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HTML Surface
Drawing Blue
Drawing Red
Keep Blue
Keep Red
Show All
Remove Shape
Destroy All
Export Shapes
Import Shapes
Draw Rectangle
Draw Ellipse
Enable Highlight Tool
Add Text


Lab 18: Simple NodeJS MVC App
This is a list of examples. See the app.js file to see what happens when these links are clicked.
- Example 1
- Going to the domain:your_port/ sends a request to app.js
- which routes the request to the router.get('/') function in controller/index.js
- which returns the static index.html file to the user
- Example 2 - /hello routes to index.js and sends back a plain text message
- Example 3 - /template_example routes to index.js and sends back this home page, but using a template.
- Create Movie - /movie1/create
- Movie Table - /movie1/all
- Movie Dropdown - /movie1/dropdown
- Create Genre - /genre1/create
- Create Rating - /rating1/create
- Create User - /user1/create
- User Table - /user1/all


|
| Value |
Description |
Notes |
|
| 00 |
Single-item retail product |
|
| 10 |
Multiple-item retail product |
Multiple-item product retailed as a whole |
| 11 |
Multiple-item collection, retailed as separate parts |
Used when an ONIX record is required for a collection-as-a-whole, even though it is not currently retailed as such |
| 20 |
Trade-only product |
Product not for retail, and not carrying retail items, eg empty dumpbin, empty counterpack, promotional material |
| 30 |
Multiple-item trade pack |
Carrying multiple copies for retailing as separate items, eg shrink-wrapped trade pack, filled dumpbin, filled counterpack |
| 31 |
Multiple-item pack |
Carrying multiple copies, primarily for retailing as separate items. The pack may be split and retailed as separate items
OR retailed as a single item. Use instead of Multiple item trade pack (code 30) only if the data provider specifically wishes
to make explicit that the pack may optionally be retailed as a whole
|
|


{% include 'head.html' %}
{% include 'header.html' %}
Voters
:
Address
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Last voting


MAXIMO system is down for upgrade activities. We appreciate your patience and apologize for any inconvenience while we perform the upgrade activity.
Any further delays due to technical reasons will be updated on this page.
START TIME: Friday 02/20/2015 03:00 PM EST
END TIME : Sunday 02/22/2015 03:00 PM EST
Thank you,
MAXIMO Tool IT Team
For any information during this activity, please contact:


Sieve of Eratosthenes
Online Version - Javascript Implementation
Use with caution, this software comes with no guarantee, high inputs may results in issues on your computer. JavaScript is a client side code and will run on your local computer, proceed with caution.
Number of prime numbers will be shown here.


I have lived in South Salem for 18 years during which time I have been actively engaged as a volunteer to meet needs and assist others in making our community a better place to live. Now I am taking the next step by expanding my commitment to you, the citizens, by advancing the quality of life for all Oregonians as your Representative in the Oregon Legislature. In doing so, I intend to propose and support legislation that will nurture economic growth and the standard of living, place emphasis on supporting an educational system that is positioned to prepare our workforce of tomorrow to meet and successfully compete in a global economy, and to upgrade our public safety and public health agendas to secure a safe and healthy community through prevention, intervention, and monitoring programs. No matter the subject, as your Representative, I will always and foremost work to move our community in a positive direction by serving every citizen, engaging in every possibility, and promoting a secure and vibrant future for Oregon.


20 July 2000
Disease Outbreak Reported
WHO has received reports of clusters of cases of suspected anthrax in the Afar region of Ethiopia. This area is inhabited by pastoralists who depend on livestock and cases of anthrax are known to occur. Reports from organizations (e.g. United Nations Development Programme, Médecins Sans Frontières) working in the area indicate clusters of cases and increased numbers of cases of a clinical syndrome consistent with anthrax. No systematic epidemiological investigation has been carried out thus far. WHO, in collaboration with MSF/Epicentre and the Ministry of Health in Ethiopia, have planned to carry out an investigation in the region in order to confirm the diagnosis, assess the true extent and impact of the disease and plan and implement control measures.


Classes
ComposeControllerTest
EmailControllerTest
EmailPreviewTest
ForwardControllerTest
MainTest
MasterMainControllerTest
ReplyControllerTest
ViewControllerTest


Hi, 101 Students! How are you?

Ever since the worldwide poplularity of the Harry Potter films, owls have seen an explosion of popularity as pets. Of the tens of thousands of children have begged their parents for one of these adorable birds, many have quickly learned that, just like any pet, owls require a considerable investment of time, love, and care.
It doesn't help that their most favorite choice of food was next years most popular christmas pet gift made famous by the Disney/Pixar movie, Ratatouille.


{% extends "base.template" %} {% block title %}pages - about{% endblock %} {% block header %}
about
{% endblock %} {% block content %}What is this site?
When learning about a new topic or studying for an exam, I like to compile my notes and findings into Markdown documentation. I find that the best way to ensure mastery of a topic is having the ability to explain it to others.
Because this site is really just for me to have a place to reference my previous notes and code snippets, I have disabled search engine indexing site-wide. If you have still come across this site, feel free to poke around. I have done my best to reference the sources from which I find my information, and they are probably more worth your time than my notes on here.
How is this site built?


[gecode-users] Diagnosing failures
Malcolm Ryan
malcolmr at cse.unsw.edu.au
Tue Nov 13 07:00:55 CET 2007
On 13/11/2007, at 7:25 AM, Christian Schulte wrote:
> That's not quite an option: well known, there are too many propagator
> invocations (really, absolutely incomprehensible).
Really? I wouldn't have thought that there were so many. But then
I've never written an engine.
> Fact is, there has been only a single idea - to my knowledge - how
> to trace
> propagation at a sufficient level of abstraction, based on so-
> called S-boxes
> (by Benhamou and others). However it did not make it... We intend
> to do
> something like that but much later, as a byproduct of some ideas we
> would
> like to explore (as we are researchers mostly and not software
> developers,
> so anything we do must be sufficiently new and academically
> interesting.
> Well...).
I would have thought the issue was really of critical importance to
making CSPs a really useful programming paradigm. Of course, as an
academic researcher myself, I realise that there are things that are
on your research program and things that are not.
> But you have been using Gist, haven't you? That helps quite a lot to
> understand where search goes wrong in my opinion.
I haven't got into that yet. Is there any documentation or examples?
> PS: Was it intentional to have this in private? If not, could you
> forward
> the message if you agree to that? Thanks.
No, but I think the list has the reply-to-poster flag checked, and I
don't always remember to CC the list.
Malcolm
> -----Original Message-----
> From: Malcolm Ryan [mailto:malcoonlmr at cse.unsw.edu.au]
> Sent: Monday, November 12, 2007 9:11 PM
> To: cschulte at kth.se
> Subject: Re: [gecode-users] Diagnosing failures
>
>
> On 13/11/2007, at 1:34 AM, Christian Schulte wrote:
>
>> Nothing really, a part from the obvious (and painful):
>
> That's a shame. It would be nice to at least be able to trace the
> order of propagation of constraints.
>
>> decompose your
>> problem into smaller subproblems and check that the subproblems
>> have a
>> solution.
>
> Fortunately, I have been designing in that fashion from the outset,
> so debugging hasn't been too painful so far. Still, better tools
> would make it easier. Do you have anything planned?
>
> Malcolm
>
--
Many clever men like you have trusted to civilisation.
Many clever Babylonians, many clever Egyptians,
Many clever men at the end of Rome.
- G.K.Chesterton, The Napoleon of
Notting Hill
More information about the gecode-users
mailing list


Please navigate to
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& wait for a button to appear here
ClientId found, please press the link to use this ID in the app.
Launch Auryo


1. What genre does rock music originate from?
A: Pop    B: Classical    C: Folk    D: Rock and Roll
2. What is the main instrument of rock music?
A: Amplified Electric Guitar    B: Bongos    C: Drum Kit    D: Keyboard
3. What is the main meter of rock music?
A: 3/4
B: 4/4
C: 17/8
D: 6/8
4. On what beats do the snare drums fall on in most rock songs?
 Which of the following is NOT one of the types of common modes used in rock music?
A: Blues    B: Minor    C: Major    D: Older
6. Which of the following words describes the range of stylistic possibilities in rock music?
A: narrow    B: wide    C: non-existent    D: None of the above
7. Who wrote and performed Smoke on the Water?
A: Bon Jovi    B: The Beatles    C: Deep Purple    D: Beethoven


--- layout: page title: About header-img: "img/about-bg.png" ---
I'm an adaptive and passionate Full Stack Web Developer with an intense thirst for learning, self-growth and drive to make a positive impact on my surroundings. I believe my good talents and abilities can always be developed further through effort, good mentorship, persistence and collaboration with others.
Thanks to the immersive training I received during my studies at Flatiron School, I gained a deep understanding of Object-Oriented and Functional Programming, solid foundation of data structures and algorithms, and experience designing and developing interactive applications with some of the latest technologies in software development, including Ruby on Rails, JavaScript, jQuery, Ajax, React.js, and bootstrap.


|
AutoYams
Automatic Yams with OpenCV dice detection
|
Manager used to compute combos from dices to a given player. More...
#include <Scoring.h>
Public Member Functions | |
| bool | addCombo (QString name, std::function< int(QList< Dice * >)> combo) |
| Add a new mapped possible combo/move. More... | |
| bool | play (Player *player, QList< Dice * > dices, QString name) |
| Play a specific combo for a specific player with the current set of dice. More... | |
| QList< QPair< int, PlayableMove * > > | sampleBestMoves (Player *player, QList< Dice * > dices) |
| Find and sort every possible move a specified player can play. More... | |
| int | sampleMove (QList< Dice * > dices, QString name) const |
| Sample a specific move without consideration of a specific player. More... | |
Private Attributes | |
| QMap< QString, PlayableMove * > | playCombos |
Manager used to compute combos from dices to a given player.
Compute each and every moves globally.
| bool Scoring::addCombo | ( | QString | name, |
| std::function< int(QList< Dice * >)> | combo | ||
| ) |
Add a new mapped possible combo/move.
| name | Name of the new combo |
| combo | Delegated function meant to compute a list of Dices as a score |
Used to define every possible moves in Yams such as Brelan, Full, Yams, or many other...
Play a specific combo for a specific player with the current set of dice.
| player | Specific player |
| dices | Specific set of dices (5 in total) |
| name | Name of played combo |
Add score to a player for a specific combo depending on his current situation and if possible.
| QList< QPair< int, PlayableMove * > > Scoring::sampleBestMoves | ( | Player * | player, |
| QList< Dice * > | dices | ||
| ) |
Find and sort every possible move a specified player can play.
| player | Specific player |
| dices | List of current dice set |
Run through every possible move to sample the best ones to play for a specific player.
| int Scoring::sampleMove | ( | QList< Dice * > | dices, |
| QString | name | ||
| ) | const |
Sample a specific move without consideration of a specific player.
| dices | Current set of dice |
| name | Move name to play |
Process a specific move in order to, for example, display a move current score in a Grid.
|
private |
Every Playable Move (combo) possible in the current game and mapped to its original name.


---
layout: default
permalink: /articles/jan2021/
date: Jan-2021
title: Musings on student supervision
author: Robert Harris
editor: Saavidra Perera
image:
---
Musings on student supervision
By Robert Harris
Jan 2021
At the NYRIA meeting in Leiden in 2018, I had the ‘brilliant’ idea to give a talk on student-supervisor relations.
Now, this is a complex topic, which I’m really not qualified to speak about, particularly as I’ve had no formal
training, but as a new supervisor I really wanted to discuss it with other people. It turned out to be a brilliant
idea; if you want to learn about how to supervise people, ask the people who are being supervised about their relationship
with their supervisor and how it could be improved. For the rest that follows here, these are my opinions, formed
from my supervision experience, from presenting that talk and chatting to the attendees at the meeting. If you want a more
solid scientific basis, a really nice place to start is this article by
The Conversation. The main message I got from it is the supervisor student relationship can seriously influence a PhD.
The relationship between student and supervisor is complex and if you’re not in the mood for something serious, there are
many excellent comics and descriptions of the student – supervisor relationship, like the one below.
Admittedly this is from the side of the professor, and sometimes, however wrong it may be, this can be very true.
However it's also important to note that a similar process happens the other way around and it is important for the
student to see their supervisor as a human, instead of a fountain of all knowledge and an assistant.
As I mentioned at the start, in the last couple of years I’ve begun supervising PhD students and now have a mini group
of two in Germany, one who I supervise remotely in Durham and plus a couple of Hiwis (German students who get paid to
do mini projects). This means a lot of learning for me; perhaps unsurprisingly, it turns out everybody works and
responds differently.
Things we wished supervisees would know about supervisors?
Let’s start with me, what to know about me as a new supervisor. Firstly, I don’t know everything. Actually, I’m not
even close, though maybe when I get that Professor title this will change. That doesn’t mean I’m useless however,
whilst I probably know more about the field than you, by the time you’re a couple of years into your project you’ll
know more than me, at least in a specific area.
This happening for the first time is actually quite difficult for both the student (let’s deal with that later) and
also the supervisor. Suddenly, someone they are supposed to be teaching is telling them that they’re wrong. A good
example of this is a three day debate I recently lost with my student. We were both very convinced we were right and
arguing passionately about it. Eventually, it turned out he was right. Believe me, as a supervisor this is a strange
feeling and was a little kick to my ego. One of the best things I learnt from it was how important it is to remain
civil during these debates, no matter how much you think you are (and may in fact be) correct. Students, please
remember your supervisors are human and not fountains of all knowledge, they are wrong more often than you think.
However, when you are presented with a situation where you know more than them, try to still listen to their ideas.
They might not always be right, but their experience often means they’ve got some very good ideas to listen to. A long
time ago as a student I was convinced that I knew more than a postdoc who was telling me how to solve a problem. Had I
listened, I would probably have saved myself a couple of months of work. So listen, even if you discount their
ideas later.
Things supervisors should know about their students
Now things I’ve learnt about my students. Firstly, and this always sounds stupid, but everyone is an individual; what
works with one student won’t work with another. Some people like open ended projects and will hate doing an assigned
project, while some like to be given a task to accomplish, if they are given an open ended project they sit around unsure
of what to do . So far, out of my students I’ve had a complete mix and found life can be unproductive on both sides if
you get it wrong. Try to understand your student and work around their needs. One way to do this is to ask their opinion,
but remember, they are still figuring this out, you’re unlikely to get it 100% right. If you can do this, you’ll find both
of your lives are far more productive and you’ll reduce the potential for friction.
Try to understand your student and work around their needs. One way to do this is to ask their opinion, but remember,
they are still figuring this out. If you can do this, you’ll find both of your lives are far more productive and you’ll
reduce the potential for friction. Just note you’re unlikely to get it 100% right, but try to foster open and good communication
and be a little flexible.
Secondly, inclusivity is important. People come from different backgrounds, and have different ways of interacting and
socialising. I personally like to chat about ideas in the pub, the first drink is serious work chat, the second becomes
more personal and by the third the ‘creative’ ideas are flowing. This has allowed me to come up with some of my best projects,
because of the relaxed nature of the interaction. However, this may be an uncomfortable place for some people. Maybe someone
doesn’t drink alcohol or can’t come after work due to personal/family commitments. If this is the case, you lose the thing that
made the interaction so good in the first place. Be aware of this, since ignoring these factors can end up doing the exact opposite
of what you set out to achieve. You may need to adjust your behaviour, depending on the group. Make sure you check as it can cause
friction and people feeling excluded.
Thirdly, students can really benefit from positive (and if need be negative) feedback. As a student, if ignored, I could disappear
down rabbit holes for weeks. Having someone there to help push me in the right direction really improved both my motivation and
productivity. Try to set aside time to give your students feedback, noting if there is room for improvement but also giving positive
feedback. These student years build the foundation of their academic career. Supporting the development of their skills and work habits
will not only increase the productivity of your group but will also help them in their future endeavours.
General Thoughts
So, onto general comments to both sides. At the NYRIA 2018 workshop in Leiden I asked how often people saw their supervisor.
The optimum seemed to be approximately once a week, though this varied wildly depending on the person. Almost everybody felt
that things were ok, or could be slightly improved; very few thought the timing and length of their supervisor sessions were perfect.
Overall, I would suggest aiming for once a week, this means if you miss one meeting, or meet twice in one week it’s not the end of the
world. The supervisor still has time for their own work and the student doesn’t feel overly pressured or ignored.
Finally, all I’ve said here is from my personal experience, so please take what I’ve said with a pinch of salt (and read the professional
articles). Remember the grass is always greener on the other side and nothing is perfect, normally ‘pretty good’ is actually great.


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For July, job postings in the Ask HN: Who is hiring? thread remained strong with 65% year-over-year growth compared to July of 2020. At the time of this post, there were 931 top level comments in the July thread which represent job postings being analyzed. This is a bit of a dip from June's all time record high number of 1040 posts, but that's not too unusual looking at past years' summer time hiring dips.
With the COVID Pandemic sigificantly altering the work landscape between Office and Remote, I have added several non-tech terms into the analyis. The result of this is that the "Remote" keyword is the top term by far, with over 70% of positions being offered as remote. If companies delay return to office plans due to the resurgence of COVID then this trend will likely remain.
Looking further at the non-tech results, thre are a couple of interesting trends to watch. First, the type of developer positions being advertised include variations on the preferred candidate focus between Back-end vs Front-end vs Full-stack with Back-end winning for now. Meanwhile, when it comes to experience, Senior level developers are being sought 10 times more frequently than Junior developers.
There has not been a breakout tech trend that I can spot yet this year. React, Python, AWS, and TypeScript are still at the top when it comes to technology related terms. The Go programming language is perhaps the biggest trend as Go has begun to separate from Ruby and Java a bit. Kubernetes has made a push into the top 20 as well over the past year, but both the rise of Go and Kubernetes have been happening for a few years.
| Tech | Rank | Last Month | Change | Last Year | Change |
|---|---|---|---|---|---|
| Remote | 1 | 1 | 0 | 1 | 0 |
| Senior | 2 | 2 | 0 | 2 | 0 |
| React | 3 | 3 | 0 | 3 | 0 |
| Back End | 4 | 4 | 0 | 4 | 0 |
| Front End | 5 | 5 | 0 | 5 | 0 |
| Python | 6 | 6 | 0 | 6 | 0 |
| Full Stack | 7 | 8 | +1 | 8 | +1 |
| AWS | 8 | 7 | -1 | 7 | -1 |
| TypeScript | 9 | 9 | 0 | 10 | +1 |
| Postgresql | 10 | 10 | 0 | 9 | -1 |
| node.js | 11 | 11 | 0 | 12 | +1 |
| golang | 12 | 12 | 0 | 16 | +4 |
| Machine Learning | 13 | 14 | +1 | 14 | +1 |
| DevOps | 14 | 15 | +1 | 13 | -1 |
| JavaScript | 15 | 17 | +2 | 11 | -4 |
| Kubernetes | 16 | 13 | -3 | 25 | +9 |
| Ruby | 17 | 18 | +1 | 15 | -2 |
| Rails | 18 | 16 | -2 | 19 | +1 |
| AI | 19 | 21 | +2 | 20 | +1 |
| Java | 20 | 19 | -1 | 18 | -2 |
| Tech | Mentions | Rank | Last Year Mentions | Last Year Rank | Change |
|---|---|---|---|---|---|
| Scrum | 8 | 84 | 0 | 228 | +144 |
| Shell | 5 | 109 | 0 | 229 | +120 |
| S3 | 11 | 76 | 1 | 164 | +88 |
| RDS | 11 | 75 | 1 | 145 | +70 |
| VR | 5 | 110 | 1 | 163 | +53 |
| Julia | 5 | 106 | 1 | 156 | +50 |
| WordPress | 6 | 95 | 2 | 138 | +43 |
| HTML5 | 6 | 99 | 1 | 140 | +41 |
| Oracle | 8 | 81 | 3 | 115 | +34 |
| SQL | 33 | 38 | 9 | 71 | +33 |
| Tech | Mentions | Rank | Last Year Mentions | Last Year Rank | Change |
|---|---|---|---|---|---|
| D3.js | 2 | 153 | 5 | 85 | -68 |
| Big Data | 5 | 103 | 11 | 57 | -46 |
| Cassandra | 3 | 123 | 5 | 84 | -39 |
| Scala | 14 | 69 | 24 | 31 | -38 |
| Jupyter | 3 | 122 | 5 | 86 | -36 |
| TensorFlow | 8 | 86 | 12 | 50 | -36 |
| Distributed Systems | 13 | 71 | 15 | 47 | -24 |
| Heroku | 13 | 72 | 14 | 48 | -24 |
| Elasticsearch | 19 | 59 | 19 | 38 | -21 |
| Deep Learning | 17 | 61 | 17 | 42 | -19 |


See Olivier Dony's last year presentation: http://www.slideshare.net/openobject/performance2014-35689113
Odoo can handle large data and transaction volumes out of the box!
can easily be fixed with
PostgreSQL
Hardware sizing
Single server, multi-process (workers)
Multi-server, multi-process (workers)
Recent versions (9.2, 9.3) have excellent performance.
Tune it: memory, etc (see documentation)
Avoid deploying on a VM.
Check tools (pg_badger) and tables for statistics:
Linear O(n) is good.
result = []
for record in self:
result.append(...)
Quadratic O(n²) does not scale when n becomes large.
result = []
for record in self:
for moves in record.picking_id.move_ids:
result.append(...)
record._cache['name']
record.env.cache[field][record.id]
"Prefetch records browsed in the same environment."
# some query... -> model, id
query = "..."
params = ...
self._cr.execute(query, params)
# process results record by record
for (model, id) in self._cr.fetchall():
record = self.env[model].browse(id)
if record.partner_id ...:
...
This loop issues O(n) queries.
Browse all records before accessing their fields.
# some query... -> model, id
...
# retrieve records first
record_list = []
for (model, id) in self._cr.fetchall():
record = self.env[model].browse(id)
record_list.append(record)
# process records
for record in record_list:
if record.partner_id ...:
...
The second loop issues O(1) queries.
Cross-model conditions do not use JOIN by default.
domain = [('picking_id.move_ids.partner_id', '!=', False)]
records = self.search(domain)
This does something like:
moves = Move.search([('partner_id', '!=', False)])
pickings = Picking.search([('move_ids', 'in', moves.ids)])
records = self.searcg([('picking_id', 'in', pickings.ids)])
Issue: "moves" and "pickings" may be huge!
Use "auto_join" to enable the use of JOIN.
class Picking(models.Model):
...
move_ids = fields.One2many('stock.move', 'picking_id',
string="Moves", auto_join=True)
The impact may be important when such conditions appear in record rules (security filter.)
./odoo.py ... --log-sql
With that, we found cases where cache prefetching
was not working as expected.


Removing some OpenCL setup boiler plate.
More...
#include <CLHelper.hpp>
|
|
int | err |
| |
|
unsigned int | correct |
| |
|
int | maxDevices |
| |
|
int | deviceToUse |
| |
|
cl_device_id * | device_ids = new cl_device_id[maxDevices] |
| |
|
cl_device_id | device_id |
| |
|
cl_context | context |
| |
|
cl_command_queue | commands |
| |
|
cl_uint | num_devices |
| |
Removing some OpenCL setup boiler plate.
- Author
- Andrew McDonald
-
Sean Grimes
- Date
- 11-21-15
- Note
- Currently under development, no guarantees made.
◆ CLHelper() [1/2]
default c'tor, setup for use with MBP on macOS
Will default to 3 possible devices, selecting the discrete GPU by default
◆ CLHelper() [2/2]
| CLHelper::CLHelper |
( |
int |
maxDevices, |
|
|
int |
deviceToUse |
|
) |
| |
|
inline |
c'tor to select which compute device to attempt to use
Will try to use 'deviceToUse', on a MBP the devices are:
0 == CPU
1 == Integrated GPU
2 == Discrete GPU
- Parameters
-
| maxDevices | The number of OpenCL compute devices on the machine |
| deviceToUse | The OpenCL device to use |
◆ check_and_print_cl_err()
| void CLHelper::check_and_print_cl_err |
( |
int |
err | ) |
|
|
inline |
Checks OpenCL errors and prints a more descriptive error message.
- Parameters
-
◆ check_and_print_cl_program_build_err()
| void CLHelper::check_and_print_cl_program_build_err |
( |
int |
err, |
|
|
cl_program * |
program |
|
) |
| |
|
inline |
error checking specific to building the kernel ('program')
- Parameters
-
| err | The error code |
| program | Pointer to the cl_program |
◆ get_opencl_error()
| std::string CLHelper::get_opencl_error |
( |
int |
err | ) |
|
|
inline |
Convert numeric error code to text.
- Parameters
-
- Returns
- The error string based on err
◆ print_selected_device_info()
| void CLHelper::print_selected_device_info |
( |
cl_device_id |
cdi, |
|
|
int |
device_num |
|
) |
| |
|
inline |
Print device information.
- Parameters
-
| cdi | The cl_device_id |
| device_num | The OpenCL device number |
◆ read_kernels_from_file()
| void CLHelper::read_kernels_from_file |
( |
const char * |
fname, |
|
|
char ** |
programBuffer |
|
) |
| |
|
inline |
Read kernel source into program buffer.
- Parameters
-
| fname | Path to kernel source |
| programBuffer | The buffer for kernel source |
◆ setDeviceToUse()
| void CLHelper::setDeviceToUse |
( |
int |
deviceIndex | ) |
|
|
inline |
See details.
Sets index of OpenCL device number to use. Default is 2.
◆ setup_opencl()
| bool CLHelper::setup_opencl |
( |
void |
| ) |
|
|
inline |
See details.
Setup opencp device(s), context, and commandQueue
- Returns
- True...well at the moment it's always true
The documentation for this class was generated from the following file:


Art of G-Man
Applications
Digital Showcase
Practical Showcase
Photography
Contact
Email<EMAIL_ADDRESS>Phone:<PHONE_NUMBER>


--- layout: default ---
Here at Pacific Bloom Doula we believe there’s no one way to do it right. As your doula we are here to help navigate through the physical, emotional and informational needs of the birthing person and postpartum family. It’s okay to have multiple thoughts and emotions as you go through your journey. What we know is that it’s okay to feel unsure and excited about your next steps. That’s what we’re here for. Start your journey with us today!


The following figure depicts the runtime structure of a generic LDM installation.
The figure shows the top-level ldmd process at the upper-left. At startup, this process starts the following child processes:
Both the ingesters and the downstream LDMs write data-products into the product-queue. Each ingester creates its data-products from an unspecified data-source. Each downstream LDM, on the other hand, receives its data-products from the upstream LDM to which it's connected.
Each upstream LDM reads data-products from the product-queue and writes them to the downstream LDM to which it's connected.
A pqact process writes data-products to disk or to LDM decoder processes that it starts and manages.


Estimation methods for optimal treatment regimes under three different criteria, namely marginal quantile, marginal mean, and mean absolute difference. For the first two criteria, both one-stage and two-stage estimation method are implemented. A doubly robust estimator for estimating the quantile-optimal treatment regime is also included.
| Version: | 0.1.3 |
| Depends: | R (≥ 3.2), stats, utils |
| Imports: | stringr, rgenoud (≥ 5.7), quantreg (≥ 5.18), parallel, methods, Rdpack |
| Published: | 2018-02-05 |
| Author: | Yu Zhou [cre, aut], Lan Wang [ctb], Ben Sherwood [ctb], Rui Song [ctb] |
| Maintainer: | Yu Zhou <zhou0269 at umn.edu> |
| License: | GPL-2 | GPL-3 [expanded from: GPL (≥ 2)] |
| NeedsCompilation: | no |
| CRAN checks: | quantoptr results |
| Reference manual: | quantoptr.pdf |
| Package source: | quantoptr_0.1.3.tar.gz |
| Windows binaries: | r-devel: quantoptr_0.1.3.zip, r-release: quantoptr_0.1.3.zip, r-oldrel: quantoptr_0.1.3.zip |
| OS X binaries: | r-release: quantoptr_0.1.3.tgz, r-oldrel: quantoptr_0.1.3.tgz |
| Old sources: | quantoptr archive |
Please use the canonical form https://CRAN.R-project.org/package=quantoptr to link to this page.


We have lots of great places for you to visit in Hertfordshire ... or choose a different area
| Park | Area | Description | More info |
|---|---|---|---|
| Oakmere Park | Hertsmere | Oakmere Park is a Green Flag award-winning park and was once the private grounds of Oakmere House, now the Oakmere Restaurant and Public House. | https://www.hertsmere.gov.uk/Parks--Leisure/Parks--Open-Spaces/Park-Facilities/Potters-Bar/Oakmere-Park.aspx |
| Hazel Grove | Welwyn Hatfield | Hazel Grove is five hectares of urban woodland with many different trees, lots of different fungi and patches of snowdrops and bluebells. | https://www.woodlandtrust.org.uk/visiting-woods/wood/24901/hazel-grove/ |
| Bushey Rose Garden | Hertsmere | Oakmere Park is a Green Flag award-winning park and was once the private grounds of Oakmere House, now the Oakmere Restaurant and Public House. | |
| Stanborough Park | Welwyn Hatfield | Oakmere Park is a Green Flag award-winning park and was once the private grounds of Oakmere House, now the Oakmere Restaurant and Public House. |


--- layout: default title: Naveon - Web and Mobile Apps | Glynnis Ritchie ---
The post-acute care environment can be a challenging one to navigate for patients, families, and Care Teams.
For Care Teams, communicating conditions clearly and recommending treatments is already difficult, and in palliative care—where the goal is to comfort the patient rather than provide curative or preventative treatment—this is even more challenging.
For patients and families, understanding the significance of a decision can be murky. They often lack the context to see ripple effects, or they get lost in endless medical jargon. For loved ones making decisions on an incapacitated patient’s behalf, it can be a struggle to weigh the patient’s desires against their own.
Naveon, a leading healthcare technology company, wanted to incorporate lessons learned from their intensive care unit apps and brainstorm new ways of enhancing doctor/patient communication.
They understood the medical, emotional, and spiritual crises that can occur when someone is seriously ill, and that the best decisions are made when patients, families, and Care Teams forge meaningful, personal connections to each other. Research shows that improved communication leads to a reduction in unwanted care and higher satisfaction for patients.
They needed an app to:
As the sole designer on such a large cross-platform project, I led the design process from start to finish on NewAperio’s small, highly-collaborative, cross-disciplinary team and worked directly with their customer, Naveon.
Before engaging us, Naveon had already launched a similar mobile and web application to manage content for patients in intensive care units. Naveon wanted to incorporate lessons learned in the ICU and brainstorm new ways of enhancing doctor/patient communication in the new post-acute context.
Though Naveon’s team had already developed content and knew the key to success laid in building close connections between Care Teams and their patients, they weren’t entirely sure where to make changes or how to improve their current model.
My work with the Naveon team revealed that while the content they created supported and educated patients, it fell short in creating a system Care Teams could use to “treat the whole person.” We needed to design an engaging experience and prompt patients, families, and Care Teams to consider how a patient’s values, beliefs, and preferences can inform decision making about healthcare.
With NewAperio’s Founder & CEO, I led a Product Design Sprint—a five-phase process (modeled after the process defined by Google Ventures) that uses design thinking to brainstorm and prototype innovative solutions and test them with real customers.
I partnered with my client (NewAperio) and their customer (Naveon) to uncover assumptions, identify complexities, gather and clarify requirements, and write user stories. I worked closely with developers to vet technical feasibility and create a shared understanding of the problems we needed to solve.
Following a heuristic evaluation, I created the concept of “Get To Know Me”, which became the central feature of the application. I devised information architecture for the complex administrative back end used by Care Teams to manage content, as well as the intuitive user-facing mobile application.
I shifted Naveon’s color palette to increase accessibility while maintaining the established brand. I created a visual vocabulary and design system for use across platforms with visual flourishes and custom illustrations that reinforce Naveon’s brand messaging around guidance and support.
Following the framework outlined by Google Ventures’ Sprint: Solve Big Problems and Test New Ideas in Just Five Days , we mapped the problem, sketched detailed solutions, identified our primary goal, created a prototype, then interviewed and tested with users in just five days.
The design sprint process...was among the best I have encountered in my 35+ year career. The well-defined structure imposed a discipline on the process that amplified both the productivity and creativity, where frequently the focus on one occurs at the expense of the other. The testing of our design output that followed yielded real insight and we walked away from the process with solid concepts and a framework for moving forward. It also made it even clearer that this was a team of individuals with whom we wanted to work.
For the design sprint, we focused on creating higher engagement and satisfaction for patients and their families (even after discharge), while making it easier for Care Teams to deliver high-quality care.
In early sketches, I conceptualized how we might gather information like values, beliefs, hobbies, and other personal characteristics about the Patient. The experience should draw the user in with highly interactive inputs and flows centered around sharing and exploring. Still, we needed to gently guide patients and their loved ones to help them zero in on when and how to make decisions about their care, supported by educational resources and a close relationship to their Care Team.
For the prototype we tested, we included a “nucleus”-like design that allowed users to define what was important to them, assign it an emoji, and put things more dear to them closer to the center of the circle design. In our user testing sessions, we found that while the concept of a personal profile as a way to connect with Care Teams resonated deeply, the idea and design of the “nucleus” interface wasn’t intuitive enough.
With valuable feedback gathered from users during the design sprint, we knew we needed to pivot and expand our approach for onboarding patients with a rich questionnaire and profile builder in the mobile app.
We needed a way to solicit specific personal information from patients and their families without making them feel they were filling out long, dense health forms at the doctor’s office. How could we ask them questions that prompted personal reflection and felt engaging and fun? How might the mobile app kick-start a warm experience getting to know their Care Team?
I looked to dating apps for inspiration, as they often have long onboarding processes or profile builders with dozens of personal questions, yet feel fun and engaging rather than something arduous to skip over. Users feel engaged, open up about themselves, and can revisit or tweak their profile over time.
With a heuristic evaluation of half a dozen dating apps in hand, I shared the inspiration with Naveon, and they loved the idea.
Our team faced the challenge of creating a system that allowed Care Teams to specify custom "Get To Know Me" questions and flows depending on a patient’s diagnosis, all editable as part of a content management system accessible on the web.
Together with Naveon we defined a limited number of question types to keep scope manageable for development and ensure that questions could be created and customized in the content management system.
With question types defined and interactive screens designed, I proposed developing a unique and flexible illustration style that can evolve as Naveon grows—something visually appealing that works in many contexts and across character, scene, spot, and icon illustrations.
I was tasked with creating a collection of vibrant, whimsical, informal illustrations that could be used to break up sections of questions. Because "Get To Know Me" questions may vary by a patient’s diagnosis or care facility, I could not anticipate what content or question an illustration might be paired with.
To create a broad and flexible system, I identified unified concepts, themes, motifs, and visual styles that communicate Naveon’s brand while taking into account the user’s emotional state. I wanted illustrations and visual style—like the app itself—to guide and support the patient’s experience. I focused on illustrations that depict journeys, guidance, and peaceful or expansive landscapes.
Some of the emotional themes I identified were in direct contrast to situations the patient or their families find themselves in—a contrast to emotions we typically associate with post-acute care. Visuals and interactive design in the app seek to soothe and support, rather than amplify the stress and confusion that can often accompany medical events.
At the same time, it was important that illustrations and visuals strive for balance. Scenes, characters, and themes depicted shouldn’t feel insensitive, oblivious, or out of touch with the user’s situation. When using the app, users should feel:
To power the mobile application, Care Teams needed a robust content management system where they could manage staff, assign patients to Care Team members, create Plans of Care, monitor any calls or requests from patients, edit settings on a specific facility, define diagnoses, and customize what content a patient sees in their mobile app’s Content Library.
Even with the complex needs for this administrative back end and multiple user roles, Naveon wanted an intuitive experience and an easy-to-use interface that wouldn’t get in the way of providing patients with high-quality care.
The application had to work across multiple device sizes for Care Team members. Care Team members might work across multiple care facilities with potentially hundreds of patients. I worked to define an information hierarchy and navigational structure to reflect complex relationships while making them easy to understand and navigate. I provided robust documentation around interactive states, user roles, and screen size for developers working on the project.
I provided a number of other resources to aid developers like extended, accessible color palettes that provide adequate contrast, even for low vision users.
I also used construction of the style guide to vet components for use across platforms: on the darker gradient backgrounds of onboarding and "Get To Know Me" screens in the mobile app or on light backgrounds in the web application. By vetting design of components early, I ensured the mobile and web applications could share visual vocabulary despite these differences.
Care Team members needed a high density of data to accomplish their tasks in the web application, but I didn’t want them to feel overwhelmed. I kept visual elements minimal to make it easy to focus on content and tasks. The end result: the interface feels on-brand and in relationship with the mobile application, but the design doesn’t get in the user’s way.
Where possible, long tasks and user flows were broken down into multi-step wizards so Care Team members could focus on the discrete task at hand or return to it at a later time.
Highly interactive interface designs incorporate drag and drop to navigate complex content hierarchies or file trees so the user can control how much data they see without missing any details.


{% capture date_content %}
{% include date.html date=1632939147 %}
{% endcapture %}Cards are more complex than you might think.

This card tells you something else about something else.
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" cta="Read more" img_src="/assets/images/patterns/placeholder-2" img_alt="Father holding his child" footer_extra="- by Some Author
" %}

This card has everything

<time datetime="2021-09-29">29 September, 2021</time>

...

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- by Some Author

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Image, header extra
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" %}Header extra, content, CTA
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" cta="Read more" %}Header extra, CTA and footer extra
- by Some Author
" %}Header extra, footer extra
- by Some Author
" %}Content, footer extra
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" footer_extra="- by Some Author
" %}CTA and footer extra
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" %}CTA
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- by Some Author
" %}Special - Footer Image
This card tells you something else about something else.
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" img_src="/assets/images/patterns/placeholder-1" img_alt="Mother looking at the child she's holding" footer_img_src="/assets/images/patterns/footer-placeholder-1" footer_img_padded=true footer_img_w=270 footer_img_h=54 %}

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<time datetime="2021-09-29">29 September, 2021</time>

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" cta="Read more" img_src="/assets/images/patterns/placeholder-3" img_alt="Mother holding her child" footer_extra="- by Some Author
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Ivan du Toit is an eager learner willing to do any task that delivers the most value to the business, large or small. He has a record of keeping track of complex domains while leading high performance teams at companies like Amazon Web Services
Phone:<PHONE_NUMBER>2016 - Present
I am the team lead for the team that builds the EC2 (https://console.aws.amazon.com/ec2/home) management console. My focus is on increasing operational excellence and increasing our delivery velocity. This includes training new team members and driving the development of a DSL and framework to allow us to delivery more value to out customers, faster.
2014 - 2016
I worked in the User Experience team to build the EC2 (https://console.aws.amazon.com/ec2/home) and VPC (console.aws.amazon.com/vpc/home) management consoles. To increase my exposure I am also involved in EC2 API design. Giving back is also important to me by helping newbies in operational excellence 101 training along with mentoring and helping interns
2013 - 2014
I worked in the User Experience team to build a UI testing framework based on CasperJS and PhantomJS.
2012 - 2012
I helped students in the COS 151 and COS 110 modules to understand programming practice and complete the course work successfully.
2008 - 2011
Web applications development and testing including creating a custom content management system. Lead development on the CMS during the last year.
2011 - 2013
2011 - Present


mattermostSend channel: "#channel-name", message: "Build Started: ${env.JOB_NAME} ${env.BUILD_NUMBER}"


-
{{ item.name }}
-
YearMonth
The Initial Left/Right Distance (ft) x0
The Initial Height (ft) z0
The Initial Left/Right Velocity (ft/sec) vx0
The Initial Velocity Towards Home Plate (ft/sec) vy0
The Initial Vertical Velocity (ft/sec) vz0
The Initial Left/Right Acceleration (ft/sec2) ax
The Initial Acceleration Towards Home Plate (ft/sec2) ay
The Initial Vertical Acceleration (ft/sec2) az


Cop turns gun on himself after shooting wife infront of children
The provincial police commissioner urges members who might be going through any strained domestic issues to make use of the SAPS’ internal structures that provide assistance.
by News24WirePolice insignia. Picture: SAPS
A Limpopo police officer shot his police officer wife dead before turning the gun on himself.
The wife was killed in the presence of the couple’s three children in their Tzaneen home on Saturday morning and the children have since been sent for trauma counselling.
Police spokesperson Brigadier Motlafela Mojapelo said Sergeant Yvvone Moyana, 43, was a communication officer attached to the Tzaneen cluster. He said her husband was a warrant officer attached to the provincial Crime Intelligence component.
Police have opened murder and inquest dockets.
Mojapelo said the motive for the incident would be established during the investigation.
Limpopo provincial commissioner, Lieutenant General Nneke Ledwaba, and Tzaneen cluster commander, Major General Maggie Mathebula, visited the scene and said they were saddened by the loss of two police members under preventable circumstances.
“The SAPS (SA Police Service) has internal structures that provide assistance to its members who might be going through any strained domestic issues and members are urged to make use of these structures,” Ledwaba said.


--- layout: post status: publish published: true title: The Setting Sun is Infinite Good author: Leask author_login: leask author_email<EMAIL_ADDRESS>author_url: https://leaskh.com wordpress_id: 758 wordpress_url: http://leaskh.wordpress.com/2005/06/19/the-setting-sun-is-infinite-good date: '2005-06-19 14:38:52 +0800' date_gmt: '2005-06-19 14:38:52 +0800' categories: - Life tags: [] comments: [] ---
今天在阳台拍的，觉得感觉很好。
呵呵，虽然拍照手机成像还是不令人满意，
但是随时随地、随心所欲的拍摄还是蛮有趣的。
The setting sun is infinite good.
夕阳无限好！


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French film star Deneuve hospitalized after 'limited' stroke
PARIS (Reuters) - Famed French actress Catherine Deneuve, 76, was admitted to hospital in Paris after suffering a “limited” stroke, her family said.
“Catherine Deneuve has suffered a very limited and therefore reversible ischemic stroke. Happily, her motor control has not been affected, she will need a few days’ rest,” AFP celebrity reporter Jean-François Guyot said on his Twitter feed, quoting from a Deneuve family statement sent to AFP by her agent.
Artmedia, the agency representing the actress, confirmed the terms of the statement to Reuters.
Nicknamed the “Ice Maiden” because of her exquisite, fragile beauty and detached manner, Deneuve became France’s leading screen actress and a top international star in the 1960s.
She won fame for her portrayal of an umbrella seller’s daughter in Jacques Demy’s 1963 musical “Les Parapluies de Cherbourg” (The Umbrellas of Cherbourg), for which she won the Best Actress award at the Cannes Film Festival.
In 1965, she triumphed as a frigid, schizophrenic woman in Polish director Roman Polanski’s harrowing “Repulsion”. In 1968, she was nominated for a BAFTA Best Actress award for “Belle de Jour”, in which she plays a woman who spends mid-week afternoons as a high-class prostitute while her husband is at work.
In 1993, Deneuve was nominated for a Best Actress Academy Award for her role in “Indochine”.
Often described as the embodiment of French womanhood, the blonde Deneuve is a fixture at Paris fashion shows and is known for her biting wit.
Last year, she and 99 other French women denounced a backlash against men following the Harvey Weinstein scandal, saying the #Metoo campaign against sexual harassment amounted to “puritanism”.


Purdue Aerial Robotics Team
Sponsors of Aerial Robotics
Without our generous sponsors, it would not be possible for our team to go to competition. We are very thankful to the support provided by our sponsors.
Current Sponsors
Become a Sponsor
By supporting Purdue Aerial Robotics Team IEEE, your company will be helping passionate and motivated students gain valuable experience that will enhance their technical and professional skills. The UAS will be a key component in outreach events to promote the benefits of STEM (science, technology, engineering, and mathematics) fields and the students' respective career opportunities. Your company logo will also appear with the team in the view of its competitors, thereby expanding your company's presence among students with design and hands-on technical experience.
Sponsorship Levels
Black: $500
- Recognition in journal and all presentations
- Small decal on either side of aircraft fuselage
Gold: $1000
- Recognition in journal and all presentations
- Recognition on team website and social media platforms
- Small decal on either side of aircraft fuselage
- Large decal on one aircraft wing
- Resume book of interested team members
Boiler: $2500
- Recognition in journal and all presentations
- Recognition on team website and social media platforms
- Small decal on either side of aircraft fuselage
- Larger decal on both aircraft wings
- Decal on aircraft tail
- Resume book of interested team members
For sponsorship opportunities, contact:
Charles D'Onofrio
Sponsorship Coordinator


var possibleKinds = { 'book': 'Book', 'article': 'Journal article' }; // If this is an empty form and we're supposed to create a new reference, add a dummy first author // field for the user to fill in. if (!this.authors) { this.authors = [{'lastName': '', 'firstName': ''}]; } // By default, we assume new references are books. The user can change this if they want. if (!this.kind) { this.kind = 'book'; } ?>


The server side is implemented using Flask.
The main responsibility of the application server side code is to provide a REST API.
Implementing the REST API is done by connecting URLs to python functions which should return JSON.
How is your application initialized?
How can your application support client side search?
There are some utilities which we've already provided for you. Use them wisely.


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Package org.bukkit
Interface Tag<T extends Keyed>
- Type Parameters:
T
- the type of things grouped by this tag
- All Superinterfaces:
net.kyori.adventure.key.Keyed
,Keyed
- All Known Implementing Classes:
BaseTag
,EntitySetTag
,MaterialSetTag
Represents a tag that may be defined by the server or a resource pack to
group like things together.
Note that whilst all tags defined within this interface must be present in
implementations, their existence is not guaranteed across future versions.
Custom tags defined by Paper are not present (as constants) in this class.
To access them please refer to MaterialTags
and EntityTags
.
-
Field Summary
Modifier and TypeFieldDescriptionVanilla block tag representing all acacia log and bark variants.Vanilla block tag representing all hanging signs.Vanilla block tag representing all signs, regardless of type.Vanilla block tag representing all blocks which can be replaced by ancient cities.Vanilla block tag representing all blocks which animals will spawn on.Vanilla block tag representing all damaged and undamaged anvils.static final Tag<EntityType>
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla item tag representing all items which tempt axolotls.Vanilla block tag representing all blocks which axolotls will spawn on.Vanilla block tag representing all blocks which azaleas will grow on.Vanilla block tag representing all blocks replaceable by azalea root.Vanilla block tag representing all bamboo blocks.Vanilla block tag denoting all blocks bamboo may be planted on.Vanilla block tag representing all banner blocks.Vanilla block tag representing the nether base material.Vanilla block tag representing the overworld base material.Vanilla block tag representing all beacon base blocks.Vanilla block tag representing all beds.Vanilla block tag representing all bee growables.static final Tag<EntityType>
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla block tag representing all beehives.Vanilla block tag representing all blocks which big dripleaf can be placed on.Vanilla block tag representing all birch log and bark variants.Vanilla block tag representing all buttons (inherits fromWOODEN_BUTTONS
.Vanilla block tag representing all campfires.Vanilla block tag representing all candle cakes.Vanilla block tag representing all candles.Deprecated.Vanilla block tag representing all cauldrons.Vanilla block tag representing all cave vines.Vanilla block tag representing all ceiling signs.Vanilla block tag representing all climbable blocks.Vanilla item tag representing all items which are preferred for harvesting clusters (unused).Vanilla block tag representing all coal ores.Vanilla block tag representing all blocks which complete the find tree tutorial.Vanilla block tag representing all blocks which may be converted to mud.Vanilla block tag representing all copper ores.Vanilla block tag representing all coral blocks.Vanilla block tag representing all coral plants.Vanilla block tag representing all coral.Vanilla block tag representing all crimson stems.Vanilla block tag representing all crops.Vanilla block tag representing all blocks that make crystal sounds.Vanilla block tag representing all blocks that dampen the propagation of vibration signals.Vanilla block tag representing all dark oak log and bark variants.Vanilla block tag representing all blocks which dead bushes may be placed on.Vanilla block tag representing all blocks that may be replaced by deepslate ores.Vanilla block tag representing all diamond ores.Vanilla block tag representing all dirt.Vanilla block tag representing all doors (inherits fromWOODEN_DOORS
.Vanilla block tag representing all blocks immune to dragons.Vanilla block tag representing all blocks transparent to the ender dragon.Vanilla block tag representing all blocks that are replaceable by dripstone.Vanilla block tag representing all emerald ores.Vanilla block tag denoting blocks that enderman may pick up and hold.static final Tag<EntityType>
Vanilla tag representing arrows.static final Tag<EntityType>
Vanilla tag representing which entities axolotls are always hostile to.static final Tag<EntityType>
Vanilla tag representing axolotl targets.static final Tag<EntityType>
Vanilla tag representing entities which can live in beehives.static final Tag<EntityType>
Vanilla tag representing entities extra susceptible to freezing.static final Tag<EntityType>
Vanilla tag representing entities immune from freezing.static final Tag<EntityType>
Vanilla tag representing entities which can be eaten by frogs.static final Tag<EntityType>
Vanilla tag representing projectiles.static final Tag<EntityType>
Vanilla tag representing mobs which can walk on powder snow.static final Tag<EntityType>
Vanilla tag representing raiders.static final Tag<EntityType>
Vanilla tag representing skeletons.Vanilla block tag representing all blocks which reset fall damage.Vanilla block tag representing all blocks which will not be replaced by world generation features.Vanilla block tag representing all fence gates.Vanilla block tag representing all fences.Vanilla block tag representing all fire blocks.Vanilla block tag representing all empty and filled flower pots.Vanilla block tag representing all flowers.Vanilla fluid tag representing lava and flowing lava.Vanilla fluid tag representing water and flowing water.Vanilla item tag representing all fox food.Vanilla block tag representing all blocks which foxes will spawn on.Vanilla item tag representing all items that confer freeze immunity on the wearer.Vanilla block tag representing all blocks which frogs prefer to jump to.Vanilla block tag representing all blocks which frogs will spawn on.Tag for game events that are ignored if the entity is sneakingTag for game events that trigger sculk sensorsVanilla block tag representing all blocks which geodes will not spawn in.Vanilla block tag representing all blocks which goats will spawn on.Vanilla block tag representing all gold ores.Vanilla block tag representing all blocks guarded by piglins.Vanilla block tag representing all hoglin repellents.Vanilla block tag denoting ice blocks.Vanilla item tag representing all items ignored by piglin babies.static final Tag<EntityType>
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla block tag denoting impermeable blocks which do not drip fluids.Vanilla block tag representing all blocks that burn forever in the end.Vanilla block tag representing all blocks that burn forever in the nether.Vanilla block tag representing all blocks that burn forever in the overworld.Vanilla block tag representing all blocks that play muffled step sounds.Vanilla block tag representing blocks which cannot be dismounted into.Vanilla block tag representing all iron ores.Vanilla item tag representing all arrow items.Vanilla item tag representing all banner items.Vanilla item tag representing all items that may be placed in beacons.Vanilla item tag representing all boat items.Vanilla item tag representing all books that may be placed on bookshelves.Vanilla item tag representing all chest boat items.Vanilla item tag representing all coal items.Vanilla item tag representing all compasses.Vanilla item tag representing all music disc items dropped by creepers.Vanilla item tag representing all items which will ignite creepers when interacted with.Vanilla item tag representing all fish items.Vanilla item tag representing all furnace materials.Vanilla item tag representing all hanging signs.Vanilla item tag representing all books that may be placed on lecterns.Vanilla item tag representing all music disc items.Vanilla item tag representing all non-flammable wood items.Vanilla item tag representing all items loved by piglins.Vanilla item tag representing all stone tool materials.Vanilla block tag representing all jungle log and bark variants.Vanilla block tag representing all lapis ores.Vanilla block tag representing all blocks which lava pools will not replace.Vanilla block tag representing all leaves fans.Vanilla block tag representing all log and bark variants.Vanilla block tag representing all log and bark variants that burn.Vanilla block tag representing all blocks replaceable by lush ground.Vanilla block tag representing all mangrove log and bark variants.Vanilla block tag representing all blocks which mangrove logs can grow through.Vanilla block tag representing all blocks which mangrove roots can grow through.Vanilla block tag representing all blocks mineable with an axe.Vanilla block tag representing all blocks mineable with a hoe.Vanilla block tag representing all blocks mineable with a pickaxe.Vanilla block tag representing all blocks mineable with a shovel.Vanilla block tag representing all blocks which mooshrooms will spawn on.Vanilla block tag representing all blocks replaceable by moss.Vanilla block tag representing all blocks which require a diamond tool.Vanilla block tag representing all blocks which require an iron tool.Vanilla block tag representing all blocks which require a stone tool.Vanilla block tag representing all blocks replaceable by the nether carver.Vanilla block tag representing all nylium blocks.Vanilla block tag representing all oak log and bark variants.Vanilla block tag representing all blocks that block vibration signals.Vanilla block tag representing all blocks replaceable by the overworld carver.Vanilla block tag representing all blocks which parrots will spawn on.Vanilla item tag representing all piglin food.Vanilla block tag representing all piglin repellents.Vanilla block tag representing all plank variants.Vanilla block tag representing all blocks which polar bears will spawn on.Deprecated.Vanilla block tag representing all portals.Vanilla block tag representing all pressure plates.Vanilla block tag representing all blocks that prevent inside mob spawning.Vanilla block tag representing all blocks which rabbits will spawn on.static final Tag<EntityType>
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla block tag representing all Minecart rails.Vanilla block tag representing all redstone ores.static final String
Key for the built in block registry.static final String
Deprecated, for removal: This API element is subject to removal in a future version.static final String
Key for the built in entity registry.static final String
Key for the built in fluid registry.static final String
static final String
Key for the built in item registry.Vanilla block tag representing all plant blocks which may be replaced.Vanilla block tag representing all sand blocks.Vanilla block tag representing all sapling variants.Vanilla block tag representing all blocks which can be replaced by skulk.Vanilla block tag representing all blocks which can be replaced by skulk during world generation.Vanilla block tag representing all shulker boxes.Vanilla block tag representing all regular signs.static final Tag<EntityType>
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla block tag representing all slabs.Vanilla block tag representing all blocks which small dripleaf can be placed on.Vanilla block tag representing all small flowers.Vanilla block tag representing all blocks which snap dropped goat horns.Vanilla block tag representing all snow blocks.Vanilla block tag representing blocks which snow can survive on.Vanilla block tag representing blocks which snow cannot survive on.Vanilla block tag representing all soul fire base blocks.Vanilla block tag representing all blocks affected by the soul speed enchantment.Vanilla block tag representing all spruce log and bark variants.Vanilla block tag representing all stairs.Vanilla block tag representing all standing signs.Vanilla block tag representing all regular/mossy/cracked/chiseled stone bricks.Vanilla block tag representing all blocks that may be replaced by ores.Vanilla block tag representing all stone pressure plates.Vanilla block tag representing all warm strider blocks.Vanilla block tag representing all tall flowers.Vanilla block tag representing all terracotta.Vanilla block tag representing all trapdoors (inherits fromWOODEN_TRAPDOORS
.Vanilla block tag denoting all underwater blocks which may be bonemealed.Vanilla block tag representing all unstable bottom center blocks.Vanilla block tag denoting all valid mob spawn positions.Vanilla block tag representing all wall corals.Vanilla block tag representing all wall hanging signs.Vanilla block tag representing all wall post overrides.Vanilla block tag representing all wall signs.Vanilla block tag representing all walls.Vanilla block tag representing all warped stems.Vanilla block tag representing all wart blocks.Vanilla block tag representing all blocks immune to withers.Vanilla block tag representing all base blocks used for wither summoning.Vanilla block tag representing all blocks which wolves will spawn on.Vanilla block tag representing all wooden buttons.Vanilla block tag representing all wooden doors.Vanilla block tag representing all wooden fences.Vanilla block tag representing all wooden pressure plates.Vanilla block tag representing all wooden slabs.Vanilla block tag representing all wooden stairs.Vanilla block tag representing all wooden trapdoors.Vanilla block tag representing all colors of wool.Vanilla block tag representing all colors of carpet. -
Method Summary
-
Field Details
-
REGISTRY_BLOCKS
Key for the built in block registry.- See Also:
-
WOOL
Vanilla block tag representing all colors of wool. -
PLANKS
Vanilla block tag representing all plank variants. -
STONE_BRICKS
Vanilla block tag representing all regular/mossy/cracked/chiseled stone bricks. -
WOODEN_BUTTONS
Vanilla block tag representing all wooden buttons. -
BUTTONS
Vanilla block tag representing all buttons (inherits fromWOODEN_BUTTONS
. -
WOOL_CARPETS
Vanilla block tag representing all colors of carpet. -
CARPETS
Deprecated. -
WOODEN_DOORS
Vanilla block tag representing all wooden doors. -
WOODEN_STAIRS
Vanilla block tag representing all wooden stairs. -
WOODEN_SLABS
Vanilla block tag representing all wooden slabs. -
WOODEN_FENCES
Vanilla block tag representing all wooden fences. -
PRESSURE_PLATES
Vanilla block tag representing all pressure plates. -
WOODEN_PRESSURE_PLATES
Vanilla block tag representing all wooden pressure plates. -
STONE_PRESSURE_PLATES
Vanilla block tag representing all stone pressure plates. -
WOODEN_TRAPDOORS
Vanilla block tag representing all wooden trapdoors. -
DOORS
Vanilla block tag representing all doors (inherits fromWOODEN_DOORS
. -
SAPLINGS
Vanilla block tag representing all sapling variants. -
LOGS_THAT_BURN
Vanilla block tag representing all log and bark variants that burn. -
LOGS
Vanilla block tag representing all log and bark variants. -
DARK_OAK_LOGS
Vanilla block tag representing all dark oak log and bark variants. -
OAK_LOGS
Vanilla block tag representing all oak log and bark variants. -
BIRCH_LOGS
Vanilla block tag representing all birch log and bark variants. -
ACACIA_LOGS
Vanilla block tag representing all acacia log and bark variants. -
JUNGLE_LOGS
Vanilla block tag representing all jungle log and bark variants. -
SPRUCE_LOGS
Vanilla block tag representing all spruce log and bark variants. -
MANGROVE_LOGS
Vanilla block tag representing all mangrove log and bark variants. -
CRIMSON_STEMS
Vanilla block tag representing all crimson stems. -
WARPED_STEMS
Vanilla block tag representing all warped stems. -
BAMBOO_BLOCKS
Vanilla block tag representing all bamboo blocks. -
BANNERS
Vanilla block tag representing all banner blocks. -
SAND
Vanilla block tag representing all sand blocks. -
STAIRS
Vanilla block tag representing all stairs. -
SLABS
Vanilla block tag representing all slabs. -
WALLS
Vanilla block tag representing all walls. -
ANVIL
Vanilla block tag representing all damaged and undamaged anvils. -
RAILS
Vanilla block tag representing all Minecart rails. -
LEAVES
Vanilla block tag representing all leaves fans. -
TRAPDOORS
Vanilla block tag representing all trapdoors (inherits fromWOODEN_TRAPDOORS
. -
FLOWER_POTS
Vanilla block tag representing all empty and filled flower pots. -
SMALL_FLOWERS
Vanilla block tag representing all small flowers. -
BEDS
Vanilla block tag representing all beds. -
FENCES
Vanilla block tag representing all fences. -
TALL_FLOWERS
Vanilla block tag representing all tall flowers. -
FLOWERS
Vanilla block tag representing all flowers. -
PIGLIN_REPELLENTS
Vanilla block tag representing all piglin repellents. -
GOLD_ORES
Vanilla block tag representing all gold ores. -
IRON_ORES
Vanilla block tag representing all iron ores. -
DIAMOND_ORES
Vanilla block tag representing all diamond ores. -
REDSTONE_ORES
Vanilla block tag representing all redstone ores. -
LAPIS_ORES
Vanilla block tag representing all lapis ores. -
COAL_ORES
Vanilla block tag representing all coal ores. -
EMERALD_ORES
Vanilla block tag representing all emerald ores. -
COPPER_ORES
Vanilla block tag representing all copper ores. -
CANDLES
Vanilla block tag representing all candles. -
DIRT
Vanilla block tag representing all dirt. -
TERRACOTTA
Vanilla block tag representing all terracotta. -
COMPLETES_FIND_TREE_TUTORIAL
Vanilla block tag representing all blocks which complete the find tree tutorial. -
ENDERMAN_HOLDABLE
Vanilla block tag denoting blocks that enderman may pick up and hold. -
ICE
Vanilla block tag denoting ice blocks. -
VALID_SPAWN
Vanilla block tag denoting all valid mob spawn positions. -
IMPERMEABLE
Vanilla block tag denoting impermeable blocks which do not drip fluids. -
UNDERWATER_BONEMEALS
Vanilla block tag denoting all underwater blocks which may be bonemealed. -
CORAL_BLOCKS
Vanilla block tag representing all coral blocks. -
WALL_CORALS
Vanilla block tag representing all wall corals. -
CORAL_PLANTS
Vanilla block tag representing all coral plants. -
CORALS
Vanilla block tag representing all coral. -
BAMBOO_PLANTABLE_ON
Vanilla block tag denoting all blocks bamboo may be planted on. -
STANDING_SIGNS
Vanilla block tag representing all standing signs. -
WALL_SIGNS
Vanilla block tag representing all wall signs. -
SIGNS
Vanilla block tag representing all regular signs. -
CEILING_HANGING_SIGNS
Vanilla block tag representing all ceiling signs. -
WALL_HANGING_SIGNS
Vanilla block tag representing all wall hanging signs. -
ALL_HANGING_SIGNS
Vanilla block tag representing all hanging signs. -
ALL_SIGNS
Vanilla block tag representing all signs, regardless of type. -
DRAGON_IMMUNE
Vanilla block tag representing all blocks immune to dragons. -
DRAGON_TRANSPARENT
Vanilla block tag representing all blocks transparent to the ender dragon. -
WITHER_IMMUNE
Vanilla block tag representing all blocks immune to withers. -
WITHER_SUMMON_BASE_BLOCKS
Vanilla block tag representing all base blocks used for wither summoning. -
BEEHIVES
Vanilla block tag representing all beehives. -
CROPS
Vanilla block tag representing all crops. -
BEE_GROWABLES
Vanilla block tag representing all bee growables. -
PORTALS
Vanilla block tag representing all portals. -
FIRE
Vanilla block tag representing all fire blocks. -
NYLIUM
Vanilla block tag representing all nylium blocks. -
WART_BLOCKS
Vanilla block tag representing all wart blocks. -
BEACON_BASE_BLOCKS
Vanilla block tag representing all beacon base blocks. -
SOUL_SPEED_BLOCKS
Vanilla block tag representing all blocks affected by the soul speed enchantment. -
WALL_POST_OVERRIDE
Vanilla block tag representing all wall post overrides. -
CLIMBABLE
Vanilla block tag representing all climbable blocks. -
FALL_DAMAGE_RESETTING
Vanilla block tag representing all blocks which reset fall damage. -
SHULKER_BOXES
Vanilla block tag representing all shulker boxes. -
HOGLIN_REPELLENTS
Vanilla block tag representing all hoglin repellents. -
SOUL_FIRE_BASE_BLOCKS
Vanilla block tag representing all soul fire base blocks. -
STRIDER_WARM_BLOCKS
Vanilla block tag representing all warm strider blocks. -
CAMPFIRES
Vanilla block tag representing all campfires. -
GUARDED_BY_PIGLINS
Vanilla block tag representing all blocks guarded by piglins. -
PREVENT_MOB_SPAWNING_INSIDE
Vanilla block tag representing all blocks that prevent inside mob spawning. -
FENCE_GATES
Vanilla block tag representing all fence gates. -
UNSTABLE_BOTTOM_CENTER
Vanilla block tag representing all unstable bottom center blocks. -
MUSHROOM_GROW_BLOCK
-
INFINIBURN_OVERWORLD
Vanilla block tag representing all blocks that burn forever in the overworld. -
INFINIBURN_NETHER
Vanilla block tag representing all blocks that burn forever in the nether. -
INFINIBURN_END
Vanilla block tag representing all blocks that burn forever in the end. -
BASE_STONE_OVERWORLD
Vanilla block tag representing the overworld base material. -
STONE_ORE_REPLACEABLES
Vanilla block tag representing all blocks that may be replaced by ores. -
DEEPSLATE_ORE_REPLACEABLES
Vanilla block tag representing all blocks that may be replaced by deepslate ores. -
BASE_STONE_NETHER
Vanilla block tag representing the nether base material. -
OVERWORLD_CARVER_REPLACEABLES
Vanilla block tag representing all blocks replaceable by the overworld carver. -
NETHER_CARVER_REPLACEABLES
Vanilla block tag representing all blocks replaceable by the nether carver. -
CANDLE_CAKES
Vanilla block tag representing all candle cakes. -
CAULDRONS
Vanilla block tag representing all cauldrons. -
CRYSTAL_SOUND_BLOCKS
Vanilla block tag representing all blocks that make crystal sounds. -
INSIDE_STEP_SOUND_BLOCKS
Vanilla block tag representing all blocks that play muffled step sounds. -
OCCLUDES_VIBRATION_SIGNALS
Vanilla block tag representing all blocks that block vibration signals. -
DAMPENS_VIBRATIONS
Vanilla block tag representing all blocks that dampen the propagation of vibration signals. -
DRIPSTONE_REPLACEABLE
Vanilla block tag representing all blocks that are replaceable by dripstone. -
CAVE_VINES
Vanilla block tag representing all cave vines. -
MOSS_REPLACEABLE
Vanilla block tag representing all blocks replaceable by moss. -
LUSH_GROUND_REPLACEABLE
Vanilla block tag representing all blocks replaceable by lush ground. -
AZALEA_ROOT_REPLACEABLE
Vanilla block tag representing all blocks replaceable by azalea root. -
SMALL_DRIPLEAF_PLACEABLE
Vanilla block tag representing all blocks which small dripleaf can be placed on. -
BIG_DRIPLEAF_PLACEABLE
Vanilla block tag representing all blocks which big dripleaf can be placed on. -
SNOW
Vanilla block tag representing all snow blocks. -
MINEABLE_AXE
Vanilla block tag representing all blocks mineable with an axe. -
MINEABLE_HOE
Vanilla block tag representing all blocks mineable with a hoe. -
MINEABLE_PICKAXE
Vanilla block tag representing all blocks mineable with a pickaxe. -
MINEABLE_SHOVEL
Vanilla block tag representing all blocks mineable with a shovel. -
NEEDS_DIAMOND_TOOL
Vanilla block tag representing all blocks which require a diamond tool. -
NEEDS_IRON_TOOL
Vanilla block tag representing all blocks which require an iron tool. -
NEEDS_STONE_TOOL
Vanilla block tag representing all blocks which require a stone tool. -
FEATURES_CANNOT_REPLACE
Vanilla block tag representing all blocks which will not be replaced by world generation features. -
LAVA_POOL_STONE_CANNOT_REPLACE
Vanilla block tag representing all blocks which lava pools will not replace. -
GEODE_INVALID_BLOCKS
Vanilla block tag representing all blocks which geodes will not spawn in. -
FROG_PREFER_JUMP_TO
Vanilla block tag representing all blocks which frogs prefer to jump to. -
SCULK_REPLACEABLE
Vanilla block tag representing all blocks which can be replaced by skulk. -
SCULK_REPLACEABLE_WORLD_GEN
Vanilla block tag representing all blocks which can be replaced by skulk during world generation. -
ANCIENT_CITY_REPLACEABLE
Vanilla block tag representing all blocks which can be replaced by ancient cities. -
ANIMALS_SPAWNABLE_ON
Vanilla block tag representing all blocks which animals will spawn on. -
AXOLOTLS_SPAWNABLE_ON
Vanilla block tag representing all blocks which axolotls will spawn on. -
GOATS_SPAWNABLE_ON
Vanilla block tag representing all blocks which goats will spawn on. -
MOOSHROOMS_SPAWNABLE_ON
Vanilla block tag representing all blocks which mooshrooms will spawn on. -
PARROTS_SPAWNABLE_ON
Vanilla block tag representing all blocks which parrots will spawn on. -
POLAR_BEARS_SPAWNABLE_ON_ALTERNATE
Vanilla block tag representing all blocks which polar bears will spawn on. -
POLAR_BEARS_SPAWNABLE_ON_IN_FROZEN_OCEAN
Deprecated. -
RABBITS_SPAWNABLE_ON
Vanilla block tag representing all blocks which rabbits will spawn on. -
FOXES_SPAWNABLE_ON
Vanilla block tag representing all blocks which foxes will spawn on. -
WOLVES_SPAWNABLE_ON
Vanilla block tag representing all blocks which wolves will spawn on. -
FROGS_SPAWNABLE_ON
Vanilla block tag representing all blocks which frogs will spawn on. -
AZALEA_GROWS_ON
Vanilla block tag representing all blocks which azaleas will grow on. -
REPLACEABLE_PLANTS
Vanilla block tag representing all plant blocks which may be replaced. -
CONVERTABLE_TO_MUD
Vanilla block tag representing all blocks which may be converted to mud. -
MANGROVE_LOGS_CAN_GROW_THROUGH
Vanilla block tag representing all blocks which mangrove logs can grow through. -
MANGROVE_ROOTS_CAN_GROW_THROUGH
Vanilla block tag representing all blocks which mangrove roots can grow through. -
DEAD_BUSH_MAY_PLACE_ON
Vanilla block tag representing all blocks which dead bushes may be placed on. -
SNAPS_GOAT_HORN
Vanilla block tag representing all blocks which snap dropped goat horns. -
SNOW_LAYER_CANNOT_SURVIVE_ON
Vanilla block tag representing blocks which snow cannot survive on. -
SNOW_LAYER_CAN_SURVIVE_ON
Vanilla block tag representing blocks which snow can survive on. -
INVALID_SPAWN_INSIDE
Vanilla block tag representing blocks which cannot be dismounted into. -
REGISTRY_ITEMS
Key for the built in item registry.- See Also:
-
ITEMS_PIGLIN_LOVED
Vanilla item tag representing all items loved by piglins. -
IGNORED_BY_PIGLIN_BABIES
Vanilla item tag representing all items ignored by piglin babies. -
PIGLIN_FOOD
Vanilla item tag representing all piglin food. -
FOX_FOOD
Vanilla item tag representing all fox food. -
ITEMS_BANNERS
Vanilla item tag representing all banner items. -
ITEMS_BOATS
Vanilla item tag representing all boat items. -
ITEMS_CHEST_BOATS
Vanilla item tag representing all chest boat items. -
ITEMS_NON_FLAMMABLE_WOOD
Vanilla item tag representing all non-flammable wood items. -
ITEMS_FISHES
Vanilla item tag representing all fish items. -
ITEMS_MUSIC_DISCS
Vanilla item tag representing all music disc items. -
ITEMS_CREEPER_DROP_MUSIC_DISCS
Vanilla item tag representing all music disc items dropped by creepers. -
ITEMS_COALS
Vanilla item tag representing all coal items. -
ITEMS_ARROWS
Vanilla item tag representing all arrow items. -
ITEMS_LECTERN_BOOKS
Vanilla item tag representing all books that may be placed on lecterns. -
ITEMS_BOOKSHELF_BOOKS
Vanilla item tag representing all books that may be placed on bookshelves. -
ITEMS_BEACON_PAYMENT_ITEMS
Vanilla item tag representing all items that may be placed in beacons. -
ITEMS_STONE_TOOL_MATERIALS
Vanilla item tag representing all stone tool materials. -
ITEMS_FURNACE_MATERIALS
Vanilla item tag representing all furnace materials. -
ITEMS_COMPASSES
Vanilla item tag representing all compasses. -
ITEMS_HANGING_SIGNS
Vanilla item tag representing all hanging signs. -
ITEMS_CREEPER_IGNITERS
Vanilla item tag representing all items which will ignite creepers when interacted with. -
FREEZE_IMMUNE_WEARABLES
Vanilla item tag representing all items that confer freeze immunity on the wearer. -
AXOLOTL_TEMPT_ITEMS
Vanilla item tag representing all items which tempt axolotls. -
CLUSTER_MAX_HARVESTABLES
Vanilla item tag representing all items which are preferred for harvesting clusters (unused). -
REGISTRY_FLUIDS
Key for the built in fluid registry.- See Also:
-
FLUIDS_LAVA
Vanilla fluid tag representing lava and flowing lava. -
FLUIDS_WATER
Vanilla fluid tag representing water and flowing water. -
REGISTRY_ENTITY_TYPES
Key for the built in entity registry.- See Also:
-
ENTITY_TYPES_SKELETONS
Vanilla tag representing skeletons. -
ENTITY_TYPES_RAIDERS
Vanilla tag representing raiders. -
ENTITY_TYPES_BEEHIVE_INHABITORS
Vanilla tag representing entities which can live in beehives. -
ENTITY_TYPES_ARROWS
Vanilla tag representing arrows. -
ENTITY_TYPES_IMPACT_PROJECTILES
Vanilla tag representing projectiles. -
ENTITY_TYPES_POWDER_SNOW_WALKABLE_MOBS
Vanilla tag representing mobs which can walk on powder snow. -
ENTITY_TYPES_AXOLOTL_ALWAYS_HOSTILES
Vanilla tag representing which entities axolotls are always hostile to. -
ENTITY_TYPES_AXOLOTL_HUNT_TARGETS
Vanilla tag representing axolotl targets. -
ENTITY_TYPES_FREEZE_IMMUNE_ENTITY_TYPES
Vanilla tag representing entities immune from freezing. -
ENTITY_TYPES_FREEZE_HURTS_EXTRA_TYPES
Vanilla tag representing entities extra susceptible to freezing. -
ENTITY_TYPES_FROG_FOOD
Vanilla tag representing entities which can be eaten by frogs. -
REGISTRY_ENTITIES
Deprecated, for removal: This API element is subject to removal in a future version.Key for the built-in entity registry- See Also:
-
ARROWS
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla entity tag representing arrow entities. -
BEEHIVE_INHABITORS
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla entity tag representing entities that live in beehives -
IMPACT_PROJECTILES
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla entity tag representing projectiles that impact -
RAIDERS
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla entity tag for village raiders -
SKELETONS
Deprecated, for removal: This API element is subject to removal in a future version.Vanilla entity tag for skeleton types -
REGISTRY_GAME_EVENTS
- See Also:
-
GAME_EVENT_VIBRATIONS
Tag for game events that trigger sculk sensors -
GAME_EVENT_IGNORE_VIBRATIONS_SNEAKING
Tag for game events that are ignored if the entity is sneaking
-
-
Method Details
-
isTagged
Returns whether or not this tag has an entry for the specified item.- Parameters:
item
- to check- Returns:
- if it is tagged
-
getValues
Gets an immutable set of all tagged items.- Returns:
- set of tagged items
-
ENTITY_TYPES_ARROWS


Lighter, Secondary Text
The small element is used to create a lighter, secondary text in any heading:
h1 heading secondary text
h2 heading secondary text
h3 heading secondary text
h4 heading secondary text
h5 heading secondary text
h6 heading secondary text
Use the mark element to highlight text.