Class reference
Usage
Control the background color of an element using the .bg-{color}
utilities.
<button class="bg-blue-500 ...">Button</button>
Responsive
To control the background color of an element at a specific breakpoint, add a {screen}:
prefix to any existing background color utility. For example, use md:bg-green-500
to apply the bg-green-500
utility at only medium screen sizes and above.
For more information about Tailwind's responsive design features, check out the Responsive Design documentation.
Hover
To control the background color of an element on hover, add the hover:
prefix to any existing background color utility. For example, use hover:bg-blue-500
to apply the bg-blue-500
utility on hover.
<button class="bg-blue-500 hover:bg-blue-700 ...">
Hover me
</button>
Hover utilities can also be combined with responsive utilities by adding the responsive {screen}:
prefix before the focus:
prefix.
<button class="... md:bg-blue-500 md:hover:bg-blue-700 ...">Button</button>
Focus
To control the background color of an element on focus, add the focus:
prefix to any existing background color utility. For example, use focus:bg-blue-500
to apply the bg-blue-500
utility on focus.
<input class="bg-gray-200 focus:bg-white ...">
Focus utilities can also be combined with responsive utilities by adding the responsive {screen}:
prefix before the focus:
prefix.
<input class="... md:bg-gray-200 md:focus:bg-white ...">
Customizing
Background Colors
By default Tailwind makes the entire default color palette available as background colors.
You can customize your color palette by editing the theme.colors
variable in your tailwind.config.js
file, or customize just your background colors using the theme.backgroundColor
section of your Tailwind config.
Responsive and pseudo-class variants
By default, only responsive, hover and focus variants are generated for background color utilities.
You can control which variants are generated for the background color utilities by modifying the backgroundColor
property in the variants
section of your tailwind.config.js
file.
For example, this config will also generate active and group-hover variants:
Disabling
If you don't plan to use the background color utilities in your project, you can disable them entirely by setting the backgroundColor
property to false
in the corePlugins
section of your config file:


public class GameScreen extends AbstractAnimationScreen implements com.badlogic.gdx.Screen
AbstractAnimationScreen.Size
| Modifier and Type | Field and Description |
|---|---|
private com.badlogic.gdx.graphics.g2d.Batch |
batch |
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
cancelTradeButton |
private com.badlogic.gdx.graphics.Texture |
chancellorTexture
Image of the chancellor
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
claimTileButton
Button which allows players to claim selected tiles
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
closeEventMessageButton |
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
closePriceOverlayButton |
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
closeUpgradeOverlayButton
Button allowing players to escape from the upgrade overlay if they decide against upgrading roboticons
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
confirmTradeButton |
private com.badlogic.gdx.scenes.scene2d.ui.Image |
currentPlayerIcon
Icon representing the currently-active player's chosen college
|
private com.badlogic.gdx.scenes.scene2d.ui.Label |
currentPlayerLabel |
private com.badlogic.gdx.scenes.scene2d.ui.Label |
currentPlayerMainLabel |
private Trade |
currentTrade |
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
deployRoboticonButton
Button which allows players to deploy owned roboticons onto selected tiles
|
private Drawer |
drawer
Object defining QOL drawing functions for rectangles and on-screen tables
Used in this class to render tooltip regions
|
private boolean |
drawRoboticonIcon |
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
endTurnButton
Button that, when clicked, ends the current turn for the current player prematurely
|
private com.badlogic.gdx.scenes.scene2d.ui.Label |
energyCounter
Label counter providing a visual representation of the current player's energy stocks
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
energyUpgradeButton
Button allowing players to upgrade roboticons' energy-production capabilities
|
private GameEngine |
engine
Engine class that handles all of the game's logical processing
|
private com.badlogic.gdx.scenes.scene2d.ui.Label |
eventMessage |
private Overlay |
eventMessageOverlay |
private boolean |
eventMessageOverlayVisible |
private com.badlogic.gdx.scenes.scene2d.ui.Label |
foodCounter
Label counter providing a visual representation of the current player's food stocks
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
foodUpgradeButton
Button allowing players to upgrade roboticons' food-production capabilities
|
private com.badlogic.gdx.Game |
game
Stores current game-state, enabling transitions between screens and external QOL drawing functions
|
private static com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle |
gameButtonStyle
Establish visual parameters for in-game buttons
|
private static TTFont |
gameFont
Font which will be adopted by the game-screen's main interface
|
private com.badlogic.gdx.scenes.scene2d.Stage |
gameStage
On-screen stage which can be populated with actors
|
private int |
height |
(package private) IAnimation |
lastTileClickedFlash |
private com.badlogic.gdx.scenes.scene2d.ui.Image |
map
Holds the image of the in-game map
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
miniGameButton
Button which can be clicked on to go to the mini game
|
private com.badlogic.gdx.scenes.scene2d.ui.Label |
moneyCounter
Label counter providing a visual representation of the current player's money
|
private com.badlogic.gdx.scenes.scene2d.ui.Label |
oreCounter
Label counter providing a visual representation of the current player's ore stocks
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
oreUpgradeButton
Button allowing players to upgrade roboticons' ore-production capabilities
|
private com.badlogic.gdx.scenes.scene2d.ui.TextButton |
pauseButton
Button which can be clicked on to pause the game
|
private com.badlogic.gdx.scenes.scene2d.Stage |
pauseStage
Establishes a secondary stage which will appear when the game is paused
|
private com.badlogic.gdx.scenes.scene2d.ui.Label |
phaseLabel
Label identifying the current phase number
|
(package private) IAnimation |
playerWin |
private com.badlogic.gdx.scenes.scene2d.ui.Label |
roboticonCounter
Label counter providing a visual representation of the current player's roboticon stocks
|
private Tile |
selectedTile |
private com.badlogic.gdx.scenes.scene2d.ui.Label |
selectedTileLabel
Label stating the getID of the currently-selected tile
|
private com.badlogic.gdx.scenes.scene2d.ui.Image |
selectedTileOwnerIcon
Icon representing the player who owns the currently-selected tile
|
private com.badlogic.gdx.scenes.scene2d.ui.Image |
selectedTileRoboticonIcon
Icon representing the roboticon occupying the currently-selected tile
|
(package private) boolean |
shown |
private com.badlogic.gdx.scenes.scene2d.ui.Table |
tableRight |
private com.badlogic.gdx.scenes.scene2d.ui.Table |
tileGrid
Establishes the grid of tiles to be laid over the map
|
private static int |
tileXOffset |
private Overlay |
tooExpensiveOverlay |
private boolean |
tooExpensiveOverlayVisible |
private Overlay |
tradeOverlay |
private boolean |
tradeOverlayVisible |
private Overlay |
upgradeOverlay
Customised stage that shows up to offer roboticon upgrade choices
|
private boolean |
upgradeOverlayVisible
Determines whether the aforementioned roboticon upgrade overlay is to be drawn to the screen
|
private int |
width |
| Constructor and Description |
|---|
GameScreen(com.badlogic.gdx.Game game) |
GameScreen(com.badlogic.gdx.Game game,
boolean vsPlayer)
The game-screen's initial constructor
|
| Modifier and Type | Method and Description |
|---|---|
void |
activeTrade(Trade trade) |
void |
assignEngine(GameEngine engine) |
private void |
chancellor(Tile tile)
Draws the chancellor is it is set to visible
|
void |
closeTooExpensiveOverlay() |
void |
closeTradeOverlay() |
void |
closeUpgradeOverlay()
Closes the upgrade overlay and restores the functionality of the game's main stage
|
private void |
constructButtons()
Sets up the buttons to be placed onto the interface later by defining their visual representations and their
on-click functions together
|
private void |
constructEventMessageOverlay() |
private void |
constructLeftTable()
Set up the form and contents of the left-hand table so that they can be rendered later
Specifically defines the left-hand panel's spatial framework (in the form of a table) before populating it with
the game's timer, a phase label, a button for ending turns, the logo of the current player's associated college
and counters visualising the numbers of ore, energy, food and Roboticon stocks (and the money) that the
current player holds
|
private void |
constructPauseMenu()
Set up the pause menu to allow for the game to be successfully paused
|
private void |
constructRightTable()
Set up the form and contents of the right-hand table so that they can be rendered later
Specifically defines the right-hand panel's spatial framework (in the form of a table) before populating it with
the selected tile's name-label and college/roboticon icons, along with buttons to claim and deploy/upgrade
Roboticons on the selected tile and the whole interface for the game's market
|
private void |
constructTileGrid()
Set up the game-screen's central tile-grid so that it can be interacted with
The tiles on this grid take the form of invisible buttons that are directly laid over the map image at the
centre of this screen
|
private void |
constructTooExpensiveOverlay() |
private void |
constructTradeOverlay(Trade trade) |
private void |
constructUpgradeOverlay()
Set up an overlay which shows up when the current player opts to upgrade their roboticon
This will allow them to upgrade its food, energy or ore production stats
|
com.badlogic.gdx.scenes.scene2d.ui.Image |
currentPlayerIcon()
Returns the icon object used to visualise the logo of the current player's associated college
The GameEngine class uses this method to update said logo when it changes the active player
|
void |
deselectTile()
Run this to deselect the currently selected tile
Specifically resets the labels and icons that identify the selected tile and disables the buttons for
manipulating said tile (as no tile can be deemed as being "selected" after this is run)
|
void |
dispose()
Disposes of all visual data used to construct previous frames
This is called after each frame is rendered, and remains necessary to prevent memory leaks
|
private void |
drawRectangles()
Draw auxiliary rectangles to provide window-dressing for the interface
|
com.badlogic.gdx.scenes.scene2d.ui.TextButton |
endTurnButton()
Returns the button used to allow for players to prematurely end their turns
This method is required to allow for the GameEngine class to turn the button off during phase 1
|
protected com.badlogic.gdx.graphics.g2d.Batch |
getBatch() |
static com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle |
getGameButtonStyle() |
static TTFont |
getGameFont() |
AbstractAnimationScreen.Size |
getScreenSize()
The screen size.
|
boolean |
getUpgradeOverlayVisible() |
void |
hide() |
void |
hideEventMessage() |
void |
openGameStage()
Prepares the renderer to render the main stage again (after pausing) by setting it up to accept inputs again
|
void |
openPauseStage()
Prepares the renderer to render the pause-screen stage again by setting it up to accept inputs again
|
void |
openTooExpensiveOverlay() |
void |
openTradeOverlay() |
void |
pause() |
void |
render(float delta)
Renders all visual elements (set up in the [show()] subroutine and all of its subsiduaries) to the window
This is called to prepare each and every frame that the game deploys
|
void |
resize(int width,
int height) |
void |
resume() |
void |
selectTile(Tile tile,
boolean showAnimation)
The code to be run whenever a particular tile is clicked on
Specifically updates the label identifying the selected tile, the college icon linked to the player who owns
it, the icon representing the Roboticon planted on it and the available options for the tile in the main
in-game interface
|
void |
setEnergyCounterValue(int value)
Sets the value represented by the energy-counter rendered within the main in-game interface
|
void |
setFoodCounterValue(int value)
Sets the value represented by the food-counter rendered within the main in-game interface
|
void |
setMoneyCounterValue(int value)
Sets the value represented by the money-counter rendered within the main in-game interface
|
void |
setOreCounterValue(int value)
Sets the value represented by the ore-counter rendered within the main in-game interface
|
void |
setRoboticonCounterValue(int value)
Sets the value represented by the Roboticon-counter rendered within the main in-game interface
|
void |
show()
Executes when the game-screen is loaded up, typically from the point of another screen
Serves as an extension of the screen's constructor that primarily builds visual elements
Currently instantiates Drawer object, the main stage, the font used to render on-screen text and the image of
the game's map before constructing the three primary tables that make up the in-game interface (along with the
auxiliary pause menu)
|
void |
showEventMessage(java.lang.String message) |
void |
showPlayerWin(Player player) |
boolean |
TradeOverlayVisible() |
void |
updateInventoryLabels()
Updates the on-screen counters for food, energy, ore, money and Roboticons
This is typically called when the active player switches or when a market transaction is made
|
void |
updatePhaseLabel() |
void |
updatePhaseLabel(java.lang.String description)
Updates the label on the left-hand side of the in-game interface to visualise and describe the game's current
phase
|
void |
updatePlayerName() |
private void |
updateSelectedTileLabel(int value)
Updates the label on the right-hand side of the in-game interface to visualise the identity of the selected tile
|
void |
updateSelectedTileLabel(Tile tile)
Updates the label on the right-hand side of the in-game interface to visualise the identity of the selected tile
Alternative method that takes an ID value from a provided tile rather than an ID value directly
|
private void |
updateUpgradeOptions()
Updates the options available to the current player on the roboticon upgrade screen based on their money count
|
addAnimation, renderAnimation, renderAnimation
private static final int tileXOffset
private com.badlogic.gdx.Game game
private GameEngine engine
private com.badlogic.gdx.scenes.scene2d.Stage gameStage
private com.badlogic.gdx.scenes.scene2d.Stage pauseStage
private com.badlogic.gdx.scenes.scene2d.ui.Image map
private com.badlogic.gdx.scenes.scene2d.ui.Table tileGrid
private com.badlogic.gdx.scenes.scene2d.ui.Label phaseLabel
private com.badlogic.gdx.scenes.scene2d.ui.Label foodCounter
private com.badlogic.gdx.scenes.scene2d.ui.Label energyCounter
private com.badlogic.gdx.scenes.scene2d.ui.Label oreCounter
private com.badlogic.gdx.scenes.scene2d.ui.Label roboticonCounter
private com.badlogic.gdx.scenes.scene2d.ui.Label moneyCounter
private com.badlogic.gdx.scenes.scene2d.ui.Label selectedTileLabel
private Drawer drawer
private com.badlogic.gdx.scenes.scene2d.ui.TextButton endTurnButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton pauseButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton miniGameButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton claimTileButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton deployRoboticonButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton foodUpgradeButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton oreUpgradeButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton energyUpgradeButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton closeUpgradeOverlayButton
private static TTFont gameFont
private com.badlogic.gdx.graphics.Texture chancellorTexture
private static com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle gameButtonStyle
private com.badlogic.gdx.scenes.scene2d.ui.Image currentPlayerIcon
private com.badlogic.gdx.scenes.scene2d.ui.Image selectedTileOwnerIcon
private com.badlogic.gdx.scenes.scene2d.ui.Image selectedTileRoboticonIcon
private Overlay upgradeOverlay
private Overlay tradeOverlay
private Overlay eventMessageOverlay
private com.badlogic.gdx.scenes.scene2d.ui.Label eventMessage
private com.badlogic.gdx.scenes.scene2d.ui.TextButton closeEventMessageButton
private boolean upgradeOverlayVisible
private boolean tradeOverlayVisible
private com.badlogic.gdx.graphics.g2d.Batch batch
private int height
private int width
private com.badlogic.gdx.scenes.scene2d.ui.Label currentPlayerLabel
private com.badlogic.gdx.scenes.scene2d.ui.Label currentPlayerMainLabel
private boolean drawRoboticonIcon
private Tile selectedTile
private com.badlogic.gdx.scenes.scene2d.ui.Table tableRight
private boolean eventMessageOverlayVisible
private com.badlogic.gdx.scenes.scene2d.ui.TextButton confirmTradeButton
private com.badlogic.gdx.scenes.scene2d.ui.TextButton cancelTradeButton
private Overlay tooExpensiveOverlay
private boolean tooExpensiveOverlayVisible
private com.badlogic.gdx.scenes.scene2d.ui.TextButton closePriceOverlayButton
boolean shown
IAnimation lastTileClickedFlash
IAnimation playerWin
private Trade currentTrade
public GameScreen(com.badlogic.gdx.Game game, boolean vsPlayer)
game
- Variable storing the game's state for rendering purposesvsPlayer
- unused var left over from other teampublic GameScreen(com.badlogic.gdx.Game game)
public static com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle getGameButtonStyle()
public static TTFont getGameFont()
public void show()
show
in interface com.badlogic.gdx.Screen
public void render(float delta)
render
in interface com.badlogic.gdx.Screen
delta
- Change of time since previous renderpublic void resize(int width, int height)
resize
in interface com.badlogic.gdx.Screen
public void pause()
pause
in interface com.badlogic.gdx.Screen
public void resume()
resume
in interface com.badlogic.gdx.Screen
public void hide()
hide
in interface com.badlogic.gdx.Screen
public void dispose()
dispose
in interface com.badlogic.gdx.Screen
private void constructButtons()
private void constructLeftTable()
private void constructRightTable()
private void constructTileGrid()
private void constructPauseMenu()
private void constructUpgradeOverlay()
public boolean getUpgradeOverlayVisible()
private void constructEventMessageOverlay()
public void showEventMessage(java.lang.String message)
public void hideEventMessage()
private void constructTradeOverlay(Trade trade)
private void constructTooExpensiveOverlay()
private void drawRectangles()
public void setFoodCounterValue(int value)
value
- The new value to be visualised by the in-game food counterpublic void setEnergyCounterValue(int value)
value
- The new value to be visualised by the in-game energy counterpublic void setOreCounterValue(int value)
value
- The new value to be visualised by the in-game ore counterpublic void setRoboticonCounterValue(int value)
value
- The new value to be visualised by the in-game Roboticon counterpublic void setMoneyCounterValue(int value)
value
- The new value to be visualised by the in-game money counterprivate void updateSelectedTileLabel(int value)
value
- The ID value of the tile to be described on the interfacepublic void updateSelectedTileLabel(Tile tile)
tile
- The tile to be described on the interfacepublic void updatePhaseLabel(java.lang.String description)
description
- The phase description to be displayed by the same labelpublic void updatePhaseLabel()
public com.badlogic.gdx.scenes.scene2d.ui.TextButton endTurnButton()
public com.badlogic.gdx.scenes.scene2d.ui.Image currentPlayerIcon()
public void openGameStage()
public void openPauseStage()
private void chancellor(Tile tile)
tile
- The tile it will be drawn onpublic void selectTile(Tile tile, boolean showAnimation)
tile
- The tile being clicked onshowAnimation
- boolean to decide on to show the select tile animationpublic void deselectTile()
public void closeUpgradeOverlay()
public void updateInventoryLabels()
private void updateUpgradeOptions()
protected com.badlogic.gdx.graphics.g2d.Batch getBatch()
getBatch
in class AbstractAnimationScreen
public AbstractAnimationScreen.Size getScreenSize()
AbstractAnimationScreen
getScreenSize
in class AbstractAnimationScreen
public void showPlayerWin(Player player)
public void updatePlayerName()
public void openTradeOverlay()
public void closeTradeOverlay()
public boolean TradeOverlayVisible()
public void activeTrade(Trade trade)
public void openTooExpensiveOverlay()
public void closeTooExpensiveOverlay()
public void assignEngine(GameEngine engine)


Id: 221
Name: Melissa
Status: Alive
Species: Humanoid
Type: Monster
Gender: Female
OriginName: Mr. Goldenfold's dream
OriginUrl: https://rickandmortyapi.com/api/location/18
LocationName: Mr. Goldenfold's dream
LocationUrl: https://rickandmortyapi.com/api/location/18
Image: https://rickandmortyapi.com/api/character/avatar/221.jpeg
Episode: ['https://rickandmortyapi.com/api/episode/2']
Url: https://rickandmortyapi.com/api/character/221
Created: 2017-12-30T14:38:04.718Z


| Age: | 4.6 Billion Years |
| Type: | Yellow Dwarf (G2V) |
| Diameter: | 1,392,684 km |
| Equatorial Circumference | 4,370,005.6 km |
| Mass: | 1.99 × 10^30 kg (333,060 Earths) |
| Surface Temperature: | 5,500 °C |
One million Earths could fit inside the Sun..
If a hollow Sun was filled up with spherical Earths then around 960,000 would fit inside. On the other hand if these Earths were squished inside with no wasted space then around 1,300,000 would fit inside. The Sun’s surface area is 11,990 times that of the Earth’s.
The Sun contains 99.86% of the mass in the Solar System.
The mass of the Sun is approximately 330,000 times greater than that of Earth. It is almost three quarters Hydrogen, whilst most of the remaining mass is Helium.
The Sun is an almost perfect sphere.
There is only a 10 kilometre difference in its polar diameter compared to its equatorial diameter. Considering the vast expanse of the Sun, this means it is the closest thing to a perfect sphere that has been observed in nature.
The temperature inside the Sun can reach 15 million degrees Celsius.
At the Sun’s core, energy is generated by nuclear fusion, as Hydrogen converts to Helium. Because hot objects generally expand, the Sun would explode like a giant bomb if it weren’t for its enormous gravitational force. The temperature on the surface of the Sun is closer to 5,600 degrees Celsius.
Eventually, the Sun will consume the Earth.
When all the Hydrogen has been burned, the Sun will continue for about 130 million more years, burning Helium, during which time it will expand to the point that it will engulf Mercury and Venus and the Earth. At this stage it will have become a red giant
The Sun will one day be about the size of Earth.
After its red giant phase, the Sun will collapse, retaining its enormous mass, but containing the approximate volume of our planet. When this happens, it will be called a white dwarf.
Light from the Sun takes eight minutes to reach Earth.
With a mean average distance of 150 million kilometres from Earth and with light travelling at 300,000 kilometres per second, dividing one by the other gives us an approximate time of 500 seconds, or eight minutes and 20 seconds. Although this energy reaches Earth in a few minutes, it will already have taken millions of years to travel from the Sun’s core to its surface.
The distance from the Sun to Earth changes throughout the year.
Because the Earth travels on an elliptical orbit around the Sun, the distance between the two bodies varies from 147 to 152 million kilometres. The distance between the Earth and the Sun is called an Astronomical Unit (AU).
The Sun is middle-aged.
At around 4.5 billion years old, the Sun has already burned off about half of its store of Hydrogen. It has enough left to continue to burn Hydrogen for approximately another 5 billion years. The Sun is currently a type of star known as a Yellow Dwarf
The Sun travels at 220 kilometres per second.
The Sun is 24,000-26,000 light years from the galactic centre and it takes the Sun 225-250 million years to complete an orbit of the centre of the Milky Way.
The area between the Sun and the planets, the interplanetary medium, is a turbulent area dominated by a constant stream of hot plasma that billows out from the Sun's corona. This hot plasma is called the solar wind.
The first indication that the Sun might be emitting a "wind" came in the seventeenth century from observations of comet tails. The tails were always seen to point away from the Sun, regardless of whether the comet was approaching the Sun or moving away from it.


Italian MP proposes during earthquake aid debate in parliament
by Lorenzo TondoFlavio Di Muro gets applause for marriage proposal – and reprimand from Speaker
An Italian MP has asked his girlfriend to marry him during a parliamentary debate on post-earthquake reconstruction.
Flavio Di Muro, 33, a member of the far-right party the League, made the proposal on Thursday as MPs prepared to vote on measures to assist central Italian regions struck by earthquakes in 2016.
“We, men of the institutions, are busy every day with national emergencies,” said Di Muro after being granted permission to address the chamber of deputies. “Every day we are busy with political debates. And we often neglect the true values, we neglect the people who care for us, we neglect those we love.”
“You see, today is a special day for me. Elisa, will you marry me?” the MP asked, producing the ring while looking at his partner, Elisa De Leo, as she watched on from the public gallery above.
The proposal was followed by applause from the deputies.
However, the Speaker of the chamber and member of the Five Star Movement, Roberto Fico, was less enthusiastic and reprimanded Di Muro.
“I understand this,” Fico said, “however, I don’t think it’s appropriate to use an intervention for this.”
At first it was unclear whether Elisa had accepted, but later, after the vote, Di Muro, reached by the press agency Vista, said: “She said yes.”
“We are going to get married, but we haven’t decided the date yet,” he added
It is not the first time that an MP has made a wedding proposal in a parliament.
In 2017, Australian Liberal MP Tim Wilson proposed to his partner during his speech on marriage equality in the House of Representatives. “There’s only one thing left to do: Ryan Patrick Bolger, will you marry me?’ said Wilson looking at his partner, seated in the gallery. The two were married three months after.


Now more than ever, we need resilient organizations delivering their core values in resourceful and measurable ways.
I wrote an essay for Olin College to provides a mixed-media dive into my process. Deeply inspired by the work Stewart Brand, its called How Colleges Learn.
<EMAIL_ADDRESS>&<PHONE_NUMBER>


By using appropriate dermal heating, the MEK3 can stimulate the production of new collagen & improve skin surface texture. It is a relatively quick procedure. The clients will recover very fast. With consistent usage, the MEK3 will provide steady skin improvement with excellent long term skin tightening results.
Total Effects Nano Gold Rebuild treatment can brighten and whiten skin with radiant shine and softness to bring out the fabulous look. Containing BioNano high-end technology, Total Effects Nano Gold Rebuild treatment can be absorbed efficiently to promote skin metabolism, stimulate growth of collagen in cormiun, against free radicals effectively, and revive new life and the immunity of skin.
Years of sun damage & sudden/gradual bursts of age spots are un-welcoming but unavoidable as we age. Now, with our latest model of Nanolight, an IPL = Intensive Pulse Light = machine, these can be easily reversible. An IPL therapy delivers a safe & effective treatment. This treatment is an FDA cleared technology which improves the appearance of sun damaged & aged skin


About Me?
I am a Linux Enthusiast. I love playing around with Operating Systems. Most of the time I am lurking around Linux Distributions seeing what they offer and what built-in tools are available, how upgrade/downgrade system works, how package management system works, what is containerized system, etc. I have about 30 different OS running on virtual machine who follows their own philosophy of handling system. I have also created my own first raspPI os based on debian but, it's very out dated and I don't have much time to invest on that project since it doesn't pay me. (If someone who is interested can download and use it from rasPI OS)
Uploading files to infotech using command line
I personally use script to do these kind of work but, to make things clear I will share a simple instruction on how to upload your website directory(folder) i.e Assignment_1/ to the remote directory where your public_html/ may be hosted.
Follow the Instructions if you can open a bash/zsh shell. Then, type in the commands but, be careful to change the variables and paths as it is not the same
$ rsync -azvP index.html about.html contact.html readme.txt css images \ yourusername@infotech.scu.edu.au:public_html/
Note: Replace the name of files you want to transfer and your username.
if everything is correct it should ask you for the password and enter your given password.
And, that was it! Your files and folders have been uploaded to the website in a matter of minute without even dealing with ftp clients like Filezilla.
Contact Me
Email me at: Diggaj Upadhyay
Written by Diggaj Upadhyayhttps://diggajupadhyay.com
Westralia


JoJo
Sam/McKay Shipper
Registered: Oct 2001
Location: City by the Great Shellfish Bay
Posts: 394 |
How To Write Bad Fanfic In 10 Easy Steps
HOW TO WRITE BAD FANFIC IN 10 EASY STEPS
1. Always use clich?s. Fanfic readers prefer their fiction to be comfortable and familiar. Coming up with innovative plots twists and new interpretations of the
characters only confuses them.
2. Don?t watch too many episode of the actual show. Base your fanfic on other fanfics, not the show. Remember, if you?ve actually seen the show, you might come up with fresh twist, or realistic characterizations. This would not help you achieve that derivative feel a bad fanfic writer strives for.
3. Don?t forget your best friend - Mary Sue. What could be more entertaining than having a ridiculously idealized version of the author taking center stage and elbowing everyone else out of the way. Geez, you?d think readers actually want to read about their favorite characters instead of you.
4. Exposition! If you want to advance the plot, don?t bother wasting time with character development, interior dialogue, or actually writing those pesky action scenes. Just have someone show up out of the blue and explain everything in detail. Don?t bother to create an actual character or anything. All Ms. or Mr. Exposition needs to do is pop in, say their piece and get out.
5. Ah Romance! Everyone knows that if a show has one male and one female character they should get together and live happily ever after. Forget mundane realities such as compatibility and sexual chemistry. Ignore obstacles such as the chain of command.  So what if it?s Sci-Fi actioner featuring hard-ass military personnel trying to save the galaxy, nothing is more important than their love, damnit!
6. Plotting, who needs it. Structuring a story so that it has a beginning, middle and end is just so old fashioned. Don't worry about resolving the main conflict or wrapping up any loose ends. Start to write, keep going until you get bored, then quit.
7. Series! If one story is good, than 25 are better. You don?t have to go to the trouble of thinking up a new plot for each installment. Simply change the location and the minor character?s names and have them repeat the action over and over and over again. This saves both time and effort and doesn't strain the readers' imagination.
8. Songfic! What could be more plausible than to have a 45 year old character listen to the latest crappy song from some flavor of the month boyband and muse on how it really captures the essence of his romantic situation. Sure he?s your father?s age, but that?s no reason to assume he doesn?t have the same taste in music as a 14 year old girl. Remember, song lyrics are a fine substitute for dialogue, action and/or plot.
9. Crossover! Feel free to combine your two favorite shows. It doesn?t matter if they inhabit two mutually exclusive genres (i.e. Sci-Fi/Soap Opera), or that the shows take place during different historical eras. I can't think of any reason why 'Dawson's Creek' and 'Star Trek Voyager' wouldn't be a perfect mix. So go ahead, do that 'Buffy The Vampire Slayer' - 'Bugs Bunny' crossover, and don?t make it a parody!
10. Style is Everything. Be creative. Spell the character?s names differently every time, get your physical descriptions wrong (i.e. Buffy a brunette, Spike a redhead). Start the story in the present tense, then switch, without explanation, to an extended flashback. Typos, grammatical errors and run-on sentences are perfectly ok. Or, my personal favorite, never use anyone?s name during dialogue, so that it?s virtually impossible to figure out who said what. After all, you?re not getting paid for this! Readers shouldn?t expect clarity and consistency from you.
__________________
S&M Forever!
Report this post to a moderator | ? + *
|


Anticoagulation Article Collection Stuart J Connolly, MD, FRCPC Key anticoagulation articles by Stuart Connolly, MD Download Now


Joe McLaughlin, vice president of Ohio University’s chapter of American Association of University Professors, or OU-AAUP, said administrative bloat happens when an institution increases its administrative footprint, in terms of both people and financial resources.
The average base salary for a full-time faculty member, including instructional and tenure or tenure-track faculty is $86,511, while it is $74,204 for a full-time administrator, Carly Leatherwood, a university spokesperson, said. However, the majority of faculty only serve nine-month appointments.
In the last 10 years, McLaughlin said, there has been a visible increase in the number of administrators at the university and in the money going to administrative salaries and benefits. Conversely, he said, the same metrics for faculty members have stayed relatively stagnant.
The university was unable to provide an accurate number of new administrative hires in the last year at this time. However, Leatherwood said the university has invested in “key areas” with new administrative positions, such as Enrollment Management and OU Online programs.
“I think that the frustration on the part of AAUP and faculty, in general, is the fact that the university is dealing with some pretty significant budget issues and rather than looking at this issue of administrative bloat, their solutions continue to be to look to cutting faculty,” McLaughlin said.
In turn, McLaughlin said those choices affect students as they result in larger class sizes and a decrease of diversity in curricular offerings.
McLaughlin highlighted the class and program cuts made in the Department of Modern Languages, which now lacks Russian classes and is only able to offer a minor in German rather than a major.
“I think that the frustration on the part of AAUP and faculty, in general, is the fact that the university is dealing with some pretty significant budget issues and rather than looking at this issue of administrative bloat, their solutions continue to be to look to cutting faculty.” —Joe McLaughlin, vice president of Ohio University’s chapter of American Association of University Professors
“Those don’t seem like strategies to deal with enrollment issues,” he said.
OU President Hugh Sherman said at both the administrative and faculty level, there are no plans for future layoffs. There is, however, a voluntary retirement and separation program, or VSRP, targeted to certain departments where the university feels there is a surplus of faculty.
In a report provided to OU-AAUP by a faculty member, research indicated from 2012 to 2019, the salaries and benefits paid to the top 250 administrations increased by 38%. Taking inflation into account, this is a 23% increase, he said.
“(The) analysis seems to indicate that about 25% of our current budget deficit at the university can be attributed to the above-inflation increases to the top 250 administrative salaries,” McLaughlin said. “What AAUP would like to see is some right-sizing.”
OU’s current pay administration guidelines “reflect both the role of the job within the university and external market practices,” according to OU Human Resources website.
“The university will continue to monitor the market and will recommend adjustments to the pay structure, as appropriate, to ensure that it continues to reflect competitive pay,” the website reads.
New hires in administrative and professional positions who have a starting pay offer above the 25th percentile of the pay grade must have that offer reviewed by the Planning Unit and by Compensation prior to making the offer, according to the website.
An Administrative and Staffing History study from 2020 shows from 2008 and 2019, OU hired roughly 314 new administrative positions and only increased faculty positions by about 124. Classified positions were decreased by 149 employees in this same time frame.
“Several years ago, there was a redefinition of what is an administrator and whis is classified staff, and a bunch of people were moved to administrators from classified,” Robin Oliver, vice president for university communications and marketing, said.
In the study, OU said average salaries for faculty and administrators have increased at “basically the same rate.”
“The reality is that there have been increases in both faculty and non-faculty positions,” Oliver said.
Including both full- and part-time employees from 2020 to 2021, OU stood at 1,607 administrative positions and 1,629 faculty positions. However, the number of part-time faculty is significantly higher than that of part-time administrators.
“We’re really being careful and strategic when somebody leaves,” Sherman said. “There’s a lot of flow that naturally happens of people who leave voluntarily. That’s our biggest way that we can assess the need to replace that person.”
Sherman acknowledged the previous faculty layoffs and the effects those layoffs had on the university and staff. However, he said he is working to keep repeating the message that OU is not planning any further layoffs.
“The university is in really good shape,” Sherman said. “This university has been well-managed financially over the last 10 years, and even though there are some difficult times, they made sure that we have the financial resources to invest.”
“The idea that administrators are getting bonuses, while letting go of over 400 people last year and buying out a bunch of faculty this year is outrageous. They're congratulating themselves when they are flushing the university down the toilet.” —Judith Grant
Looking to the future, Sherman said he is focused on recruiting and retaining junior faculty members to bolster the student experience. He said there is no plan to increase administration and said administrative positions have actually been reduced over the past few years.
Some professors still see problem areas in the current administrative structure — one of which includes bonuses.
Judith Grant, a political science professor, and John O’Keefe, a history professor at OU’s Chillicothe campus, spearheaded a resolution in Faculty Senate to exclude deans, vice presidents, presidents, provost, chiefs or anyone holding a Department of Athletics position with a base salary exceeding the governor of Ohio’s from receiving monetary bonuses, according to a previous Post report.
“I felt like (the reaction from Senate) was really positive,” Grant said. “In fact, the resolution that John and I initially proposed was not as what not as strong as the one that passed. We proposed limits on the bonuses and one of the senators said, ‘Why are we having bonuses at all?’”
Grant said she did not initially think about the resolution in this way because she believed there was “no chance” the university would do that, given it is commonplace in higher-education institutions throughout the nation.
“The administration is treated like business executives, and therefore they have bonuses,” she said. “That is a relatively new practice, and I don’t think it should continue.”
O’Keefe said the issues, such as administrative bloat, that OU-AAUP is bringing awareness to are important conversations many people agree with and care about. He said by skewing the cost of administration, or paying administrative above-inflation rates, it can cause issues for students, such as concern about having the course offerings to facilitate a timely graduation.
“The idea that administrators are getting bonuses, while letting go of over 400 people last year and buying out a bunch of faculty this year is outrageous,” Grant said. “They're congratulating themselves when they are flushing the university down the toilet.”


{{ date }}
{{ weekDay }}
{{ month }}, {{ year }}
Your tasks
{{ taskDone }} done
/ {{ taskTotal }} task(s)
Important
Normal
Whatever
{{ model.text }}
Mark done
Edit
Delete


Preregistration¶
Preregistration is the practice of registering your detailed research plan before conducting a study. The preregistered report format requires researchers to submit a description of the confirmatory hypotheses, variables, study methods, and analysis plan prior to data collection.
This practice allows researchers to circumvent the publication bias toward significant findings and prevent the data from taking you hostage. Preregistration also makes the distinction between hypothesis testing and exploratory (hypothesis generating) research more clear. As a result, the obtained results won’t affect the hypothesis and vice versa.
Click here to see some examples of preregistrations segregated by discipline and study type.
Types of preregistration¶
Unreviewed registration report - contains a detailed description of the researcher’s plans for a study as possible, and the researcher saves those plans in a time-stamped, uneditable archive; can be shared with reviewers, editors, and other researchers.
Reviewed registration report - researcher submits a detailed proposal for a study to a journal before conducting the study. Reviewed registration reports have the same virtues as preregistration, but they also address the problem of publication bias: results of the study are published regardless of their outcomes.
Registered replication reports (RRR) - researchers conduct replication of one or more original findings. Many labs follow the same preregistered plan, and the results from all of these independent studies are published collectively regardless of the outcomes of individual studies.
How to make a preregistration?¶
Domain-agnostic template¶
Follow a template from Open Science Framework at Word / GoogleDocs or AsPredicted and fill it with your own research ideas.
To illustrate the preregistration process, we created a simple example of the whole process:
fMRI research template¶
To be more specific and for the purposes of this documentation, we extract a preregistration report specifically for fMRI research, by clicking here (Flannery, 2020).
Any solution put in following template selected by the author is a suggestion of practices for reported fMRI methods put forth by Nichols et al., 2016 & Poldrack et al., 2008. The whole documentation is available on GitHub so everyone can contribute and improve the whole statement.
Rules of preregistration¶
Once registered, your preregistration will have a short URL for citation. Remember to include a link to your registration report.
Report the results of ALL preregistered analyses regardless of outcome.
ANY unregistered analyses must be transparently reported as exploratory finding. Do not stop yourself before making transparent changes to the analysis plan but remember to report the change and its substantive justification.
Why all researchers should preregister their studies?¶
In 2016, Eric-Jan Wagenmakers and Gilles Dutilh published the article where they highlight the personal benefits of pre-registration for increasing the potential of success in an academic career. In the paper, authors presented seven selfish reasons for preregistration. In particular, that reasons included:
Preregistration allows you to get credit for having been able to anticipate.

Preregistration is exciting.
The excitement comes from complex project planning and answering the big question - if the theory will be confirmed?
Preregistration prevents you from being taken hostage by your own data.
Without preregistration you might think that the results you obtained based on particular data, determine your future success in publishing and science in general. As a consequence, you might feel urged to work on your data as long as necessary to get something out of it. After preregistration, you reduce the number of possible methods and questions to only those that are solely related to your research interest.
Preregistration is easy.
When a scientist has an idea for his work, the pre-registration process is straightforward, mostly thanks to existing preregistration templates (see subsection How to make a preregistration?).
Preregistration increases your reputation.
Open sharing of the hypotheses and methods for a study is the best determinant of researchers’ confidence. It also shows that scientists wish to transparently conduct science and have done everything to shield themselves from hindsight bias and confirmation bias. Scientists who openly share their work are cited more often because their research results can be widely replicated and trusted.
Preregistration allows you to have manuscripts accepted “in principle“ regardless of the results.
It is possible to make a preregistration proposal to a journal that offers Registered Report format and after approval, the (see subsection Types of preregistration). After the Registered Report’s approval, the journal ensures publication of the results regardless of whether they confirmed the hypothesis. It also allows you to improve the registered report, thanks to the reviewer’s comments before the data collection process begins.
Preregistration can shield you from post hoc critique.
When you preregister your research, you might receive a constructive critique to your study before the start of data collection. Thus, it protects you from being criticized based on obtained results, as your research plan was already approved by the scientific community.


Stepped prices allow for the definition of ranges for which different price factors apply. Step limits, i.e. the upper limits of ranges, can be set for:
Defining a price model with stepped prices can be useful if the supplier wants to provide:
Stepped prices are independent of any other price model elements.
In the example below, the price model specifies a recurring charge for users per HOUR. Stepped prices are applied as follows: The first 2 hours a user is assigned to the subscription costs 7.00 € each. The 3rd, 4th, and 5th hour costs 6.00 € each. Every additional hour costs 5.00 €.
For the sample calculation, the customer assigns 4 users to the subscription. Each user uses the subscription for exactly one hour. The calculation would be the same if the customer assigns 1 user and this user uses the subscription for four hours.
The example assumes pro rata calculation.
For billing, an entire period of one month is assumed. The charge for using the subscription is calculated as follows:
(2 * 7.00 €) + (2 * 6.00 €) = 26.00 €
Total amount: 26.00 €
Calculation with users being assigned for different time spans:
Calculating the costs gets more complex as soon as users are assigned to a subscription for different time spans.
In the example below, the recurring charge for users is again based on HOUR:
The sum of 14.5 hours (1.5 + 7 + 6) the users are assigned to the subscription is taken as the basis for the calculation. As defined in the first example, 2 hours cost 7 € each, the next 3 hours cost 6 € each, any above cost 5 €.
The prices are calculated as follows:
(2 * 7.00 €) + (3 * 6.00 €) + (9.5 * 5.00 €) = 79.50 €
Total amount: 79.50 €
The same example, but with per time unit calculation based on HOUR, results in the following:
The sum of 17 hours (3 + 8 + 6) the users are assigned to the subscription is taken as the basis for the calculation. As defined in the first example, 2 hours cost 7 € each, the next 3 hours cost 6 € each, any above cost 5 €.
The prices are calculated as follows:
(2 * 7.00 €) + (3 * 6.00 €) + (12 * 5.00 €) = 92.00 €
Total amount: 92.00 €
In the example below, stepped prices are defined for the parameter "Number of folders that can be created". The first 40 folders cost 4.00 € each, the next 10 folders cost 3.50 € each, every folder that is created in addition costs 3.00 €. In the example, the customer chose to restrict the creation of folders to 45 when subscribing to the service.
For billing, an entire period of one month is assumed. The charge for creating up to 45 folders is calculated as follows:
(40 * 4.00 €) + (5 * 3.50 € ) = 177.50 €
Total amount: 177.50 €
In the example below, different prices for events are defined depending on the number of occurrences per billing period. Stepped prices are defined for the following events:
Logout from the service and creating new folders is free of charge.
For billing, an entire period of one month is assumed. The following events occur in the billing period:
The charge for these events is calculated as follows:
Login: (100 * 1.00 €) + (100 * 0.50 €) + (100 * 0.25 €) + (200 * 0.20 €) = 215.00 €
Download: (100 * 0.25 €) + (200 * 0.20 €) = 65.00 €
Upload: (100 * 1.00 €) + (100 * 0.80 €) = 180.00 €
Total amount: 460.00 €


PropertyPro
Home
Listing
Sign up
Sign in
Create Your Profile
Let's get some information to make your profile stand out
* = required field
Profile photo


--- layout: default.hbs title: "LED Power Supply, LED Regulators Power Supply, MeanWell Power Supply, LED Constant Current Power Supply, LED Power supply Driver, LED Power Supply Suppliers & Wholesalers" description: "LED Power Supply, LED Regulators Power Supply, MeanWell Power Supply, LED Constant Current Power Supply, LED Power supply Driver, LED Power Supply Suppliers & Wholesalers" keywords: - LED Power Supply - LED Regulators Power Supply - MeanWell Power Supply - LED Constant Current Power Supply - LED Power supply Driver - "LED Power Supply Suppliers & Wholesalers" ---
| {{{find_and_include "led-power-supply/LED_POWER_SUPPLY.html"}}} |


open lateinit var screen: SpriteScreen
The GameScreen which is currently in use
In this case it is an instance of SpriteScreen, which just initialises and adds a SpriteRenderingSystem


If a topology has been defined with one of the above functions, then the topology information can be looked up using inquiry functions. They all are local calls.
| MPI_TOPO_TEST(comm, status) | |
| IN comm | communicator (handle) |
| OUT status | topology type of communicator comm (state) |
int MPI_Topo_test(MPI_Comm comm, int *status)
MPI_Topo_test(comm, status, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(OUT) :: status
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_TOPO_TEST(COMM, STATUS, IERROR)
INTEGER COMM, STATUS, IERROR
The function MPI_TOPO_TEST returns the type of topology that is assigned to a communicator.
The output value status is one of the following:
| MPI_GRAPHDIMS_GET(comm, nnodes, nedges) | |
| IN comm | communicator for group with graph structure (handle) |
| OUT nnodes | number of nodes in graph (integer) (same as number of processes in the group) |
| OUT nedges | number of edges in graph (integer) |
int MPI_Graphdims_get(MPI_Comm comm, int *nnodes, int *nedges)
MPI_Graphdims_get(comm, nnodes, nedges, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(OUT) :: nnodes, nedges
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_GRAPHDIMS_GET(COMM, NNODES, NEDGES, IERROR)
INTEGER COMM, NNODES, NEDGES, IERROR
Functions MPI_GRAPHDIMS_GET and MPI_GRAPH_GET retrieve the graph-topology information that was associated with a communicator by MPI_GRAPH_CREATE.
The information provided by MPI_GRAPHDIMS_GET can be used to dimension the vectors index and edges correctly for the following call to MPI_GRAPH_GET.
| MPI_GRAPH_GET(comm, maxindex, maxedges, index, edges) | |
| IN comm | communicator with graph structure (handle) |
| IN maxindex | length of vector index in the calling program (integer) |
| IN maxedges | length of vector edges in the calling program (integer) |
| OUT index | array of integers containing the graph structure (for details see the definition of MPI_GRAPH_CREATE) |
| OUT edges | array of integers containing the graph structure |
int MPI_Graph_get(MPI_Comm comm, int maxindex, int maxedges, int index[], int edges[])
MPI_Graph_get(comm, maxindex, maxedges, index, edges, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(IN) :: maxindex, maxedges
INTEGER, INTENT(OUT) :: index(maxindex), edges(maxedges)
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_GRAPH_GET(COMM, MAXINDEX, MAXEDGES, INDEX, EDGES, IERROR)
INTEGER COMM, MAXINDEX, MAXEDGES, INDEX(*), EDGES(*), IERROR
| MPI_CARTDIM_GET(comm, ndims) | |
| IN comm | communicator with Cartesian structure (handle) |
| OUT ndims | number of dimensions of the Cartesian structure (integer) |
int MPI_Cartdim_get(MPI_Comm comm, int *ndims)
MPI_Cartdim_get(comm, ndims, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(OUT) :: ndims
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_CARTDIM_GET(COMM, NDIMS, IERROR)
INTEGER COMM, NDIMS, IERROR
The functions MPI_CARTDIM_GET and MPI_CART_GET return the Cartesian topology information that was associated with a communicator by MPI_CART_CREATE. If comm is associated with a zero-dimensional Cartesian topology, MPI_CARTDIM_GET returns ndims=0 and MPI_CART_GET will keep all output arguments unchanged.
| MPI_CART_GET(comm, maxdims, dims, periods, coords) | |
| IN comm | communicator with Cartesian structure (handle) |
| IN maxdims | length of vectors dims, periods, and coords in the calling program (integer) |
| OUT dims | number of processes for each Cartesian dimension (array of integer) |
| OUT periods | periodicity ( true/ false) for each Cartesian dimension (array of logical) |
| OUT coords | coordinates of calling process in Cartesian structure (array of integer) |
int MPI_Cart_get(MPI_Comm comm, int maxdims, int dims[], int periods[], int coords[])
MPI_Cart_get(comm, maxdims, dims, periods, coords, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(IN) :: maxdims
INTEGER, INTENT(OUT) :: dims(maxdims), coords(maxdims)
LOGICAL, INTENT(OUT) :: periods(maxdims)
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_CART_GET(COMM, MAXDIMS, DIMS, PERIODS, COORDS, IERROR)
INTEGER COMM, MAXDIMS, DIMS(*), COORDS(*), IERROR
LOGICAL PERIODS(*)
| MPI_CART_RANK(comm, coords, rank) | |
| IN comm | communicator with Cartesian structure (handle) |
| IN coords | integer array (of size ndims) specifying the Cartesian coordinates of a process |
| OUT rank | rank of specified process (integer) |
int MPI_Cart_rank(MPI_Comm comm, const int coords[], int *rank)
MPI_Cart_rank(comm, coords, rank, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(IN) :: coords(*)
INTEGER, INTENT(OUT) :: rank
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_CART_RANK(COMM, COORDS, RANK, IERROR)
INTEGER COMM, COORDS(*), RANK, IERROR
For a process group with Cartesian structure, the function MPI_CART_RANK translates the logical process coordinates to process ranks as they are used by the point-to-point routines.
For dimension i with periods(i) = true, if the coordinate, coords(i), is out of range, that is, coords(i) < 0 or coords(i) dims(i), it is shifted back to the interval 0 coords(i) < dims(i) automatically. Out-of-range coordinates are erroneous for non-periodic dimensions.
If comm is associated with a zero-dimensional Cartesian topology, coords is not significant and 0 is returned in rank.
| MPI_CART_COORDS(comm, rank, maxdims, coords) | |
| IN comm | communicator with Cartesian structure (handle) |
| IN rank | rank of a process within group of comm (integer) |
| IN maxdims | length of vector coords in the calling program (integer) |
| OUT coords | integer array (of size ndims) containing the Cartesian coordinates of specified process (array of integers) |
int MPI_Cart_coords(MPI_Comm comm, int rank, int maxdims, int coords[])
MPI_Cart_coords(comm, rank, maxdims, coords, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(IN) :: rank, maxdims
INTEGER, INTENT(OUT) :: coords(maxdims)
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_CART_COORDS(COMM, RANK, MAXDIMS, COORDS, IERROR)
INTEGER COMM, RANK, MAXDIMS, COORDS(*), IERROR
The inverse mapping, rank-to-coordinates translation is provided by MPI_CART_COORDS. If comm is associated with a zero-dimensional Cartesian topology, coords will be unchanged.
| MPI_GRAPH_NEIGHBORS_COUNT(comm, rank, nneighbors) | |
| IN comm | communicator with graph topology (handle) |
| IN rank | rank of process in group of comm (integer) |
| OUT nneighbors | number of neighbors of specified process (integer) |
int MPI_Graph_neighbors_count(MPI_Comm comm, int rank, int *nneighbors)
MPI_Graph_neighbors_count(comm, rank, nneighbors, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(IN) :: rank
INTEGER, INTENT(OUT) :: nneighbors
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_GRAPH_NEIGHBORS_COUNT(COMM, RANK, NNEIGHBORS, IERROR)
INTEGER COMM, RANK, NNEIGHBORS, IERROR
| MPI_GRAPH_NEIGHBORS(comm, rank, maxneighbors, neighbors) | |
| IN comm | communicator with graph topology (handle) |
| IN rank | rank of process in group of comm (integer) |
| IN maxneighbors | size of array neighbors (integer) |
| OUT neighbors | ranks of processes that are neighbors to specified process (array of integer) |
int MPI_Graph_neighbors(MPI_Comm comm, int rank, int maxneighbors, int neighbors[])
MPI_Graph_neighbors(comm, rank, maxneighbors, neighbors, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(IN) :: rank, maxneighbors
INTEGER, INTENT(OUT) :: neighbors(maxneighbors)
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_GRAPH_NEIGHBORS(COMM, RANK, MAXNEIGHBORS, NEIGHBORS, IERROR)
INTEGER COMM, RANK, MAXNEIGHBORS, NEIGHBORS(*), IERROR
MPI_GRAPH_NEIGHBORS_COUNT and MPI_GRAPH_NEIGHBORS provide adjacency information for a graph topology. The returned count and array of neighbors for the queried rank will both include all neighbors and reflect the same edge ordering as was specified by the original call to MPI_GRAPH_CREATE. Specifically, MPI_GRAPH_NEIGHBORS_COUNT and MPI_GRAPH_NEIGHBORS will return values based on the original index and edges array passed to MPI_GRAPH_CREATE (for the purpose of this example, we assume that index[-1] is zero):
| process | neighbors |
| 0 | 1, 1, 3 |
| 1 | 0, 0 |
| 2 | 3 |
| 3 | 0, 2, 2 |
Thus, the input arguments to MPI_GRAPH_CREATE are:
| nnodes = | 4 |
| index = | 3, 5, 6, 9 |
| edges = | 1, 1, 3, 0, 0, 3, 0, 2, 2 |
Therefore, calling MPI_GRAPH_NEIGHBORS_COUNT and MPI_GRAPH_NEIGHBORS for each of the 4 processes will return:
| Input rank | Count | Neighbors | |||
| 0 | 3 | 1, 1, 3 | |||
| 1 | 2 | 0, 0 | |||
| 2 | 1 | 3 | |||
| 3 | 3 | 0, 2, 2 | |||
Example
Suppose that comm is a communicator with a
shuffle-exchange topology. The group has 2n members.
Each process is labeled by a1 , ..., an with
, and has three neighbors:
exchange(
(
), shuffle(a1 , ..., an )= a2 , ...,
an, a1, and unshuffle(a1 , ..., an ) = an , a1 , ... , an-1.
The graph adjacency list is illustrated below for n=3.
| node | exchange | shuffle | unshuffle | ||
| neighbors(1) | neighbors(2) | neighbors(3) | |||
| 0 | (000) | 1 | 0 | 0 | |
| 1 | (001) | 0 | 2 | 4 | |
| 2 | (010) | 3 | 4 | 1 | |
| 3 | (011) | 2 | 6 | 5 | |
| 4 | (100) | 5 | 1 | 2 | |
| 5 | (101) | 4 | 3 | 6 | |
| 6 | (110) | 7 | 5 | 3 | |
| 7 | (111) | 6 | 7 | 7 | |
Suppose that the communicator comm has this topology associated with it. The following code fragment cycles through the three types of neighbors and performs an appropriate permutation for each.
! assume: each process has stored a real number A. ! extract neighborhood information CALL MPI_COMM_RANK(comm, myrank, ierr) CALL MPI_GRAPH_NEIGHBORS(comm, myrank, 3, neighbors, ierr) ! perform exchange permutation CALL MPI_SENDRECV_REPLACE(A, 1, MPI_REAL, neighbors(1), 0, & neighbors(1), 0, comm, status, ierr) ! perform shuffle permutation CALL MPI_SENDRECV_REPLACE(A, 1, MPI_REAL, neighbors(2), 0, & neighbors(3), 0, comm, status, ierr) ! perform unshuffle permutation CALL MPI_SENDRECV_REPLACE(A, 1, MPI_REAL, neighbors(3), 0, & neighbors(2), 0, comm, status, ierr)
MPI_DIST_GRAPH_NEIGHBORS_COUNT and MPI_DIST_GRAPH_NEIGHBORS provide adjacency information for a distributed graph topology.
| MPI_DIST_GRAPH_NEIGHBORS_COUNT(comm, indegree, outdegree, weighted) | |
| IN comm | communicator with distributed graph topology (handle) |
| OUT indegree | number of edges into this process (non-negative integer) |
| OUT outdegree | number of edges out of this process (non-negative integer) |
| OUT weighted | false if MPI_UNWEIGHTED was supplied during creation, true otherwise (logical) |
int MPI_Dist_graph_neighbors_count(MPI_Comm comm, int *indegree, int *outdegree, int *weighted)
MPI_Dist_graph_neighbors_count(comm, indegree, outdegree, weighted, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(OUT) :: indegree, outdegree
LOGICAL, INTENT(OUT) :: weighted
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_DIST_GRAPH_NEIGHBORS_COUNT(COMM, INDEGREE, OUTDEGREE, WEIGHTED, IERROR)
INTEGER COMM, INDEGREE, OUTDEGREE, IERROR
LOGICAL WEIGHTED
| MPI_DIST_GRAPH_NEIGHBORS(comm, maxindegree, sources, sourceweights, maxoutdegree, destinations, destweights) | |
| IN comm | communicator with distributed graph topology (handle) |
| IN maxindegree | size of sources and sourceweights arrays (non-negative integer) |
| OUT sources | processes for which the calling process is a destination (array of non-negative integers) |
| OUT sourceweights | weights of the edges into the calling process (array of non-negative integers) |
| IN maxoutdegree | size of destinations and destweights arrays (non-negative integer) |
| OUT destinations | processes for which the calling process is a source (array of non-negative integers) |
| OUT destweights | weights of the edges out of the calling process (array of non-negative integers) |
int MPI_Dist_graph_neighbors(MPI_Comm comm, int maxindegree, int sources[], int sourceweights[], int maxoutdegree, int destinations[], int destweights[])
MPI_Dist_graph_neighbors(comm, maxindegree, sources, sourceweights, maxoutdegree, destinations, destweights, ierror)
TYPE(MPI_Comm), INTENT(IN) :: comm
INTEGER, INTENT(IN) :: maxindegree, maxoutdegree
INTEGER, INTENT(OUT) :: sources(maxindegree),
destinations(maxoutdegree)
INTEGER :: sourceweights(*), destweights(*)
INTEGER, OPTIONAL, INTENT(OUT) :: ierror
MPI_DIST_GRAPH_NEIGHBORS(COMM, MAXINDEGREE, SOURCES, SOURCEWEIGHTS, MAXOUTDEGREE, DESTINATIONS, DESTWEIGHTS, IERROR)
INTEGER COMM, MAXINDEGREE, SOURCES(*), SOURCEWEIGHTS(*), MAXOUTDEGREE,
DESTINATIONS(*), DESTWEIGHTS(*), IERROR
These calls are local. The number of edges into and out of the process returned by MPI_DIST_GRAPH_NEIGHBORS_COUNT are the total number of such edges given in the call to MPI_DIST_GRAPH_CREATE_ADJACENT or MPI_DIST_GRAPH_CREATE (potentially by processes other than the calling process in the case of MPI_DIST_GRAPH_CREATE). Multiply defined edges are all counted and returned by MPI_DIST_GRAPH_NEIGHBORS in some order. If MPI_UNWEIGHTED is supplied for sourceweights or destweights or both, or if MPI_UNWEIGHTED was supplied during the construction of the graph then no weight information is returned in that array or those arrays. If the communicator was created with MPI_DIST_GRAPH_CREATE_ADJACENT then for each rank in comm, the order of the values in sources and destinations is identical to the input that was used by the process with the same rank in comm_old in the creation call. If the communicator was created with MPI_DIST_GRAPH_CREATE then the only requirement on the order of values in sources and destinations is that two calls to the routine with same input argument comm will return the same sequence of edges. If maxindegree or maxoutdegree is smaller than the numbers returned by MPI_DIST_GRAPH_NEIGHBOR_COUNT, then only the first part of the full list is returned.
Advice
to implementors.
Since the query calls are defined to be local, each process needs to
store the list of its neighbors with incoming and outgoing
edges. Communication is required at the collective
MPI_DIST_GRAPH_CREATE call in order to compute the neighbor
lists for each process from the distributed graph specification.
( End of advice to implementors.)


View Job
Key Information
Job Number
Job Year
Job Title
Job Type
Employer
Job Zip Code
*
Plan Year Start Date
Wellness Program Offered
Plan Year End Date
No. of Pay Periods / Year
Sales/Client
Interview Period Start Date
Plan Selections Locked
Interview Period End Date
Plan Selections Locked Date
Account Manager
Census Import Date
Comparison Job No.
HRA
HRA Reimbursement Rate - Individual
HRA Reimbursement Rate - Family
Max HRA Reimbursement - Individual
Max HRA Reimbursement - Family
HRA Deductible Limit - Individual
HRA Deductible Limit - Family
HRA Can Cover Premium
HSA
HSA Match Flag
HSA Match Limit 1
HSA Match Rate 1
HSA Match Limit 2
HSA Match Rate 2
HSA Match Limit 3
HSA Match Rate 3
HSA Match Limit 4
HSA Match Rate 4
Issuer Id
State Code
Plan Type
Job Year
Group Name
Market Coverage
Subject Text :
Body Text :
Sign Text :
Select File
| First Name | Last Name | Street | City | State | Zip | Mobile | MAGI | Cur. Plan | Wellness | UsageID | HireDate | EREmpId | JobTitle | CaseTitle | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| {{item.FirstName}} | {{item.LastName}} | {{item.Street}} | {{item.City}} | {{item.State}} | {{item.Zip}} | {{item.Email}} | {{item.Mobile}} | {{item.MAGI}} | {{item.CurrentPlan}} | {{item.Wellness}} | {{item.UsageID}} | {{item.HireDate | date:'MM/dd/yyyy'}} | {{item.EREmpId}} | {{item.JobTitle}} | {{item.CaseTitle}} |
History
Created By
Modified By
CreatedDateTime
Modified Date
Job Copied From


# This CMakeLists.txt doesn't do anything useful, # but it shoudl demonstrate the cmake syntax highlighting # # Alex Turbov<EMAIL_ADDRESS># #[[.rst: Demo ---- This is an **RST** documentation. :: # Sample code block blah-blah But we are about to test CMake here ;-) #]] cmake_policy(VERSION 3.11) project( Demo VERSION 1.0 DESCRIPTION "For unit testing purposes" # NOTE that particular languages is a separate style # to highlight "special" (well known values) LANGUAGES C CXX ) set(SOME_TRUE_OPTION TRUE) # `true` value # `false` value and "internal" variable set(_ANOTHER_FALSE_OPTION OFF CACHE INTERNAL "Internal option") #BEGIN Message block message(FATAL_ERROR "Ordinal message do ${VARIABLE_EXPANSION}") message(AUTHOR_WARNING "... standard variables have a dedicated style") message(SEND_ERROR "e.g. ${PROJECT_DESCRIPTION} or ${CMAKE_COMMAND}") message( STATUS [=[ Raw messages do not do ${VARIABLES_EXPANSION} or \n escape symbols highlighting... ]=] ) #END Message block # ATTENTION Every command highlight only its own named keywords... # Also, note aliased (most of the time imported) targets higlighted as well add_library(Foo::foo IMPORTED GLOBAL) set(KW_HL IMPORTED GLOBAL) # `IMPORTED` and `GLOBAL` are not highlighted here! # Properties are separate ("special value") style set_target_properties(Foo::foo PROPERTIES LOCATION "${FOO_LIBRARY}") # Generator expressions target_compile_definitions( # NOTE Ok w/ CMake >= 3.11 Foo::foo $<$<PLATFORM_ID:Windows>:WINDOWS_FOO> $<$<PLATFORM_ID:Linux>: LINUX_FOO $<$<BOOL:${_has_foo}>:SOME_FOO_PATH=${PROJECT_BINARY_DIR}/foo> > ) #[=======================================================================[.rst: .. cmake:command:: my_fun *RST* documentation ``can`` refer to :cmake:command:`any_commands` or :cmake:variable:`variables`... .. code-block:: cmake :caption: **Synopsys** my_fun([ANYTHING...]) #]=======================================================================] function(my_fun) # TODO Add implementation endfunction() my_fun( # Custom functions do not highlight "standard" named args ... PUBLIC LOCATION PARENT_SCOPE # only some well-known values ... smth-NOTFOUND ON # and standard variables PROJECT_VERSION # or substitutions $ENV{HOME} OR ${_internal_var_is_grey} ) # I dont'recall exactly, but there was some bug with `if`... if((A AND "${B}") OR C OR (var MATCHES "regex")) # Anyway... it is Ok nowadays ;-) elseif(POLICY CMP066) add_executable(${PROJECT_NAME} ${PROJECT_NAME}.cc) target_link_libraries( ${PROJECT_NAME} PRIVATE Qt5::Core $<$<BOOL:${HAS_FOO}>:Foo::foo> ) endif() # In each function call below, all 3 named parameter lines should apply the same highlighting. add_custom_command( COMMAND true COMMAND (true) COMMAND true ) add_custom_target(TargetName WORKING_DIRECTORY somedir COMMAND (true) BYPRODUCTS somefile ) execute_process( COMMAND true COMMAND (true) COMMAND true ) add_test( NAME sometest COMMAND (true) WORKING_DIRECTORY somedir ) # nested parentheses if( true AND ( false OR ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang") ) ) endif()


noPassword
GitHub
noPassword
forget your password!
account_circle
First Name
phone
Telephone
Get Started


Cube http://www.ram.org/ramblings/movies/cube.html
/Cube/ has been compared to the recent spate of virtual reality films, such as /The Matrix/, /eXistenZ/, and /The Thirteenth Floor/. However I don't think the comparison is merited. /Cube/ is really about a character study of people trapped in an artificially constructed world, whereas the latter movies are primarily about the nature of the worlds the character inhabit (and not the characters themselves).
The Cube at first glance (from the inside) appears to be a bunch of interconnected cubic rooms with six openings, forming some sort of a maze. Some of the rooms are booby trapped to render death with quick succession. Five people suddenly find themselves thrust together in the Cube: Quentin, a police officer with ingrained prejudices and a lot of anger; Leaven (Nicole de Boer of Star Trek: Deep Space Nine fame) a bit of a mathematical prodigy (even though she takes too long to figure out a number ending in 5 cannot be prime); Worth (David Hewlett), an architect partially responsible for the design of the Cube; Holloway (Nicky Guadagni), a doctor; and Kazan (Andrew Miller), an autistic savant.
As the five strangers become acquainted with themselves and their surroundings, they are unable to figure out what the purpose of the Cube is, and who or what is responsible for its construction. The only visible purpose appears to be intimately tied to the plight of the five people (i.e., the Cube is defined by those trapped in it). Each must depend on the skills of the others in order to survive. For some, this is easier than others: Kazan has no choice but to trust those around him. For Quentin, this is incredibly difficult given his profession. Needless to say, given the claustrophobic nature of the rooms, the fact that they have no means of nutrition, and frustration at failed attempts to unearth the mystery of the Cube, there is a tremendous amount of interpersonal conflict.
Director Vincenzo Natali's skills are definitely laudable in that he takes the story of five people trapped in a room and makes it into an interesting and worthwhile movie to watch. The claustrophobic nature of the story is reminiscent of Jorge Luis Borges and Harlan Ellison (/The Library of Babel/ and /I Have No Mouth and I Must Scream/ respectively). The performances are solid. The bleak set design almost transcends the low-budget nature of this film. There is a very cool suspense sequence at the end, where the characters must traverse a cube in total silence.
The science fiction aspect of this film lies in the fact that each of the rooms is identified by a set of numbers, and the characters must utilise mathematics to understand the nature of the cube and to escape from it (with some interesting cryptographic implications given the relative difficulties of testing primality (which Leaven possesses the ability to do) and factoring). But this is only of marginal interest. As I say above, /Cube/ is really a study of the human condition. As a result, we never know anything about the Cube itself. In the end, it is the people who are primarily responsible for each others' fates, and not the object they're trapped in.
The ultimate "moral", if you can call it that, is that in spite of his limited abilities, Kazan is the only person who gets out of the Cube (a la /Pi/ and /Forrest Gump/). The contrast between a character like Kazan and the angry Quentin is stark: who is a better and a more content person?
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Amazon Com Gears Of War Pc Video Games
Gears Of War 4 Free Download Full Version Pc Game Setup
Download Gears Of War Ultimate Edition Pc Multi11 Elamigos Torrent Elamigos Games
Gears Of War 4 Pc Download Free Full Version Games Free
How To Download Gears Of War 1 Xbox 360 Version On Pc 2019 Road To Gears 5 Challenge Youtube
Buy Gears Of War Pc Game Games For Windows Live Download
Gears Of War For Pc Game Download Complete Edition Apk Game
Gears Of War 4 Free Download Crohasit Download Pc Games For Free
Gears Of War Download Gamefabrique
Gears Of War Pc Gears Of War Wiki Fandom
Gears Of War 5 Pc Game Download For Free Grabpcgames Com
M Yadi Cyber Indonesia Gears Of War 3 Pc Games Free Download
Ocean Of Games Gears Of War Free Download
Buy Gears Of War 3 Microsoft Store
Gears Of War 2 Latest Pc Version Free Download
Gears Of War Gears Of War Wiki Fandom
Gears Of War 4 Xbox One Pc Cdkeys
Gears Of War 2 Pc Game Free Download Full Version Gears Of War 2 Gears Of War Video Game Awards
Gears Of War Free Download Full Version Game
Gears 5 Free Download
Gears Of War 4 Pc Download Reworked Games
Microsoft Fixes Gears Of War Performance For Amd Radeon Cards Is Nvidia Gameworks Still To Blame
Gears Of War 2 Pc Download Fasrau
Gears Of War Free Download Steamunlocked
3
Gears Of War 4 Pc Full Version Free Download Gf
Gears Of War 4 Apk Ios Latest Version Free Download Gaming Debates
Nvidia Announces Gears Of War 4 Geforce Gtx Bundle Windows Experience Blog
Gears Of War For Pc Download Free Game Full Highly Compressed
Gears Of War Games
Amazon Co Jp Gears Of War 4 Ultimate Edition オンラインコード版 Xboxone Windows10 ゲーム


--- title: Lincolnshire Community Health Services NHS Trust layout: gb ---
| Resource | Fetch | Format | Columns | Data | Valid | Entries | Oldest | Latest | Total (GBP) | |
|---|---|---|---|---|---|---|---|---|---|---|
| Spend over £25,000 in Lincolnshire Community Health Services NHS Trust | ||||||||||
| ... | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| ... | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| ... | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| ... | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| Spend over £25,000 in Lincolnshire Community Health Services NHS Trust | ||||||||||
| ... | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| ... | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| ... | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| over £25,000 in Lincolnshire Community Health Services NHS Trust | ||||||||||
| https://www.lincolnshirecommunityhealthservices.nhs.uk/Public/filebrowser/download/4781 | ✘ | ✘ | ✘ | ✘ | ✘ | 0 | ||||
| https://www.lincolnshirecommunityhealthservices.nhs.uk/Public/filebrowser/download/4722 | ✘ | ✘ | ✘ | ✘ | ✘ | 0 |
| Resource/Stage | Error |


{% extends 'dashboard/template.html' %} {% block main_content %} {% load static %}
Design and Developed by The Binary Bizz


Debouncer(period: Double = 0.25)
A class that helps with a mechanical switch activating once when a button is hit once
period - The amount of time for which the button will ignore a second press
period


window.scrawl_Filters Class
window.scrawl
scrawlFilters extension adaptions to the scrawl-canvas library object
New library sections
- scrawl.filter - for filter objects
Item Index
Methods
- compile
- compileFilters
- filtersCellInit
- filtersEntityInit
- filtersPadInit
- makeBlurFilter
- makeBrightnessFilter
- makeChannelsFilter
- makeChannelStepFilter
- makeGreyscaleFilter
- makeInvertFilter
- makeLeachFilter
- makeMatrixFilter
- makeNoiseFilter
- makePixelateFilter
- makeSaturationFilter
- makeSeparateFilter
- makeSharpenFilter
- makeThresholdFilter
- makeTintFilter
- newBlurFilter deprecated
- newBrightnessFilter deprecated
- newChannelsFilter deprecated
- newChannelStepFilter deprecated
- newGreyscaleFilter deprecated
- newInvertFilter deprecated
- newLeachFilter deprecated
- newMatrixFilter deprecated
- newNoiseFilter deprecated
- newPixelateFilter deprecated
- newSaturationFilter deprecated
- newSeparateFilter deprecated
- newSepiaFilter
- newSepiaFilter deprecated
- newSharpenFilter deprecated
- newThresholdFilter deprecated
- newTintFilter deprecated
- show
- stampFilter
- stampFilterActions
- stampFilterActions (not a function)
- stampFilterDefault
- stampFilterPhrase
- stampFilterPicture
- stampFilterWheel
Methods
compile
()
chainable
Display function - requests Cells to compile their <canvas> element
Cells will compile in ascending order of their compileOrder attributes, if their compiled attribute = true
By default:
- the initial base canvas has a compileOrder of 9999 and compiles last
- the initial display canvas has compiled = false and will not compile
(As amended by Filters module)
Returns:
This
compileFilters
()
chainable
Prepare to draw entitys onto the Cell's <canvas> element, in line with the Cell's group Array
(As amended by Filters module)
Returns:
always true
filtersCellInit
()
private
Cell constructor hook function - modified by filters module
Adds the filters attribute to Cell objects
filtersEntityInit
()
private
Entity constructor hook function - modified by filters module
Adds the filters, filterOnStroke and filterLevel attributes to Entity objects
filtersPadInit
()
private
Pad constructor hook function - modified by filters module
Adds the filters attribute to Pad objects
makeBlurFilter
-
items
A factory function to generate new Blur filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
BlurFilter object
makeBrightnessFilter
-
items
A factory function to generate new Brightness filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
BrightnessFilter object
makeChannelsFilter
-
items
A factory function to generate new Channels filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
ChannelsFilter object
makeChannelStepFilter
-
items
A factory function to generate new ChannelStep filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
ChannelStepFilter object
makeGreyscaleFilter
-
items
A factory function to generate new Greyscale filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
GreyscaleFilter object
makeInvertFilter
-
items
A factory function to generate new Invert filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
InvertFilter object
makeLeachFilter
-
items
A factory function to generate new Leach filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
LeachFilter object
makeMatrixFilter
-
items
A factory function to generate new Matrix filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
MatrixFilter object
makeNoiseFilter
-
items
A factory function to generate new Noise filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
NoiseFilter object
makePixelateFilter
-
items
A factory function to generate new Pixelate filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
PixelateFilter object
makeSaturationFilter
-
items
A factory function to generate new Saturation filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
SaturationFilter object
makeSeparateFilter
-
items
A factory function to generate new Separate filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
SeparateFilter object
makeSharpenFilter
-
items
A factory function to generate new Sharpen filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
SharpenFilter object
makeThresholdFilter
-
items
A factory function to generate new Threshold filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
ThresholdFilter object
makeTintFilter
-
items
A factory function to generate new Tint filter objects
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
TintFilter object
newBlurFilter
()
deprecated
Alias for makeBlurFilter()
newBrightnessFilter
()
deprecated
Alias for makeBrightnessFilter()
newChannelsFilter
()
deprecated
Alias for makeChannelsFilter()
newChannelStepFilter
()
deprecated
Alias for makeChannelStepFilter()
newGreyscaleFilter
()
deprecated
Alias for makeGreyscaleFilter()
newInvertFilter
()
deprecated
Alias for makeInvertFilter()
newLeachFilter
()
deprecated
Alias for makeLeachFilter()
newMatrixFilter
()
deprecated
Alias for makeMatrixFilter()
newNoiseFilter
()
deprecated
Alias for makeNoiseFilter()
newPixelateFilter
()
deprecated
Alias for makePixelateFilter()
newSaturationFilter
()
deprecated
Alias for makeSaturationFilter()
newSeparateFilter
()
deprecated
Alias for makeSeparateFilter()
newSepiaFilter
-
items
A factory function to generate new Sepia filter objects preset with values for creating a sepia tint
Parameters:
-
items
ObjectKey:value Object argument for setting attributes
Returns:
TintFilter object
newSepiaFilter
()
deprecated
Alias for makeSepiaFilter()
newSharpenFilter
()
deprecated
Alias for makeSharpenFilter()
newThresholdFilter
()
deprecated
Alias for makeThresholdFilter()
newTintFilter
()
deprecated
Alias for makeTintFilter()
show
()
chainable
Display function - requests Cells to show their <canvas> element
Cells will show in ascending order of their showOrder attributes, if their show attribute = true
By default, the initial base and display canvases have shown = false:
- 'show' involves a cell copying itself onto the base cell; it makes no sense for the base cell to copy onto itself
- the last action is to copy the base cell onto the display cell
(As amended by Filters module)
Returns:
This
stampFilter
()
private
Entity.stamp hook function - add a filter to an Entity, and any background detail enclosed by the Entity
stampFilterActions
()
private
reciprocal assignment - also occurs in scrawlFrame as there's no way to tell which file (scrawlFrame, scrawlFilters) will be loaded first
stampFilterActions (not a function)
()
private
Entity.stampFilter helper object
stampFilterDefault
()
private
Entity.stamp hook helper function
stampFilterPhrase
()
private
Entity.stamp hook helper function
stampFilterPicture
()
private
Entity.stamp hook helper function
stampFilterWheel
()
private
Entity.stamp hook helper function
Properties
Cell.filters
Array
Array of FILTERNAME strings, for filters to be applied to the Cell
Default: []
Entity.filterLevel
String
The filterLevel attribute determines at which point in the display cycle the filter will be applied. Permitted values are:
- 'entity' - filter is applied immediately after the Entity has stamped itself onto a cell
- 'cell' - filter is applied after all Entites have completed stamping themselves onto the cell
- 'pad' - filter is applied to the base canvas after all cells have completed copying themselves onto it, and before the base cell copies itself onto the display cell
Default: 'entity'
Entity.filterOnStroke
Boolean
Filter flag - when true, will draw the entity; on false (default), the clip method is used instead
Default: false
Entity.filters
Array
Array of FILTERNAME strings, for filters to be applied to this entity
Default: []
Pad.filters
Array
Array of FILTERNAME strings, for filters to be applied to the Pad
Default: []
scrawl.work.filterCanvas
CasnvasObject
private
Utility canvases - never displayed
scrawl.work.filterCvx
CasnvasContextObject
private
Utility canvas 2d context engine


--- title: "Creating a Page Using RMarkdown" lastmod: 2019-03-06T00:00:00.000Z draft: false type: docs maths: true linktitle: "Creating a Page with RMD" menu: docs: parent: Content Management weight: 10 ---
RMarkdown is a version of Markdown that lets you render the output of R code that is inserted into the page. The file extension that we use for RMarkdown file is .RMD as opposed to .MD for Markdown files.
RMarkdown files must be created in conjunction with RStudio for them to work (more on this later).
Most commands/syntax that applies to Markdown also applies to RMarkdown.
Creating a new page is easy, simply create a new file in Notepad ++ (or your preferred text editor) and make sure to save it with an .RMD file extension. The file should be saved in the contents folder.
Note: the file name will become the page address so a file named about will have the URL of https://methods101.com/about.
The page should have appropriate front matter (which is discussed more [here]({{< ref “/docs/front_matter.MD” >}}) ).
This part must be done each time you update a page or create a new page. Before the file is pushed to the github repository (which is discussed [here]({{< ref “/docs/using_the_command_console.MD” >}})) you must use RStudio to create a HTML file to match the RMarkdown file. This is simple. Open the project-kickstart-R file located in the root directory of the repository with RStudio:
From the console in RStudio you must run:
Which will result in something similar to the following:
The HTML files will be created and the page or the changes to the page are ready to be sent to the github repository.
Note: the blogdown::serve_site() will also run a local version of the site on your computer that you can access in your browser with the address shown in orange. In this case it is http://<IP_ADDRESS>:4321 . This allows you to see how your changes have effected the site without actually pushing them to the live github version.


The entrance to the wide, busy and commercial Gironde estuary lies about 40nm south of La Rochelle. After about 30 miles it splits into two. One arm being the Garonne and the other the Dordogne river. The Garonne river leads to the city of Bordeaux.
Position 45° 36' N, 01° 14' W (Gironde Estuary entrance)
Position 44° 51' 37"N, 0° 32' 55"W (Bacalan lock, Bordeaux)
When travelling up the Garrone River to Bordeaux, once the suspension bridge in view, contact the Harbourmaster either on VHF 12, if possible, or telephone 0556 315864 or 0556 905934.
Last updated January 2013.
The river is best approached just after low water as there can be strong currents at the entrance. Beware of entering in strong on-shore winds with an ebb tide.
At the entrance to the Gironde estuary, are the ports of Royan & Port Medoc One is on the north bank and the other on the south.
Further up the river is the marina at Pauillac.
Just by the Aquitaine Bridge there is the small floating pontoon, Halte Nautique de Lormont. This is also a stop for the river taxi.
If travelling on up to Bordeaux, there is now a new bridge (named the Chaban-Delmas bridge), over the river. It is a very high vertical lift bridge and its towers are unmistakable. It is here that the entrance to the Bacalan Basin is located on the northern bank of the river.
If proceeding further up the river, note the following; On reaching the low stone bridge (was 2nd from the ocean) avoid using arches 9/10/11 counting from the west. Arch 1 is on the land with a road running under and is on the right hand side travelling up the river. Big barges use these three arches and have to move at low water because of headroom. There are guard rails to protect the arches and at half tide they are under water which is dangerous. Avoid arches 2 and 16 as they are too close to the shore.
Note that Halte Nautique de Bordeaux at Le Point du Jour, does not accept visitors and has not done so for many years.
Last updated November 2015.


Dear {{ user.first_name }} {{ user.last_name }}
You're receiving this email because you requested a password reset for your user account at {{ site_name }}.
Please go to the following page and choose a new password:
http://{{ site }}/password-reset-confirm/{{ uid }}/{{ token }}
Your username, in case you've forgotten: {{ user.get_username }}
Thanks for using our site!
The {{ site_name }} team


public class IntentCompat
extends java.lang.Object
android.content.Intent
introduced after API level 4 in a backwards compatible fashion.| Modifier and Type | Field and Description |
|---|---|
static java.lang.String |
ACTION_EXTERNAL_APPLICATIONS_AVAILABLE
Broadcast Action: Resources for a set of packages (which were
previously unavailable) are currently
available since the media on which they exist is available.
|
static java.lang.String |
ACTION_EXTERNAL_APPLICATIONS_UNAVAILABLE
Broadcast Action: Resources for a set of packages are currently
unavailable since the media on which they exist is unavailable.
|
static java.lang.String |
EXTRA_CHANGED_PACKAGE_LIST
This field is part of
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_AVAILABLE ,
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_UNAVAILABLE
and contains a string array of all of the components that have changed. |
static java.lang.String |
EXTRA_CHANGED_UID_LIST
This field is part of
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_AVAILABLE ,
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_UNAVAILABLE
and contains an integer array of uids of all of the components
that have changed. |
static java.lang.String |
EXTRA_HTML_TEXT
A constant String that is associated with the Intent, used with
android.content.Intent#ACTION_SEND to supply an alternative to
android.content.Intent#EXTRA_TEXT
as HTML formatted text. |
static int |
FLAG_ACTIVITY_CLEAR_TASK
If set in an Intent passed to
Context.startActivity() ,
this flag will cause any existing task that would be associated with the
activity to be cleared before the activity is started. |
static int |
FLAG_ACTIVITY_TASK_ON_HOME
If set in an Intent passed to
Context.startActivity() ,
this flag will cause a newly launching task to be placed on top of the current
home activity task (if there is one). |
| Modifier and Type | Method and Description |
|---|---|
static Intent |
makeMainActivity(ComponentName mainActivity)
Create an intent to launch the main (root) activity of a task.
|
static Intent |
makeMainSelectorActivity(java.lang.String selectorAction,
java.lang.String selectorCategory)
Make an Intent for the main activity of an application, without
specifying a specific activity to run but giving a selector to find
the activity.
|
static Intent |
makeRestartActivityTask(ComponentName mainActivity)
Make an Intent that can be used to re-launch an application's task
in its base state.
|
public static final java.lang.String ACTION_EXTERNAL_APPLICATIONS_AVAILABLE
EXTRA_CHANGED_PACKAGE_LIST
contains a
list of packages whose availability changed.
The extra data EXTRA_CHANGED_UID_LIST
contains a
list of uids of packages whose availability changed.
Note that the
packages in this list do not receive this broadcast.
The specified set of packages are now available on the system.
Includes the following extras:
EXTRA_CHANGED_PACKAGE_LIST
is the set of packages
whose resources(were previously unavailable) are currently available.
EXTRA_CHANGED_UID_LIST
is the set of uids of the
packages whose resources(were previously unavailable)
are currently available.
This is a protected intent that can only be sent by the system.
public static final java.lang.String ACTION_EXTERNAL_APPLICATIONS_UNAVAILABLE
EXTRA_CHANGED_PACKAGE_LIST
contains a
list of packages whose availability changed.
The extra data EXTRA_CHANGED_UID_LIST
contains a
list of uids of packages whose availability changed.
The specified set of packages can no longer be
launched and are practically unavailable on the system.
Inclues the following extras:
EXTRA_CHANGED_PACKAGE_LIST
is the set of packages
whose resources are no longer available.
EXTRA_CHANGED_UID_LIST
is the set of packages
whose resources are no longer available.
This is a protected intent that can only be sent by the system.
public static final java.lang.String EXTRA_CHANGED_PACKAGE_LIST
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_AVAILABLE
,
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_UNAVAILABLE
and contains a string array of all of the components that have changed.public static final java.lang.String EXTRA_CHANGED_UID_LIST
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_AVAILABLE
,
android.content.Intent#ACTION_EXTERNAL_APPLICATIONS_UNAVAILABLE
and contains an integer array of uids of all of the components
that have changed.public static final java.lang.String EXTRA_HTML_TEXT
android.content.Intent#ACTION_SEND
to supply an alternative to
android.content.Intent#EXTRA_TEXT
as HTML formatted text. Note that you must also supply
android.content.Intent#EXTRA_TEXT
.public static final int FLAG_ACTIVITY_TASK_ON_HOME
Context.startActivity()
,
this flag will cause a newly launching task to be placed on top of the current
home activity task (if there is one). That is, pressing back from the task
will always return the user to home even if that was not the last activity they
saw. This can only be used in conjunction with
android.content.Intent#FLAG_ACTIVITY_NEW_TASK
.public static final int FLAG_ACTIVITY_CLEAR_TASK
Context.startActivity()
,
this flag will cause any existing task that would be associated with the
activity to be cleared before the activity is started. That is, the activity
becomes the new root of an otherwise empty task, and any old activities
are finished. This can only be used in conjunction with
android.content.Intent#FLAG_ACTIVITY_NEW_TASK
.
This flag will only be obeyed on devices supporting API 11 or higher.
public static Intent makeMainActivity(ComponentName mainActivity)
The returned Intent has the given Activity component as its explicit
component, ACTION_MAIN
as its action, and includes the
category CATEGORY_LAUNCHER
. This does not have
FLAG_ACTIVITY_NEW_TASK
set,
though typically you will want to do that through addFlags(int)
on the returned Intent.
mainActivity
- The main activity component that this Intent will
launch.Intent#setClass
,
Intent#setComponent
public static Intent makeMainSelectorActivity(java.lang.String selectorAction, java.lang.String selectorCategory)
The returned Intent has Intent#ACTION_MAIN
as its action, and includes the
category Intent#CATEGORY_LAUNCHER
. This does not have
Intent#FLAG_ACTIVITY_NEW_TASK
set, though typically you will want
to do that through Intent#addFlags(int)
on the returned Intent.
selectorAction
- The action name of the Intent's selector.selectorCategory
- The name of a category to add to the Intent's
selector.#setSelector(Intent)
public static Intent makeRestartActivityTask(ComponentName mainActivity)
makeMainActivity(ComponentName)
,
but also sets the flags Intent#FLAG_ACTIVITY_NEW_TASK
and
FLAG_ACTIVITY_CLEAR_TASK
.mainActivity
- The activity component that is the root of the
task; this is the activity that has been published in the application's
manifest as the main launcher icon.


Before registering, please take your time to read and select from the following Sponsorship Plans regarding the event:
March 12,13 2019 10 AM to 5 PM
Department of Computer Science, Jamia Millia Islamia


Plugin Information |
|---|
View dbCharts on the plugin site for more information. |
Add charts based on JDBC database data series.
http://piotr.tabor.waw.pl/2009/09/07/dbcharts-hudson-plugin-to-plot-a-db-charts
Change Log
Version 0.5.2 (Jun 29, 2013)
- Added Sqlite support for string data
Version 0.4 (Feb 17, 2011)
- Avoid exception at first startup.
Version 0.3 (Mar 15, 2010)
- Avoid error if global config is saved with no JDBC connections. (JENKINS-5916)
Version 0.2.1 (Sep 20, 2009)
Attachments:
dbcharts.png (image/png)


Favorite thing:
2nd favorite thing:
3rd favorite thing:
4th favorite thing:
Submit
It looks like your favorite things are:


---
layout: default
heading: Talk format
subheading: Image processing across domains
---
Domain talks: format
- Intro:
- Who I am and where I work.
- Why I use image processing.
- Common practices in my field:
- Data and file formats for my field.
- Image processing tasks and their associated algorithms for my field.
- Image data acquisition techniques for my field.
- Software tools for my field.
- What my field does well.
- What areas need improvement.
- What are some of the barriers to more effective image processing in my field.


The Cure It Project
Home
Diseases
Stories
FAQ
Contact Us
Word Cloud
Click a word to explore!
Click here to go back.


bookworm:
Search for trends in hundreds of thousands of
texts
at
Dates
Date Limits
Smoothing
t
Metric
Metric
Words per Million
Percent of
Text
Number of Words
Number of
Text
Case
Case
Case-Sensitive
Case-Insensitive
Search
Copy this link
Bookworm was created by Benjamin Schmidt (Department of History, Northeastern), Matt Nicklay, Neva Cherniavsky Durand, Martin Camacho, and Erez Lieberman Aiden at the
Cultural Observatory
. It enables you to visually explore lexical trends. Bookworm is hosted through the generous support of the
Open Science Data Cloud
. If you use it in an academic publication, please include a link to
bookworm.culturomics.org
.
Export PNG
Export PDF
×
Find in Texts
«
1
»
All Metadata
Restrict search to the following texts