pingouin.normality¶
-
pingouin.
normality
(data, dv=None, group=None, method='shapiro', alpha=0.05)¶ Univariate normality test.
- Parameters
- data
pandas.DataFrame
, series, list or 1D np.array Iterable. Can be either a single list, 1D numpy array, or a wide- or long-format pandas dataframe.
- dvstr
Dependent variable (only when
data
is a long-format dataframe).- groupstr
Grouping variable (only when
data
is a long-format dataframe).- methodstr
Normality test. ‘shapiro’ (default) performs the Shapiro-Wilk test using
scipy.stats.shapiro()
, ‘normaltest’ performs the omnibus test of normality usingscipy.stats.normaltest()
, ‘jarque_bera’ performs the Jarque-Bera test usingscipy.stats.jarque_bera()
. The Omnibus and Jarque-Bera tests are more suitable than the Shapiro test for large samples.- alphafloat
Significance level.
- data
- Returns
- stats
pandas.DataFrame
'W'
: Test statistic.'pval'
: p-value.'normal'
: True ifdata
is normally distributed.
- stats
See also
homoscedasticity
Test equality of variance.
sphericity
Mauchly’s test for sphericity.
Notes
The Shapiro-Wilk test calculates a \(W\) statistic that tests whether a random sample \(x_1, x_2, ..., x_n\) comes from a normal distribution.
The \(W\) statistic is calculated as follows:
\[W = \frac{(\sum_{i=1}^n a_i x_{i})^2} {\sum_{i=1}^n (x_i - \overline{x})^2}\]where the \(x_i\) are the ordered sample values (in ascending order) and the \(a_i\) are constants generated from the means, variances and covariances of the order statistics of a sample of size \(n\) from a standard normal distribution. Specifically:
\[(a_1, ..., a_n) = \frac{m^TV^{-1}}{(m^TV^{-1}V^{-1}m)^{1/2}}\]with \(m = (m_1, ..., m_n)^T\) and \((m_1, ..., m_n)\) are the expected values of the order statistics of independent and identically distributed random variables sampled from the standard normal distribution, and \(V\) is the covariance matrix of those order statistics.
The null-hypothesis of this test is that the population is normally distributed. Thus, if the p-value is less than the chosen alpha level (typically set at 0.05), then the null hypothesis is rejected and there is evidence that the data tested are not normally distributed.
The result of the Shapiro-Wilk test should be interpreted with caution in the case of large sample sizes. Indeed, quoting from Wikipedia:
“Like most statistical significance tests, if the sample size is sufficiently large this test may detect even trivial departures from the null hypothesis (i.e., although there may be some statistically significant effect, it may be too small to be of any practical significance); thus, additional investigation of the effect size is typically advisable, e.g., a Q–Q plot in this case.”
Note that missing values are automatically removed (casewise deletion).
References
Shapiro, S. S., & Wilk, M. B. (1965). An analysis of variance test for normality (complete samples). Biometrika, 52(3/4), 591-611.
https://www.itl.nist.gov/div898/handbook/prc/section2/prc213.htm
Examples
Shapiro-Wilk test on a 1D array.
>>> import numpy as np >>> import pingouin as pg >>> np.random.seed(123) >>> x = np.random.normal(size=100) >>> pg.normality(x) W pval normal 0 0.98414 0.274886 True
Omnibus test on a wide-format dataframe with missing values
>>> data = pg.read_dataset('mediation') >>> data.loc[1, 'X'] = np.nan >>> pg.normality(data, method='normaltest').round(3) W pval normal X 1.792 0.408 True M 0.492 0.782 True Y 0.349 0.840 True Mbin 839.716 0.000 False Ybin 814.468 0.000 False W1 24.816 0.000 False W2 43.400 0.000 False
Pandas Series
>>> pg.normality(data['X'], method='normaltest') W pval normal X 1.791839 0.408232 True
Long-format dataframe
>>> data = pg.read_dataset('rm_anova2') >>> pg.normality(data, dv='Performance', group='Time') W pval normal Pre 0.967718 0.478773 True Post 0.940728 0.095157 True
Same but using the Jarque-Bera test
>>> pg.normality(data, dv='Performance', group='Time', method="jarque_bera") W pval normal Pre 0.304021 0.858979 True Post 1.265656 0.531088 True


@mk2's public utilities for Egg, Inc.
Hosted at this domain
Artifact explorer
— Explorer for everything artifacts
Artifact list
Mission list
Past contracts viewer
Rockets tracker
— Tracker for active rocket missions, historical mission statistics, progress on artifact collection, etc.
Self-hosted
EggContractor
— contract monitoring web app & CLI client
All tools above are open source.


Xiao Liu
Tsinghua University. (shawliu9 [at] gmail.com)
Hi, my name is Xiao Liu (刘潇). I am a graduate student in Computer Science at Tsinghua University, supervised by Prof. Jie Tang. My major research interests include machine learning, knowledge graphs and data mining.
Currently I am seeking for approaches to construct large-scale knowledge graphs in an unsupervised or self-supervised fashion (i.e., without human supervision). Constructing knowledge graphs have been a central challenge for decades in my field, and thanks to the boosting pre-trained models and self-supervised learning, this goal could be achieved soon.
selected publications
- GPT Understands, TooarXiv preprint arXiv:2103.10385 2021
- Language Models are Open Knowledge GraphsarXiv preprint arXiv:2010.11967 2020
- TKDESelf-supervised Learning: Generative or ContrastiveIEEE Transactions on Knowledge and Data Engineering 2021
- TKDEOAG_know: Self-supervised Learning for Linking Knowledge GraphsIEEE Transactions on Knowledge and Data Engineering 2021
- SIGKDDOag: Toward linking large-scale heterogeneous entity graphsIn Proceedings of the 25th ACM SIGKDD International Conference on Knowledge Discovery & Data Mining 2019


Hidden Secret – Rustenburg’s Mine For Young Talent!
by Mazola MolefeColdrin Coetzee is still only just 30, but he is already aiming to shape the future of South African football away from the public glare – in Rustenburg.
Wondering where youth internationals such as Gift Links and Kobamelo Kodisang were able to cut their teeth as players before they shot to prominence, eventually securing moves abroad to Denmark and Portugal respectively?
See the gallery of prominent players who have played in the AFC Youth Cup
Ask Coetzee, a former Platinum Stars, Free State Stars and Milano United central midfielder, who retired at the end of the 2016-17 campaign.
“I came to Rustenburg for a short trial with Platinum Stars and when things didn’t work out the way I wanted them to I ended up with a coaching job,” says Coetzee, now coaching Athletico Football Club, who are preparing for the annual youth cup later this month.
Read: Ntseki: It Was Not Like We Were Outplayed
He adds that the focus is also beyond just successfully hosting their tenth edition of the u/18 tournament, especially given the list of players who have gone on to turn professional on the back of their involvement with AFC, formed in 2002.
“We’ve got a lot of players that have done great over a number of years now. We are proud to say they are coming from us – Links, Kodisang, Cyril Chibwe (Polokwane City) and Sibusiso Mabiliso (AmaZulu) just to mention a few,” Coetzee explains.
Two weekends from now, the AFC Youth Cup returns with the hope that it is bigger and better and having seen the talent that’s associated with the tournament and now playing for clubs abroad and in the local PSL, their reputation precedes them.
“My journey here has shown that we are not just about making good footballers. We are producing good human beings as well. We had a recent trip to England and a lot of the guys were flying for the first time also. I really feel I have added value here,” the former midfielder says, adding that his aim is now to get his coaching badges to help young players go further than where his own football career couldn’t take him.


It doesn't define the name or section of this manual page and is output as a simple <h1> instead of a NAME section.
<h1>
NAME


We developed a distributed system for running games of Go between computation-intensive AIs. This system is able to elastically use available computational resources to run games between these AIs continuously. Despite 15-213 finals limiting the available computers in Gates, we ran about 6000 games in the week of May 3rd. As of Friday, May 6, we were running 35 active games (2 AIs per game) with 267 CPU threads across 36 computers.
For this system, we developed 5 AIs, including a lock-free parallel Monte-Carlo Tree Search, Convolutional Neural Networks (CNNs) trained on skilled players, and Asynchronous-Policy Monte-Carlo Tree Search (AP-MCTS), which combines a CNN with MCTS for improved search effectiveness. These AIs were run on publically available computers at Carnegie Mellon, and the CNNs were trained on the Latedays cluster.


Cloudera Desktop v0.4.2, released May 21, 2010
Besides the list of key enhancements and bug fixes below, the most important
changes to highlight are:
-
Internet Explorer 8 support.
-
User groups and group-based permissions.
-
Many new features and usability improvement for Beeswax.
ENHANCEMENTS
KEY BUG FIXES
-
Handle large number of Data Nodes.
-
File upload under HTTPS now works.
-
Job Browser filters by job status correctly.
KNOWN BUGS
-
After a successful upload with Linux’s flash player (which may warn you about
hanging your computer), the upload screen does not clear. Click the red (x)
button to clear it.
-
Running on Internet Explorer 8 has a memory leak issue, which can cause
instability with prolonged use.


Changes since these photos were taken (09/03):
Swapped the 3T Moscow bars for Nitto Moustache bars
Removed all but the 'steamroller' decals
Bought some Nitto B123AA drop bars for occasional brakeless riding and rides round Herne Hill.


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Welcome to Every6!
As described by President Richard Miller to the class of 2015, "This is your last homework assignment. It's due every 6 months, and it will be graded when you retire."
This is our study group. We're here to encourage each other to stay on-track, and to provide helpful feedback on our continued growth. As a school full of wise people once sang, "We're all in this together."
Your reflections are due every June 1 and December 1. Of course, you are encouraged to turn in your assignments early. For now, it's time to get started!
I'm really looking forward to reading with you.
Best,
Greg Edelston, under the guise of Every6


Background photo by Lenin Estrada on Unsplash
Enter a number below. When you submit your number, the computer will show you a range of numbers beginning at 0 and ending at your number, but with a few changes.


EXCLUSIVE: Quando Rondo: At 14 I Got 2 Years in Juvenile Prison for a Gun & Stolen Car
by Jessica ToddQuando Rondo opened up to VladTV about being charged with a stolen car and a gun when he was 14 and getting sentenced to 2 years in juvenile prison due to his growing rap sheet. He explained that he picked up a few more charges while in juvenile prison and he was released two months before turning 17. Upon his release, Quando Rondo found himself in adult jail over a gun charge, and he admitted that he was already getting tired of being in and out of jail. To hear more, including his first experiences of his music taking off, hit the above clip.


Basic Features
Pickup location
Pickup location
Dropoff location
Supplier Location
Address:
City:
Total amount of your booking
Per Kilometer: Rs..00
Additional Kilometer:Rs..00
Per hour:Rs..00
Additional hour:Rs..00
Total amount of your bookingRs..00
Refundable amount:Rs..00
Have to pay the refundable amount to get a car for rental
Your rental includes
✔ All taxes and Fees
✔ Hire rates And VAT
✔ 24 Hours Roadside Assistance
✔ Theft Insurance
✔ Road tax
Additional Benifits
✔ Fare fuel Policy
✔ Great deal
Your Rental includes
✔ Fuel
✔ Highway tolls
Terms & Conditions
- Accessibility
- Cookie policy
- Damage Management Policy
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- Europcar Insurance and Protection
- Prepayment Terms and Conditions
- Terms and Conditions of hire per country
- Privilege Loyalty Program Specific Terms
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- Online Booking Terms and Conditions
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- Security and Privacy Policy
- Terms of use of the site
- Accessibility
- Cookie policy
- Damage Management Policy
- Deposit Policy
- Europcar Insurance and Protection
- Prepayment Terms and Conditions
- Terms and Conditions of hire per country
- Privilege Loyalty Program Specific Terms
- Privilege Loyalty Program Specific Terms per country
- Online Booking Terms and Conditions
- Online Registration Terms and Conditions
- Security and Privacy Policy
- Terms of use of the site
Read Full Terms & Conditions


Contains a small graphical application showing the utility of range-queries over two dimensional data.


FULLSCREEN
D&D Director
Encounters
+ Environment
+ Scenario
+ Trap
+ Note
+ NPC
Combat
+ Tracker
+ Party CR
Resources
+ Item
+ Monster
+ Spell
Players
+ Race
+ Class
+ Skill Guide
Support this tool?
Add some encounter tools from the list


Reba McEntire changes 3 times during one CMA performance
by Nate DayReba McEntire still has it.
The iconic country singer, who served as a co-host of the CMAs along with Carrie Underwood and Dolly Parton, took to the stage Wednesday night to perform her hit "Fancy," and she surprised the audience with three separate outfit changes during the performance.
When the song began, McEntire, 64, was wearing a silky purple robe with white feathered cuffs, but moments later she shed the robe to reveal a stunning bright red dress.
REBA MCENTIRE WALKS RED CARPET AFTER CONFIRMING BREAKUP
She didn't stop there.
Minutes later, McEntire untied her dress and let it hit the floor, revealing a sparkling red jumpsuit with gold chain adornments.
KACEY MUSGRAVES, GIGI HADID STUN ON THE CMAS RED CARPET
The Grand Ole Opry -- a prestigious country music venue -- couldn't help but tweet about the star's multiple wardrobe changes.
The tweet featured four photos of McEntire in her various outfits and read: "Fancy was her name, that's for sure!"
 one fan tweeted.
CLICK HERE TO GET THE FOX NEWS APP
"Yes, mom, I did just whoop loudly when Reba stripped a layer and strutted forward in red," joked another.


Code
- Binder : Git to Jupyter Notebooks
- github : My github profile
- go playground : Online go playground
- Google code search : Google Code Search
- Jupyter Free: Demo jupyter notebooks
- PySpark: PySpark Documentation
Crypto
- cyberchef : Crypto Swiss Army Knife
- cryptii : Crypto chaining
- decode.fr : Fantastic crypto site
- hascat: Hashcat
Communications
Data
- Data Links : Dedicated page to data links
Tools
- Tools : Dedicated page to tool links
Publications
- dblp : Open Comp Sci publication search
- Google Scholar : My Google Scholar Profile
- Zotero : My Zotero repo


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Full Stack Developer
Web Development, Data Science
C, Java, C++, JavaScript, TypeScript , SQL, Python, Flask, Spark, Bootstrap, MongoDB, Angular, NodeJs, jQuery, React, Git, HTML5, CSS3, MySQL, AJAX,
MS Visual Studio, MS Office, Android Studio, SQL Server, MATLAB, Photoshop.
I graduated from BIT-Bangalore, Computer Science & Engineering Department in July 2015 with Distinction.
Technoholix is the official club of the department of CSE of BIT. I'm responsible for managing the events, workshops and developing the club website and part of core committee in making decision for the welfare of the club.
Integrated Web analytics platform (Piwik) for their inhouse application AoPS
Developed new tool muDSC for their application AoPS from the scratch. Also develped user and group management for the application.
Taken ownership of automating the report generation process. User can request for a report and once the report generation is complete, report will be mailed to the user. Upgraded their web applicaion to latest verison which improve the performance by three fold. Also developed a Visualization dashboard using D3, that monitors all the user Activity inside the network
Data Mining | ML | Web Development | Database Systems
Working on a research project which involves designing and implementing an architecture for microservice communication using the Flask framework. All requests from clients go through the API Gateway which then dynamically routes requests to the appropriate microservices.
Teaching Assistant for the course ITSC 3181 and ITSC 3181L - Introduction to the fundamentals of computer architectures and their programmability.
Building a new web application that will enable some key functionalities for BJs Membership system and Membership Promotion Configuration/Management system.
Teaching Assistant for the course ITSC 3181 and ITSC 3181L - Introduction to the fundamentals of computer architectures and their programmability.
Developed features on Cloud Pak for Data (previously known as IBM Cloud Pak for Data or ICP4D), an open and extensible platform, that lets clients run IBM’s Data and AI services (Watson Studio) anywhere they want.


The Phillips Exeter Academy Student Council is a representative form of student government and a channel of communication between students and any other school constituency.
The council consists of the Executive board (President, Vice-President, and Secretary), committee heads, class representatives, dormitory/day student representatives, and Select members.
The greater entity of PEA’s Student Council is subdivided into 9 committees. Each committee handles different responsibilities of the council.
Meeting are hosted on Tuesday Evenings from 8-9 in the Forum to discuss committee reports, motions brought to the floor, or other topics relating to the duties of student government.
The student council is meant to be the voice of the students and to represent their thoughts, concerns, and ideas in all political issues.
Senior Class President
Senior Class VP
Senior Class Treasurer
Upper Class Representative
Upper Class Representative
Upper Class Representative
Lower Class Representative
Lower Class Representative
Lower Class Representative


Concordancers¶
The following functions have proven useful when looking at AQAnnotations. When displaying an annotation, the starting text for the annotation will begin with a green “>” and end with a green “<”. If you use the XMLConcordancer that outputs the original XML (from the OM annotations), the XML tags will be in orange. The XML may not be well-formed). When generating annotations, you sometimes may want to exclude some text. In AQAnnotations, this is done with the excludes property. When an annotation is encountered that has an excludes property, the text excluded will be highlighted in red. For more details on the implementation, view the corresponding class for each function in the AQPython Utilities module. For usage examples, view the test_utilities module.
|
Output HTML for the text identified by the AQAnnotation and highlight in ‘red’ the text that was ignored (excluded). |
|
Output HTML for the text identified by the AQannotation and highlight in ‘red’ the text that was ignored (excluded). |
|
Output HTML for the text (including lemma and pos tags) identified by the AQAnnotation (typically a sentence annotation). |


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carlos
on 2012-01-02 07:21:05
Is this function only checking if a variable has been set or is it actually working like in PHP where you can check something like this:
if(isset($_GET['var']))
{
...code...
}
???
dededd deded de deded
on 2011-06-29 15:54:44
dededde
Kevin van Zonneveld
on 2010-09-08 16:52:49
@ Rafał Kukawski: I agree that exceptions can be made, but not in this case. Altough == is shorter and equal in functionality here, developers reviewing your code really have to be in it to see that.
Being more explicit will make it clear what you mean and will benefit maintenance in the long run.
Other than that: Thanks for your wonderful work. I'm impressed.
Brett Zamir
on 2010-07-30 13:17:25
@Rafał Kukawski: I agree with you that certain items should be allowed (my pet peeve is switch case fall-throughs which I'd like to allow "fall-through" comments to insist it was intentional though not requiring even that comment if cases are on the same line).
The real solution here I think is for someone to confirm whether JSLint is open source or not (I couldn't see that it was, though one site claimed it was BSD); if it isn't, we also need a good open source JS parser. Then configure it to make the exceptions we believe in. But since I'm short of time to do this now, I for one hope we will stick with a mostly JSLint-compliant set-up so we don't get used to too many warnings and then miss out on actually useful warnings.
Btw, I took your nice optimization as it is shorter, but as far as timing goes, Firefox testing seemed to have it perform about the same for each no matter the number of arguments. Still, a little less bandwidth wouldn't hurt.
Rafa? Kukawski
on 2010-07-28 23:18:25
@Brett Zamir:
I agree that lint helps in many cases and should be respected in as many cases as possible, and strict rules are good for complex projects where many developers are involved, but sometimes we come across situations where a problem can be solved better when using non-lint compliant solutions. That is why IMO some exceptions should be allowed, especially when the developer is 101% sure of what he is doing (and a good example is the isset function, where it can be improved by using only _core features_ of javascript). But, if being lint compliant is priority for phpjs project than I have to accept your point of view and I'll try to avoid lint warnings in future improvements.
Below another approach to isset. The idea is to declare a var that holds undefined and compare arguments to null and to the undef variable. It might be slower (comparing to current solution) when checking only one argument, but should get faster when checking two or more variables, cause we are avoiding string comparison.
function isset(){
var a=arguments, l=a.length, i=0, undef;
[...]
if(a[i] === null || a[i] === undef)
[...]
}
Brett Zamir
on 2010-07-28 20:06:39
@Rafał: Thanks for the ideas. I've applied your latter change, but in my view at least, while more succinct (and getting jslint to be quiet--which actually _is_ a pragmatic goal despite what some people say, given that a minimum of jslint complaints helps spot real errors), I do like the specificity of spelling it out, as it communicates that the issue was considered and addressed.
Rafa? Kukawski
on 2010-07-28 08:37:39
Sorry for the double comment, but wanted to add, that the else clause can be removed. Just leave the i++;
Rafa? Kukawski
on 2010-07-28 08:35:14
IMO, the if statement can be changed to
if (a[i] == null)
it will throw a lint warning, but only null and undefined equals null, so the == operator is used on purpose and the warning can be ignored.
iia
on 2010-07-27 16:23:58
Thank you, you guys are great!
abc
on 2010-05-14 12:39:46
puriyala
mk.keck
on 2009-03-06 17:00:12
Function isset() does not work?
I've done follow test:
if (!isset(a)) { // a does'nt really exists
alert('Var \'a\' is undefined');
} else {
alert('Var \'a\' = "' + a + '"');
}
I get an Error from browser 'a is undefined'.
If I use isset('a') I get alwasy true ... ?
I've changed the function isset():
function isset() {
var a = arguments;
if (a.length > 0) {
var i = 0;
while (i !== a.length) {
if (typeof(a[i]) === 'object') {
if (typeof(a[i]) === 'undefined' || a[i] === null) {
return false;
} else {
i++;
}
} else if (typeof(a[i]) === 'string') {
if (typeof(window[a[i]]) === 'undefined' || window[a[i]] === null) {
return false;
} else {
i++;
}
}
}
return true;
}
return false;
}
Now I get the correct answer from function isset
Kevin van Zonneveld
on 2009-02-01 21:55:58
@ Maxim: :)
Maxim
on 2009-01-27 14:30:57
sorry, it doesn't work in Firebug console,
but works properly in firefox itself.
thanks for good function :)
Maxim
on 2009-01-27 14:23:10
var a=1;
delete a;
isset(a);
throws:
ReferenceError: a is not defined
Kevin van Zonneveld
on 2008-08-27 18:17:25
@ Onno Marsman: Another great attribution to our project! Thank you so much!
Onno Marsman
on 2008-08-11 11:02:44
1. should return false also on null values like in php
2. should throw an error when no arguments are provided
3. should throw an error when passed arguments are not variables, like in both examples. They would give an error in PHP. Not sure if this is possible or needed by anyone.
Implementation for 1. and 2. :
function isset() {
var a=arguments; var l=a.length; var i=0;
if (l==0) { throw new Error('Empty isset'); }
while (i!=l) {
if (typeof(a[i])=='undefined' || a[i]===null) { return false; } else { i++; }
}
return true;
}
I made up an error message because I thought:
Parse error: syntax error, unexpected ')', expecting T_STRING or T_VARIABLE or '$'
Would be pushing it ;)
The check for l==0 could be placed after the while to make it a littlebit more efficient in the case it would return false, but I think this is more readable.
Kevin van Zonneveld
on 2008-04-17 12:48:15
@ FremyCompany: Updated, thank you!
[FremyCompany] Can be maked quicker :
on 2008-04-16 18:28:10
function isset() {
var a=arguments; var l=a.length; var i=0;
while (i!=l) {
if (typeof(a[i])=='undefined') { return false; } else { i++; }
}
return true;
}


Reinforcement learning
Reinforcement learning tries to solve the problem of: Learning to make good decisions under uncertainty.
Main interests
All activities are focused on real world applications beneficial for local companies.
- Sample efficient reinforcement learning for continuous control.
- Safe reinforcement learning.
- Sample efficient methods which obey some safety constrains.
- High stake problems.
- Medical treatments.
- Study designs.
- Robotics.
- Theoretical aspects including explorative aspects.
- Hard discrete optimization problems.
Credits: IDA Lab: Simon Hirlaender


Money play. How should Red play 33?
pips Red=122 White=118
(CorrectAnswer= 0/0, ErrorScore= 0)
This all about containment and connectivity. The wrong idea completely would be 11/5, 7/4(2) which strands the rear checkers and gives White's rear checkers an escape route. 20/17(2), 7/4(2) is also incorrect for much the same reasons.
The choice is really between 11/2, 5/2 making the fifth point of the broken prime, and 20/14(2) which plays to the maxim of racing when ahead and keeps plenty of Red firepower aimed at the 4-pt. The fifth point is good but not as good as maintaining connectivity between the checkers and solving the problem of escaping the rear checkers.
11/2, 5/2 is an error (just) and 20/14(2) wins today's prize.
The choice is really between 11/2, 5/2 making the fifth point of the broken prime, and 20/14(2) which plays to the maxim of racing when ahead and keeps plenty of Red firepower aimed at the 4-pt. The fifth point is good but not as good as maintaining connectivity between the checkers and solving the problem of escaping the rear checkers.
11/2, 5/2 is an error (just) and 20/14(2) wins today's prize.
Cube analysis 2-ply cubeless equity +0.573 (Money: +0.583) 0.649 0.320 0.048 - 0.351 0.079 0.004 Cubeful equities: 1. Double, take +0.957 2. Double, pass +1.000 (+0.043) 3. No double +0.761 (-0.196) Proper cube action: Double, take


This application provides data collection, statistical analysis, and data visualization for a custom light meter. The meter measures the output of a diode laser using a photo-transistor. This converts the laser's signal into a pulse-width-modulated voltage that is measured by an Arduino Pro mini. This program also fires the laser asynchronously via remote-command-execution on the laser host. The laser firing and data collection subroutine alternates firing and collecting to generate and collect data samples.
The Arduino is connected to the host computer via USB tty. The tty data are collected by means of a Python script that receives JSON formatted data from the Arduino and saves it in files in the applications' data folder. Once all the data files have been collected another Python script runs a machine learning algorithm over the data to produce a model that detects features in the data that allow it to categorize each sample by the duty cycle in the signal. Repeated measurements of this signal characteristic over time capture the gradual decline in laser power output. This information permits the operator to predict impending laser failure and refurbish the laser. Laser failures waste costly material and upset production schedules. Data visualization is done by another Python script which generates charts.


PART I. GENERAL PROVISIONS
§27-1 Functions of statewide concern. The purpose of the chapter is to fix responsibility for certain functions, which are of statewide concern, in the state government. These functions which are declared to be state functions are as follows:
(1) Planning, construction, improvement and maintenance of public school facilities and grounds and the transportation of school children; provided that nothing in this paragraph shall preclude the several counties from expending their own funds to supplement state funds;
(2) Burial of indigents;
(3) Planning, construction, improvement, maintenance, and operation of public hospitals and other public health and medical facilities;
(4) Rendering of medical treatment and hospitalization services to state and county pensioners;
(5) Administration and operation of district courts; and
(6) Providing information and services to the public through joint cooperation with the several counties. [L 1965, c 97, §2; Supp, §14B-1; HRS §27-1; am L 1968, c 38, §2; am L 1975, c 150, §2]
Case Notes
Cited re allowing counties to supplement education funds. 411 U.S. 1.
Paragraph (1) is unconstitutional to extent it authorizes appropriations for transportation of nonpublic school children. 51 H. 1, 449 P.2d 130.
Cited: 56 H. 582, 545 P.2d 684.


PathBoundsX()
语法
Result.d = PathBoundsX()概要
Returns the X coordinate (top/left corner) of the bounding box for the current vector drawing path. The result is the lowest X coordinate that stroking/filling the current path would reach.
参数
无.
返回值
The X coordinate of the bounding box.
示例
If OpenWindow(0, 0, 0, 400, 200, "VectorDrawing", #PB_Window_SystemMenu | #PB_Window_ScreenCentered) CanvasGadget(0, 0, 0, 400, 200) If StartVectorDrawing(CanvasVectorOutput(0)) ; construct path MovePathCursor(150, 125) AddPathCurve(0, 270, 0, -150, 350, 180) ; get path bounds x = PathBoundsX() y = PathBoundsY() w = PathBoundsWidth() h = PathBoundsHeight() ; stroke the path VectorSourceColor($FF0000FF) StrokePath(5) ; draw bounding box AddPathBox(x, y, w, h) VectorSourceColor($FF000000) DashPath(2, 5) StopVectorDrawing() EndIf Repeat Event = WaitWindowEvent() Until Event = #PB_Event_CloseWindow EndIf
参阅
PathBoundsY(), PathBoundsWidth(), PathBoundsHeight()
已支持操作系统
所有


Display and Position
There's a lot of classes related to how the element is displayed and positioned within the browser.
Display
block
inline-block
inline
flex
inline-flex
flow-root
grid
inline-grid
contents
hidden
table
table-caption
table-cell
table-column
table-column-group
table-footer-group
table-header-group
table-row-group
table-row
flow-root
grid
inline-grid
contents
hidden
Let's talk about the display property. It's one of the richest and part of every element in HTML.
There are classes that allow you to modify the display property to every other type of item and they're meant to match the CSS properties.
Let's take a look at our example though.
We have the block, inline an inline-block classes. Block is meant for large areas of content and each block section appears on a new line.
Inline isn't allowed a width or heights.
When you choose the inline-block, you have an inline that can take width and heights. Unless there is no spacing between tags, there will be spacing between inline-block items.
There are a number of classes related to different parts of table elements. That lets any element emulate a table's properties. You'll probably never use this one, but you can take a look at the example.
There's support for the two newer layout types. Flex and grid. More on those later.
There's a couple of interesting ones that you might not have used before. Flow root is the Tailwind equivalent of the clearfix and is meant to clear floated elements.
Contents is super interesting in tha it creates a phantom piece of content that can act as it's own element.
Finally hidden is mean or hiding certain elements.
Position
static
fixed
absolute
relative
sticky
Position matches the css positioning atribute
static
is the default and means that the element is positioned where it would normally go in the page. Static will also ignore offsets.
Relative means that the element is placed relative to where it would normally go, but you can use offsets to move the element by a certain amounts.
Absolute positions an element outside the normal flow as if it didn't exist. Offsets happen from the nearest parent that has a position other than static.
Fixed means that it is positioned relative to the viewport. Normally the browser window.
Sticky is one of the newer attributes and means that the element is positioned as relative until it crosses a certain point.
Top Right Bottom Left
(-)(SID)(-DIR)(-SIZ)
- SID
inset
top
right
bottom
left
- DIR
x
y
- SIZ
0
0.5
1
1.5
2
2.5
3
3.5
4
5
6
7
8
9
10
11
12
14
16
20
24
28
32
36
40
44
48
52
56
60
64
72
80
96
1/2
1/3
2/3
1/4
2/4
3/4
1/5
2/5
3/5
4/5
1/6
2/6
3/6
4/6
5/6
1/12
2/12
3/12
4/12
5/12
6/12
7/12
8/12
9/12
10/12
11/12
auto
px
full
- SID
These directions allow you to position elements in almost any way you want. There is a large range of directions and positions you can use.
inset
affects both sides. Also, the numbered sizes are sized relative to the root em, which is normally 16 pixels. A size of 4 in these sizes is 1 rem.
px
means a single pixel, while the keyword full
means 100% and auto
means the browser decides.


Hatem Abd Elhamed injury blow as Celtic star faces race to be fit for Rangers clash
The 28-year-old limped off with a hamstring problem against Lazio and is a doubt for the Betfred Cup final.
by Scott McDermott, https://www.dailyrecord.co.uk/authors/scott-mcdermott/Celtic defender Hatem Abd Elhamed faces a race against time to be fit for the Betfred Cup Final against Rangers.
MailSport understands the Israeli right-back - who has been a key man for Neil Lennon’s side - faces at least three weeks out after picking up a groin injury.
Celtic’s medics are waiting to discover the full extent of the strain which caused him to limp off in their sensational 2-1 Europa League victory over Lazio in midweek.
But with the Betfred Cup Final at Hampden on December 8, the 28-year-old is now a doubt and will have to prove his fitness to Lennon.
The Hoops ace took to Instagram to inform fans of the lay off and said: “Bad news this morning but I will be back stronger. Thank God always."
Celtic paid a fee of £1.6million to sign him from Hapoel Be'er Sheva and Lennon waxed lyrical about him in recent weeks.
He said: “For the money we bought him for he’s proving to be real value for money. But we looked and looked and looked at him.
“Then we looked at him again and were always wondering: ‘What’s wrong with him? Where is the flaw?’
“Every time, though, we went back to him, looked at the footage again and looked at other players.
“And finally we thought: ‘We’ve got to trust our eyes, trust our instincts.’
“I’ve a good relationship with his agent who was waxing lyrical about Hatem ... as agents do. But he has been true to his word so far – Hatem has been excellent."


Battlecode 2017 Gameplay Specs 1.6.2
We highly recommend you read the changelog [bcd99] to see what's changed since the last version.
Plot [bcd01]
The zombies have finally died off, and the remaining robots have emerged from their bunkers to find the galaxy in complete disrepair. Infrastructure has been destroyed, and the ecosystem is a complete disaster. To help with the effort, the Robotic Wildlife Fund has set up a donation effort to help restore it to its former glory. Factions vow to come together for the common goal of preserving the environment, but remain competitive and want to show how great they are.
Objective [bcd02]
Be the first to purchase 1000 Victory Points before time runs out, or annihilate all player robots of the other team. Plant trees to farm bullets. bullets can be either exchanged for Victory Points, or used to build an army to destroy the other team in “bullet hell” style combat.
Good luck!
Robot Overview [bcd03]
The Battlecode world involves many robots of different kinds. These robots can perform actions such as attacking, moving, and communicating with each other. Your job is to write the code to control these robots.
The Battlecode game is turn-based and divided into 'rounds'. During each round, every robot gets a 'turn' where it can run code and perform actions. Code that a robot runs costs bytecodes, either a predetermined amount for certain game functions, or otherwise the amount of Java bytecode that the code generates. A robot only has a certain amount of bytecodes per turn, after which the robot's turn is immediately ended and the computation is continued on the next turn. Use Clock.yield() to end a turn early.
All robots have a certain amount of HP (also known by hitpoints, health, life, or such). When a robot's HP reaches zero, the robot is immediately removed from the game.
Each robot also has a unique ID, uniformly generated in the range [1, 32000].
In this year’s game, all robots are player-controlled. Each robot in the Battlecode game will run the player-defined run() function located in its team’s RobotPlayer.java file, regardless of the type of robot. Each robot runs on a separate JVM, which means that static variables in RobotPlayer.java are not actually shared.
Continuous Space Map Overview [bcd04]
Each Battlecode round will be played on a map. A ‘map’ consists of a rectangular space of size ranging from 30x30 to 100x100. This year, maps are continuous space, meaning robot coordinates are floating-point (32-bit IEEE-754) decimal numbers rather than integers on a grid. Each point has x and y coordinates representing its location. All locations are offset by the same random amount. The bottom left corner (origin) has coordinates in the range [0,500].
A Robot is represented as a circle with a radius around its center point. Robot radii vary based on unit type. Distance is defined as an additional extension from this radius. If a point is “distance 1” from a robot with radius 1, then that point is distance 2 from the robot’s center point.
Maps start with a certain number of neutral trees placed throughout them. Neutral trees vary in size and HP, and exist primarily as barriers to be navigated around.
Each team starts with one to three Archons pre-placed on the map. The initial positions of either team's Archons can be accessed using getInitialArchonLocations()
.
Each map will be symmetric by either a reflection or a rotation.
"Bullet Hell" Combat Overview [bcd05]
Unlike previous years, most units cannot directly attack each other. Combat units fire bullets, which move at a finite given speed and deal damage if they strike a robot or tree.
Bullets are represented as points with radius zero. They travel in straight lines and do not interact with other bullets. Once fired, a bullet from either team is effectively the same, as they have no control, no vision, and deal equal damage to either team.
Bullets can be dodged through movement, but bullets move fast and come in large numbers, so collisions are inevitable. When a bullet collides with an object (Robot or Tree), damage is done to that object based on the bullet's attack. The bullet's attack depends on the unit that fired it.
Bullets can be shot in special arrangements. Soldiers and Tanks can shoot bullets in triads (sets of three) or pentads (sets of five). Triads are a set of three bullets offset by 20 degree angles. Triads cost 4x the standard shot cost. Pentads are a set of five bullets offset by 15 degree angles. Pentads cost 6x the standard shot cost.
Collisions are detected in the following manner: Each turn, a bullet moves from its previous point to its next point based on its direction and velocity. The ‘velocity’ is the distance the bullet moves each turn. If a collision is detected along this line, the first object it collides with is dealt damage, and the bullet disappears. If it collides with the wall of the map, the bullet disappears.
In addition, a bullet will do damage immediately if it hits something in the location that it is spawned at. Aside from that, bullets will only do damage when it is their turn to move.
Player Robots Overview [bcd06]
The following is an overview of the robots that players can control. Detailed unit statistics can be found in a later section.
Archon
Archons are important units that cannot be constructed - the mobile equivalent of an HQ from previous years.
- Each team starts the game with one to three Archons pre-placed on the map
- Cannot attack
- Can construct Gardeners
- Per-turn bytecode limit of 30000
Gardener
Gardeners are the caretakers of the land, planting and watering bullet trees while also cultivating all other player robots.
- Can plant bullet trees
- Can water bullet trees
- Can build all other robots (except Archon and Gardener)
- Per-turn bytecode limit of 15000
Soldier
Soldiers are all-around basic combats units.
- Can attack with single bullet, triad, or pentad shots
- Per-turn bytecode limit of 15000
Tank
Tanks are large, slow units with powerful bullets.
- Can attack with (powerful) single bullet, triad, or pentad shots
- Slow movement
- Can damage trees by attempting to move over them ("Body Attack")
- Per-turn bytecode limit of 15000
Scout
Scouts are fast units that move around without obstruction, but have weak attack.
- Can attack with a (weak) single bullet shot
- Can fly over trees (can occupy same space as trees)
- Per-turn bytecode limit of 15000
Lumberjack
Lumberjacks are basher-like melee units equipped for felling trees.
- Can deal damage to all surrounding objects within distance 1 of its perimeter (or distance 2 from its center) at once using
strike()
- Can deal high amounts of damage to a single tree using
chop()
- Per-turn bytecode limit of 15000
Movement [bcd07]
Robots can move every turn. Moving can be done using the move()
method, which can take in either a location or a direction and distance. If the new location is valid (on the map), empty (will not cause intersection with another robot or tree), and within stride radius of the robot's current center point, the robot will move to the new location. If the new location is greater than stride distance from the robot's current center point, it will be treated as a move of stride distance in the same direction.
Bullets [bcd08]
Bullets are the primary resource of the game. Units use bullets to construct trees, to construct other units, to buy victory points, and as ammunition. Each team has a certain stockpile of bullets (which can be a non-integer number) that any robot on their team has full access to.
Each team gains 2 bullets per round, decreased by 0.01 bullets per bullet in their stockpile. Bullets are also earned as income from healthy player-owned bullet trees (described in Farming). In addition, some neutral trees may contain bullets, which can be obtained if a robot uses shake()
on the tree or a lumberjack destroys the tree using chop()
.
Both teams start the game with 300 bullets.
Neutral Trees [bcd09]
The map starts out with some number of neutral trees on it. Neutral trees can vary in radius from 0.5 to 10. Robots (except for Scouts) cannot intersect with trees, and trees cannot intersect with other trees.
Neutral trees may start out with goodies inside them. The tree may have bullets or a robot. Once within distance 1 of a neutral tree, any robot may shake()
the tree, giving the robot's team the bullets from the tree. If the tree has a robot inside it, the tree must be destroyed using a lumberjack's chop()
method to release it. The robot then joins the destroying team in the place where the tree stood. If a scout, previously hovering above the tree, now occupies the same space as the released robot, the scout is immediately killed by falling debris.
Neutral trees can take damage from robots and bullets. Neutral trees have 200*radius HP, so a tree with radius 5 has HP of 1000. Unlike bullet trees, neutral trees do not wither, and cannot be watered. Neutral trees disappear from the map when their HP reaches 0.
Farming [bcd10]
Players can plant bullet trees to increase bullet income. Only Gardeners can plant bullet trees. Bullet trees all have a constant radius of 1. Robots (except for Scouts) cannot intersect with trees, and trees cannot intersect with other trees.
A Gardener robot can plant bullet trees in valid directions at a cost of 50 bullets per tree. A valid direction is one where the resulting tree will not intersect with any trees, robots, or map edges. Bullet trees can be planted on flying bullets, but will immediately take damage from them. A planted bullet tree starts with 10 health, then matures by 0.5 health per turn for the next 80 turns up to a maximum of 50 health. Bullet trees can take damage (or die) during these 80 turns, and don’t start producing bullets until these 80 turns are up.
Each round, bullet trees automatically produce bullets for the team that planted it proportionally to its health, at a rate of 0.02 bullets per turn per tree HP for a maximum of 1 bullet per turn per tree. Bullet trees have a maximum health of 50. A bullet tree’s health withers away at 1% of its maximum health (0.5 HP) per round. If the health of a bullet tree reaches 0, it disappears from the map. Only Gardeners can maintain the health of bullet trees.
Gardener robots maintain the bullet trees to keep them producing bullets and stop them from dying. Each round, a Gardener robot can water() a single bullet tree, which increases that tree’s health by 5. Gardener robots can only water trees within distance 1. A watered tree does not increase in health until the following turn.
Unit Production [bcd11]
Archons produce Gardeners, which produce trees and all other units.
To hire a Gardener, Archons call the hireGardener()
function, passing in the direction in which to spawn the Gardener. The Gardener is spawned with a small spacing (0.01) between it and the Archon. The Gardener immediately appears centered at this location with full health, and begins running player code the following turn. The Archon cannot hire another Gardener for 10 turns.
To build all other robots, Gardeners must construct them using the buildRobot()
method. Much like planting bullet trees, robots must be constructed in a clear area. Once built, a robot starts out at 20% health, then increases by 4% per turn over the next 20 turns. After these 20 turns, the new robot begins running player code. Units can take damage (or die) during these 20 turns.
Special Attacks [bcd12]
Tanks can damage trees by attempting to move onto them. Each turn a tank tries to move onto a tree, the tree takes 4 damage. If any robots overlap the tank's intended movement, or the intended movement is off the map, the body attack is not performed. If multiple trees overlap with the tank's intended movement, only the closest tree is damaged. Tanks can body attack and fire a bullet in the same turn.
Lumberjacks cannot fire bullets, and instead attack using strike()
. This can be called once per turn, and damages all surrounding objects within radius 1 from its perimeter (distance 2 from the robot's center). In the heat of the moment they attack indiscriminately, damaging all enemy robots, friendly robots, and trees within range.
Signaling [bcd13]
To communicate messages among your robots, you can post and read integers to and from a team-shared array using broadcast()
and readBroadcast()
. Broadcasting robots' positions are revealed to all players during the round they are broadcasting. Players can access the positions of broadcasting robots with senseBroadcastingLocations()
, which returns all broadcasting locations regardless of team.
Messages written to the team-shared array persist until overwritten. You can't read or write messages from or to the enemy team's shared array. The team-shared array has 10,000 int-sized spaces.
The cost of transmitting and receiving are in bytecodes. The message array is initially all zeros.
Sensing and Vision [bcd14]
A robot can ‘sense’ an object if the object intersects with the robot’s sight range. The robot’s sight range is a radius of some length from its center point.
Sensing range is measured in units (Euclidean distance). Note that this is different from previous years, which used distance squared.
Sensing info on a robot includes the robot’s location, its team, its type, its health, and more. See RobotInfo Java documentation for more details, as well as the senseNearbyRobots()
method. There are a number of other useful sensing methods which are mentioned in the documentation (senseNearbyRobots()
, canSense()
, senseRobot()
, senseRobotAtLocation()
, etc.).
Bullet sensing is different from regular sensing. All units have a bullet sensing range that is larger than their sight range, meaning bullets can be sensed at a further distance than the units that fire them.
Victory Points [bcd15]
During any round, any unit can donate to the reforestation fund to receive Victory Points. Each team has a global quantity of Victory Points, which can be accessed using getTeamVictoryPoints()
. Teams can access their opponent's victory point count using getOpponentVictoryPoints()
. Teams can donate floating point numbers of bullets using the donate()
method, which can be called by any robot on your team. The price of a victory point increases linearly over the course of the game, starting at 7.5 bullets per victory point on round 1, and increasing linearly to 20 bullets by round 3000 (if the match lasts that long). The current victory point cost can be accessed with getVictoryPointCost()
. Victory points are an integer quantity, so the remainder of your donation is just considered extra generosity.
Victory and Tiebreaks [bcd16]
If ALL of a team’s robots (not including trees, but including Archons, Gardeners, and combat robots) die, then the game ends immediately and that team loses.
If a team reaches 1000 Victory Points, that team is immediately declared the winner and the game ends.
If complete destruction or complete donation does not occur, games will always end in a finite amount of time. Different maps may run for different numbers of rounds, ranging from 1500 to 3000. Victory will be determined by the following order of tiebreakers:
- Number of Victory Points
- Number of active bullet trees
- Number of bullets plus bullet cost of all surviving robots
- Highest Archon ID (effectively random)
Player Robots In-Depth [bcd17]
All robots
- All robots can read and write from the team shared array.
- All robots can move.
* indicates some kind of special mechanic. See below for details.
Archon
- Can construct (hire) Gardeners
- Cannot fire bullets
Gardener
- Can plant bullet trees
- Can water bullet trees
- Can build all other robots (except Archon and Gardener)
- Cannot fire bullets
Tank
- Can damage trees with attack 4 by attempting to move over them ("Body Attack")
Scout
- Can fly over trees (can occupy same space as trees). This does not apply to construction; Scouts must be built in a clear area, and trees cannot be planted under Scouts. If a Scout shares the same center point with a tree of the same radius (very improbable unless you try), all bullet collisions with this border will damage the Scout.
- Can only fire single shots (not triad or pentad)
Lumberjack
- Deals damage to all surrounding objects within radius 1 of its edge (2 from its center) using strike() (includes friendly robots, enemy robots, and any type of tree)
- Can deal 5 damage to a single tree up to distance 1 from its edge using chop()
- Cannot fire bullets
Actions and Delays [bcd18]
Unlike in previous games, robots can attack and move every turn. Attacking does not affect movement, and movement does not affect attacking. Attacks and moves are performed immediately, which means that if a robot moves and then attacks the attack originates from its ending location. Note that if a robot fires a bullet and then moves on top of it, it will damage itself.
Attacking
Robots attack by firing bullets, and can fire one bullet (or triad/pentad of bullets) per turn. This can be checked using hasAttacked()
, which returns true if the robot has already attacked in the current turn. Robots can fire bullets using fireSingleShot()
, fireTriadShot()
, or firePentadShot()
. A robot can check if it is able to call these methods by querying canFireSingleShot()
, canFireTriadShot()
, or canFirePentadShot()
.
In the case of lumberjacks, chop()
and strike()
count as attacking, and only one of these can be performed once per turn. The validity of a potential command can be checked with canChop()
or canStrike()
.
Moving
Each turn, a robot can move to any location within its stride radius. All robots have the ability to move. Robots move using the move()
method. This moves the unit toward the specified location or in a specified direction. The validity of a potential move can be checked using canMove()
, which will return true if a robot can successfully move to a given location.
Constructing
Archons can hire Gardeners, and can do so once every 10 turns. This can be checked with the buildCooldownTurns()
method, which returns 0 when construction can be performed again. Archons can hire gardeners using the hireGardener()
method. This deducts the bullet cost of the Robot from the player's stockpile, then creates one Gardener in the specified direction. This same construction mechanism applies to Gardeners building all other robots (using buildRobot()
), and Gardeners planting trees (plantTree()
).
The canHireGardener()
, canPlantTree()
, and canBuildRobot()
methods can be used to check whether a construction is legal. You may also find hasTreeBuildRequirements()
and hasRobotBuildRequirements()
useful.
Signaling
All Robots can send signals using broadcast()
and read signals using readBroadcast()
. A Robot can send as many signals as it wants each turn, but be aware that this has a significant bytecode cost. Additionally, a Robot can sense the locations of all broadcasting robots on the map using senseBroadcastingRobotLocations()
, including the locations of broadcasting enemy robots.
Watering
A Gardener can water one non-neutral tree within distance 1 from its edge every turn using water()
. This can be checked using the canWater()
method, which will return true if a potential water command is valid. A tree's health increases by 5 when it was watered, up to a maximum of 50. A watered tree does not increase in health until the following turn.
Shaking
Any robot can shake one tree within distance 1 from its edge every turn using shake()
. This can be checked using the canShake()
method, which will return true if a potential shake command is valid. The team will immediately be given all bullets contained in a shaken tree.
Disintegrating
Any robot can call the disintegrate()
method. This immediately destroys the robot that calls it.
Getting Help [bcd19]
We have both a forum (https://www.battlecode.org/forum) and an IRC Channel (#battlecode on irc.freenode.net, or visit http://irc.lc/freenode/battlecode). Hang out and chat with us -- we're friendly!
Disclaimers [bcd20]
We have done our best to test and balance the properties of the Battlecode world. Inevitably, however, we will need to make adjustments in the interest of having a fair competition that allows a variety of creative strategies. We will endeavor to keep these changes to a minimum, and release them as early as possible. All changes will be carefully documented in the Changelog.
Despite our best efforts, there may be bugs or exploits that allow players to operate outside the spirit of the competition. Using such exploits for the tournament or scrimmage will result in immediate disqualification and/or withholding of prizes, at the discretion of the devs. Such exploits might include, but are not limited to, robot communication using means other than signals, bypassing the bytecode limit, or terminating the game engine. If you are not sure what qualifies as "in the spirit of the competition", ask the devs before submitting your code.
Appendix A: Javadocs and Other References [bcd21]
Javadocs can be found here, included in the software distribution. Here, you'll find everything you need, as well as some helpful methods that might not be mentioned above.
The javadocs include the values of the game constants and robot attributes. Look in GameConstants
for specific constants related to the whole game (such as the part generation per round) and look in RobotType
for stats relating to a specific robot type.
For instructions on installation and how to use the client (keyboard shortcuts, etc.), please visit this page.
MethodCosts.txt, AllowedPackages.txt, and DisallowedPackages.txt can be found here.
Sample Player
Examplefuncsplayer, a very simple player that performs various game actions, is included with battlecode. It includes helpful comments and is a template by which a new player can figure out what RobotPlayer files should look like.
Appendix B: More In-depth Mechanics [bcd22]
Team Memory
Official matches will usually be sets of multiple games. Each team can save a small amount of information (GameConstants.TEAM_MEMORY_LENGTH
longs) for the next game using the function setTeamMemory()
. This information may be retrieved using getTeamMemory()
. If there was no previous game in the match, or no information was saved, then the memory will be filled with zeros.
Execution Order
Actions are performed instantaneously this year! This makes execution much more intuitive and understandable. Note that your robot may change locations during a turn, so if you're calling a move() method or some other action, previously-stored data may be out-of-date.
The game is divided into rounds, and within each round, every robot gets a turn, one robot at a time. The order the robots get their turns is equal to the order in which they were spawned. However, spawned robots do not execute code until the following round.
The execution order of all game objects is divided into two phases.
- In the first phase, Robots and Bullets update. Robots update in spawn order, shooting bullets, planting trees, etc. Bullets update immediately before the Robot that produced it, also in spawn order.
- In the second phase, Trees update. This is when they wither, produce bullets, etc. The ordering of this phase is not important to the outcome of a match.
Timing
Each robot is allowed a certain amount of computation each round. Computation is measured in terms of Java bytecodes, the atomic instructions of compiled Java code. Individual bytecodes are simple instructions such as "subtract" or "get field", and a single line of code generally contains several bytecodes. (For details see http://en.wikipedia.org/wiki/Java_bytecode) Each round, every player runs a number of bytecodes determined by the robot's individual properties. When a robot hits the bytecode limit, its computation is paused while other robots get to do their computation for the same round or the next round. On the next round, the robot's computation is resumed exactly where it left off. Thus, to the robot's code, the round change is invisible. Nothing will jump out and shout at the robot when a round ends.
Monitoring
The Clock class provides a way to identify the current round ( rc.getRoundNum()
), and how many bytecodes have been executed during the current round ( Clock.getBytecodeNum()
).
GameActionExceptions
GameActionExceptions are thrown when something cannot be done. It is often the result of uncertainty about the game world, or an unexpected round change in your code. Thus, you must write your player defensively and handle GameActionExceptions judiciously. You should also be prepared for any ability to fail and make sure that this has as little effect as possible on the control flow of your program.
Exceptions cause a bytecode penalty of 500 bytecodes. Unhandled exceptions cause your robot to explode.
Java Language Usage
The next few sections deal with some of the mechanics of how your players are run in the game engine, including bytecode-counting, library restrictions, etc.
Players may use classes from any of the packages listed in AllowedPackages.txt, except for classes listed in DisallowedPackages.txt. These files can be found here.
Furthermore, the following restrictions apply:
Object.wait
, Object.notify
, Object.notifyAll
, Class.forName
, and String.intern
are not allowed.
java.lang.System
only supports out
, arraycopy
, and getProperty
. Furthermore, getProperty
can only be used to get properties with names beginning with "bc.testing."
java.io.PrintStream
may not be used to open files.
Note that violating any of the above restrictions will cause the robots to self-destruct when run, even if the source files compile without problems.
Bytecode costs
Classes in java.util
, java.math
, and scala and their subpackages are bytecode counted as if they were your own code. The following functions in java.lang
are also bytecode counted as if they were your own code.
Math.random
StrictMath.random
String.matches
String.replaceAll
String.replaceFirst
String.split
The function System.arraycopy
costs one bytecode for each element copied. All other functions have a fixed bytecode cost. These costs are listed in the MethodCosts.txt
file. Methods not listed are free. The bytecode costs of battlecode.common functions are also listed in the javadoc.
Basic operations like integer comparison and array indexing cost small numbers of bytecodes each.
Bytecodes relating to the creation of arrays (specifically NEWARRAY, ANEWARRAY, and MULTIANEWARRAY; see here for reference) have an effective cost greater than a single bytecode. This is because these instructions, although they are represented as a single bytecode, can be vastly more expensive than other instructions in terms of computational cost. To remedy this, these instructions now have a bytecode cost equal to the total length of the instantiated array. Note that this change should have minimal impact on the typical team, and is only intended to prevent teams from repeatedly instantiating excessively large arrays.
Memory Usage
Robots must keep their memory usage reasonable. If a robot uses more than 8 Mb of heap space during a tournament or scrimmage match, the robot may explode.
Debugging
This section describes some of the features of the game engine intended to make debugging somewhat less painful. Debug mode reveals valuable information about robots at development time but will be turned off for scrimmages and real tournaments.
System.out
Any output that your robots print to System.out is directed to the output stream of the Battlecode engine, prefixed with information about the robot.
Indicator Items
There exist setIndicatorDot()
and setIndicatorLine()
, which draw visuals on the map when the robot is selected.
Debug Methods
The game engine has a feature that allows you to separate out debugging code that is unimportant to your player's performance in the tournament. Methods that have names beginning with debug_
and that have a void return type are given special status. During tournaments and scrimmages, these methods are skipped during execution of the player. When bc.engine.debug-methods
is set to true, however, these methods are executed normally except that they do not count against your robot's bytecode limit. Code that prepares the arguments to such a method may consume bytecodes, but the body of the method and any methods that it invokes are not counted.
To turn on debug methods (and have debug methods execute normally but with no bytecode cost), include a line in build.gradle
within jvmArgs
like this:
"-Dbc.engine.debug-methods=true",
By default, debug methods are already turned on and the property is set to true. During tournaments and scrimmages, debug methods will always be turned off and debug methods will never execute.
System Properties
Your robot can read system properties whose names begin with "bc.testing.". You can set a property by adding a line in build.gradle
like this within jvmArgs
:
"-Dbc.testing.team-a-strategy=experimental",
You can check the value of the property like this:
String strategy = System.getProperty("bc.testing.team-a-strategy");
Changelog [bcd99]
- 1.0.0 (1/9/17) - Initial release.
- 1.1.0 (1/10/17) - Bug fixes and improvements.
- Server:
- Reaching 1000 victory points actually ends the game now.
- New method getCooldownTurns() added to RobotController.
- Scouts can now sense trees they are on top of without NullPointerExceptions.
- canChop() now checks if Lumberjacks haven't attacked yet.
- Changed how Directions work.
- senseRobotAtLocation()/senseTreeAtLocation() now return null for empty locations.
- Clarified, corrected, and otherwise improved javadocs.
- Client:
- Logs (i.e.
System.out.println
's) displayed in 'Console' tab. - Ability to step forward/backward by one step.
- Click a robot to display bytecode use.
- Map editor now has clear and validate.
- Faster map and player loading.
- Game area has better resizing.
- Client freezing issue fixed.
- Fixes on buggy game queue.
- Unit counting fixed.
- Logs (i.e.
- Server:
- 1.1.7 (1/12/17) - Bug fixes and improvements.
- Game and Specs:
- Specs: neutral tree min radius is 0.5, which is consistent with GameConstants.
- Robots correctly execute their turns in the order they were spawned. Spawned robots do not execute code until the round after they are spawned.
- Scouts in trees take damage before the tree if the bullet hits both at the same time.
- Added "MagicWood" and "LineOfFire" maps.
- Server and IDE:
- Direction's North and South and rotation methods are consistent with the map origin moving to the bottom left.
- Fix enums and custom classes.
- Fix canInteractWithLocation(), canInteractWithCircle(), canSenseAllOfCircle(), canSensePartOfCircle(), GameConstants.LUMBERJACK_STRIKE_RADIUS.
- Indicator lines and indicator dots improved / fixed.
- You can now shake big trees from inside of them.
- Fixed a bug where Javadocs would not appear in Eclipse.
- Fixed NullPointerException when a robot and a bullet shared the same location.
- Client:
- Map origin is now at the bottom-left corner instead of the top-left corner.
- Console bugfixes, and allow newline characters.
- Show map location coordinates when hovering over the map.
- Map editor improvements.
- Fixed a bug where starting a match from the client would sometimes not cause it to play.
- Game and Specs:
- 1.2.2 (1/13/17) - Bug fixes and improvements.
- Game and Specs:
- Tank HP increased from 100 to 200.
- Sensor radii redefined to be based from the robot's center point, not their outside perimeter.
- Robots/Trees/Bullets from senseNearbyRobots/Trees/Bullets() are now returned in order of increasing distance from the specified center point.
- Server:
- canWater() now returns false for neutral trees.
- Gardeners and Archons no longer heal for the first 20 turns they exist.
- All senseNearbyBullets now takes into account the bullet sight radius, rather than the normal sight radius.
- Client:
- Display error output when clicking "Run Match".
- Sprites for trees containing bullets and robots.
- Press "N" and "M" to see sight radius and bullet sight radius.
- Game and Specs:
- 1.3.0 (1/17/17) - Improve bugs and fix improvements.
- Game and Specs:
- Gardener HP in specs corrected to 40 to match actual game (HP has always been 40).
- Clarify that the bottom left corner is the origin and that its coordinates are offset by up to 500, to match change from 1.1.7.
- Server:
- Reduce costs of various trigonometric functions by an order of magnitude (so calling Math.sin now costs 1-2 bytecode).
- Fix the SLF4J error on server startup.
- Specify that robot sensing methods return robots in sorted order.
- Client:
- View your matches at many speeds using the new speed slider.
- Add other robot types to the map editor.
- Moved error logs out of the way in the "Queue" tab.
- Game and Specs:
- 1.4.0 (1/21/17) - Post-sprint tournament updates.
- Game and Specs:
- Added maps from sprint tournament to client and engine.
- Victory point cost now increases as the game progresses. Cost is 7.5 + (round)*12.5 / 3000.
- Tank attack power increased from 4 to 5.
- Tank bullet speed increased from 3 to 4.
- Tank body attack increased from 2 to 4.
- Number of available broadcast channels increased from 1k to 10k.
- Water, Shake, and Chop now use INTERACTION_DIST_FROM_EDGE (1) instead of stride radius to determine whether the target tree is in range.
- Added rc.getOpponentVictoryPoints method.
- Reduced every unit's stride radius by 50%.
- Reduced Scout HP from 20 to 10.
- Reduced Scout damage from 1 to .5.
- Increased Scout sensor radius from 10 to 14.
- REMOVED GameConstants.BULLET_EXCHANGE_RATE.
- Server:
- Changed execution order for bodies. Bullets now update immediately before the robot that fired them.
- Added Kotlin support.
- Fixed a NullPointerException in TreeInfo.hashCode().
- Client:
- Added ability to filter maps.
- Added bullet tree count to HUD.
- Game and Specs:
- 1.5.0 (1/24/17) - Revert to Battlecode 2003
- Just kidding.
- Game and Specs:
- Bullets can now do damage immediately if they hit something in the location they are spawned
- Reduced soldier stride radius from 1 to .95
- Server:
- Removed occasional erroneous null from senseRobotAtLocation/senseTreeAtLocation
- Client:
- Added splash screen
- Filter sensor radii and indicator dots/lines based on the selected robot
- Fixed shortcuts being triggered while typing input into form fields
- 1.6.0 (1/28/17) - Post-seeding tournament updates.
- Game and Specs:
- Added maps from seeding tournament to engine and client.
- Reduced soldier stride radius from .95 to .8.
- Increased bytecode limits by 50% in all units.
- Scouts are now killed immediately by falling debris if they occupy the same space as a robot spawned from a tree as it is chopped down.
- Server:
- Object.toString() (and classes which do not override the default implementation) should now behave deterministically.
- Instantiating arrays with length zero components is no longer free.
- You can no longer instantiate Directions with Float.NaN, Float.POSITIVE_INFINITY, or Float.NEGATIVE_INFINITY components.
- Client:
- Bullets and victory points are now displayed as bars in the client.
- Game and Specs:
- 1.6.1 (1/28/17) - Minor fix.
- Client:
- Fix versioning issue in client.
- Client:
- 1.6.2 (1/30/17) - Minor bug fixes.
- Server:
- Fixed a bug where some IDs did not lie in the specified range.
- Bullets are now assigned IDs greater than 32000. Robot and Tree IDs remain in the range [1, 32000].
- Fixed a bug where units adjacent to trees as they were chopped down would sometimes throw exceptions.
- Fixed a bug where some IDs did not lie in the specified range.
- Server:


Complex Clauses
Coordination
Complex clauses involving coordination arise when two main clauses or two subordinate clauses at the same level are linked in a coordinate structure, which may or may not involve an overt coordinating conjunction. We treat coordinate structures asymmetrically by taking the first conjunct as the head with all other conjuncts attached to it via the u-dep/conj relation. Coordinating conjunctions and punctuation delimiting the conjuncts are attached to the immediately following conjunct using the u-dep/cc and u-dep/punct relations respectively.
He came home , took a shower and immediately went to bed .
conj(came, took)
conj(came, went)
punct(took, ,-4)
cc(went, and)
Asyndetic coordination occurs when there is no overt coordinating conjunction.
Veni , vidi , vici .
conj(Veni, vidi)
conj(Veni, vici)
punct(vidi, ,-2)
punct(vici, ,-4)
As a special case, the first conjunct may be implicit or part of an earlier sentence.
And then we left .
cc(left, And)
Ellipsis in Clause Coordination
Coordination is often combined with ellipsis, where one or more of the normally obligatory constituents of a clause or omitted because they can be inferred from material in another conjunct.
If the main predicate is elided, an associated aux
or cop
can be promoted to head of the clause.
Sue likes pasta and Peter does , too .
nsubj(likes-2, Sue-1)
obj(likes-2, pasta-3)
conj(likes-2, does-6)
nsubj(does-6, Peter-5)
advmod(does-6, too-8)
Sue is hungry and Peter is , too .
nsubj(hungry-3, Sue-1)
cop(hungry-3, is-2)
conj(hungry-3, is-6)
nsubj(is-6, Peter-5)
advmod(is-6, too-8)
In more complicated cases where a predicate is elided but no aux
or cop
is present, promotion can lead to unnatural and confusing relations. For example, in the following sentence, you would be the subject of coffee, suggesting that the second clause contains a nonverbal predication rather than an elided predicate.
I like tea and you coffee .
nsubj(like-2, I-1)
obj(like-2, tea-3)
nsubj(coffee-6, you-5)
conj(like-2, coffee-6)
In such cases, we therefore use the special orphan
relation to attach siblings to the promoted element.
 ROOT And Jenny a CD .
nsubj(wants-2, Mary-1)
xcomp(wants-2, buy-4)
obj(buy-4, book-6)
root(ROOT, Jenny)
orphan(Jenny, CD)
Note that the orphan
relation is only used when an ordinary relation would be misleading (for example, when attaching an object to a subject). In particular, the ordinary cc
relation should be used for the coordinating conjunction, which attaches to the pseudo-constituent formed through the orphan
dependency.
Subordination
Complex clauses involving subordination arise because a core or non-core dependent is realized as a clausal structure. We distinguish four basic types:
- Clausal subjects (u-dep/csubj).
- Clausal complements (objects), divided into those with obligatory control (u-dep/xcomp) and those without (u-dep/ccomp).
- Adverbial clause modifiers (u-dep/advcl).
- Adnominal clause modifiers (u-dep/acl) (with relative clauses as an important subtype in many languages).
In addition, we discuss secondary predicates, which are analyzed as clausal complements or adnominal clause modifiers.
Clausal Subjects
A clausal subject is a clausal syntactic subject of a clause. Its governor may be a verb or a nonverbal predicate.
If the governor is in the passive, the subtype csubj:pass
can be used.
What she said makes sense
csubj(makes, said)
What she said is interesting
csubj(interesting, said)
What she said was well received
csubj:pass(received, said)
Clausal Complements (Objects)
A clausal complement of a verb or adjective is a dependent clause which is a core argument. That is, it functions like an object of the verb, or adjective.
He says that you like to swim
ccomp(says, like)
mark(like, that)
He says you like to swim
ccomp(says, like)
Such clausal complements may be finite or nonfinite. However, if the subject of the clausal complement is controlled (that is, must be the same as the higher subject or object, with no other possible interpretation), the appropriate relation is xcomp.
The boss said to start digging
ccomp(said, start)
mark(start, to)
xcomp(start, digging)
We started digging
xcomp(started, digging)
The key difference here is that, in the first sentence, who will be starting to do the digging is a question of anaphora (it may be some contextually relevant individual or group, which may or may not include the boss), while in both sentences, the person or persons who are starting to do something are necessarily the same people who are digging (i.e., in the second sentence, the subject of digging can only be we).
This is what distinguishes ccomp
and xcomp
.
The controlled subject of the xcomp can also be an object (obj or iobj) – indeed, it is usually the object when one is present (Visser’s generalization). UD adopts an object with infinitive (or “raising to object”) analysis of such constructions (rather than the “small clause” or “exceptional case marking” analyses that are prominent in many recent strands of generative grammar). So UD uses analyses like the following for cases where there is obligatory control between an object and the subject of a subordinate clause:
Sue wanted Fred to accept the job.
obj(wanted, Fred)
mark(accept, to)
xcomp(wanted, accept)
Sue asked Fred to accept the job.
iobj(asked, Fred)
mark(accept, to)
xcomp(asked, accept)
Please let us know
discourse(let, Please)
obj(let, us)
xcomp(let, know)
(ccomp
is no longer used for a copular predicate which is itself a clause: see Predicate Clauses.)
Adverbial Clause Modifiers
An adverbial clause modifier is a clause which modifies a verb or other predicate (adjective, etc.), as a modifier not as a core complement. This includes things such as a temporal clause, consequence, conditional clause, purpose clause, etc. The dependent must be clausal (or else it is an advmod) and the dependent is the main predicate of the clause.
The accident happened as night was falling
advcl(happened, falling)
If you know who did it, you should tell the teacher
advcl(tell, know)
He talked to him in order to secure the account
advcl(talked, secure)
He was upset when I talked to him
advcl(upset, talked)
Adnominal Clause Modifiers
An adnominal clause modifier is a clause which modifies a nominal.
the issues as he sees them
acl(issues, sees)
Cette affaire à suivre \n This case to follow
acl(affaire, suivre)
This relation is also used for optional depictives. The adjective is taken to modify the nominal of which it provides a secondary predication.
She entered the room sad
acl(She, sad)
He painted the model naked
acl(model, naked)
A relative clause is a special type of adnominal clause, characterized by finiteness and usually omission of the modified noun in the embedded clause. Some languages use a language-particular subtype for the traditional class of relative clauses.
I saw the man you love
acl(man, love)
Some languages allow finite clausal complements for nouns with
a subset of nouns like fact or report. These look roughly like relative clauses, but do not have any
omitted role in the dependent clause. This is the class of “content
clauses” in Huddleston and Pullum 2002). These are also analyzed as acl
.
the fact that nobody cares
acl(fact, cares)
Predicate Clauses
In copula constructions, the predicate may be an entire clause. Because UD does not represent constituent structure, the word that is the predicate of the inner clause does double duty as the head of the outer copula construction. This means that there may be multiple subject relations with the same head—an exception to the usual rule that a word should have at most one nsubj or csubj dependent. The subtype :outer
can be used to distinguish the subject that belongs to the outer clause (the innermost nested clause is the “normal” clause; if it has a subject, it does not receive any special designation):
-ROOT- The problem is that this has never been tried .
nsubj:outer(tried, problem)
cop(tried, is)
mark(tried, that)
nsubj:pass(tried, this)
aux(tried, has)
advmod(tried, never)
aux:pass(tried, been)
root(-ROOT-, tried)
The title is Some Like It Hot .
nsubj:outer(Like, title)
cop(Like, is)
nsubj(Like, Some)
obj(Like, It)
xcomp(Like, Hot)
There may be an outer subject with no inner subject:
The important thing is to keep calm .
nsubj:outer(keep, thing)
cop(keep, is)
mark(keep, to)
xcomp(keep, calm)
To hike in the mountains is to experience the best of nature .
csubj:outer(experience, hike)
obl(hike, mountains)
mark(hike, To)
cop(experience, is)
mark(experience, to)
obj(experience, best)
Some languages have zero copula constructions—that is, there is no overt copula, but the nesting is the same, and the outer subject can be distinguished with nsubj:outer or csubj:outer. Here is a Hebrew sentence demonstrating a copular clause nested within another copular clause, i.e. The problem (is) that Kim (is) tired:
ha/DET be'aya/NOUN she/SCONJ Kim/PROPN 'ayefa/ADJ .
det(be'aya, ha)
nsubj:outer('ayefa, be'aya)
mark('ayefa, she)
nsubj('ayefa, Kim)
In principle there could be multiple levels of nesting with multiple :outer
subjects (though this is extremely rare in practice):
My memory is that the problem is that Kim will be traveling in March .
nsubj:outer(traveling, memory)
cop(traveling, is-3)
mark(traveling, that-4)
nsubj:outer(traveling, problem)
cop(traveling, is-7)
mark(traveling, that-8)
nsubj(traveling, Kim)
(This was changed from earlier versions of the guidelines, where the outer copula was the head of a ccomp
relation.)
Secondary Predicates
A clause can contain a secondary predication or predicative. The most common case is with adjectives, although the same effect can sometimes be achieved with a predicative noun or preposition-marked phrase.
- She declared the cake beautiful.
- She declared the cake a success.
- She entered the room sad.
- She hammered the metal flat.
There are two predicates in such sentences, the main predicate and an additional one, such as the cake being beatiful or She being sad.
Huddleston and Pullum (2002) “The Cambridge Grammar of the English Language”, chapter 4 section 5.3, divide predicatives into obligatory and optional predicatives, which can be either depictives or resultatives, and which can appear in an intransitive or transitive clause, giving eight possibilities:
- He looked fantastic. [obligatory, depictive, intransitive host]
- She kept Kim warm. [obligatory, depictive, transitive host]
- The boss became angry. [obligatory, resultative, intransitive host]
- This made me furious. [obligatory, resultative, transitive host]
- He died young. [optional, depictive, intransitive host]
- He ate the steak almost raw. [optional, depictive, transitive host]
- The pond froze solid. [optional, resultative, intransitive host]
- He painted the house blue. [optional, resultative, transitive host]
In UD, obligatory predicatives are always treated as an xcomp
: The secondary predicate is attached as an xcomp
of the main predicate. In most cases, as well as an adjective depictive, you can use a verbal or nominal predicate in the same position (e.g., He looked [an idiot]; This made me [seethe with anger]).
She declared the cake beautiful .
nsubj(declared, She)
obj(declared, cake)
xcomp(declared, beautiful)
In the enhanced representation, there is an additional subject link showing the secondary predication, which is obligatorily a particular role in the higher clause:
She declared the cake beautiful .
nsubj(declared, She)
obj(declared, cake)
xcomp(declared, beautiful)
nsubj(beautiful, cake)
A Czech example:
jmenovat někoho generálem \n to-appoint someone as-a-general
obj(jmenovat, někoho)
xcomp(jmenovat, generálem)
The relation xcomp
is used for core arguments of clausal predicates,
so it will not be used for some other instances of secondary predication.
Optional depictives are analyzed as adjuncts, and made the acl of the nominal that they semantically modify (if one is present).
For instance, in She entered the room sad we also have a double predication (she entered the room; she was sad). But sad is not a core argument of enter: leaving it out will neither affect grammaticality nor significantly alter the meaning of the verb. On the other hand, leaving out beautiful in She declared the cake beautiful will either render the sentence ungrammatical or lead to a different interpretation of declared.
The result is that in She entered the room sad, sad is considered a modifier (not complement) of the verb,
with the relation advcl instead of xcomp
.
(This was changed from the previous approach which analyzed the secondary predication directly with acl,
because the nominal predicand is not always overt, and even when it is, the adjective does not really belong to the same nominal phrase.)
She entered the room sad .
nsubj(entered, She)
det(room, the)
obj(entered, room)
advcl(entered, sad)
punct(entered, .)
Entering the room sad is not recommended .
csubj(recommended, Entering)
det(room, the)
obj(Entering, room)
advcl(Entering, sad)
cop(recommended, is)
advmod(recommended, not)
punct(recommended, .)
Notice that while can be inserted before sad, clearly marking it as a clause.
A Czech example:
Vstoupila do místnosti smutná . \n She-entered to room sad .
advcl(Vstoupila, smutná)
advcl(She-entered, sad)
There is no need to decide whether an example like the following is a depictive or a manner adverbial:
Linda found the money walking our dog .
nsubj(found, Linda)
det(money, the)
obj(found, money)
advcl(found, walking)
det(dog, our)
obj(walking, dog)
punct(found, .)
The optional secondary predication or controlled adjunct subject relation can be represented with an enhanced dependency edge in addition to the advcl relation.
The remaining, most subtle case is optional resultatives. For these,
we uniformly use xcomp
:
He painted the house blue .
obj(painted, house)
xcomp(painted, blue)
Even though the resultative is optional here, one may argue that it is still a complement (an argument) of the higher verb
(he is painting something blue), in a way that is not true of depictives. Such an analysis of optional resultatives as core arguments is adopted for English by Huddleston and Pullum (p. 262). In LFG terms, we would say that the verb has acquired a new
subcategorization frame by application of a lexical rule, and that this frame
includes an additional xcomp
argument. Such an analysis is buttressed by the fact that normally intransitive verbs like to bark can also form similar resultatives by gaining a new subcategorization which adds both a obj
and an xcomp
, as in the example below.
The dog barked the neighbors awake .
obj(barked, neighbors)
xcomp(barked, awake)


{% extends "square_base.html" %} {% block content %}
You won’t be able to download the app anymore, but existing users will still be able to use the Viewfinder app for the time being, although we will no longer be releasing updates or providing customer support.
If you'd like to terminate your account, send an email to<EMAIL_ADDRESS>and we'll delete your information from our database.
Stay tuned. We will have a data export tool in place in the coming weeks so you can download your photos and conversations.
{% end %}


The GameService module doesn't sign in automatically. You have to do it by yourself.
If the user starts the game for the first time, you should mention the advantages of your Game Services. For example show a message or display a signin button in the main menu.
When users click the sign-in button, your game should initiate the sign-in flow with the following command:
gameservice.beginUserSignIn()
If the sign-in process was successful, the command:
gameservice.isLoggedIn()
should return true. Hide the sign-in button and display a sign-out button. So the user have the ability to sign-out.
After users sign in successfully for the first time in your game, your game should sign them in automatically whenever they start the game again, until they explicitly sign out.
You have to save the sign-in state by yourself. For example with "SaveState" and "LoadState".
You can call the
gameservice.isLoggedIn()
method to determine whether the user is signed in or not.
To initiate the sign-out flow, simply call
gameservice.signOut()
Also, your game should save a state to indicate that the user explicitly signed out, then check that state the next time the game starts. Based on the saved state value, your game can then determine whether or not to call beginUserSignIn() to sign the user automatically in.
Learn more about using Games services with MonkeyX:


Authors: Mona Jarrahi
Source: FERMAT, Volume 13, Communication 21, Jan.-Feb., 2016
Abstract: Although unique potentials of terahertz wave for chemical identification, material characterization, biological sensing, and medical imaging have been recognized for quite a while, the relatively poor performance, higher costs, and bulky nature of current terahertz systems continue to impede their deployment in field settings. In this talk, I will describe some of our recent results on developing fundamentally new terahertz electronic/optoelectronic components and imaging/spectrometry architectures to mitigate performance limitations of existing terahertz systems. In specific, I will introduce new designs of high-performance photoconductive terahertz sources that utilize plasmonic antennas to offer terahertz radiation at record-high power levels of several milliwatts – demonstrating more than three orders of magnitude increase compared to the state of the art. I will describe that the unique capabilities of these plasmonic antennas can be further extended to develop terahertz detectors and heterodyne spectrometers with single-photon detection sensitivities over a broad terahertz bandwidth at room temperatures, which has not been possible through existing technologies. To achieve this significant performance improvement, plasmonic antennas and device architectures are optimized for operation at telecommunication wavelengths, where very high power, narrow linewidth, wavelength tunable, compact and costeffective optical sources are commercially available. Therefore, our results pave the way to compact and low-cost terahertz sources, detectors, and spectrometers that could offer numerous opportunities for e.g., medical imaging and diagnostics, atmospheric sensing, pharmaceutical quality control, and security screening systems.
Mona Jarrahi received her B.S. degree in Electrical Engineering from Sharif University of Technology in 2000 and her M.S. and Ph.D. degrees in Electrical Engineering from Stanford University in 2003 and 2007. She served as a Postdoctoral Scholar at University of California Berkeley from 2007 to 2008. After serving as an Assistant Professor at University of Michigan Ann Arbor, she joined University of California Los Angeles in 2013 as an Associate Professor of Electrical Engineering and the Director of the Terahertz Electronics Laboratory. Her research group focuses on Terahertz, Millimeter-Wave Electronics and Optoelectronics; Imaging and Spectroscopy Systems; and Microwave Photonics. Prof. Jarrahi has made significant contributions to the development of ultrafast electronic and optoelectronic devices and integrated systems for terahertz and millimeter-wave sensing, imaging, computing, and communication systems by utilizing novel materials, nanostructures, and quantum well structures as well as innovative plasmonic and optical concepts. In recognition of her outstanding achievements, Prof. Jarrahi has received several prestigious awards in her career including the Presidential Early Career Award for Scientists and Engineers (PECASE); Early Career Award in Nanotechnology from the IEEE Nanotechnology Council; Outstanding Young Engineer Award from the IEEE Microwave Theory and Techniques Society; Booker Fellowship from the United States National Committee of the International Union of Radio Science (USNC/URSI); Lot Shafai Mid-Career Distinguished Achievement Award from the IEEE Antennas and Propagation Society; Grainger Foundation Frontiers of Engineering Award from National Academy of Engineering; Friedrich Wilhelm Bessel Research Award from Alexander von Humboldt Foundation; Young Investigator Awards from the Army Research Office (ARO), the Office of Naval Research (ONR), and the Defense Advanced Research Projects Agency (DARPA); Early Career Award from the National Science Foundation (NSF); the Elizabeth C. Crosby Research Award from the University of Michigan; and best-paper awards at the International Microwave Symposium, International Symposium on Antennas and Propagation, and International Conference on Infrared, Millimeter, and Terahertz Waves. She has also been named a Kavli Fellow by the National Academy of Sciences. Prof. Jarrahi is actively involved in several professional societies and has been on program committees of several conferences from IEEE, OSA, and SPIE societies. She is a senior member of IEEE, OSA, and SPIE societies and serves as a member of the Terahertz Technology and Applications Committee of IEEE Microwave Theory and Techniques, an editorial board member of Journal of Infrared, Millimeter and Terahertz Waves, a Distinguished Lecturer of IEEE Microwave Theory and Techniques Society, a Traveling Lecturer of OSA, and a Visiting Lecturer of SPIE. In addition, she serves as a panelist and reviewer for National Science Foundation (NSF), National Institutes of Health (NIH), and Department of Energy (DOE).
Index Terms: Terahertz Source, Terahertz Detector, Terahertz Imaging, Terahertz Spectroscopy, Plasmonics
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Efficient Optical to Terahertz Wave Conversion through Plasmonic Antennas


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Plenario will try to ingest it right away.
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If you know of a dataset you would like to see in Plenar.io, suggest it here.
Once submitted, we'll review it. If approved we'll email when your data has been added.
{% endif %}
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There were some errors with your submission:
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This shell is written in JavaScript. It is executed in a web worker. It is sandboxed, so have fun trying to hack it :) This shell is open source and available on Github : https://github.com/yrezgui/watashell Get started with this function: `help()`


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Hunter S. ThompsonAuthor, Fear and Loathing in Las Vegas and Hells Angels.Devoted fan of the Mitchell Brothers O'Farrell Theater; even had business cards printed up which read:
Night Manager the Mitchell Brothers Theater In 1970 Thompson ran for Sheriff of Pitkin County, Colorado on the Freak Power ticket. He announced that he would spearhead several reforms:
As the Republican sheriff he was running against sported a crew cut, Thompson shaved his head bald and referred to the other candidate as my long-haired opponent. Even so, he lost the election. Scored a one-on-one interview with Richard M. Nixon, on the condition that they would only discuss football. There have been two Hollywood attempts to turn Hunter's writings into movies. The first, Where the Buffalo Roam starring Bill Murray, was an astounding failure. However, it did have one unintended effect: in hanging around with Thompson for a while, it turned Murray into an unrepetant jerk for a good amount of time after production wrapped, affecting his relationship/interaction with the Saturday Night Live production. The second attempt, Fear and Loathing in Las Vegas, was more successful, with the efforts of Terry Gilliam and Johnny Depp providing a near-exact portrayal of the novel. "I hate to advocate drugs, alcohol, violence or insanity to anyone, but they've always worked for me." George W Bush once attended a Superbowl party hosted by Thompson, back in his cocaine days. Timeline
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Rules Configuration
Overview
Rules are objects in a JSON that determine whether an action is fired or a state is navigated to by a user. In the basic library, you will natively be able to navigate the user based on the questions and forms they answered.
If you are using the iVX.io Data Module, you can use the Platform’s tracking of a user’s progress and their relationship to organizations and entities to run rules.
Note about this documentation
This page assumes you know how Rules and Conditions work within the config. If you would like to learn more about how Rules work and where you can use them, you can go to the main JSON configuration.
Rule
Sample Data
Schema
Base Properties
Condition Operator
Description: the condition operator determines which conditions within the rule must be true in order for the corresponding state associated with the rule to occur.
Operator Types:
-
“and” (synonymous with && - ALL conditions must be true)
-
“or” (synonymous with || - One of the conditions must be true)
-
“not” (!cond1 && !cond2 - ALL conditions must NOT be true)
Base Conditions
Input
Description: Inputs gather information about the user so they can be directed towards a specific state, and customize the experience based on the information gathered.
Sample Data
Schema
Base Properties
iVXio Conditions
Organization
Description: The organization condition is evaluated based on specific organization data set by the associated child entity this experience belongs to.
Sample Data
rules.conditions.organization.json
Schema
rules.conditions.organization.jsond
Base Properties
Entity
Description: The entity refers to any sub-organizations or partners affiliated with the parent organization.
Sample Data
Schema
Base Properties
Story Events
Description: A story event occurs based on if the condition evaluates to fired or not fired, and is meant to guide the user to a specific state or place. The resulting action can be either within (story event) or outside (external event) of the experience.
Sample Data
rules.conditions.storyEvents.json
Schema
rules.conditions.storyEvents.jsond
Base Properties
Progress
Description: Progress refers to the user’s place in the experience and if something should be initiated once they have reached a point within the experience.
Sample Data
rules.conditions.progress.json
Schema
rules.conditions.progress.jsond
Base Properties


The Honey bee, or its scientific name, Apis Mellifera, belongs to the genus Apis. The honey bee is one of the most domesticated bees. Honey bees come in three roles, the Queen, the drone, and the worker.
Honey is a sweet substance made from nectar.  Inside the bee's stomach, the nectar begins to break down. When the worker bee comes back to the hive, it passes the nectar to a house bee. The house bee then puts the nectar into hexagon honey cells. The nectar is then dried by the bees flapping their wings. This honey can be used when the food becomes scarce, like in winter.
Honey bees communicate through dancing. These dances communicate information about a food source. The waggle dance communicates the direction and distance from a food source. As the bees get closer, they start to perform a round dance to communicate.
A bee's life begins as an egg. depending on if the egg is fertilized or unfertilized, the bee can become a drone or a worker. after 3 days, the egg becomes a larva. The larva is then fed with royal jelly, if a larva is solely fed with royal jelly, it becomes a queen. The larva then becomes a pupa. The pupa starts to develop features of an adult bee. Depending on the bee (in this case, the worker bee). It takes 21 days from being born to emerge as an adult. Then the worker bee goes on to live for about 6 weeks.