTimer(timerId); timerId = 0; } }
The timer event handler's job is to run the whole force calculation machinery as a smooth animation. Each time the timer is triggered, the handler will find all nodes in the scene, and call Node::calculateForces()
on each node, one at a time. Then, in a final step it will call Node::advance()
to move all nodes to their new positions. By checking the return value of advance()
, we can decide if the grid stabilized (i.e., no nodes moved). If so, we can stop the timer.
void GraphWidget::wheelEvent(QWheelEvent *event) { scaleView(pow((double)2, -event->delta() / 240.0)); }
In the wheel event handler, we convert the mouse wheel delta to a scale factor, and pass this factor to scaleView()
. This approach takes into account the speed that the wheel is rolled. The faster you roll the mouse wheel, the faster the view will zoom.
void GraphWidget::drawBackground(QPainter *painter, const QRectF &rect) { Q_UNUSED(rect); // Shadow QRectF sceneRect = this->sceneRect(); QRectF rightShadow(sceneRect.right(), sceneRect.top() + 5, 5, sceneRect.height()); QRectF bottomShadow(sceneRect.left() + 5, sceneRect.bottom(), sceneRect.width(), 5); if (rightShadow.intersects(rect) || rightShadow.contains(rect)) painter->fillRect(rightShadow, Qt::darkGray); if (bottomShadow.intersects(rect) || bottomShadow.contains(rect)) painter->fillRect(bottomShadow, Qt::darkGray); // Fill QLinearGradient gradient(sceneRect.topLeft(), sceneRect.bottomRight()); gradient.setColorAt(0, Qt::white); gradient.setColorAt(1, Qt::lightGray); painter->fillRect(rect.intersected(sceneRect), gradient); painter->setBrush(Qt::NoBrush); painter->drawRect(sceneRect); // Text QRectF textRect(sceneRect.left() + 4, sceneRect.top() + 4, sceneRect.width() - 4, sceneRect.height() - 4); QString message(tr("Click and drag the nodes around, and zoom with the mouse " "wheel or the '+' and '-' keys")); QFont font = painter->font(); font.setBold(true); font.setPointSize(14); painter->setFont(font); painter->setPen(Qt::lightGray); painter->drawText(textRect.translated(2, 2), message); painter->setPen(Qt::black); painter->drawText(textRect, message); }
The view's background is rendered in a reimplementation of QGraphicsView::drawBackground().  The text is rendered twice for a simple drop-shadow effect.
This background rendering is quite expensive; this is why the view enables QGraphicsView::CacheBackground.
void GraphWidget::scaleView(qreal scaleFactor) { qreal factor = transform().scale(scaleFactor, scaleFactor).mapRect(QRectF(0, 0, 1, 1)).width(); if (factor < 0.07 || factor > 100) return; scale(scaleFactor, scaleFactor); }
The scaleView()
helper function checks that the scale factor stays within certain limits (i.e., you cannot zoom too far in nor too far out), and then applies this scale to the view.
The main() Function
In contrast to the complexity of the rest of this example, the main()
function is very simple: We create a QApplication instance, seed the randomizer using qsrand(), and then create and show an instance of GraphWidget
. Because all nodes in the grid are moved initially, the GraphWidget
timer will start immediately after control has returned to the event loop.
Files:


| # | Sta | Rlx | Name | Row Text |
| 0 | | 0 | autoRow0 | a <quartz> is made of six-sided transparent ; six sided transparent "crystals" (8d0a-7ce6-0ab0-d9f0) |
| 1 | | 0 | autoRow1 | <quartz> is a kind of "mineral" (fe8b-fc9f-5401-dc19) |
| 2 | ST | 0 | autoRow2 | classifying means grouping objects ; materials by their properties (69c1-2991-2421-ce63) |
| 3 | ST | 0 | autoRow3 | the shape of the crystal of a substance can be used for identifying the substance (93dc-83a4-40b7-18be) |
| 4 | ST | 0 | autoRow4 | a mineral usually has a crystal structure (16b8-4881-cbed-004f) |
| 5 | ST | 0 | autoRow5 | structure is a property of an object ; a material ; a substance (46f3-afab-99e4-ee0c) |
| 6 | ST | 0 | autoRow6 | a mineral is a kind of solid ; natural material (f294-6f62-2e34-4af0) |
| 7 | ST | 0 | autoRow7 | being made of crystals is synonymous with having a crystal structure (7146-f88d-9166-0691) |
| 8 | ST | 0 | autoRow8 | grouping means putting ; placing in different groups (ba30-2a8a-fe88-bca0) |
| # | Sta | Rlx | Name | Row Text |
| 0 | | 0 | autoRow0 | a <diamond> is made of face-centered cubic ; face centered cubic "crystals" (0077-cc92-85d1-3b4a) |
| 1 | | 0 | autoRow1 | <diamond> is a kind of "mineral" (7e9a-fec3-cac8-51bb) |
| 2 | ST | 0 | autoRow2 | classifying means grouping objects ; materials by their properties (69c1-2991-2421-ce63) |
| 3 | ST | 0 | autoRow3 | the shape of the crystal of a substance can be used for identifying the substance (93dc-83a4-40b7-18be) |
| 4 | ST | 0 | autoRow4 | a mineral usually has a crystal structure (16b8-4881-cbed-004f) |
| 5 | ST | 0 | autoRow5 | structure is a property of an object ; a material ; a substance (46f3-afab-99e4-ee0c) |
| 6 | ST | 0 | autoRow6 | a mineral is a kind of solid ; natural material (f294-6f62-2e34-4af0) |
| 7 | ST | 0 | autoRow7 | being made of crystals is synonymous with having a crystal structure (7146-f88d-9166-0691) |
| 8 | ST | 0 | autoRow8 | grouping means putting ; placing in different groups (ba30-2a8a-fe88-bca0) |


Gritters out from 7pm as temperatures set to plummet
Birmingham City Council’s fleet of 25 state-of-the-art lorries will start work tonight to ensure main routes are accessible for tomorrow’s commute.
by birminghammail.co.ukGritting lorries will be out in force across Birmingham as temperatures are set to plummet.
Forecasts suggest temperatures tonight, Monday, November 18, will fall to below zero, creating the risk of frost and ice on roads and pavements on Tuesday.
The city council’s fleet of 25 lorries will start work at around 7pm to ensure the main routes and side routes are accessible for Tuesday’s commute.
The council tweeted: “With temperatures set to drop again tonight, our gritters will be out on the roads from 7pm, with footways being treated from 4am. Please take care if you’re out and about tonight.”
There is also the risk of fog and rain with temperatures set to peak at a cold six degrees, with spells of sunshine, before falling again in the evening.
The city has been hit by icy cold temperatures, winds and heavy rain with many areas hit by floods last Thursday.
Some of the worst affected parts included the Ford in Green Road, Hall Green, Queslett Road in Great Barr, Dog Kennel Lane in Halesowen and several routes in Solihull.
There was also widespread train chaos after lines became blocked with services cancelled. Drivers were also stuck in traffic gridlock in Birmingham City Centre on Thursday evening.
There were around six flood warnings issued for the region by the Environment Agency on Thursday.


Pokémon is a series of video games developed by Game Freak and published by Nintendo and The Pokémon Company as part of the Pokémon media franchise. Created by Satoshi Tajiri with assistance from Ken Sugimori,the first games released in 1996 in Japan for the Game Boy, and the main series of role-playing video games (RPGs), also referred as the “core series” by their developers
Let us know some pokemon types.
Water is one of the three basic elemental types along with Fire and Grass, which constitute the three starter Pokémon. This creates a simple triangle to explain the type concept easily to new players. Water is the most common type with over 100 Pokémon, which are based on a wide variety of fish and other sea-dwelling creatures.
Fire is one of the three basic elemental types along with Water and Grass, which constitute the three starter Pokémon. This creates a simple triangle to explain the type concept easily to new players. Fire types are notoriously rare in the early stages of the games so choosing the Fire variation starter is often a plus.
Grass is one of the three basic elemental types along with Fire and Water, which constitute the three starter Pokémon. This creates a simple triangle to explain the type concept easily to new players.Grass is one of the weakest types statistically, with 5 defensive weaknesses and 7 types that are resistant to Grass moves.
The AR game’s potential for weight loss was a big part of that discussion. In the process of getting out their doors and visiting parks, players found they were losing weight almost in spite of themselves. A Reddit Pokémon Go fan won acclaim for reporting that he’d lost 65 pounds between July and December.
Pokémon GO is one of the most successful mobile games of all time, breaking records like fastest to earn $100 million and most-downloaded in its first month of release. To date, it has grossed almost $2 billion in revenue and been downloaded 800 million times. Although no longer the global phenomenon it was in 2016, the game remains incredibly popular.
Water/Dark
“Greninja is the final evolution of Pokémon X and Y water-type starter Froakie. It has the ability to take on an appearance resembling its trainer. Pokedex says: Greninja creates throwing stars out of compressed water. When it spins them and throws them at high speed, these stars can split metal in two.”
Fighting, Steelr
“Lucario is a bipedal, wolf-like Pokémon with blue, cream, and black fur. It is considered to be prideful and loyal to its trainer. Pokedex says: By catching the aura emanating from others, Lucario can read their thoughts and movements.”
Ghost Fairy
“Mimikyu caused quite a stir for its peculiar looks and sad backstory when it was originally announced for Pokémon Sun and Moon in 2016. Mimikyu is described as a Pokémon who felt so lonely that it decided to wear a rag in order to look like Pikachu, everyone’s favorite Pokémon. Pokedex says: Its actual appearance is unknown. A scholar who saw what was under its rag was overwhelmed by terror and died from the shock.”
Flying, Fire
"Charizard is an orange draconic Pokémon who has a fiery temper. It is the final evolution of Charmander, one of the starter Pokémon for the original game. Pokedex says: Charizard flies around the sky in search of powerful opponents. It breathes fire of such great heat that it melts anything. However, it never turns its fiery breath on any opponent weaker than itself. "
Questions Every Pokemon Trainer Should Be Able To Answer
Here’s a Pokémon Go type chart to get you started on what’s effective against what.
Type chart, effectiveness and weakness explained in Pokémon Go
Pokémon battles appear in most forms of Pokémon media, being the central gameplay aspect of the core series games, as well as being a constant focus of the anime.
Pokémon Go’s Types are exactly the same as those in the main Pokémon games, but the effect of those type matchups is slightly different: in brief, things like effective or resisted attacks have slightly different multipliers to the main Pokémon games - although a December 2018 update brought them slightly closer in line.
| Type | Strong Against | Weak Against | Resistant To |
|---|---|---|---|
| Normal | None | Rock, Ghost, Steel | Ghost |
| Fighting | Normal, Rock, Steel, Ice, Dark | Flying, Poison, Psychic, Bug, Ghost, Fairy | Rock, Bug, Dark |
| Flying | Fighting, Bug, Grass | Rock, Steel, Electric | Fighting, Ground, Bug, Grass |
| Poision | Grass, Fairy | Poision, Rock, Ghost, Steel | Fighting, Poision , Grass, Fairy |
| Ground | Poision, Rock, Steel, Fairy ,Electric | Flying, Bug, Grass | Poision ,Rock ,Electric |
Pokémon Go in 2020 continues to add new features, such the arrival of the Go Battle League, Remote Raids and the trade evolution feature. There are also planned changes to PokéCoins on the way. Meanwhile, coming soon is the Johto Throwback quest.
Book your tickets now.
Greninja
Ability: Torrent
It is the final evolution of Froakie, the Water-type starter from Kalos.
Champion of Orange League
"Ash Ketchum, known as Satoshi in Japan, is a fictional character in the Pokémon franchise owned by Nintendo. He is the protagonist of the Pokémon anime and certain manga series as well as on various merchandise related to the franchise. In Japanese, the character is voiced by Rika Matsumoto, and Hana Takeda. "
Dragon Master
"Lance is a recurring character in Pokémon. He is a user of Dragon-types being the final Elite Four member in Red, Blue and their remakes. In Pokémon Gold, Silver, Crystal and their remakes, he is the Champion.Lance has appeared in the Pokémon series games from Generation I-III. He first appeared in the original Red and Blue games, being the final member of the Elite Four, and again in Generation III’s Red and Blue remakes, FireRed and LeafGreen. Lance in the Generation II games differed from the previous though, as he was Pokémon Champion by this time. "
Shirona
"Cynthia is a powerful Pokémon trainer and the Champion of the Sinnoh region where Professor Carolina, Cynthia’s grandmother, runs the Pokémon Research Lab in Celestic Town. She enjoys visiting the Solaceon Town Ruins. Later, in Pokémon: DP Galactic Battles, she helps fight Team Galactic as well. In the anime, she has a villa in east Unova but in the Pokémon Black and White games, she borrows Caitlin’s villa (from the Elite Four). "
Ookido Yukinari Hakase
"Ookido Yukinari Hakaseamuel Oak is most notable for his vast research facility, where he cares for and studies hundreds of Pokémon, including those owned by, but not currently traveling with, Trainers from Pallet Town. He has confidence in his grandson, Gary Oak, but more often joins Ash’s mother and friends in cheering on Ash in his competitions. "
(1996–1999)
The original Pokémon games are Japanese role-playing video games (RPGs) with an element of strategy, and were created by Satoshi Tajiri for the Game Boy. The Pokémon series began with the release of Pocket Monsters Red and Green for the Game Boy in Japan. When these games proved popular, an enhanced Blue version was released sometime after, and the Blue version was reprogrammed as Pokémon Red and Blue for international release. The original Green version was not released outside Japan
(1999–2002)
The second generation of Pokémon video games began in 1999 with the Japanese release of Pokémon Gold and Silver for the Game Boy Color, with Australia and North America getting the game in October 2000 and European release date of April 2001. Like the previous generation, an enhanced version, titled Pokémon Crystal, was later released.
(2002–2006)
Pokémon entered its third generation with the 2002 release of Pokémon Ruby and Sapphire for Game Boy Advance and continued with the Game Boy Advance remakes of Pokémon Red and Green, Pokémon FireRed and LeafGreen (Red and Green representing the original Japanese first generation games; territories outside Japan instead saw releases of Red and Blue). An enhanced remake of Pokémon Ruby and Sapphire titled Pokémon Emerald followed after.
(2006–2010)
In 2006, Japan began the fourth generation of the franchise with the release of Pokémon Diamond and Pearl for Nintendo DS. The games were released in North America on April 22, 2007 and in Australia on June 21, 2007. The game was released in the UK and Europe on July 27, 2007. Other main series games in the fourth generation include Pokémon Platinum, a director’s cut version of Diamond and Pearl in the same vein as Pokémon Yellow, Crystal, and Emerald.It was released for the Nintendo DS in Japan on September 13, 2008, in North America on March 22, 2009, and in Australia and Europe on May 14, 2009 and May 22, 2009
Pokémon Sleep is an upcoming mobile game for Android and iOS, as part of the Pokémon series.
Publisher: The Pokémon Company
Take a Pokémon™ journey to the Kanto region with your energetic partner, Pikachu!
Publishers: Nintendo, The Pokémon Company
Pokémon Go is a 2016 augmented reality mobile game developed.
Developer: Niantic
"Junichi Masuda is a Japanese video game composer, director, designer, producer, singer, and programmer best known for his work in the Pokémon franchise. He is a member of the Game Freak board of directors, and has been employed at the company since 1989 when he founded it along Satoshi Tajiri and Ken Sugimori "
"Shigeki Morimoto is a game designer and programmer currently working at Game Freak. He has been involved in nearly every main series Pokémon game, since Pokémon Red and Blue Versions where he was a programmer, and the creator of the battle system and the Pokémon “Mew”. "
"Ken Sugimori is a Japanese video game designer, illustrator, manga artist, and director. He is most famous as the character designer and art director for the Pokémon franchise. Sugimori is also credited with the art direction for other titles, including Pulseman "
Pokémon is short for the original Japanese title of Pocket Monsters. Created by. Satoshi Tajiri.


The Most Important Social Security Chart You'll Ever See
Ignore this at your peril.
by Kailey Hagen (TMFKailey)One of the most important decisions you'll have to make as you approach retirement is when to start Social Security benefits. The soonest you can begin claiming is 62, which remains the most popular age to start. It's not necessarily the wrong choice -- you'll still get a sizable amount of money over your lifetime -- but it might not be the best option if you're interested in maximizing your benefits. Here's a closer look at how the age you begin Social Security affects the size of your checks.
The all-important full retirement age (FRA)
The Social Security Administration assigns everyone a full retirement age (FRA) based on his or her birth year. It's 66 for those born between 1943 and 1954. Then it rises by two months per year until it reaches 67 for those born in 1960 or later. This is the age at which you're eligible for your scheduled benefit based on your work record, and it's where the Social Security Administration starts when calculating your benefit at any age. First, it figures out how much you'd get if you began claiming at your FRA, and then it calculates how much more or less you're entitled to depending on when you start claiming.
The earlier you begin Social Security, the smaller your checks will be. For every month you claim benefits before your FRA, you'll shrink your checks by five-ninths of 1% for up to 36 months. If you begin benefits more than 36 months before your FRA, you'll lose an additional five-twelfths of 1% per month.
Delaying benefits will increase your checks by two-thirds of 1% per month for every month that you delay benefits past your FRA. You'll max out at 70. You aren't required to sign up for Social Security at that point, but there's really no need to delay benefits further, because you won't get any additional benefit.
The following chart should help you visualize how your starting age affects your benefits. It illustrates how much different starting ages from 62 to 70 reduce or increase the size of your Social Security checks depending on your FRA.
| If You Start Social Security at... | ...And You Have an FRA of 66 | ...And You Have an FRA of 67 |
|---|---|---|
| 62 | 25% reduction | 30% reduction |
| 63 | 20% reduction | 25% reduction |
| 64 | 13.3% reduction | 20% reduction |
| 65 | 6.7% reduction | 13.3% reduction |
| 66 | Normal amount based on work record | 6.7% reduction |
| 67 | 8% increase | Normal amount based on work record |
| 68 | 16% increase | 8% increase |
| 69 | 24% increase | 16% increase |
| 70 | 32% increase | 24% increase |
Data source: Social Security Administration.
So, for example, someone with an FRA of 67 who begins benefits at 62 will get only 70% of the amount he or she would have gotten per check as opposed to begin claiming until 67.
You can start benefits at any age -- say, 62 and three months or 65 1/2 -- and every month that you delay benefits will increase your checks. Use the preceding calculations to estimate how starting at any age might affect your checks. And if you want to figure out how much money you can expect from Social Security at your FRA, 62, or 70, try making a My Social Security account.
Which starting age is best?
There isn't a right or wrong age to start Social Security. In any case, you'll get checks every month. But if you want to maximize your benefits, you have to think about your life expectancy. It makes sense to start Social Security early if you don't expect to live long.  You might as well get as much out of the program as you can.
But if you expect to live a long life, delaying benefits will probably get you more money over your lifetime. To estimate which starting age will give you the most money overall, multiply your monthly Social Security checks at different starting ages by 12 to get your estimated annual benefits and then multiply that by the number of years you expect to receive benefits, to see which starting age will give you the most money overall. For example, if you expect a $1,500 monthly benefit at 67 and believe you'll live for 20 more years, you'd multiply the $1,500 by 12 to get an estimated annual benefit of $18,000 and then multiply that by 20 for an estimated lifetime benefit of $360,000.
Delaying Social Security might not always be possible, especially if you weren't able to save as much for retirement as you'd hoped when you were younger. In that case, you may have to begin early and accept smaller checks. Couples might be able to soften the blow by having only one spouse begin benefits early, enabling the other to delay benefits until their FRA or beyond to get larger checks.
It's fine to begin Social Security at 62 if that's what you want or need to do, but make sure you understand the consequences of that decision. It's going to affect you for the rest of your life, so it's not something to be taken lightly.


About
This app is powered by Java. The backend is made in Spring, Spring Boot, Spring Data JPA and secured by Spring Security. The frontend is created with Thymeleaf and Bootstrap 5 with minimal JavaScript, apart from Stripe payment integration.
If you have any questions, you can write to me<EMAIL_ADDRESS>or check out the source code at github.com/azdanov/spring-fresh-ads
. ____ _ __ _ _
/\\ / ___'_ __ _ _(_)_ __ __ _ \ \ \ \
( ( )\___ | '_ | '_| | '_ \/ _` | \ \ \ \
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' |____| .__|_| |_|_| |_\__, | / / / /
=========|_|==============|___/=/_/_/_/
:: Spring Boot :: (v2.5.2)


Vindman pressed on official he spoke to after Ukraine call Rep. Jim Jordan asks Vindman about a deposition made by former NSC official Tim Morrison, 19 Nov 2019, 20:31


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Junior Developer and a team member of the E-ticketing project.Tasked in creating and editing the about section of the website.
Senior Developer and team leader of the E-ticketing project. Supervisor of the web development process. Developed the mai part of the website(routing and booking of online tickets)
Junior Developer and a team member of the E-ticketing project.Tasked in creating and editing the contact section of the website.


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{% include "_parts/_header.html" %}
{% include "_parts/_section-first.html" %}
{% include "_parts/_section-second.html" %}
{% include "_parts/_sections-3-6.html" %}
{% include "_parts/_sections7-11.html" %}
{% include "_parts/_sections-blog.html" %}
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--- layout: post title: Creating a simple Python Geoprocessing tool and adding it to ArcToolbox in AV 9.3 date: 2011-02-13 14:10:25.000000000 -06:00 type: post published: true status: publish categories: - Geoprocessing with Python tags: [] meta: _edit_last: '15714693' _wpas_done_twitter: '1' _wpas_done_fb: '1' _oembed_c329d05700399ee9596da956cd0ce920: "{{unknown}}" author: login: broberts65 email<EMAIL_ADDRESS>display_name: Bob Roberts first_name: '' last_name: '' ---
Ask and thou shalt receive… Well it seems as though there is a LOT of interest out there in Python Geoprocessing for ESRI ArcView 9.x. This increased interest may be due to the release of ArcView 10 with ArcPy. For those of you that do not know, Python has been shipped with ArcView for many years now. The ArcToolbox tools are based on Python and when you create a model with the model builder you can export the Python code.
This week's tutorial will be creating a very simple Python geoprocessing script and then creating a new ArcToolbox tool and adding the Python script to the new toolbox.
I once thought it would be nice to have a simple tool that told me all of the field names in a shapefile. Sure I could open up the attribute table and see them but if I did that I wouldn't have written my simple tool.
The Script
I think this script is simple enough to explain it with remark statements.
[sourcecode language="Python"]
#listfields.py
import sys, os, glob
# We need to create the geoprocessor object
import arcgisscripting
gp = arcgisscripting.create(9.3)
# We need to create an argument and assign it to the value of "file"
file = sys.argv[1]
# The workspace always needs to be identified and here we will use the location of "file"
gp.workspace = os.path.dirname(sys.argv[1])
# A good friend to use is the AddMessage. This will print to the tool window. Very useful with troubleshooting as well.
gp.AddMessage("Starting Process.....")
# Using ListFields, we get a list of the fields in the inputted "file"
fieldlist = gp.ListFields(""+file+"")
for field in fieldlist:
FieldName = field.Name
# As we go thru the list, AddMessage will print each field name out to the tool window
gp.AddMessage(FieldName)
# And we add one last message so that we know the entire process completed
gp.AddMessage("Process Complete")
[/sourcecode]
Pretty simple stuff there, but I just wanted to use a simple script for this tutorial.
The Toolbox
Now we will create a new Toolbox where the list field's script will go.
Go ahead and select a file and click "OK".
Obviously this is a basic example of what can be done but it is a start.


To get started, comets are simply big balls of ice and rock orbiting the sun with an eliptical orbit. By clicking the tabs to the left you'll find more information on a specific topic.
Hope you learn something and play the 404 page game!
Comets are comprised of ice, rock, and gas. The parts of a comet are the nucleus, tail, and coma. The tail and coma only appear when the comet gets close to the sun and heats up. The coma is the gas that surrounds the comet as its material vaporizes, it can be several hundred thousand kilometers. The tail is the line of gas the comet pulls as it moves, it can also be even longer than the coma.
The coma is made of gas and dust, whatever becomes a gas or is freed from the comet and stays with it. The tail is the part where that gas and dust gets released, there are two parts: the dust part and gas part. They go in different directions because of their mass, as seen in the photo.
The size of comets is fairly big; most tend to be several kilometers around or more.
This is a basic example of the elliptical orbits of comets, namely Halley's comet, which has an orbit of about 76 years.
Comet orbits are very long and can be as short as some planet's orbit or they can go beyond billions of miles. The orbit periods have a big range too, from as short as 3 years to a million years. In an eliptical orbit, the object gets slower as moves farther away from the larger object, and faster when it gets closer. This is why comet tails can become so long, it has more energy so it spews dust and gas longer distances.
Comets come from the mainly the Kuiper and Asteroid belts or the Oort cloud. They have an eliptical orbit because when orbiting a larger object interrupted its course and caused the orbit to distort. The objects that didn't get eaten by the sun or planets like Jupiter have survived.
Most of you know what the Asteroid belt is, the big ring of asteroids that separates the gas giants from the rocky planets. Few comets come from here. The Kuiper belt is a lesser known belt that goes beyond the gas giants, it's made of icey rocks. Most comets come from here. The Oort Cloud goes beyond even further, about 2 light years. It's called a cloud because all the objects in it have no set orbit shape like the rings, it's made up of ice bodies, asteroids, and dwarf planets.


Advance Faster and Get Farther Ahead. Revature is about propelling technology talent–as well as academic institutions and businesses–forward faster and more efficiently than ever before. Ready to accelerate your path to success?
Revature is about propelling technology talent–as well as academic institutions and businesses–forward faster and more efficiently than ever before. Ready to accelerate your path to success?


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Gecode::IntPropLevels Class Reference
Class for specifying integer propagation levels used by minimodel. More...
#include <minimodel.hh>
Public Member Functions | |
| IntPropLevels (IntPropLevel ipl=IPL_DEF) | |
| Initialize with default propagation level. | |
| IntPropLevel | linear2 (void) const |
| Return integer propagation level for binary linear constraints. | |
| IntPropLevels & | linear2 (IntPropLevel ipl) |
| Set integer propagation level for binary linear constraints. | |
| IntPropLevel | linear (void) const |
| Return integer propagation level for non-binary linear constraints. | |
| IntPropLevels & | linear (IntPropLevel ipl) |
| Set integer propagation level for non-binary linear constraints. | |
| IntPropLevel | abs (void) const |
| Return integer propagation level for absolute value constraints. | |
| IntPropLevels & | abs (IntPropLevel ipl) |
| Set integer propagation level for absolute value constraints. | |
| IntPropLevel | max2 (void) const |
| Return integer propagation level for binary maximum constraints. | |
| IntPropLevels & | max2 (IntPropLevel ipl) |
| Set integer propagation level for binary maximum constraints. | |
| IntPropLevel | max (void) const |
| Return integer propagation level for non-binary maximum constraints. | |
| IntPropLevels & | max (IntPropLevel ipl) |
| Set integer propagation level for non-binary maximum constraints. | |
| IntPropLevel | min2 (void) const |
| Return integer propagation level for binary minimum constraints. | |
| IntPropLevels & | min2 (IntPropLevel ipl) |
| Set integer propagation level for binary minimum constraints. | |
| IntPropLevel | min (void) const |
| Return integer propagation level for non-binary minimum constraints. | |
| IntPropLevels & | min (IntPropLevel ipl) |
| Set integer propagation level for non-binary minimum constraints. | |
| IntPropLevel | mult (void) const |
| Return integer propagation level for multiplication constraints. | |
| IntPropLevels & | mult (IntPropLevel ipl) |
| Set integer propagation level for multiplication constraints. | |
| IntPropLevel | div (void) const |
| Return integer propagation level for division constraints. | |
| IntPropLevels & | div (IntPropLevel ipl) |
| Set integer propagation level for division constraints. | |
| IntPropLevel | mod (void) const |
| Return integer propagation level for modulo constraints. | |
| IntPropLevels & | mod (IntPropLevel ipl) |
| Set integer propagation level for modulo constraints. | |
| IntPropLevel | sqr (void) const |
| Return integer propagation level for square constraints. | |
| IntPropLevels & | sqr (IntPropLevel ipl) |
| Set integer propagation level for square constraints. | |
| IntPropLevel | sqrt (void) const |
| Return integer propagation level for square root constraints. | |
| IntPropLevels & | sqrt (IntPropLevel ipl) |
| Set integer propagation level for square root constraints. | |
| IntPropLevel | pow (void) const |
| Return integer propagation level for power constraints. | |
| IntPropLevels & | pow (IntPropLevel ipl) |
| Set integer propagation level for power constraints. | |
| IntPropLevel | nroot (void) const |
| Return integer propagation level for root constraints. | |
| IntPropLevels & | nroot (IntPropLevel ipl) |
| Set integer propagation level for root constraints. | |
| IntPropLevel | element (void) const |
| Return integer propagation level for element constraints. | |
| IntPropLevels & | element (IntPropLevel ipl) |
| Set integer propagation level for element constraints. | |
| IntPropLevel | ite (void) const |
| Return integer propagation level for if-then-else constraints. | |
| IntPropLevels & | ite (IntPropLevel ipl) |
| Set integer propagation level for if-then-else constraints. | |
Static Public Attributes | |
| static const IntPropLevels | def |
| Default propagation levels for all constraints. | |
Protected Attributes | |
| IntPropLevel | _linear2: _IPL_BITS |
| For binary linear. | |
| IntPropLevel | _linear: _IPL_BITS |
| For n-ary linear. | |
| IntPropLevel | _abs: _IPL_BITS |
| For absolute value. | |
| IntPropLevel | _max2: _IPL_BITS |
| For binary maximum. | |
| IntPropLevel | _max: _IPL_BITS |
| For n-ary maximum. | |
| IntPropLevel | _min2: _IPL_BITS |
| For binary minimum. | |
| IntPropLevel | _min: _IPL_BITS |
| For minimum. | |
| IntPropLevel | _mult: _IPL_BITS |
| For multiplication. | |
| IntPropLevel | _div: _IPL_BITS |
| For division. | |
| IntPropLevel | _mod: _IPL_BITS |
| For modulo. | |
| IntPropLevel | _sqr: _IPL_BITS |
| For square. | |
| IntPropLevel | _sqrt: _IPL_BITS |
| For square root. | |
| IntPropLevel | _pow: _IPL_BITS |
| For power. | |
| IntPropLevel | _nroot: _IPL_BITS |
| For root. | |
| IntPropLevel | _element: _IPL_BITS |
| For element. | |
| IntPropLevel | _ite: _IPL_BITS |
| For if-then-else. |
Detailed Description
Class for specifying integer propagation levels used by minimodel.
Definition at line 101 of file minimodel.hh.
Constructor & Destructor Documentation
| Gecode::IntPropLevels::IntPropLevels | ( | IntPropLevel | ipl = IPL_DEF |
) | [inline] |
Member Function Documentation
| IntPropLevel Gecode::IntPropLevels::linear2 | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::linear2 | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::linear | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::linear | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::abs | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::abs | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::max2 | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::max2 | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::max | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::max | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::min2 | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::min2 | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::min | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::min | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::mult | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::mult | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::div | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::div | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::mod | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::mod | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::sqr | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::sqr | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::sqrt | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::sqrt | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::pow | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::pow | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::nroot | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::nroot | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::element | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::element | ( | IntPropLevel | ipl | ) | [inline] |
| IntPropLevel Gecode::IntPropLevels::ite | ( | void | ) | const [inline] |
| IntPropLevels & Gecode::IntPropLevels::ite | ( | IntPropLevel | ipl | ) | [inline] |
Member Data Documentation
IntPropLevel Gecode::IntPropLevels::_linear2 [protected] |
For binary linear.
Definition at line 103 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_linear [protected] |
For n-ary linear.
Definition at line 104 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_abs [protected] |
For absolute value.
Definition at line 105 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_max2 [protected] |
For binary maximum.
Definition at line 106 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_max [protected] |
For n-ary maximum.
Definition at line 107 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_min2 [protected] |
For binary minimum.
Definition at line 108 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_min [protected] |
For minimum.
Definition at line 109 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_mult [protected] |
For multiplication.
Definition at line 110 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_div [protected] |
For division.
Definition at line 111 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_mod [protected] |
For modulo.
Definition at line 112 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_sqr [protected] |
For square.
Definition at line 113 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_sqrt [protected] |
For square root.
Definition at line 114 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_pow [protected] |
For power.
Definition at line 115 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_nroot [protected] |
For root.
Definition at line 116 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_element [protected] |
For element.
Definition at line 117 of file minimodel.hh.
IntPropLevel Gecode::IntPropLevels::_ite [protected] |
For if-then-else.
Definition at line 118 of file minimodel.hh.
const IntPropLevels Gecode::IntPropLevels::def [static] |
Default propagation levels for all constraints.
Definition at line 197 of file minimodel.hh.
The documentation for this class was generated from the following files:
- gecode/minimodel.hh
- gecode/minimodel/ipl.cpp
- gecode/minimodel/ipl.hpp


Russian link to €406m crypto disappearance
by EUobserverA BBC investigation revealed links between the exchange platform for Bitcoin and other cryptocurrencies, Wex, and Russia's security services. According to the Moscow Times, the Russian founder of the exchange platform, Alexey Bilyuchenko, told the BBC that he was taken to the Federal Security Service (FSB) offices in Moscow to provide access to the online wallets of Wex's customers - where €406m worth of cryptocurrency were stored.


MPI-1 provides an interface that allows processes in a parallel program to communicate with one another. MPI-1 specifies neither how the processes are created, nor how they establish communication. Moreover, an MPI-1 application is static; that is, no processes can be added to or deleted from an application after it has been started.
MPI users have asked that the MPI-1 model be extended to allow process creation and management after an MPI application has been started. A major impetus comes from the PVM [7] research effort, which has provided a wealth of experience with process management and resource control that illustrates their benefits and potential pitfalls.
The MPI Forum decided not to address resource control in MPI-2 because it was not able to design a portable interface that would be appropriate for the broad spectrum of existing and potential resource and process controllers. Resource control can encompass a wide range of abilities, including adding and deleting nodes from a virtual parallel machine, reserving and scheduling resources, managing compute partitions of an MPP, and returning information about available resources. MPI-2 assumes that resource control is provided externally --- probably by computer vendors, in the case of tightly coupled systems, or by a third party software package when the environment is a cluster of workstations.
The reasons for adding process management to MPI are both technical and practical. Important classes of message passing applications require process control. These include task farms, serial applications with parallel modules, and problems that require a run-time assessment of the number and type of processes that should be started. On the practical side, users of workstation clusters who are migrating from PVM to MPI may be accustomed to using PVM's capabilities for process and resource management. The lack of these features is a practical stumbling block to migration.
While process management is essential, adding it to MPI should not compromise the portability or performance of MPI applications. In particular:
Second, MPI-2 does not change the concept of communicator. Once a communicator is built, it behaves as specified in MPI-1. A communicator is never changed once created, and it is always created using deterministic collective operations.


France's Neoen announces 50% rise in Australia Hornsdale battery capacity
by ReutersFrench sustainable power plant operator Neoen SA announced on Tuesday a 50% expansion of its Hornsdale Power Reserve in South Australia, the world’s largest lithium ion battery project, in conjunction with Tesla Inc .
The South Australian government will also support the project with up to A$50 million ($33.95 million) and A$8 million ($5.43 million) in funding through the Clean Energy Finance Corporation (CEFC) and the Australian Renewable Energy Agency (ARENA), the office of The Minister For Energy and Emissions Reduction said in a statement sent to Reuters.
The battery project was set up around summertime 2017 in Australia to support the country’s shaky power grid which is further stressed by increased demand during the heat. The project was a promise by Tesla’s Elon Musk to build it in 100 days or give it free. ($1 = 1.4730 Australian dollars) (Reporting by Ambar Warrick in Bengaluru; Editing by Muralikumar Anantharaman)


/b
: Displays a bare list of directories and files, with no additional information. The /b
parameter overrides /w
.
/s
: Lists every occurrence of the specified file name within the specified directory and all subdirectories.
If you need to try something out for a larger project and don't have any proper build tools nearby,
you can always use a small trick that javac
offers:
the classnames to compile can be specified in a file.
You simply have to pass the name of the file to javac with the @
prefix.
If you can create a list of all the *.java
files in your project, it's easy:
> dir /s/b *.java > sources.txt > javac @sources.txt
$ find . -name "*.java" > sources.txt $ javac @sources.txt ## 添加classpath的情况 $ javac -classpath "${CLASSPATH}" @java_sources.txt


Subscribe to CSB Bank: Arihant Capital
Arihant Capital has come out with its report on CSB Bank. The research firm has recommended to "Subscribe'' the IPO in its research report as on November 21, 2019
Arihant Capital's IPO report on CSB Bank
CSB (Formerly known as Catholic Syrian Bank) is one of the oldest private sector bank in India with a history of over 98 years, backed by marquee investor – Fairfax India through FIH Mauritius Investments Ltd (FIHM). The bank has a total customer base of 1.3 mn with 412 branches across India having significant presence in Kerala and Tamil Nadu. The bank offers wide range of products and services, with particular focus on SME & Retail, particularly Gold loans, and wholesale banking.
Valuation and Outlook
At the upper price band of Rs 195, the stock is offered at 2.2x P/BV (post issue), which we believe is at premium as compared to other small private sector banks. However, in H1FY20 the bank has shown strong performance, which somewhat justifies its premium valuation. The bank has good track record of operations in south India with high focus on gold loans. The key positive factors for CSB are good promoter background, adequately capitalized position; focus on CASA deposit and high yielding business areas like gold loans. The bank has also shown strong improvement in asset quality with controlled credit cost. We recommend investors to subscribe to the issue for a long term horizon. We have a three star rating on the issue.
For all IPO stories, click here
Disclaimer: The views and investment tips expressed by investment experts/broking houses/rating agencies on moneycontrol.com are their own, and not that of the website or its management. Moneycontrol.com advises users to check with certified experts before taking any investment decisions.


Start searching for a drug by typing in the box above, and learn more about it...
For each drug, you can switch between the Visual Explorer and Drug Detail views


Contracting parties: 27 total: Australia, Belize, China, Comoros, Eritrea, EU, France, Guinea, India, Indonesia, Iran, Japan, Kenya, Republic of Korea, Madagascar, Malaysia, Mauritius, Oman, Pakistan, Philippines, Seychelles, Sri Lanka, Sudan, Tanzania, Thailand, UK, Vanuatu.
Area: The Indian Ocean and adjacent seas, north of the Antarctic Convergence.
Date entered into force: 1996
FAO association: Yes.
FAO statistical area: 51, 57.
Objectives: “…to promote cooperation among its Members with a view to ensuring, through appropriate management, the conservation and optimum utilization of stocks and encouraging sustainable development of fisheries based on such stocks.”

The x-axes on the figures below represent either current biomass (B2007) or current spawning stock biomass (SSB2004) over either biomass at maximum sustainable yield (Bmsy) or spawning stock biomass at maximum sustainable yield (SSBmsy). The y-axes represent current fishing mortality (F2007 or F2004) over fishing mortality that produces maximum sustainable yield (Fmsy). Shown below, are stocks: a) Bigeye tuna; b) Albacore tuna; c) Yellowfin tuna. For data sources, see Cullis-Suzuki and Pauly (2009).
The figures below show time series of biomass of the three main tuna stocks under IOTC management; the red dashed lines denote the date IOTC was established (1996). For data sources, see Cullis-Suzuki and Pauly (2009).


| Tags | Basic JS, functions, prototypes, var |
After working with Ruby for the last four weeks, it's been nice to have a change of scenery and get a basic look at what JS is like. I have noticed many similarities between the two and yet there is unfamiliar syntax and logic in some instances. JS uses functions while Ruby uses methods and they work the same way. The syntax is a bit different. In Ruby:
def cookies puts "I like cookies" endIn JS:
function cookies() { console.log("I like cookies"); }I definitely get a feeling that it takes a few more steps in order to achieve the same result in JS than it does in Ruby just from the syntax of the examples I used above.
Some differences between Ruby and JS include the following: Both Ruby and JS have arrays. In JS, objects act the same way as Ruby hashes with a property (key) and a value (value). Both languages are object oriented which means that their objects can be easily associated to their methods or functions. I noticed that JS is more flexible in terms of converting something into a typeof and passing it even though the forced conversion sometimes yields undesired results. Ruby has block level scoping for local variables while Javascript has function level sopcing for local variables. Ruby programs run slower while JS programs run faster. Ruby uses classes while JS uses protoypes whose functionality is similar to a Ruby class.
JS uses the triple equal sign , === , to do the same thing as the double equal sign, == , in Ruby. Both helps determine if objects are exactly the same typeof and the same value. The double equal sign is used in JS to compare the value. Ruby is a server-side scripting language while Javascript is a client-side language. Ruby definitely has much easier syntax to understand than JS. Errors will occur in Ruby when a method is called for an incorrect object while in JS methods can be used to change the values of a variable. Ruby has blocks, procs, lambdas while Javascript has function expressions and function declarations.


The section below should give you an idea of what's implemented.
Check out the about page for more info on the project.
You can find the example data in /src/app/shared/profile-model/profile-data/.
Play around with it or replace the callback url of the services in /src/app/shared/profile-model with a real back-end.


|
|
uint16_t | dig_T1 |
| |
|
int16_t | dig_T2 |
| |
|
int16_t | dig_T3 |
| |
|
uint16_t | dig_P1 |
| |
|
int16_t | dig_P2 |
| |
|
int16_t | dig_P3 |
| |
|
int16_t | dig_P4 |
| |
|
int16_t | dig_P5 |
| |
|
int16_t | dig_P6 |
| |
|
int16_t | dig_P7 |
| |
|
int16_t | dig_P8 |
| |
|
int16_t | dig_P9 |
| |
|
uint8_t | dig_H1 |
| |
|
int16_t | dig_H2 |
| |
|
uint8_t | dig_H3 |
| |
|
int16_t | dig_H4 |
| |
|
int16_t | dig_H5 |
| |
|
int8_t | dig_H6 |
| |
The documentation for this struct was generated from the following file:


Complete Marathon Results
National Park Acquires Land
School Board Election Results
Spending Referendum Defeated
Graduation Awards
New Highway Proposed
Camping Tips
Cougar Sightings Increase
Editorials
Park City Profile


4 references to WritePayloadObject
System.Management.Automation (4)
FormatAndOutput\common\BaseFormattingCommand.cs (4)
255
this.
WritePayloadObject
(so);
259
this.
WritePayloadObject
(so);
271
this.
WritePayloadObject
(so);
275
this.
WritePayloadObject
(so);


Testing Article element and role
Published:
August 1, 2019
role="article" with aria-label
Content goes here
results
role="article" without aria-label
Content goes here
results
article element without aria-label
Content goes here
results
article element with aria-label
Content goes here
results


"The Desperate Hours"
Reviewed by Heather Picker
Directed by William Wyler. Written by Joseph Hayes. Starring Humphrey Bogart, Fredric March, and Martha Scott, with Dewey Martin, Mary Murphy, Richard Eyer, Gig Young, and Robert Middleton. 1955, 112 min., Not Rated.
Here we go again, Humphrey Bogart is holding folks hostage. Glenn Griffin, his character in William Wyler's "The Desperate Hours" is quite different from Duke Mantee of "The Petrified Forest," a role Bogart played on stage and in the classic 1936 film adaptation with Bette Davis and Leslie Howard. For one thing, Glenn never seems very threatening, in spite of how he acts around the members of the family whose home he and a couple other freshly escaped convicts invade. For another, the characterization of Glenn is so thinly drawn that he has no edge, Bogart in one of his last roles, has little to do.
 Eleanor, the wife and mother, stays at (their suburban) home, and father Dan is in a profession left sketchy, though we do know he wears a nifty suit to work every day and seems to know Glenn a little. But this isn't "Cape Fear." Nineteen year-old daughter Cindy (Mary Murphy) is being courted by a persistant lawyer (Gig Young) and young son Ralphy wants his dad to see him as a man, despite the fact that he's in grade school. "The Desperate Hours" begins as just another weekday in the Hilliard household. Once breakfast is over and those she looks after have cleared out, Eleanor is in the house alone when Glenn knocks at the door. She lets him in, and he, brother Hal (Dewey Martin) and prison pal Kobish (Robert Middleton) plan on staying at the Hilliard house until they receive the cash Glenn's sweetheart is supposed to send.
That evening, once Dan, Cindy, and Ralphy have returned home, the family begins what will become a test of mental endurance, trying not be held hostage by the fear that the three intruders evoke. However, none of the three are very intimidating. Glenn keeps his temper in check because he doesn't want to do something wrong and end up in more trouble than he's already in. Hal, the youngest of the trio of criminals, predictably falls for Cindy, watches a few days in her life and decides he has to make a break and try to start over. Kobish is the token overweight doofus with a penchant for booze.
Despite the claustrophobia of being in a home with three dangerous convicts who are supposedly willing to kill to keep their freedom, the palpable air of tension never evolves into anything more. The screenplay, adapted by Joseph Hayes from his own play, is generic. The romance between the Murphy and Young character's is a relatively weak subplot, and the detectives trying to track down the brothers Griffin and tagalong Kobish serve mostly as diversions. By this time, if you're engrossed at all, you'll want the cops to stay out of it.
"The Desperate Hours" benefits from the sure direction of William Wyler and solid acting. Fredric March, in the film's best performance, brings just the right mix of sadness, anger, fear, and indignation at what is happening to his family to his character, who embodies emotional core of the story. Twelve years earlier, March had won the Best Actor Oscar for "The Best Years of Our Lives," (directed by Wyler) and I'm mildly surprised that his work here wasn't recognized in the form of a nomination. "The Desperate Hours" is not an excellent film, but it will have you wondering how you'd act if your family were in the position of the Hilliards.
© 1999 Heather Picker http://www.thatmoviesite.8m.com
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


The Adventures of Jerry Muskrat
by Thornton W. Burgess
Chapter 15: “What Spotty the Turtle Found”
Additional Information
- Year Published: 1914
- Language: English
- Country of Origin: United States of America
- Source: Burgess, T.W. (1914). The Adventures of Jerry Muskrat.
-
Readability:
- Flesch–Kincaid Level: 5.5
- Word Count: 582
- Genre: Fantasy
- ✎ Cite This
Downloads
Spotty the Turtle stared and stared and stared, until it seemed as if his eyes surely would pop out of his funny little head. Of course he could believe his own eyes, and yet—and yet—well, if anybody else had seen what he was looking at and had told him about it, he wouldn’t have believed it. No, Sir, he wouldn’t have believed it. You see, he couldn’t have believed it because—why, because it didn’t seem as if it could be really and truly so.
He wondered if the sun shining in his eyes made him think he saw more than he really did see, so he carefully changed his position. It made no difference. Then Spotty was sure that what he saw was real, and that he had found the cause of the trouble in the Laughing Brook, which had made it stop laughing and the Smiling Pool stop smiling.
Spotty the Turtle was feeling pretty good. In fact, Spotty was feeling very good indeed, because he had been the first to find out what was the matter with the Laughing Brook. At least, he thought that he was the first, and he was of all the little people who live in the Smiling Pool. Only Ol’ Mistah Buzzard had been before him, and he didn’t count because his wings are broad, and all he had to do was to sail over the Green Forest and look down. The ones who really counted were Billy Mink and Little Joe Otter and Jerry Muskrat and Grandfather Frog. Billy Mink had stopped for a nap. Little Joe Otter had stopped to play. Jerry Muskrat had stopped to eat. Grandfather Frog had stopped for a sun-nap. But Spotty the Turtle had kept right on going, and now here he was, the first one to find the cause of the trouble in the Laughing Brook. Do you wonder that he felt proud and very happy?
Keeping at it, that’s the way
Spotty won the race that day.
But now Spotty was beginning to wish that some of the others would hurry up. He wanted to know what they thought. He wanted to talk it all over. It was such a surprising thing that he could make neither head nor tail of it himself, and he wondered what the others would say. And now the long black shadows were creeping through the Green Forest, and if they didn’t get there pretty soon, they would have to wait until the next day.
So Spotty the Turtle found a good place to spend the night, and then he sat down to watch and wait. Right before him was the thing which he had found and which puzzled him so. What was it? Why, it was a wall. Yes, Sir, that is just what it was—a wall of logs and sticks and mud, and it was right across the Laughing Brook, where the banks were steep and narrow. Of course the Laughing Brook could laugh no longer; there couldn’t enough water get through that wall of logs and sticks and mud to make even the beginning of a laugh. Spotty wondered what lay behind that wall, and who had built it, and what for, and a lot of other things. And he was still wondering when he fell asleep.


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Telehealth
Telehealth is preventative, promotive, and curative care delivery.
Delivery can come within four distinct domains: live video, store-and-forward, remote patient monitoring, and mobile health.
There are about 17 categories of telehealth. They range from nutrition to neurology.
Patients can access and receive personalised care from their homes or from any safe environment .
Traditional use of telehealth services has been for specialist treatment. However, there has been a paradigm shift and telehealth is no longer considered a specialist service. This development has ensured that many access barriers are eliminated, as medical professionals are able to use wireless communication technologies to deliver health care
The technological advancement of wireless communication devices is a major development in telehealth.This allows patients to self-monitor their health conditions and to not rely as much on health care professionals. Furthermore, patients are more willing to stay on their treatment plans as they are more invested and included in the process, decision-making is shared.
Technological advancement also means that health care professionals are able to use better technologies to treat patients for example in surgery. Technological developments in telehealth are essential to improve health care, especially the delivery of healthcare services, as resources are finite along with an ageing population that is living longer.
Health promotion efforts using telehealth have been met with some success. The Australian hands-free breastfeeding Google Glass application reported promising results in 2014. This application made in collaboration with the Australian Breastfeeding Association and a tech startup called Small World Social, helped new mothers learn how to breastfeed.
In Alaska the Federal Health Care Access Network which connects 3,000 healthcare providers to communities, engaged in 160,000 telehealth consultations from 2001 and saved the state $8.5 million in travel costs for just Medicaid patients.


Top 37 Free Genesis Child Themes for 2014
Are you searching for a free genesis child theme? I’ve worked with the Genesis Framework for a couple of years now – and have compiled a list of the top Free Genesis Child Themes.
Leverage Browser Caching in WordPress
Have you ever gone to Pingdom Tools and received a near zero score on “leveraging browser caching”? This is really an easy fix that you can implement on your own blog.
Remove Shrinking Header in Genesis Centric Pro
This is a hack but it worked for me. Just replace the code below with the code in /js/global.js. The only difference is that I remove the “shrink” class in line 7.
Style the Genesis Author Box to Look Like Twitter Bio
I’ve worked with Genesis for almost two years now, and I think the two weakest styled parts of any Genesis Child Themes are the comments and the author box. The author box says a lot about you. Might as well make it look nice.


Welcome to the $50,000 Color Block Challenge!
For your chance at the GRAND PRIZE of $50,000, please click on the box with this color:
color


Removing a Company from the Map is serios business.
Are you sure you want to Delete the Company from the Map?
Thanks for your contribution to the Map!


--- layout: default title: All papers ---
For each paper below, I also include some comments, and answers to frequently asked questions.


We're sorry but Project doesn't work properly without JavaScript enabled. Please enable it to continue.


The terminology for dates has evolved over time. While the qualifier “floating” applied to dates
and times is now preferred, it can also be called “local”. Due to this
floating date and time is sometimes called
local date and time;
valid floating date and time string is sometimes called
valid local date and time string;
valid normalised floating date and time string is sometimes called
valid normalised local date and time string; and
parse a floating date and time string is sometimes called
parse a local date and time string.


inline fun <reified T : Any> JSONObject.fromJson(): T
Convert a JSONObject into an instance of T
T - type of instance
T
Author sliep
Receiver object to be deserialized
Return a new instance of T built from json object
See Also
JesSerializer.fromJson


First name is required
First name is invalid
Last name is required
Last name is invalid
Email address is required
Email address is invalid
Phone number is required
Phone number is invalid
Could not verify for '{{ctrl.firstName}} {{ctrl.lastName}}'


Install Ruby On Rails on MacOS as common user
Install Ruby On Rails on MacOS ( not as admin user )
- install ruby
get the ruby sources from the ruby-lang.org, we take ruby-1.8.6-p368.tar.bz2 for e.g.
tar xvf ruby-1.8.6-p368.tar.bz2 && cd ruby-1.8.6-p368
./configure –prefix=/User/yourname/ruby && make && make install
2.set the enviorment
edit the ~/.bash_profile, change the PATH=/User/yourname/ruby/bin:$PATH
source ~/.bash_profile and u can check by command: ruby -v
- install gems
get the gems from rubyforge.org , we take rubygems-1.3.3.tgz for e.g.
tar xvf rubygems-1.3.3.tgz && cd rubygems
ruby setup.rb
- install rails and other extension
gem install rail -v 1.2.5
- mysql extension installation notes
get mysql from www.mysql.com, we recommand to use mysql-5.1.34-osx10.5-x86.dmg
http://dev.mysql.com/get/Downloads/MySQL-5.1/mysql-5.1.34-osx10.5-x86.dmg/from/p ick
get the contents:
mv ~/mysql-5.1.34-linux-i686-glibc23 ~/mysql
gem install mysql -v 2.7
it will show some errors:
Building native extensions. This could take a while…
ERROR: Error installing mysql:
ERROR: Failed to build gem native extension.
/Users/wugang/ruby//bin/ruby extconf.rb
checking for mysql_query() in -lmysqlclient… no
….
checking for main() in -lnsl… no
checking for mysql_query() in -lmysqlclient… no
Gem files will remain installed in /Users/username/ruby/lib/ruby/gems/1.8/gems/mysql-2.7 for inspection.
cd /Users/username/ruby/lib/ruby/gems/1.8/gems/mysql-2.7
edit the extconf.rb
delete some unsupported lib such as -lcrypto .
ruby extconf.rb –with-mysql-lib=~/mysql/lib –with-mysql-include=~/mysql/include –with-mysql-config=~/mysql/bin/mysql_config
make && make install
it works.
Note: change PATH enviorment in the ~/.bash_profile