pyfos_brocade_fibrechannel_diagnostics
- PyFOS module to provide REST support for FC port diagnostics.¶
The pyfos_brocade_fibrechannel_diagnostics
module provides REST support for FC port diagnostics.
-
class
pyfos_brocade_fibrechannel_diagnostics.
fibrechannel_diagnostics
(dictvalues={})¶ Class of FC Port Diagnostics
Important Class Members:
Attribute Name Description Frequently Used Methods name Name of the port. set_name()
peek_name()
diagnostic-control Sets the mode to stop, start, or restart. set_diagnostic_control()
peek_diagnostic_control()
mode Displays manual or auto mode. peek_mode()
state Displays the test status. peek_state()
distance Displays the estimated ISL distance. peek_distance()
electrical-loopback-test/result Displays the test status result. peek_electrical_loopback_test_result()
electrical-loopback-test/comments Displays the test status detailed comments. peek_electrical_loopback_test_comments()
optical-loopback-test/result Displays the test status p peek_optical_loopback_test_result()
optical-loopback-test/comments Displays the test status detailed comments. peek_optical_loopback_test_comments()
link-traffic-test/result Displays the test status result. peek_link_traffic_test_result()
link-traffic-test/comments Displays the test status detailed comments. peek_link_traffic_test_comments()
start-time Displays the start time of the test. peek_start_time()
frame-count Sets the number of frames for the link test. set_frame_count()
peek_frame_count()
frame-size Sets the size of frames for the link test. set_frame_size()
peek_frame_size()
time Sets the duration of the test. set_time()
peek_time()
payload-pattern/pattern Sets the industry-defined pattern. names set_payload_pattern_pattern()
peek_payload_pattern_pattern()
payload-pattern/payload Sets the user-defined pattern. set_payload_pattern_payload()
peek_payload_pattern_payload()
fec/enable Sets the FEC mode. set_fec_enable()
peek_fec_enable()
fec/active Displays the FEC mode. peek_fec_active()
fec/option Displays the FEC option. peek_fec_option()
cr/enable Sets the CR mode. set_cr_enable()
peek_cr_enable()
cr/active Displays the CR mode. peek_cr_active()
cr/option Displays the CR option. peek_cr_option()
rt-latency Displays the round-trip latency. peek_rt_latency()
buffers-required Displays the buffers required for the link. peek_buffers_required()
failure-report/errors-detected-local Displays the failures detected locally. peek_failure_report_errors_detected_local()
failure-report/errors-detected-remote Displays the failures detected remotely. peek_failure_report_errors_detected_remote()
end-time Displays the diag end timestamp. peek_end_time()
egress-power-loss/tx Displays the local power transmitted. peek_egress_power_loss_tx()
egress-power-loss/rx Displays the local power received. peek_egress_power_loss_rx()
egress-power-loss/loss Displays the local power loss. peek_egress_power_loss_loss()
egress-power-loss/comments Displays the local power loss details. peek_egress_power_loss_comments()
ingress-power-loss/tx Displays the remote power transmitted. peek_ingress_power_loss_tx()
ingress-power-loss/rx Displays the remote power received. peek_ingress_power_loss_rx()
ingress-power-loss/loss Displays the remote power loss. peek_ingress_power_loss_loss()
ingress-power-loss/comments Displays the remote power loss details. peek_ingress_power_loss_comments()
Object Methods
-
get
(session, name=None)¶ Returns a
fibrechannel_diagnostics
object or a list of objects filled with attributes gathered from the switch. If an optional name is given, either an object matching the name of the port is returned or an empty object is returned if no match is found.Each object can be printed using
pyfos_util.response_print()
, and individual attributes can be accessed through peek methods.Parameters: session – session handler returned by pyfos_auth.login()
Return type: a fibrechannel
object if a name is given or a list of objects if there are more than one
-
patch
(session)¶ Applies configurable attribute(s) within the object to a port of the switch.
Below is an example using individual sets:
# once d_port is enabled on the port # set the payload diag_info = pyfos_switchfcport.fibrechannel_diagnostics() diag_info.set_name(name) diag_info.set_payload_pattern_payload("305402420") result = diag_info.patch(session) pyfos_util.response_print(result) # on enabled port, restart the test diag_info = pyfos_switchfcport.fibrechannel_diagnostics() diag_info.set_name(name) diag_info.set_diagnostic_control(pyfos_switchfcport.DIAG_RESTART) result = diag_info.patch(session) pyfos_util.response_print(result)
Below is an example of combining object initialization and attribute sets:
# once d_port is enabled on the port # set the payload diag_info = pyfos_switchfcport.fibrechannel_diagnostics( {"name" : name, "payload-pattern" : {"payload" : "305402420"}}) result = diag_info.patch(session) pyfos_util.response_print(result) # on enabled port, restart the test diag_info = pyfos_switchfcport.fibrechannel_diagnostics( {"name" : name, "diagnostic-control" : pyfos_switchfcport.DIAG_RESTART}) result = diag_info.patch(session) pyfos_util.response_print(result)
Parameters: session – session handler returned by pyfos_auth.login()
Return type: a dictionary of error or success information
Attribute Methods
-
set_name
(name)¶ Sets the port name in the object.
Parameters: name – port name to be set within the object Return type: None or a dictionary of error information
-
peek_name
()¶ Reads the port name in the object.
Return type: None or the port name
-
set_diagnostic_control
(newmode)¶ Sets the diag control mode in the object.
Parameters: newmode – new mode DIAG_STOP
,DIAG_START
, orDIAG_RESTART
to be set within the objectReturn type: None or a dictionary of error information
-
peek_diagnostic_control
()¶ Reads the diag control mode in the object.
Return type: None or the diag control mode
-
peek_mode
()¶ Reads the manual or automatic mode in the object.
Return type: None or the current mode
-
peek_state
()¶ Reads the current diag state in the object.
Return type: None or the current diag state
-
peek_distance
()¶ Reads the estimated ISL distsance in the object.
Return type: None or the estimated ISL distsance
-
peek_electrical_loopback_test_result
()¶ Reads the test result in the object.
Return type: None or the test result
-
peek_electrical_loopback_test_comments
()¶ Reads the test details in the object.
Return type: None or the test details
-
peek_optical_loopback_test_result
()¶ Reads the test result in the object.
Return type: None or the test result
-
peek_optical_loopback_test_comments
()¶ Reads the test details in the object.
Return type: None or the port name
-
peek_link_traffic_test_result
()¶ Reads the test result in the object.
Return type: None or the test result
-
peek_link_traffic_test_comments
()¶ Reads the test details in the object.
Return type: None or the test details
-
peek_start_time
()¶ Reads the diag start timestamp in the object.
Return type: None or the diag start timestamp
-
set_frame_count
(newcount)¶ Sets the frame count to be used in the diag in the object.
Parameters: newcount – new count to be set within the object Return type: None or a dictionary of error information
-
peek_frame_count
()¶ Reads the frame count in the object.
Return type: None or the frame count
-
set_frame_size
(newsize)¶ Sets the frame size to be used in the diag in the object.
Parameters: newsize – new size to be set within the object Return type: None or a dictionary of error information
-
peek_frame_size
()¶ Reads the frame size in the object.
Return type: None or the frame size
-
set_time
(newtime)¶ Sets the test duration to be used in the diag in the object.
Parameters: newtime – new test duration to be set within the object Return type: None or a dictionary of error information
-
peek_time
()¶ Reads the duration of the test in the object.
Return type: None or the duration of the test
-
set_payload_pattern_pattern
(newpattern)¶ Sets the test pattern name to be used in the diag in the object.
Parameters: newpattern – new test pattern name to be set within the object Return type: None or a dictionary of error information
-
peek_payload_pattern_pattern
()¶ Reads the test pattern name in the object.
Return type: None or the test pattern name
-
set_payload_pattern_payload
(newpayload)¶ Sets the test payload in hex to be used in the diag in the object.
Parameters: newpayload – new test pattern to be set within the object Return type: None or a dictionary of error information
-
peek_payload_pattern_payload
()¶ Reads the test pattern in the object.
Return type: None or the known test pattern
-
set_fec_enable
(newmode)¶ Sets the FEC mode to be used in the diag in the object.
Parameters: newmode – new mode of “yes” to be set within the object Return type: None or a dictionary of error information
-
peek_fec_enable
()¶ Reads the FEC mode in the object.
Return type: None or the FEC mode
-
peek_fec_active
()¶ Reads the active FEC state in the object.
Return type: None or the active FEC state
-
set_cr_enable
(newmode)¶ Sets the CR mode to be used in the diag in the object.
Parameters: newmode – new mode of “yes” to be set within the object Return type: None or a dictionary of error information
-
peek_cr_enable
()¶ Reads the CR mode in the object.
Return type: None or the CR mode
-
peek_cr_active
()¶ Reads the active CR state in the object.
Return type: None or the active CR state
-
peek_rt_latency
()¶ Reads the round-trip latency in the object.
Return type: None or the round-trip latency
-
peek_buffers_required
()¶ Reads the number of buffers required in the object.
Return type: None or the number of buffers required
-
peek_failure_report_errors_detected_local
()¶ Reads the local failure report in the object.
Return type: None or the local failure report
-
peek_failure_report_errors_detected_remote
()¶ Reads the remove failure report in the object.
Return type: None or the remote failure report
-
peek_end_time
()¶ Reads the test end timestamp in the object.
Return type: None or the test end timestamp
-
peek_egress_power_loss_tx
()¶ Reads the local transmit power loss in the object.
Return type: None or the local transmit power loss
-
peek_egress_power_loss_rx
()¶ Reads the local receive power loss in the object.
Return type: None or the local receive power loss
-
peek_egress_power_loss_loss
()¶ Reads the local power loss in the object.
Return type: None or the local power loss
-
peek_egress_power_loss_comments
()¶ Reads the local power loss details in the object.
Return type: None or the port name
-
peek_ingress_power_loss_tx
()¶ Reads the remote transmit power loss in the object.
Return type: None or the remote transmit power loss
-
peek_ingress_power_loss_rx
()¶ Reads the remote receive power loss in the object.
Return type: None or the remote receive power loss
-
peek_ingress_power_loss_loss
()¶ Reads the remote power loss in the object.
Return type: None or the remote power loss
-
peek_ingress_power_loss_comments
()¶ Reads the remote power loss details in the object.
Return type: None or the remote power loss details
-
See also
Module pyfos_auth


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What is Scholarship?
We know it when we see it.
What is Digital Scholarship?
???
How do we evaluate it?
??????
Digital
Critical
Editions
How to evaluate
Digital Critical Editions?
- digital means more than online
- evaluate fundamental goals of critical editions
Why Critical Editions?
- Authoritative Reference
- Visibility
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- Medium dictated form
- can't print everything
- see apparatus notation
What is role of an Editor?
- document research
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- facilitate interaction
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Two Primary Types
of Digital Editions
- critical editions with digital enhancements
- documentary / scholarsourced editions
Documentary vs Critical
- shrinking distinction
- shrinking need to choose
- mediated by interface design
- Cake + Eating + Baking
A New Kind of Edition?
broadening definitions of scholarship?
broadening definitions of editions?
Editions
Platforms
Textual Platform?
- Authoritative Reference
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Reviewing Digital Critical Editions
Review Categories
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Criteria
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Code
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- can others rebuild on your project?
Interface Design
- accessibility
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- form / content distinction
Critical AND Open
- editorial guidance (what's the text?!)
- what are the possibilities?
- how can I contribute?
- version control
Connectedness
- visibility
- how will people find out about it?
- linked open data
Exportable Texts
- circumvent the interface
- both encoded and unencoded
Sustainability
what happens when funding ends?
New Digital Editorial Roles?
could be the same
BUT, with a digital medium,
should NOT be the same
Role of Digital Editor
- reusable code
- interface design
- critical AND open
- connectedness
- exportable text
- sustainability
Not editorial work!
... and it looks exactly like the criteria
exactly.
same goals
- document research
- textual analysis
- text + aparatus
- facilitate interaction
different media / means
- reusable code
- interface design
- critical AND open
- connectedness
- exportable text
A digital
editor / edition
is DIFFERENT
Critical Digital Textual Platforms
NOT replacing exisiting editorial work;
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The Maryland Academic Quiz Team Retired Lexicon
Alas, all neologisms are not created equally, and some fade into disuse.
To keep the lexicon fresh, archaic terms have been removed and placed
here for posterity.
-
Assmeat (ass meet) n., pl. -meats.
-
A player who is absolutely 100% "gair-awn-teed" to lose in a competitive endeavor.  [etymology -- probably derived from "Meat," which was the name written on a
scoreboard at CBI Nationals for a team playing against Virginia. The ubiquitous prefix "ass-"
was somehow added, and the meaning was changed. See assluck
for another instance of this prefix.]
-
Ba·ker·i·sm (baek' ur ism) n., pl.
-isms.
-
1. A long pause while a quiz bowl contestant tries to remember an answer
he knows, possibly resulting in a neg 5:
"It's that guy with the trident!" (Named for 1993-4 MAQT president
Matt Baker, now at Berkeley).
-
Bale (bael) vt.
-
1. To extricate one's team from a game they have lost by trumping up an
unsupportable protest. Named for MIT coach Jim Bales: "We lost to
Maryland, but our coach Baled us out."
-
Buzz·o·cen·trism (buz o cen' trism) n.
-
1. On a web page, the tendency of a quiz bowl team's buzzer system to be
depicted as the archetypal system.
-
Chuck·le·head
(chuk' uhl hed) n., pl. -heads.
-
1. Blockhead. 2.  3. Quiz Bowl.  A favorite term of Kevin Keegan, the coach of the MD
team at the Panasonic national high school tournament. See
BISCUIT.
-
I'm the Great·est (eyem the gray' test) interj.
-
1. An exclamation uttered, possibly humorously, by a certain unnamed
Maryland player upon answering even a simple question. 2. This same
remark, quoted in a self-deprecatory manner by any quiz bowl player who
wishes to admit the insipidity of the question he just answered:
"[buzz] Two plus two? That would be four. Yes, I'm the greatest!"
-
Joyce·man (Jois' man) n.
-
1. A mysterious muse invoked by some Georgia Tech players, particularly
useful in answering stream of consciousness questions:
"The Joyceman cometh!" 2. The specific player from Georgia Tech,
Corey Edwards, who first called upon this muse.
-
"Khon speaks!" (cone speeks) interj.
-
1. An answer of indisputable accuracy. Counterexamples such as the
unavoidable tendency to confuse "Tommy Lee" with "Tommy Moe" fall under
the category of a KHONISM, which is an inexplicable
word or phrase uttered by Khon.
-
Re·ac·tion (ree ack shun) n., pl.
-actions.
-
1. reduction (From a rather nasty incident at Swarthmore QOTC a few
years ago).
-
Star·sin·ick·i·ty (star cin ick' ih
tee) n., pl. -ities.
-
1. A violent reaction induced by losing to a team unfit to even touch
one's buzzer, especially those responses that result in the destruction
of writing implements or physical contact with walls.
-
Swis·dak·i·an (swiz dack' ee an) adj.
-
1. Any buzz that requires the prescient ability to accurately predict
a bizarre twist in the question and compensate for it to the astonishment
of teammates and opponents.
-
Tooth·brush·ing toss·up (tooth' brush ing
toss' up) n., pl. -ups.
-
1. What CBI calls a "common experience question." 2. A question that
requires no knowledge to answer; a "find your ass" question.
-
Tris·cuit (tris' kit) n., pl.
-cuits.
-
1. A commerical brand of wheat cracker, the container of which can be used
to hide Gra-Lab clocks from view.
-
Vi·shious (vi' shus) adj.
-
1. Having a demeanor that causes one to throw writing implements at a
moderator: "Did you see how many bounces that pencil made? That was
vishious!"
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Comments, complaints can be sent to the author at
<EMAIL_ADDRESS>Last updated October 16, 1998.


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Captain Marvel Concept Art Gives Ronan a Different Look
by Adreon PattersonFilm and television concept artist Ian Joyner shared a never-before-seen concept design of Kree leader Ronan the Accuser from Captain Marvel.
In an Instagram post, Joyner showcased the unseen concept art. "An unused design option for Ronan in Captain Marvel played by the awesome Lee Pace," he wrote. "An amazing project with an amazing team, as always I am very lucky and humbled to be a small part of it!"
Joyner's design shows a younger Ronan before the events of 2014's Guardians of the Galaxy. Compared to the final version, Ronan's costume is more ornate, with teal and black geometric shapes on the body armor. Ronan's hood looks more like a fine fabric, with a woven pattern and a headpiece similar to the body armor.
Ronan the Accuser made his debut in the Marvel Cinematic Universe in Guardians of the Galaxy as Thanos' henchman. His appearance in Captain Marvel saw the Kree leader meeting his match in the Captain Marvel as he chased he across the galaxy.
Directed by Anna Boden and Ryan Fleck, Captain Marvel stars Brie Larson as Carol Danvers, Samuel L. Jackson as Nick Fury, Jude Law as Yon-Rogg, Clark Gregg as Phil Coulson, Lee Pace as Ronan the Accuser, Djimon Hounsou as Korath the Pursuer, Gemma Chan as Minn-Erva, Ben Mendelsohn as Talos, Lashana Lynch as Maria Rambeau, Algenis Perez Soto as Att-Lass with Annette Bening as the Supreme Intelligence. The film is now available on Digital HD, Blu-ray and 4K UHD.
https://schema.orgBreadcrumbListListItem1Homehttps://www.cbr.com/ListItem2Movieshttps://www.cbr.com/category/movies/ListItem3Movie Newshttps://www.cbr.com/category/movies/news-movies/ListItem4Captain Marvel Concept Art Gives Ronan a Different Lookhttps://www.cbr.com/captain-marvel-concept-art-ronan/


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| Contract Date | 16-9-2016 |
| Description of Work | Cross-Cultural Training |
| Delivery Date | 19-6-2017 |
| Contract Value | $27,323.36 |
| Comments | This item was not reported previously. This contract was competitively sourced. |
| Additional Comments | RMCC ALOY Students to be provided with a Cultural Center as it is a required component of the overall success of the program. This service will provide the ALOY students with culture activities and events. They will learn about traditional medicines, ma |


Lord,
I give you myself, and ask that You would give me the words to speak to my husband, that I would not tear him down, but that we would be able to walk through this issue together. Give me sweetness of lips, but also let me express what is going on in my heart, so that I can sense that he knows me, and that You know me. I want to be able to glorify You, Father, and at the end of this conversation to be able to say, “I praise You, Lord, for You have heard my voice.” So, I receive now the tongue of the learned to speak the words that we need to talk about right now.
Amen


|
Genetic TimeTable
0.9
A software that can generate a schools timetable using genetic algoritme.
|
Go to the source code of this file.
Functions | |
| int | init (params *populationParams) |
| Initates all the data from the dat.sched file. More... | |
| int | countLines (FILE *fp) |
| Counts the number of lines. More... | |
| int | generateInitialPopulation (params *populationParams) |
| room | parseRoom (char *line) |
| Parses the room to data. More... | |
| subject | parseSubject (char *line, room *rooms, int roomCount) |
| parse the subject from data. More... | |
| int | findRoomsFromString (char *roomString, room *roomsFound[MAX_ROOMS], room *rooms, int roomCount) |
| Finds rooms form a string. More... | |
| int | findSubjectsFromString (char *subjectString, subject *subjectsFound[MAX_SUBJECTS], subject *subjects, int subjectCount) |
| Finds subjects form a string. More... | |
| room * | findRoom (char *roomName, room rooms[MAX_ROOMS], int roomCount) |
| class | findClass (char *className, class classes[MAX_CLASSES], int classCount) |
| void | crossoverPopulation (params *populationParams) |
| The crossover workflow function. More... | |
| void | mutatePopulation (params *populationParams) |
| Mutate Population. More... | |
| void | calcFitnessOnPopulation (params *populationParams) |
| Calculates the fitness on population. More... | |
| void | selection (params *populationParams) |
| The selection function for the Genetic Algorithm. More... | |
| void | printLecture (lecture l) |
| Prints core elements of a lecture. More... | |
| char * | autoPadding (char *header, int width) |
| Returns a padded header instead of left alligned. More... | |
| void | printTimeTable (timetable t, char(*labels)[MAX_LABEL_LENGTH]) |
| Prints a complete timetable. More... | |
| void | mergePopulation (params *populationParams) |
| meger population, since crossover produces a new array containing childrens and we want an array of parents+childrens for the other GA functions. More... | |
| lecture | randomLectureForClassAndSubject (params *populationParams, class *curClass, subject *curSubject) |
| Generate a random lecture for a specific class and subject. More... | |
| void | mutate (individual *i, params *populationParams) |
| Starts the mutation process by calling a random amount of mutations. More... | |
| void | weapon_x (individual *i, int amountOfMutations, params *populationParams) |
| The recursive function who makes sure that n-number of mutations is taken place. More... | |
| void | injectSerumX (individual *i, params *populationParams) |
| Determines which mutation should be executed on the individual. More... | |
| void | addSugar (individual *i, params *populationParams) |
| Mutates the individual by moving a random lecture in a random timetable to a place within the timetable where there isn't a lecture already. More... | |
| void | addSpice (individual *i, params *populationParams) |
| Mutates the individual by change the teacher of a random lecture on a random timetable to a new teacher, it is required that the new teacher actually is able to teach the subject. More... | |
| void | addEverythingNice (individual *i, params *populationParams) |
| Mutates the individual by place two random lectures of same subject sequently in a random timetable this is done by selecting a random lecture, searching for a lecture with the same subject and swap it with either the lecture before or after the selected one. More... | |
| void | getRandomDatetimeWithNoLecture (timetable *t, int *day, int *hour) |
| Gets the a random datetime with no lecture. More... | |
| teacher * | findRandomTeacherForSubject (lecture *l, params *populationParams) |
| Finds a random teacher for a given subject, it only returns a teacher who is actually able to teach the subject. More... | |
| int | teacherCanTeach (subject **canTeach, int canTeachLength, char *subjectName) |
| Determines wether or not a given teacher can teach the given subject. More... | |
| void | fitnessConflictsData (individual *ind, params *populationParams) |
| Counts conflicts and prepare data for fitness function on a single individual. More... | |
| individual | randomIndividual (params *populationParams) |
| Generates a random individual. More... | |
| int | lectureOnDateTime (timetable t, int day, int hour) |
| Checks if a lacture exists on the given day and time. More... | |
| int | isSameLectureSequent (lecture *l1, lecture *l2) |
| Determines if two sequent lectures are the same. More... | |
| void | strip (char *s) |
| Strips all unneccesary system characters this allow c to read file more consistently across systems. More... | |
| int | randomNumber (int min, int max) |
| Generates a random number. More... | |
| void | swapn (void *a, void *b, size_t n) |
| int | isEmpty (int *array, size_t size) |
| Determines if array is empty. More... | |
| int | shouldMutate () |
| void | prepend (char *s, const char *t) |
| Prepends string to other string. More... | |
| int | dayHourQsort (const void *a, const void *b) |
| Function for qSort to sort for day and time it also sort so that all init = 0 comes last. More... | |
| int | fitnessQsort (const void *a, const void *b) |
| Function for qSort to sort for highest fitness. More... | |
| void addEverythingNice | ( | individual * | i, |
| params * | populationParams | ||
| ) |
Mutates the individual by place two random lectures of same subject sequently in a random timetable this is done by selecting a random lecture, searching for a lecture with the same subject and swap it with either the lecture before or after the selected one.
| i | The individual who should be affected by the mutation |
| populationParams | The population parameters |
Definition at line 391 of file genetics.c.
| void addSpice | ( | individual * | i, |
| params * | populationParams | ||
| ) |
Mutates the individual by change the teacher of a random lecture on a random timetable to a new teacher, it is required that the new teacher actually is able to teach the subject.
| i | The individual who should be affected by the mutation |
| populationParams | The population parameters |
Definition at line 373 of file genetics.c.
| void addSugar | ( | individual * | i, |
| params * | populationParams | ||
| ) |
Mutates the individual by moving a random lecture in a random timetable to a place within the timetable where there isn't a lecture already.
| i | The individual who should be affected by the mutation |
| populationParams | The population parameters |
Definition at line 357 of file genetics.c.
| char* autoPadding | ( | char * | header, |
| int | width | ||
| ) |
| void calcFitnessOnPopulation | ( | params * | populationParams | ) |
| int countLines | ( | FILE * | fp | ) |
Counts the number of lines.
| fp | The file pointer |
Definition at line 185 of file fileParse.c.
| void crossoverPopulation | ( | params * | populationParams | ) |
| int dayHourQsort | ( | const void * | a, |
| const void * | b | ||
| ) |
Function for qSort to sort for day and time it also sort so that all init = 0 comes last.
| [in] | a | First individuals to compare |
| [in] | b | Second individuals to compare |
Definition at line 25 of file scheduleControl.c.
Finds a random teacher for a given subject, it only returns a teacher who is actually able to teach the subject.
| l | The individual who should be affected by the mutation |
| populationParams | The population parameters |
Definition at line 473 of file genetics.c.
| int findRoomsFromString | ( | char * | roomString, |
| room * | roomsFound[MAX_ROOMS], | ||
| room * | rooms, | ||
| int | roomCount | ||
| ) |
Finds rooms form a string.
| roomString | The room string | |
| roomsFound | The rooms found | |
| rooms | The rooms | |
| [in] | roomCount | The room count |
Definition at line 381 of file fileParse.c.
| int findSubjectsFromString | ( | char * | subjectString, |
| subject * | subjectsFound[MAX_SUBJECTS], | ||
| subject * | subjects, | ||
| int | subjectCount | ||
| ) |
Finds subjects form a string.
| subjectString | The subject string | |
| subjectsFound | The subjects found | |
| subjects | The subjects | |
| [in] | subjectCount | The subject count |
Definition at line 414 of file fileParse.c.
| void fitnessConflictsData | ( | individual * | ind, |
| params * | populationParams | ||
| ) |
Counts conflicts and prepare data for fitness function on a single individual.
Counts conflicts of rooms and teachers in a single individuals
| ind | individuals |
| classCount | amount of classes |
| ind | The ind |
| populationParams | The population parameters |
Definition at line 79 of file genetics.c.
| int fitnessQsort | ( | const void * | a, |
| const void * | b | ||
| ) |
Function for qSort to sort for highest fitness.
| [in] | a | First individuals to compare |
| [in] | b | Second individuals to compare |
Definition at line 9 of file scheduleControl.c.
| void getRandomDatetimeWithNoLecture | ( | timetable * | t, |
| int * | day, | ||
| int * | hour | ||
| ) |
Gets the a random datetime with no lecture.
| t | The individual who should be affected by the mutation |
| day | The day |
| hour | The hour |
Definition at line 512 of file genetics.c.
| int init | ( | params * | populationParams | ) |
Initates all the data from the dat.sched file.
| populationParams | The population parameters |
Definition at line 8 of file fileParse.c.
| void injectSerumX | ( | individual * | i, |
| params * | populationParams | ||
| ) |
Determines which mutation should be executed on the individual.
| i | The individual who should be affected by the mutation |
| populationParams | The population parameters |
Definition at line 335 of file genetics.c.
| int isEmpty | ( | int * | array, |
| size_t | size | ||
| ) |
Determines if two sequent lectures are the same.
| l1 | The first lecture |
| l2 | The second lecture |
Definition at line 285 of file genetics.c.
| int lectureOnDateTime | ( | timetable | t, |
| int | day, | ||
| int | hour | ||
| ) |
Checks if a lacture exists on the given day and time.
| [in] | t | Timetable |
| [in] | day | The day |
| [in] | hour | The hour |
Definition at line 111 of file scheduleControl.c.
| void mergePopulation | ( | params * | populationParams | ) |
| void mutate | ( | individual * | i, |
| params * | populationParams | ||
| ) |
Starts the mutation process by calling a random amount of mutations.
| i | The individual who should be affected by the mutation |
| populationParams | The population parameters |
Definition at line 308 of file genetics.c.
| void mutatePopulation | ( | params * | populationParams | ) |
| room parseRoom | ( | char * | line | ) |
Parses the room to data.
| line | The line |
Definition at line 208 of file fileParse.c.
parse the subject from data.
| line | The line | |
| rooms | The rooms | |
| [in] | roomCount | The room count |
Definition at line 227 of file fileParse.c.
| void prepend | ( | char * | s, |
| const char * | t | ||
| ) |
| void printLecture | ( | lecture | l | ) |
| void printTimeTable | ( | timetable | t, |
| char(*) | labels[MAX_LABEL_LENGTH] | ||
| ) |
| individual randomIndividual | ( | params * | populationParams | ) |
Generates a random individual.
| populationParams | The population parameters |
Definition at line 50 of file scheduleControl.c.
| lecture randomLectureForClassAndSubject | ( | params * | populationParams, |
| class * | curClass, | ||
| subject * | curSubject | ||
| ) |
Generate a random lecture for a specific class and subject.
| populationParams | The population parameters |
| curClass | The current class |
| curSubject | The current subject |
Definition at line 10 of file lectureControl.c.
| int randomNumber | ( | int | min, |
| int | max | ||
| ) |
| void selection | ( | params * | populationParams | ) |
| int shouldMutate | ( | ) |
Definition at line 294 of file genetics.c.
| void strip | ( | char * | s | ) |
| void swapn | ( | void * | a, |
| void * | b, | ||
| size_t | n | ||
| ) |
| int teacherCanTeach | ( | subject ** | canTeach, |
| int | canTeachLength, | ||
| char * | subjectName | ||
| ) |
Determines wether or not a given teacher can teach the given subject.
| canTeach | Indicates if teach | |
| [in] | canTeachLength | Indicates if teach length |
| subjectName | The subject name |
Definition at line 490 of file genetics.c.
| void weapon_x | ( | individual * | i, |
| int | amountOfMutations, | ||
| params * | populationParams | ||
| ) |
The recursive function who makes sure that n-number of mutations is taken place.
| i | The individual who should be affected by the mutation | |
| [in] | amountOfMutations | The amount of mutations |
| populationParams | The population parameters |
Definition at line 320 of file genetics.c.


{% include head.html %}
Acessibility Developer Guide
Home
(current)
Link
Disabled
Dropdown
Action
Another action
Something else here
Search
{{ content }}
s


This site is a collaboration project of JYOTIKA, VIDUSHI, MEDHA and AARUSHI, the students of IIIT Allahabad. We would be happy to help you in any way.
Please feel free to reach out to us on any of the social media platform or mail for any kind of query. Details of all are given below:-


Here are some cool projects I did or took part of.
A Computercraft framework. This project has been cancelled but I'm sure you can stil use it.
This is a project I have participated in. It is an external Geometry Dash editor and it uses GDRenderW (the project mentioned above).


Simple Datetime Picker
The simplest form of the datetime picker. It makes use of ngModel to bind to the desired value. The alternative is
to use the date input combined with the dateChange output. There is also added [position]
attribute
which allows us to decide where popup should be shown
The value for the input only changes the model on blur or an enter/return keystroke.
Non-Meridian Datetime Picker
Removing the am/pm from the time component. The string representation may or may not conserve it depending on
locality.
Programmatic Change
It is possible to programmatically change the value of the date of the datetime picker and still conserve full
functionality.
Null Validity
Null input values are considered valid by default. Use [allowNull]="false"
to make them invalid.
Formatting
Providing a custom format for the dates is possible through providing a service. Note that when providing a custom
format, the [placeholder]
input should be set to match the new format as well.
Disabled State
Date Time Picker in Reactive Form
The date-time-picker component may also be used within Angular Reactive Forms. DateTime Picker follows Date Picker
with [disableFunction]
Complex i18n.
To change format or locale options in DatePicker
component, it is needed to pass some variables to
[format]
or [locale]
. By default FdDate model is formatted by angular built-in
datePipe
.


Bank Account
Register New Account
Full Name
Password
ID
Initial deposit
Open Account
Make a deposit
Deposit amount
Deposit
Make a withdrawl
Withdrawl amount
Withdraw
Account Name:
Balance:


Reversal of US stance on Israeli settlements absurd: Malaysia's PM Mahathir
KUALA LUMPUR: Malaysian Prime Minister Mahathir Mohamad said on Tuesday (Nov 19) that the United States' reversal of its position on Israeli settlements in the occupied Palestinian territory is an absurdity amounting to legalising land grabs by neighbours of the country.
Commenting on reports quoting US Secretary of State Mike Pompeo, Dr Mahathir said it was a blatant disregard of international laws and multiple United Nations resolutions.
Pompeo announced that President Donald Trump’s administration did not view Israeli settlements in West Bank as illegal.
READ: In new pro-Israel shift, US no longer calls settlements illegal
“We are no longer safe. If a country wants to enter our country and build their settlements, that is legal. We cannot do anything,” Dr Mahathir was quoted as saying in a statement issued by the Prime Minister’s office.
He also expressed fears that the timing of the Trump administration's announcement would further embolden the Israeli forces, which are now on a vicious killing spree in Gaza. Children are reportedly among the casualties.
“You announce that their illegal settlements are not illegal at a time when they are conducting these unjustified attacks on Gaza … Isn’t it like encouraging them to continue to murder the children and civilians, and that they will not be punished?
READ: Israelis celebrate, Palestinians rail against US settlement move
“Instead, they will be rewarded with setting up settlements on the land of the people they had killed and murdered,” Dr Mahathir said.
The move by the Trump administration has drawn international outrage as the reversal departed from a State Department 1978 legal opinion that the settlements were inconsistent with international laws.


is a student at Kickstart Coding and hopes to become a Software Engineer! She's currently a Program Coordinator from Los Angeles, CA. She lives in Long Beach with her partner and her adorable dog, Octavio Paws(OP for short). She received her BA from UC Berkeley in 2017 in Political Science. Her educational journey has led her to work in education to help teachers and students alike. As a program coordinator, she helps put on educational conferences to help teachers from across the country connect with one another to share best practices to incorporate technological tools into their curriculum. She believes that sharing tips and tricks will help foster a better educational environment for students.


Plugins are NPM packages that extend or modify Blockly's functionality and can be included in any Blockly-based project.
Field plugins add new kinds of fields that can be incorporated into custom blocks, allowing your users to enter information in different ways. Learn more about how to create and customize fields.
A field that lets users input a pixel grid by clicking or tapping.
A field that lets users enter a date using a date picker control.
A field that lets users choose a colour. Although the core Blockly library includes this field, it will be removed before the end of 2023, so developers should use this plugin instead.
A field that lets users choose a colour using hue, saturation and value (brightness) sliders, or by using an eyedropper tool to pick an onscreen colour.
A field that allows users to enter a value using a slider.
A field that lets users graphically choose an angle.
A dropdown field that displays the available choices in a grid.
A field that lets users enter multiple lines of text.
A dropdown field whose available values depend on the chosen value in a separate dropdown field.
These plugins provide new types of blocks or modify the behavior of existing ones. Learn more about creating custom blocks.
A plugin that provides custom text, list and conditional blocks that dynamically add and remove inputs as the user interacts with them.
Custom logic, list, text, and function blocks that use + and - controls to add and remove inputs instead of the normal mutator interface.
A custom renderer and example blocks that treat dummy inputs between value inputs as line breaks, rendering the value inputs on separate lines inside of the block.
These blocks allow users to define and call procedures. These have more functionality than the equivalent blocks in core, which allows them to be shared between workspaces. The Blockly team recommends that developers use these instead.
A third-party plugin that provides blocks for creating and accessing lexical (local) variables.
These plugins add new features and functionality to the Blockly workspace.
A plugin that adds a lets users store block stacks in a "backpack" for later retrieval and reuse.
A plugin that adds a minimap to the workspace for improved navigation and organization.
A plugin that adds a zoom-to-fit control to the workspace that will adjust the zoom level to show all blocks.
A plugin that adds a search field to the workspace and highlights matching blocks as the user types.
A plugin that draws a bounding box around all of the blocks in the workspace.
A plugin that adds support for automatically scrolling the workspace when blocks are dragged to the edge and for scrolling while dragging a block.
A plugin that provides a MetricsManager that can be used to prevent workspace expansion in certain directions.
A plugin that allows you to display a modal dialog atop the workspace.
A plugin that allows users to manipulate and connect blocks using a keyboard-driven cursor.

A plugin that disables all top-level blocks that have a previous connection. Useful for event-driven environments where all code execution must begin from top-level start/event blocks.
A plugin allows copying and pasting blocks between Blockly workspaces in separate tabs or windows.
A third-party plugin that allows selecting and manipulating multiple block stacks at once.
These plugins add new features and functionality to the Blockly toolbox. Learn more about customizing the toolbox.
A toolbox that presents all available blocks in a continuously scrollable list.
A toolbox category that adds a search field to the toolbox and filters available blocks as you type.
Themes let you customize the visual appearance of Blockly. Learn more about creating custom themes.
A theme that uses darker colours than the default.
A slight variant of the default Blockly theme that uses darker borders and flatter blocks.
A theme that improves accessibility by using more contrasting colours and darker text to make blocks more legible.
A theme that makes Blockly more accessible for individuals with tritanopia, a form of colourblindness.
A theme that makes Blockly more accessible for individuals with deuteranopia, a form of colourblindness.
These self-contained example projects demonstrate techniques to include and extend the Blockly library.


---
layout: default
title: Ihilda Documentation
banner: Ihilda Documentation
doctitle: RippleLibSharp Path Find Example
usings:
[
"System.Threading",
"System.Threading.Tasks",
"RippleLibSharp.Commands.Accounts",
"RippleLibSharp.Commands.Stipulate",
"RippleLibSharp.Keys",
"RippleLibSharp.Network",
"RippleLibSharp.Result",
"RippleLibSharp.Transactions",
"RippleLibSharp.Transactions.TxTypes",
]
---
{% include usings.html %}
{% include networking.html %}
string address = "";string destination = "";RippleCurrency recieve_amount =new RippleCurrency (1.0m );var task =PathFind .GetResult( address, destination, recieve_amount, network, token ); task.Wait();var resp = task.Result;PathFindResult path_result = resp.result;RipplePaymentTransaction tx =new RipplePaymentTransaction { Destination = path_result.destination_account, Account = path_result.source_account, Amount = path_result.destination_amount, Paths = usersChoice.paths_computed, SendMax = usersChoice.source_amount };


Venus and Jupiter to meet in the sky as ‘two points of light’
The planets will appear very low in the sky.
Sky-gazers can catch a glimpse of a cosmic event on Sunday afternoon with Venus and Jupiter appearing side by side as “two points of light” after sunset.
The planetary conjunction will be visible to the naked eye at around 4.30pm, in the south-west direction.
According to astronomer Tania de Sales Marques, of the Royal Observatory Greenwich, the planets “will be at about 1.2 degrees apart – just a bit more than the width of your little finger at arm’s length”.
She said: “Two points of light have been adorning the south-western sky just around sunset and to the avid observer they might appear to be moving closer every day.
“These points of light are in fact the planets Venus and Jupiter and they will come closest together in the sky on November 24.”
Despite being hundreds of millions of miles apart, the planets will appear near each other, forming a nearly straight line with the Earth – an event known in astronomy as a syzygy.
Venus is just over 56 million miles from Earth, while Jupiter is almost 559 million miles away.
Ms de Sales Marques said Venus will look the brighter of the two, appearing just south of Jupiter.
She said: “As the planets will be setting soon after sunset they will appear very low in the sky, so one will have to find somewhere with an unobstructed view of the horizon and face the south-west direction.
“The Moon will set earlier during the day, and sunset will occur at 16:00, so the best time to spot the pair of planets will be at around 16:30.”
Eagle-eyed viewers will also be able to see another planet further up in the sky.
Ms de Sales Marques said: “If you look towards the south and a little bit higher in the sky, you will also be able to see Saturn trailing behind Jupiter and Venus.
“But if you miss the conjunction don’t worry as the planets will remain close in the sky for a few more days.”
Venus and Jupiter will not coincide in this way again until February 2021.


Have something to contribute? We'd love to hear from you! The guidelines are simple: write a few sentences (ideally a short paragraph or more if you need) about an aspect of a culture you're familiar with. You don't need to be from that country to tell us about it but it'd be great if you have some connection (maybe you speak the language or you love the singer who's from there). Don't forget to include a picture!


FutureJs - Barcelona 2014
Web Audio API demos
Load sound
Load sound reusing AudioBuffer
Load sound and show the FFT
Use microphone
Reverb using gain and delay
Oscillator and Biquad filter using AudioParam
Convolver
All together now!


Few days ago I challenged myself to not use Google or Stackoverflow, but to check the language/api docs whenever I need to lookup something. This is part of my other long running project to remove abstractions and move closer to the core. I’m hoping this lets me better understand the code and be more idiomatic.
For Go, there’s https://godoc.org, which is an easily accessible way to browse the library signatures. In Ruby, there’s http://ruby-doc.org/ for standard library docs and http://www.rubydoc.info for library specific docs, though I find I use far less, generally I just Google it (especially when it comes to Rails) or I go into the source directly with bundle open <gem>
.
Luckily for Ruby and other languages there’s Dash. Dash helps you navigate docus of different languages with just a keyboard. For standard libraries, Dash is now my go to source, for libraries it’s less than ideal. I’ve been experimenting with auto generating docs per project that can be used in Dash, but haven’t made much progress yet. Will keep you posted.


This section lists all the stream definitions and provides the ability to deploy/undeploy or destroy streams.
|
|
| Description | Status | |||
|---|---|---|---|---|---|---|
| {{ item.name }} | {{ item.description.substring(0,15) }} = 15" style="cursor:pointer" (click)="details(item)">... |
|
|
|
|
|
|
|
There is no stream registered, yet.
0" [dataflowAppRoles]="['ROLE_CREATE']"> You can Create Stream(s) or Refresh the page
To create stream(s), you have to register Apps first.
You can Refresh the page.
No results found for '{{ params.q }}'
You can Clear the search or Refresh the page.
|
|
Deployment has been initiated |
|
|
Fully deployed based on each of the stream's apps' count properties |
|
|
At least 1 of each app, but 1 or more of them not at requested capacity |
|
|
1 or more of the apps does not have even a single instance deployed |
|
|
Intentionally undeployed, or created but not yet deployed |


Manchester United fans want out-of-job Pochettino to take over from Solskjaer
- Manchester United fans believe Pochettino is the right man for the job
- Pochettino had previously been tipped for the United job even before Solskjaer's appointment
- After Pochettino left Spurs, United fans trooped to Twitter to call for replacement of their current manager with the Argentine
- Both Pochettino and Solskjaer have had poor starts in the 2019/2020 season
News of the sacking of Mauricio Pochettino by Tottenham has been met with excitement from a section of Manchester United fans who would prefer to have him as their manager instead of Ole Gunnar Solskjaer.
Some believe dismissing Pochettino after a five-year stint at Tottenham was probably a bad move, one that could also be costly for the club in the long run.
Aside from reaching the Champions League final, Pochettino established the London side as one of the regulars in Europe’s elite competition, sometimes at the expense of bitter rivals Arsenal.
Fans rate Ndidi better than £70m England midfielder after impressive performance against Arsenal
There is no denying the quality of the Argentine in the dugout and for this reason, Manchester United fans went on overdrive for the better part of Tuesday and Wednesday, November 20.
PAY ATTENTION: Install Pitch Football App for FREE to get the latest football News & Scores
Many took to Twitter to urge United to finally do away with Solskjaer, who is himself experiencing a serious slump.
Manchester United fans analysed that with Pochettino a free agent, now would be the best time to scoop him up, especially with other big clubs also aware of his departure from Tottenham.
Others were adamant Poch would definitely return the glory days back at United, especially because he was on the Red Devils’ radar even before the appointment of Ole.
Interestingly, Pochettino and Solskjaer have experienced almost similar misfortunes this season, and it is hard to tell who between the two has been doing a worse job.
Super Eagles star Chukwueze gets huge recognition as he is compared to Liverpool's Mane
United were languishing at the bottom half of the table before the international break, only springing up to seventh after a refreshing 3-1 victory over Brighton in their latest outing.
Regardless, United are only two points above Spurs who are at 14th with just 14 points.
Earlier, Legit.ng reported that former Chelsea and Manchester United boss Jose Mourinho has been appointed new Tottenham Hotspur manager until the summer of 2023.
The Portuguese tactician takes over from Argentine handler Mauricio Pochettino, who was shown the exit doors.
AFCON 2019: I almost placed a bet on Nigeria - disappointed man | Legit TV


Events
menu
Live Music
Every Friday & Saturday
9pm - 12am
CD's on Sale During Live Event
Andre Thiredy Zycdan
Nov 1.
Music Genre: Blues Band
JC Smith
Nov 7.
Music Genre: Jazz Band
Johnny Tel
Nov 14.
Music Genre: R&B
Love Light Blue's
Dec 2.
Music Genre: Blues Band
Rich Johns and his Red Hot Blues Band
Dec 22.
Music Genre: Blues Band
Patron latin Rythm's
Dec 23.
Music Genre: Latin Rhythm


This is a 1990's style website used for helpful links in the Florida Polytechnic University community. Learn why it's better
The website was designed by James Andrews, a student IT worker at FPU, with the intent of solving problems that commonly arise.
Below are some commonly used helpful links that may or may not be on the official floridapoly.edu website.
Password Links
Portal Links
Software
Student & Faculty Funds
Information
Easter Eggs


Introduction
When it comes to special effects, particles are the first thing you
should think of when making a game. In this guide, you will learn how to
create particle effects in Torque 2D. Particle effects are commonly
used for things like explosions, rain, smoke, etc.
Particles are generated automatically by a set of parameters inside of
an emitter, which can be edited visually. A single particle effect can
contain multiple emitters, which is a powerful system for creating
amazing and complex effects.
Adding Particle Art
Like every other object that renders to the scene, particle effects
require an ImageMap. Before creating the particles, you need to import
the image. Under the Create tab, click on the "Create a new ImageMap"
button. Locate the image you will use for the particle effect. For this
example, the particles from the RainyDay demo are used:
Double click on the particlesImageMap entry. As with Animated Sprites
and Tile Maps, this ImageMap needs to be in Cell format. Click on the
Image Mode dropdown to display a list of options. Choose the Cell entry to split the image up into four parts. Because of the resolution
and number of cells, this operation should automatically split the image
evenly.
This automatic operation only works for images containing 2x2 cells. You
can still set the values for Cell Count X and Cell Count Y to 2 and see
that the effect is the same. Make sure your final version looks similar to
the following:
Note: In most cases it is best to disable the Filter Pad check box and set Filter Mode to "NONE".
The new imageMap will appear in the Static Sprites rollout in a cell
format. Notice it just shows one frame, which you can cycle through by
clicking the numbers below the preview:
Creating A New Effect
This guide will create a very simple effect which will produce
several raindrops going toward the bottom of the scene. To get started,
open up the Create tab and scroll down to the Particle Effects rollout.
Unless you have created effects previously, there should be only one
entry called newEffect:
Left click on that entry and drag it into your scene. When you let go of
the mouse button, a blank particle effect is added to the scene. This
effect is essentially temporary. You can edit it all you want, but it
will need to be saved if you wish to use it in the future. For now, it
should not be doing anything:
Switch to the Edit tab while you have the new effect selected. Scroll
down to the Particle Effect rollout. You should only have the base
effect data. Click in the Create Emitter text box and type 'drops'. Then click on the green plus button to add the new emitter:
At this point you should have a default emitter. Since there is no
image, animation or frame associated with the emitter, your effect
should still show nothing. Your default emitter should look like this:
Editing An Effect
The first major change you need to make to the emitter is to supply
it with an imageMap. The effect needs to know what it should be drawing
to the screen. Click on the Image drop down box and select the particlesImageMap you imported earlier:
You should immediately see particles rendering in your scene after
selecting the particlesImageMap. Unless you made any other previous
changes, this emitter will be rendering the first frame (or cell) from
the imageMap. This would be the sparkle image:
Move further down in the emitter properties and locate the Frame section. Set this to 1 to use the second cell in the imageMap because
this is the portion of the image containing the rain drop:
Next, scroll down until you see the various check boxes which control the base particle behavior. Disable Use Effect Emission checkbox. This tells the effect to use the emitter property instead of the base effect graph:
Notice how all the rain drop particles are shooting in every direction
from the center of the emitter. Rain typically falls in a straight line down
from a source (like a cloud). To change the origin of particle
creation, scroll down to the Type property. Click on the drop
down, then select LINEX. This means the particles will be generated
across a horizontal line, instead of a single center point or area:
Now it's time to really change the particle emitter behavior. Locate the Edit Emitter Graph button. You will want to left click this to start changing the emitter properties:
A small dialog will pop up with a particle property selected. This is the emitter graph. If you click on the Current Field drop down, you will see all the properties you can change for this emitter:
Don't panic. You do not need to change all the properties to simulate
rainfall. Only five properties need to be modified. From the Current
Field drop down, locate and select Size X Base. Left click on the
red dot in the graph, then drag it up to around 30. It does not
have to be completely perfect, just as close as you can get it:
If you click in a blank area of the box, you will create a new value
node. This does not change the initial value of the Size X Base. What
this does is tell the particle being emitted to change its horizontal
size over time. This allows for more advanced particle effects, but it's
not something you need right now. To get rid of this, right click on
the new node.
You should now be able to see rain drops being emitted from your effect.
Look at the preview to make sure you can see the small white drops
being created. Don't worry about what they are doing just yet. All that
matters is you can see them. If not, increase the size a little more to
your liking:
The rain is currently shooting in every direction. This is controlled by the Emission Arc Base. Switch to that field and you should see the stock value of 360:
This correlates to a circle, with the graph representing values from 0
to 360 degrees. The node is currently at 360, which causes the particles
to shoot in every direction. We want our particles emitting in a
straight line from a single line emitter. To achieve this, drag the
value node down to the very bottom. This results in a value of 0:
Moving on, select the Emission Angle Base field. You will notice
your rain is falling in the wrong direction. It is going straight up,
which is not a desired emission. This is the stock angle ejection for
particles. If you think about circles, what value represents a point or
rotation in the exact opposite direction? The answer is 180 degrees.
The stock values for Emission Angle Base will be -360 / 360, with
a time of 0 / 1. This means you can drag the value node anywhere
between -360 (bottom) to 360 (top). You may find it difficult to carefully nudge the node
somewhere in the top area to get close to an accurate 180. A handy trick
is to change the Value (Min/Max).
Set the Value Min to 0, then the Value Max to 180. Now, setting the
particle emission to go in the exact opposite direction is as simple as
dragging the value node to the top of the graph:
Our current rainfall is a light sprinkling, which can barely sustain
life on the ground. You need to increase the amount of particles that are
generated by this emitter. Switch to the Quantity Base field, then set the value to something close to 45. This should give us enough rain to work with:
Finally, you need to adjust how quickly the rain falls. If this were
snow, you would want to slow it down. Since this is rain, you should
increase the force used to eject particles downward. Switch the current
field to Emission Force Base. If you have not adjusted any values you will be working with a huge range of -1000 to 1000.
Remember the trick shown earlier for setting the Emission Angle Base
range? Repeat this process for the Emission Force Base. Set the Value
Min to 0 and Value Max to 100. This makes it a lot easier to move the
value node to something small, like 17 or 18:
That's it! Click the close button on the emitter graph and admire your
new rain particle effect. You can always go back into the emitter
properties and tweak the effect until you are happy with it:
Saving Effects To File
One last step remains. This new effect is still just temporary.
Torque 2D particle effects need to be saved out to a file. This allows
your game to load the effect when it needs it and provides you with the
option to share particle effects with other projects or teams.
Scroll back to the top of the Particle Effect rollout. Look for the Save Effect button. Click that button, then choose a directory in your game project to save the effect. For this example, a particles folder was created in the projectFiles/game/data directory. Set the file's name to rain.eff, then click Save.
That's it! Making rain fall is not a complex effect, nor does it require
a lot of work. However, there are plenty of tweaks that could be made
to the effect. For example, if you know there will be a "wind" factor in
your game, you can change the motion variance so the rain does not
always fall in a straight line.
Effect Properties
A single Effect consists of a collection of Emitters. These settings will affect all Emitters within this Effect.
- Effect Mode - Affects the base life of a particle effect. With the exception of INFINITE, the options use the Effect Lifetime property
- INFINITE - Effect has an infinite lifespan, never looping
- CYCLE - The effect will repeat from start to finish in cycles. The interval between cycles is defined by the Effect Lifetime
- KILL - The effect will delete itself once the Effect Lifetime elapses
- STOP - The effect will stop playing, but not delete itself, once the Effect Lifetime elapses
- Use Effect Collisions - When enabled, individual
particle collision will be turned on. Whenever a particle node collides
with another object in the same collision group or mask, the function onParticleCollision will be called for the emitter.
- Create Emitter - When clicked, will create a blank emitter using the specified name
Emitter Properties
Each Emitter within an Effect has its own list of Properties. These
Properties define how the Effect functions, looks and animates within
your Scene.
- Image - The imagemap, defined on the Create tab, which contains the imagery to use for this Emitter.
- Animation - An animation, created on the Create tab, to use for this Emitter. If used, this will override the Image property.
- Type - How to orient this emitter.
- AREA - Particles will be created randomly throughout the entire Area of this Effect.
- LINEX - Particles will be created across the horizontal center of the Area of this Effect.
- LINEY - Particles will be created across the vertical center of the Area of this Effect.
- POINT - Particles will be created at the center (relative position 0,0) of this Effect.
- Orientation - The rotation that Particles will have when
spawned within this Emitter. The following Pivot properly is used
differently for each Orientation option.
- ALIGNED - All particles will be oriented in the same direction, and will have no rotation.
- FIXED - All particles will be rotated by the same amount when spawned. The rotation is defined in the Fixed Angle field.
- RANDOM - All particles will be rotated in a random angle when spawned.
- Fixed Angle - Defines the spawn rotation angle of the
Particles when the FIXED orientation type is used. Has no effect in
other Orientation options.
- Pivot - Defines the offset that Particles will have from the center of the Emitter Area when spawned.
- Force Angle - Used by the 'Fixed Force' graphs. Usually this is used for simulating gravity.
- Fixed Aspect - When this is selected, the particle's
overall size is defined by their Size X in the graphs, with their Y
sizes proportionally scaled. When this is not selected, its Y scale and X
scale are determined separately, by 'Size Y' and 'Size X'.
- Use Effect Emission - Allows many of the emitters graph values to be set by the overall effect's graphs.
- Intense Particles - Makes the particles look fire-like.
- Single Particle - Only shows one particle at a time. This is helpful for editing certain properties.
- Attach Position - When this is selected, all particles
will move with the particle effect object when it is moved. Otherwise,
they will trail behind it, pursuing their individual destinies.
- Attach Rotation - When this is selected, all particles
will follow the rotation of the particle effect object, similar to the
Attach Position property.
- Rotate Emission - Aligns the emitter with the particle effect object. This is useful for directional particles, like jet flames.
- First in Front - Normally when a particle is created, it
is seen in front of previous particles that were created by its
particle effect. When this is checked, new particles are created behind
previously particles.
Graphs
All movement and life properties of Effects and Emitters in Torque 2D
are modified by a simple graph system. This graph system allows a
single property to have an effect that gets stronger or weaker at any
desired speed during the course of the life of a single particle, or
during the life of the Emitter as a whole.
The lower a node is on the graph, the lower the number. The higher a
node is on the graph, the higher the number. The far-left is at time
'0.0' of the life, while the far-left is at the end, or time '1.0' of
the life.
More nodes can be simply added by clicking on the graph. Clicking and
dragging on a node will move it, while right-clicking on a node will
remove it.
When editing Effects, there are two types of graphs - Effect Graphs and
Emitter Graphs.
Effect Graph Properties in the Effect Graph will affect all Emitters attached to this Effect as a whole.
- Particle Life Scale - Scales the life of particles.
- Quantity Scale - Scales the quantity of particles.
- Size X Scale - Scales the size of particles along the X coordinate.
- Size Y Scale - Scales the size of particles along the Y coordinate.
- Speed Scale - Scales the speed of particles.
- Spin Scale - Scales the spin of particles.
- Fixed Force Scale - Scales the Fixed Force of particles.
- Random Motion Scale - Scales the Random Motion of particles.
- Visibility Scale - Scales the Visibility of particles.
- Emission Force Base - The speed that particles will move when spawned.
- Emission Force Variance - Allowed randomness floor and ceiling that the Emission Force may have.
- Emission Angle Base - The base angle that particles will be spawned to move in.
- Emission Angle Variance - Allowed randomness floor and ceiling that the Angle may have.
- Emission Arc Base - The base arc that particles will be 'thrown' in when created.
- Emission Arc Variance - Allowed randomness floor and ceiling that the Arc may have.
Emitter Graph
- Particle Life Base - The base duration of a particle in the world before it is destroyed.
- Particle Life Variance - Allowed randomness floor and ceiling that the Particle Life may have.
- Size X Base - Size of particles along the X coordinate.
- Size X Variance - Allowed randomness floor and ceiling that the X size may have.
- Size X Life - The life of the animation along the X coordinate through the total life of the particle.
- Size Y Base - Size of particles along the Y coordinate.
- Size Y Variance - Allowed randomness floor and ceiling that the Y size may have.
- Size Y Life - The life of the animation along the Y coordinate through the total life of the particle.
- Speed Base - The speed at which spawned particles will move.
- Speed Variance - Allowed randomness floor and ceiling that the Speed may have.
- Speed Life - The life of the speed animation through the total life of the particle.
- Spin Base - The speed that a particle will rotate.
- Spin Variance - Allowed randomness floor and ceiling that the Spin may have.
- Spin Life - The life of the Spin animation through the total life of the particle.
- Fixed Force Base - The speed and direction that
particles will move. A positive number moves up on the screen, while a
negative number moves down. The higher / lower the number, the faster
the movement is.
- Fixed Force Variance - Allowed randomness floor and ceiling that the Fixed Force may have.
- Fixed Force Life - The duration of the Fixed Force animation through the total life of the particle.
- Random Motion Base - The higher the number, the more the particles will randomize their movements in all directions.
- Random Motion Variance - Allowed randomness floor and ceiling that the Random Motion may have.
- Random Motion Life - The life of the Random Motion animation through the total life of the particle.
- Emission Force Base - The speed that particles will move when spawned.
- Emission Force Variance - Allowed randomness floor and ceiling that the Emission Force may have.
- Emission Angle Base - The base angle that particles will move in when created.
- Emission Angle Variance - Allowed randomness floor and ceiling that the Angle may have.
- Emission Arc Base - The Arc to the base Angle movement that the particle will move in when created.
- Emission Arc Variance - Allowed randomness floor and ceiling that the Arc may have.
- Red Color Life - The strength of the Red color channel to a particle during the life of the particle.
- Green Color Life - The strength of the Green color channel to a particle during the life of the particle.
- Blue Color Life - The strength of the Blue color channel to a particle during the life of the particle.
- Visibility Life - The transparency of a particle during the life of the particle.
Script Representation
When you add a particle effect to your scene and save, the following is what will exist in the level file:
new t2dParticleEffect() {
effectFile = "data/particles/rain.eff";
useEffectCollisions = "0";
effectMode = "INFINITE";
effectTime = "0";
canSaveDynamicFields = "1";
Position = "155.803 -67.181";
size = "111.049 128.000";
Layer = "1";
CollisionMaxIterations = "3";
AlphaTestValue = "-1";
UsesPhysics = "1";
MountOffset = "0.005 0.842";
mountID = "5";
mountToID = "3";
};
Conclusion
This concludes the introduction to particle effects. The Torque 2D
particle editor is extremely powerful and versatile. While not every
game needs particles, it is often a good idea to plan ahead for them.
The instructions you learned in this guide are essential and used all
throughout your development. |


I am an artist and researcher based in London. I am a Ph.D. student at Goldsmiths, University of London researching the creative applications of artificial intelligence. You can find me on twitter, instagram and github.


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With this Google Sheet, you can turn an unused smartphone into a smart display, by following the step-by-step tutorial published on Instructables.com. This tutorial and Google Sheet are developed by David Verweij at Newcastle University as part of his PhD research
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Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking.
Thus you may need to search on the page to find the actual document.
Changelog
TETRAHEDRA
- Hierarchical Convex Approximation of 3D Shapes for Fast Region Selection
-
Marco Attene,
Michela Mortara,
Michela Spagnuolo,
Bianca Falcidieno
- Discrete Distortion in Triangulated 3-Manifolds
-
Mohammed Mostefa Mesmoudi,
Leila De Floriani,
Umberto Port
SHAPE PROPERTIES: LOCAL AND GLOBAL
- Global Intrinsic Symmetries of Shapes
-
Maks Ovsjanikov,
Jian Sun,
Leonidas Guibas
- A Hierarchical Segmentation of Articulated Bodies (Project)
-
Fernando de Goes,
Siome Goldenstein,
Luiz Velho
- A smart stochastic approach for manifold smoothing
-
Ahmed Fouad El Ouafdi,
Djemel Ziou,
Hamid Krim
SMOOTH SURFACES
- Fast Parallel Construction of Smooth Surfaces from Meshes with Tri/Quad/Pent Facets
-
Ashish Myles,
Tianyun Ni,
Jorg Peters
- G2 Tensor Product Splines over Extraordinary Vertices
-
Charles Loop,
Scott Schaefer
- Fitting Sharp Features with Loop Subdivision Surfaces
-
Ruotian Ling,
Wenping Wang,
Dongming Yan
SAMPLING AND RECONSTRUCTING SURFACES
- Surface sampling and the intrinsic Voronoi diagram
-
Ramsay Dyer,
Hao Zhang,
Torsten Möller
- Provably Good 2D Shape Reconstruction from Unorganized Cross-Sections
-
Pooran Memari,
Jean-Daniel Boissonnat
- Streaming Surface Reconstruction Using Wavelets
-
Josiah Manson,
Guergana Petrova,
Scott Schaefer
REGISTERING DEFORMING SURFACES I
- Global Correspondence Optimization for Non-Rigid Registration of Depth Scans
-
Hao Li,
Robert W. Sumner,
Mark Pauly
- Deformation-Driven Shape Correspondence
-
Hao Zhang,
Alla Sheffer,
Daniel Cohen-Or,
Qingnan Zhou,
Oliver van Kaick,
Andrea Tagliasacchi
- Dental Inlay and Onlay Construction by Iterative Laplacian Surface Editing
-
Tillmann Steinbrecher,
Maik Gerth
REGISTERING DEFORMING SURFACES II
- Non-Rigid Registration under Isometric Deformations
-
Qi-Xing Huang,
Bart Adams,
Martin Wicke,
Leonidas Guibas
- Automatic Registration for Articulated Shapes
-
Will Chang,
Matthias Zwicker
- Reconstructing Animated Meshes from Time-Varying Point Clouds
-
Jochen Suessmuth,
Marco Winter,
Guenther Greiner
PARAMETERIZATION AND QUAD TILING
- Motorcycle Graphs: Canonical Quad Mesh Partitioning
-
David Eppstein,
Michael T. Goodrich,
Ethan Kim,
Rasmus Tamstorf
- Spectral Conformal Parameterization
-
Patrick Mullen,
Yiying Tong,
Pierre Alliez,
Mathieu Desbrun
- A Local/Global Approach to Mesh Parameterization
-
Ligang Liu,
Lei Zhang, Yin Xu,
Craig Gotsman,
Steven J. Gortler
BASES AND COORDINATES
- Pointwise radial minimization: Hermite interpolation on arbitrary domains
-
Michael S. Floater,
Christian Schulz
- Maximum entropy coordinates for arbitrary polytopes
-
Kai Hormann,
N. Sukumar
- Polyhedral Finite Elements Using Harmonic Basis Functions
-
Sebastian Martin,
Peter Kaufmann,
Mario Botsch,
Martin Wicke,
Markus Gross
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