UD for Icelandic
Tokenization and Word Segmentation
- Words are generally delimited by whitespace or punctuation. Exceptions:
- Numerical expressions (including dates) are treated as single words and may contain punctuation or whitespace. Dot following the last digit of a number indicates an ordinal numeral in Icelandic: 5., 1.1.1970, 11:00, 2.000
- Abbreviations are treated as single words: e.t.v., t.d.
- Words with spaces are not used.
- Imperative verbal form and cliticized verbal question form are treated as multi-word tokens and segmented to individual syntactic words.
Morphology
The PoS-tags follow the universal tag set and do not add any language-specific PoS-tags. The morphological features follow the Icelandic tagging scheme described in (Helgadóttir et. al., 2012). PoS-tags and morphological features were converted automatically to the UD scheme, see details in (Jónsdóttir, 2020).
Sigrún Helgadóttir, Ásta Svavarsdóttir, Eiríkur Rögnvaldsson, Kristín Bjarnadóttir and Hrafn Loftsson. 2012. The Tagged Icelandic Corpus (MÍM). Proceedings of the Workshop on Language Technology for Normalisation of Less-Resourced Languages -SaLTMiL 8 – AfLaT2012, s. 67-72. Istanbul, Turkey. Available online at malheildir.arnastofnun.is/mim Hildur Jónsdóttir. 2020. A Parallel Icelandic Dependency Treebank: Creation, Annotation and Evaluation. MA thesis, University of Iceland. https://skemman.is/handle/1946/34784.
Tags
- Icelandic uses all 17 universal tags.
- The only word tagged with PART is the infinitive marker að.
- Auxiliaries (AUX) are all verbal in Icelandic and can be grouped into four types:
- The copulas vera (be) and blífa (be).
- The auxiliary hafa (have), selects the supine form of the main verb.
- The passive auxiliary verða (become), geta (can), fá (can), which select a verbal past participle.
- Modal and aspectual verbs that combine with the bare infinitive of the main verb, such as mega (may), vilja (want), munu (will), skulu (shall) and kunna (be able to).
- The tag DET is used for articles and pronominal words used with a determiner function, including possessives. The tag PRON is reserved for pronouns occurring as the head of a noun phrase.
- Participles (both present and past) are tagged with ADJ.
- Foreign proper names are tagged PROPN.
Features
- Nouns have inherent gender (masc, fem or neutral), inflect for number (singular or plural), case (nominative, accusative, dative or genitive) and can take indefinite or definite article.
- Verbs can be used in the passive and the active voice. Finite forms in indicative or subjunctive mood in addition inflect for Tense (present or past), person (1, 2 or 3) and number (singular or plural). The imperative mood inflects for number (singular or plural). There are three types of nonfinite forms: infinitives, participles (present and past), and supine (used to form perfect tenses together with the auxiliary have). The past participle additionally inflects for gender (masc, fem or neutral), number (singular or plural) and case (nom or acc).
Syntax
Subjects have the following characteristics:
- Word order: Icelandic is an SVO language although other structures may occur, especially in older stages of the language.
- Case marking: Subjects usually occur in nominative case but quirky subjects take accusative, dative or genitive case (rare).
Objects have the following characteristics:
- Word order: Objects usually follow the main verb unless topicalized.
- Case marking: Objects occur in accusative, dative or genitive case.
- Passivization: Objects become (non-expletive) subjects when verbs are passivized.
The copula verb vera (be) is used in equational, attributional, locative, possessive and benefactory nonverbal clauses. Existential clauses normally use the verb participle til (vera til) or finnast.
The following subtypes are used: acl:relcl for relative clauses compound:prt for verb particles flat:name for exocentric complex names flat:foreign for foreign names nmod:poss for possessive/genitive modifiers obl:arg for oblique arguments that are not adjuncts
Treebanks
There are two Icelandic UD treebanks:


To check if an insight exists in the InsightManager
, call the Contains
method.
if (algorithm.Insights.Contains(insight)) { }
if algorithm.Insights.Contains(insight): pass
To check if the InsightManager
has an insight for a Symbol
, call the ContainsKey
method.
if (algorithm.Insights.ContainsKey(symbol)) { }
if algorithm.Insights.ContainsKey(symbol): pass
To check if the InsightManager
has active insights for a Symbol
at a specific Coordinated Universal Time (UTC), call the HasActiveInsights
method.
if (algorithm.Insights.HasActiveInsights(symbol, utcTime)) { }
if algorithm.Insights.HasActiveInsights(symbol, utc_time): pass


Primary colors everywhere?
Well, seems like yes! You can now switch the primary color dynamically, super dynamically. All it takes is just a proper addition on the CSS level and a tiny JavaScript interaction. No preprocessors, SASS, LESS.
Yeah, right. What's the catch?
There can be only one primary color defined as of the current color usage, due to the currentColor limitations.


Reactive Form Examples:
Checkbox group created from projected checkboxes
Favorites: {{ form1.controls.fruits.value }}
Pre-selection based on value passed
Hobbies: {{ form2.controls.hobbies.value }}
Pre-selection based on value passed from FormGroup
Visited Countries: {{ form3.controls.visited.value }}
Disabled checkbox group
Template Driven Form Examples:
Checkbox group created from projected checkboxes
Selected Subjects: {{ subjects }}
Pre-selection based on value passed
All Reptiles: {{ reptiles }}
Disabled checkbox group


Hello! I am a long term hospitality specialist who has made the bold decision to learn a new trade and switch careers. Software development has intrigued me since the early 2000's when I learned to write my own code for a Myspace profile. This eventually led to jailbreaking early Iphone models to install games and other software by independent developers. I am currently enrolled in Epicodus, an accelerated coding course, so I can quickly obtain the necessary skills to begin a career in software engineering.


Co-Design uses "atomic classes" to allow you to specifically modify the presentation of individual elements.
You should be able to create most layouts with these utilities, however some patterns are often repeated. For these, we offer components. You can, though, override the components with these atomic classes.
Click on any of the entries in the menu, in order to show the utilities for that design area.
Utilities commonly follow the pattern of .has-[property]-[value]
. In these cases, there's always a short form, which is following the pattern .h-[property-abbreviation]-[value]
.


Represents the header record from the GEDCOM.
More...
Inherits SharpGEDParser.Model.GEDCommon, and SharpGEDParser.Model.NoteHold.
|
| string | CharSet [get, set] |
| | The identified character encoding of the GEDCOM file. More...
|
| |
| DateTime | GedDate [get, set] |
| | The identified date of the GEDCOM file. More...
|
| |
| string | GedVersion [get, set] |
| | The claimed version of the GEDCOM standard used. More...
|
| |
| List< Note > | Notes [get] |
| | Any NOTEs associated with the header. More...
|
| |
| string | PlaceFormat [get, set] |
| | The place hierarchy. More...
|
| |
| string | Product [get, set] |
| | An identification string for the application used to create the GEDCOM. More...
|
| |
| string | ProductVersion [get, set] |
| | Version information about the creating application. More...
|
| |
| string | Source [get, set] |
| | The application used to create the GEDCOM. More...
|
| |
| List< Submitter > | Submitters [get] |
| | Submitter record cross-references. More...
|
| |
| override string | Tag [get] |
| | GEDCOM Tag value. More...
|
| |
|
StringPlus | AFN [get, set] |
| | An AFN (ancestral file number) associated with the record.
|
| |
|
bool | AnyErrors [get] |
| | Are there any errors associated with this record? Returns true if yes.
|
| |
|
bool | AnyREFNs [get] |
| | Returns true if there are any REFNs associated to the record.
|
| |
|
int | BegLine [get, set] |
| | The first line of the record in the original GEDCOM.
|
| |
|
ChangeRec | CHAN [get] |
| | Any change record (CHAN).
|
| |
|
int | EndLine [get, set] |
| | The last line of the record in the original GEDCOM.
|
| |
|
List< UnkRec > | Errors [get] |
| | Problems, other than 'unknown'/'custom' tags at this or_children level.
|
| |
|
string | Ident [get, set] |
| | The record's id.
|
| |
|
List< StringPlus > | REFNs [get] |
| | Any user reference numbers associated with the record. Will be null if none.
|
| |
|
StringPlus | RFN [get, set] |
| | An RFN (something file number) associated with the record.
|
| |
|
string | RIN [get, set] |
| | Any RIN.
|
| |
|
abstract string | Tag [get] |
| | The record's GEDCOM tag.
|
| |
|
string | UID [get] |
| | An UID (universal identifier) associated with the record.
|
| |
|
List< UnkRec > | Unknowns [get] |
| | Unknown and custom tags encountered at this level.
|
| |
| List< Note > | Notes [get] |
| | Any NOTE references associated with a record. More...
|
| |
Represents the header record from the GEDCOM.
- Todo:
- useful information
◆ CharSet
| string SharpGEDParser.Model.HeadRecord.CharSet |
|
getset |
The identified character encoding of the GEDCOM file.
todo details - ANSEL, IBM-PC and how handled
◆ GedDate
| DateTime SharpGEDParser.Model.HeadRecord.GedDate |
|
getset |
The identified date of the GEDCOM file.
todo how used to limit age calcs?
◆ GedVersion
| string SharpGEDParser.Model.HeadRecord.GedVersion |
|
getset |
The claimed version of the GEDCOM standard used.
Only versions 5.5 and 5.5-1 are supported. Many applications claim the GEDCOM file is V5.5 yet use V5.5-1 features.
◆ Notes
| List<Note> SharpGEDParser.Model.HeadRecord.Notes |
|
get |
Any NOTEs associated with the header.
Will be an empty list if none.
◆ PlaceFormat
| string SharpGEDParser.Model.HeadRecord.PlaceFormat |
|
getset |
◆ Product
| string SharpGEDParser.Model.HeadRecord.Product |
|
getset |
An identification string for the application used to create the GEDCOM.
◆ ProductVersion
| string SharpGEDParser.Model.HeadRecord.ProductVersion |
|
getset |
Version information about the creating application.
◆ Source
| string SharpGEDParser.Model.HeadRecord.Source |
|
getset |
The application used to create the GEDCOM.
◆ Submitters
| List<Submitter> SharpGEDParser.Model.HeadRecord.Submitters |
|
get |
Submitter record cross-references.
Will be an empty list if none.
◆ Tag
| override string SharpGEDParser.Model.HeadRecord.Tag |
|
get |
The documentation for this class was generated from the following file:
- SharpGedParser/Model/HeadRecord.cs


I've read a few instances where extract of Syrian Rue (Peganum Harmala) was smoked in combination with marijuana and used to potentiate various tryptamines, but nothing about just harm(al)ine by itself in the freebase form. I saw that one supplier of research chemicals had Peganum Harmala freebase for sale, so I set out to make some in my own laboratory (kitchen).
I started with 5 grams of Syrian Rue seeds, so that I could finish with a one-dose portion of freebase. These were thoroughly ground in a $6 coffee grinder to a fine dust. This was put in a heavy gauge sucepan and covered with a solution of 1 part 6% acetic acid white vinegar to 5 parts distilled water. The pan was placed on medium heat and brought to a simmer for 15 seconds, then covered and left off to the side for 5 minutes. The solution became a murky looking mess and I thought I had ruined it. When it was strained through a coffee filter, though, the liquid was the characteristic yellow color I had read about. This process was repeated with the strained seed powder twice more and the resultant 'boullion' was combined.
While it was still warm ( approx. 2/3 cup together ) I added 1 1/2 ounce of fine table salt in degrees while stirring to dissolve. The solution was now viscous and deeply colored, looking like it could take no more salt. It was placed in the fridge for 12 hours, after which a fine dusting of reddish brown precipitate could be seen lining the bottom and edges of the container. It had worked and I was half way home.
I carefully decanted as much of the liquid as I could after first scraping the dusting off the edges of the beaker. The rest was emptied into a coffee filter inside a small strainer. I took a little of the strained liquid and washed out the beaker with it to get all the remaining extract. I then gently collected the edges of the filter together on top and carefully twisted the liquid out. After gingerly scraping the flattened filter with the back of a thin knife, I was left with about 300mg of what looked like red clay.
I covered the harmala extract with just enough water to dissolve it and line the bottom of a spoon. To this I stirred in about 150mg of ordinary baking soda and warmed gently over a stove element until it was dry. This took a few minutes since too much heat at once caused it to splatter all over the place ( ust like crack!).
What was left was broken up into a little more than 300mg of very fine reddish brown powder. This was smoked in the classic 'gerbil feeder' base pipe (push the feeding tube from a $4 gerbil watering test tube, available in the pet section of any Wal Mart, down into the stopper. Put the freebase in the bottom, warm to combustion, open the stopper slightly and draw from the feeding tube ). The results were instant and undoubtedly NOT a placebo effect.
The experiment worked beautifully and the results were not only easier to ingest than tasting the seeds, the nausea was only hinted at. The effects lasted for a pleasant hour, then trailed off for another. Next time I'll try a much bigger batch, though.
(Please don't forget to observe the usual rules of MAO inhibition when partaking of this substance, as the consequences of one case could draw enough attention to end its availability.)
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


This page explains how an Android app written in Java can use the Flare library to discover and interact with things in an environment. You may wish to read through the generic tutorial first. See the Flare sample code for Java for a full implementation.
Note that these simplified examples do not include all the try/catch blocks that you'll need when working with JSONObject variables.
The device client makes a REST API call to the server to get information about the device:
flareManager.getDevice(deviceId, environment.getId(), (json) -> {
this.device = new Device(json);
});
The server's response contains the name, description, etc. for the device, which the client uses to update the interface.
The client then subscribes to the device so that it will receive any notifications about it:
flareManager.subscribe(device);
Then it requests the most recent data:
flareManager.getData(device);
The server replies by sending back the data, which is received by this callback:
public void didReceiveData(Flare flare, JSONObject data) {
if (flare == selectedFlare) {
double angle = data.getDouble("angle");
}
}
The client requests the most recent position:
flareManager.getPosition(device);
The server replies by sending back the position, which is received by this callback:
public void didReceivePosition(Flare flare, PointF position) {
if flare == selectedFlare {
double x = position.x;
double y = position.y;
}
}
The thing client makes a REST API call to the server to get information about the thing:
flareManager.getThing(thingId, zone.getId(), environment.getId(), (json) -> {
this.thing = new Thing(json);
});
The client then subscribes to the thing so that it will receive any notifications about it:
flareManager.subscribe(thing);
Then it requests the most recent data:
flareManager.getData(thing);
The client receives the reply:
public void didReceiveData(Flare flare, JSONObject data) {
if (flare == selectedFlare) {
String color = data.getString("color");
double brightness = data.getDouble("brightness");
}
}
The client requests the most recent position:
flareManager.getPosition(thing);
And the reply:
public void didReceivePosition(Flare flare, PointF position) {
if (flare == selectedFlare) {
double x = position.x;
double y = position.y;
}
}
When the device's position changes, it sends a message to the server:
public void changePosition(PointF position) {
device.setPosition(position);
flareManager.setPosition(device, position);
}
The server will then notify all other clients that have subscribed to the device. Note that it won't send a message back to the client that sent the original message, because it already has the latest information.
If the server calculates that a device has become near to a thing because the distance between their positions is less than a certain threshold, it will broadcast a near message to all clients that have subscribed to the thing:
public void near(Thing thing, Device device, double distance) {
if (thing == selectedFlare) {
nearbyFlare = device;
}
}
The device client can then get information about the thing:
flareManager.getThing(thingId, "-", environment.getId(), (json) -> {
nearbyFlare = new Thing(json);
});
Note: If the device client doesn't know what zone the thing is in, it can just use a dash. The REST URL syntax is verbose, but the thing ID what matters.
The device client subscribes to the thing:
flareManager.subscribe(nearbyFlare);
It gets the latest data:
flareManager.getData(nearbyFlare);
The server replies by sending back the data:
public void didReceiveData(Flare flare, JSONObject data) {
if (flare == selectedFlare) {
...
} else if (flare == nearbyFlare) {
String color = data.getString("color");
double brightness = data.getDouble("brightness");
}
}
The client requests the most recent position:
flareManager.getPosition(nearbyFlare);
The server replies by sending back the position:
public void didReceivePosition(Flare flare, PointF position) {
if (flare == selectedFlare) {
...
} else if (flare == nearbyFlare) {
double x = position.x;
double y = position.y;
}
}
The server will also broadcast the same near message to all clients that have subscribed to the device:
public void near(Thing thing, Device device, double distance) {
if (device == selectedFlare) {
nearbyFlare = thing;
}
}
The thing client can then get information about the device:
flareManager.getDevice(deviceId, environment.getId(), (json) -> {
nearbyFlare = new Device(json);
});
The thing client subscribes to the device:
flareManager.subscribe(nearbyFlare);
It gets the latest data:
flareManager.getData(nearbyFlare);
The server replies by sending back the data, which is handled as above.
The client requests the most recent position:
flareManager.getPosition(nearbyFlare);
The server replies by sending back the position, which is handled as above.
Either client can change the device's data:
public void changeColor(String color) {
selectedFlare.getData().put("color", color);
flareManager.setData(selectedFlare, "color", color);
}
public void changeColor(double brightness) {
selectedFlare.getData().put("brightness", brightness);
flareManager.setData(selectedFlare, "brightness", brightness);
}
The server will then notify all other clients that have subscribed to the thing, which will be handled by gotData() as above.
Either client can change the device's data:
public void changeAngle(double angle) {
selectedFlare.getData().put("angle", angle);
flareManager.setData(selectedFlare, "angle", angle);
}
The server will then notify all other clients that have subscribed to the device.
Any client can perform an action on the thing:
public void performAction(String action) {
flareManager.performAction(selectedFlare, action);
}
The action can be handled by the server or any client. If it is not handled by the server, a message will be broadcast to all other clients subscribed to the thing:
public void handleAction(Flare flare, String action) {
if (action.equals("rainbow")) {
...
}
}
Any client can perform an action on the device, as above.
Similarly, if the action is not handled by the server, a message will be broadcast to all other clients subscribed to the device, which will be handled as above
If the thing's position changes, it can send a message to the server:
public void changePosition(PointF position) {
selectedFlare.setPosition(position);
flareManager.setPosition(selectedFlare, position);
}
The server will then notify all other clients that have subscribed to the thing.
You get the idea by now.
The server will notice when the device is no longer near to the thing, and notify all clients subscribed to the device:
public void far(Thing thing, Device device) {
if (thing == selectedFlare && device == nearbyFlare) {
flareManager.unsubscribe(device);
nearbyFlare = null;
}
}
The device can then unsubscribe from the thing, and then it won't receive notifications about the thing anymore.
The server will send the same message to all clients subscribed to the thing:
public void far(Thing thing, Device device) {
if (device == selectedFlare && thing == nearbyFlare) {
flareManager.unsubscribe(thing);
nearbyFlare = null;
}
}
And the thing can unsubscribe from the device as well.


--- layout: page permalink: /:basename/ ---
Middle Class Tax Relief And Simplification Act. An economic plan designed to grow the economy 4% per year and create at least 25 million new jobs through massive tax reduction and simplification, in combination with trade reform, regulatory relief, and lifting the restrictions on American energy. The largest tax reductions are for the middle class. A middle-class family with 2 children will get a 35% tax cut. The current number of brackets will be reduced from 7 to 3, and tax forms will likewise be greatly simplified. The business rate will be lowered from 35 to 15 percent, and the trillions of dollars of American corporate money overseas can now be brought back at a 10 percent rate.


Using python to interact with aftermarket engine management controllers. Part 1 will focus on the initial discovery of the controller's serial protocol, communicating with the controller over a serial port, unpacking the byte stream, and using Redis as a mechanism to store and radiate data.
Intro
Don't be scared! I'll go over the 'need-to-know' automotive bits quickly so that we can remain focused on python.
This project was the result of my second serious attempt at a project in python. I ended up with a good code base for the evolution of a more complete platform in the future.
Talk Outline
Intro
- ~5min - Introduce self, obligatory company representation
Hardware
- ~5min - Quickly list required/useful hardware/tools
Software
- ~5min - Quickly list used software
Preparing a simulated environment
- Determining your engine's trigger configuration
- Setup ardu-stim (engine oriented signal generator)
- Verify serial connection state with TunerStudio
- Setup MS controller to your engine's specs
- Wiring the things on a breadboard
The Code
- Environment setup (redis, pyenv, pip the things)
- ./collect - start data collection in a loop
- read .ini config file to determine packet structure
- open serial connection
- send 'A' command
- collect and unpack(struct) result
- store and publish result to redis
- ./display - display live data
- connect to redis channel
- print published data
The Future
- Installation into Vehicle
- Analytics
- Secondary data sources (ardunios, gpio, etc)


Jean is a studen of Computer Science & Engineering at UC San Diego. He is a 4th year student with experience in many languages, including HTML/CSS. He is the administrative director for an annual play in his club Nikkei Student Union and dances on the team Sleepless Collective.


This Bible contradiction is from the EvilBible.com.
Verses
God is unchangeable
James 1:17 View context
Every good gift and every perfect gift is from above, and cometh down from the Father of lights, with whom is no variableness, neither shadow of turning.
Malachi 3:6 View context
For I [am] the LORD, I change not; therefore ye sons of Jacob are not consumed.
Ezekiel 24:14 View context
I the LORD have spoken [it]: it shall come to pass, and I will do [it]; I will not go back, neither will I spare, neither will I repent; according to thy ways, and according to thy doings, shall they judge thee, saith the Lord GOD.
Numbers 23:19 View context
God [is] not a man, that he should lie; neither the son of man, that he should repent: hath he said, and shall he not do [it]? or hath he spoken, and shall he not make it good?
God is changeable
Genesis 6:6 View context
And it repented the LORD that he had made man on the earth, and it grieved him at his heart.
Jonah 3:10 View context
And God saw their works, that they turned from their evil way; and God repented of the evil, that he had said that he would do unto them; and he did [it] not.
1 Samuel 2:30-31 View context
Wherefore the LORD God of Israel saith, I said indeed [that] thy house, and the house of thy father, should walk before me for ever: but now the LORD saith, Be it far from me; for them that honour me I will honour, and they that despise me shall be lightly esteemed.
 And the prophet Isaiah the son of Amoz came to him, and said unto him, Thus saith the LORD, Set thine house in order; for thou shalt die, and not live.
2 Kings 20:4-6 View context
And it came to pass, afore Isaiah was gone out into the middle court, that the word of the LORD came to him, saying,
Turn again, and tell Hezekiah the captain of my people, Thus saith the LORD, the God of David thy father, I have heard thy prayer, I have seen thy tears: behold, I will heal thee: on the third day thou shalt go up unto the house of the LORD.
And I will add unto thy days fifteen years; and I will deliver thee and this city out of the hand of the king of Assyria; and I will defend this city for mine own sake, and for my servant David's sake.
Exodus 33:1 View context
And the LORD said unto Moses, Depart, [and] go up hence, thou and the people which thou hast brought up out of the land of Egypt, unto the land which I sware unto Abraham, to Isaac, and to Jacob, saying, Unto thy seed will I give it:
Exodus 33:3 View context
Unto a land flowing with milk and honey: for I will not go up in the midst of thee; for thou [art] a stiffnecked people: lest I consume thee in the way.
Exodus 33:17 View context
And the LORD said unto Moses, I will do this thing also that thou hast spoken: for thou hast found grace in my sight, and I know thee by name.
Exodus 33:14 View context
And he said, My presence shall go [with thee], and I will give thee rest.


{{ __('Warning to adminstrator: a resource representation widget won\'t work untill the page type is set to resource and a type of resource is selected, this can be fixed in page settings on the bottom of the page.') }}
{% endif %}
{% include 'display/' + data.widget.displayType + '.html' %}


בחירות 2020
Loading...
VOTING HAS NOT STARTED !
 WE WILL ALWAYS REMEMBER , WE HAVE A GREAT COUNTRY
Defining the election period and time:
Start time:
Finish time:
Duration time to vote:
Submit
Add Candidate:
Put the name of candidate:
Add
Add to Book of votes:
Add
First, press
Submit
And then upload the file
Submit
#
Name
Votes
Select Candidate
Vote


{%include 'navbar.html'%} {%load crispy_forms_tags%}
{%if request.user.is_authenticated%} {%block content%} {%endblock%} {%else%} {%block login%}
You are not logged in, in order to have access to this website, you need to be registered. Click
here
to login
{%endblock%} {%endif%}


A B C D E G H I K L M N O P Q R S T U V W
All Classes All Packages
All Classes All Packages
All Classes All Packages
A
- addItem(TakeableItem) - Method in class storage.LockableTrunk
-
add an item only if the Trunk is unlocked
- addItem(TakeableItem) - Method in class storage.Storage
-
add a item in the storage
- addItemToBag(TakeableItem) - Method in class game.Game
- addItemToLock(TakeableItem) - Method in class storage.LockableTrunk
- Armor - Class in interactions
- Armor() - Constructor for class interactions.Armor
-
create a new Armor with Armor.DEFAULT_HP_ARMOR and Armor.DEFAULT_DAMAGE_ARMOR
- Armor(int, int) - Constructor for class interactions.Armor
- attack() - Method in class interactions.Ennemy
- attack() - Method in class items.Weapon
- attack() - Method in class player.Player
- attacked(int) - Method in class interactions.Ennemy
- attacked(int) - Method in class player.Player
- Axe - Class in items
- Axe(int, int, String, String) - Constructor for class items.Axe
- Axe(int, String, String) - Constructor for class items.Axe
B
- Bag - Class in storage
- Bag() - Constructor for class storage.Bag
-
create a new Bag with Bag.BAG_CAPACITY capacity
- Bag(int) - Constructor for class storage.Bag
C
- canAddItem(int) - Method in class storage.LockableTrunk
- canAddItem(int) - Method in class storage.Storage
- CanTakeItem - Interface in interfaces
-
this interface is used for all the class that can take an item
- CanTakeWeapon - Interface in interfaces
- CastleGenerator - Class in game
- CastleGenerator() - Constructor for class game.CastleGenerator
- changeLampStatus() - Method in class game.Game
-
put the lamp of the player on if it's off and vice versa
- changeLampStatus() - Method in class player.Player
- Command - Enum in game
- CommandFunction - Interface in game
-
CommandFunction
D
- Describable - Interface in interfaces
- DESCRIPTION - Static variable in interface interfaces.Describable
- Door - Class in exit
- Door(Place, Place) - Constructor for class exit.Door
- DoorKey - Class in items
- DoorKey(String, String) - Constructor for class items.DoorKey
E
- Ennemy - Class in interactions
- Ennemy() - Constructor for class interactions.Ennemy
-
create an ennemy with Ennemy.DEFAULT_HP and Ennemy.DEFAULT_DAMAGE
- Ennemy(int, int) - Constructor for class interactions.Ennemy
- exit - package exit
- Exit - Class in exit
- Exit(Place, Place) - Constructor for class exit.Exit
G
- game - package game
- Game - Class in game
- Game() - Constructor for class game.Game
-
create a new Game with a the default castle see CastleGenerator.generateCastle()
- generateCastle() - Static method in class game.CastleGenerator
- getBAG() - Method in class player.Player
- getBagItems() - Method in class game.Game
- getCAPACITY() - Method in class storage.Storage
- getCurrentVol() - Method in class storage.LockableTrunk
- getCurrentVol() - Method in class storage.Storage
- getEnnemy() - Method in class place.Room
- getExits(boolean) - Method in class place.Place
- getHelp() - Static method in enum game.Command
- getHp() - Method in class player.Player
- getIsLocked() - Method in class exit.LockedDoor
- getIsLocked() - Method in interface interfaces.Lockable
- getIsLocked() - Method in class storage.LockableTrunk
- getIsOn() - Method in class items.Lamp
- getItems() - Method in class storage.LockableTrunk
- getItems() - Method in class storage.Storage
- getLampIsOn() - Method in class player.Player
- getLevel() - Method in class place.Room
- getName() - Method in class place.Place
- getNAME() - Method in class items.Item
- getNB_HP_HEALED() - Method in class items.HealObject
- getNextPlace(Place) - Method in class exit.Exit
- getNextPlace(Place) - Method in class exit.OneWayDoor
- getPlayerActualRoom() - Method in class game.Game
- getPlayerHp() - Method in class game.Game
- getPlayerWeapon() - Method in class game.Game
- getStorage() - Method in class place.Room
- getVOLUME() - Method in class items.TakeableItem
- getWeapon() - Method in class player.Player
- go(Game, String) - Static method in enum game.Command
-
move the player to a new room named placeStr if possible
- GO - game.Command
H
- hasCorrectParameters(Command, int) - Static method in enum game.Command
- hasTresor() - Method in class player.Player
- heal(int) - Method in interface player.Healable
- heal(int) - Method in class player.Player
- Healable - Interface in player
- HealObject - Class in items
- HealObject(int, int, String, String) - Constructor for class items.HealObject
- HealObject(int, String, String) - Constructor for class items.HealObject
- HealObject(String, String) - Constructor for class items.HealObject
- HELP - game.Command
- HiddenRoom - Class in place
- HiddenRoom(String, String, int, Storage, Ennemy) - Constructor for class place.HiddenRoom
I
- initBackground() - Static method in class game.Printer
-
initialize the background warning it does work on all terminal
- interactions - package interactions
- interfaces - package interfaces
- interpreter(Game, String) - Static method in class game.Interpreter
-
given a string it split it into substrings with space and lauch a command with the first substring as the command and the other as arguments, if the command exists and the number of parameters is correct for this command
- Interpreter - Class in game
- Interpreter() - Constructor for class game.Interpreter
- INVENTORY - game.Command
- Item - Class in items
- Item(String, String) - Constructor for class items.Item
- items - package items
K
- Key - Class in items
- Key(String, String) - Constructor for class items.Key
L
- Lamp - Class in items
- Lamp() - Constructor for class items.Lamp
-
create a lamp with default state,name and description
- Lamp(boolean, String, String) - Constructor for class items.Lamp
- Lamp(String, String) - Constructor for class items.Lamp
-
create a lamp with the parameters given and the default state
- LAMP - game.Command
- Lockable - Interface in interfaces
- LockableTrunk - Class in storage
- LockableTrunk() - Constructor for class storage.LockableTrunk
-
create a new LockableTrunk with Trunk.DEFAULT_CAP_TRUNK capacity
- LockableTrunk(int) - Constructor for class storage.LockableTrunk
- LockableTrunk(TakeableItem) - Constructor for class storage.LockableTrunk
-
create a new LockableTrunk with Trunk.DEFAULT_CAP_TRUNK capacity
- LockedDoor - Class in exit
- LockedDoor(Place, Place) - Constructor for class exit.LockedDoor
- look(Game, String[]) - Static method in enum game.Command
-
read the description of the item named itemStr if it's possible
- LOOK - game.Command
M
- main - package main
- main(String[]) - Static method in class main.Main
- Main - Class in main
- Main() - Constructor for class main.Main
N
- newRoomEntered(Place) - Method in class game.Game
-
replace playerActualRoom by newRoom and lauch a combat with the ennemy of the newRoom if there is one
O
- OneWayDoor - Class in exit
- OneWayDoor(Place, Place) - Constructor for class exit.OneWayDoor
P
- place - package place
- Place - Class in place
- Place(String) - Constructor for class place.Place
-
Constructor
- player - package player
- Player - Class in player
- Player(Lamp, Bag) - Constructor for class player.Player
- playerLampIsOn() - Method in class game.Game
- Printer - Class in game
-
Printer this class does all the System.out.println of the game
- Printer() - Constructor for class game.Printer
- printError(String) - Static method in class game.Printer
-
print the error message with for background color Printer.BACKGROUND_COLOR and Printer.ERROR_COLOR for the foreground color and the line starts with a 🛑
- printInventory(Game) - Static method in enum game.Command
-
print : the Health Point of he player his current weapon if he has one the state of his lamp all items in his bag with its description
- printMessage(String) - Static method in class game.Printer
-
print the message with for background color Printer.BACKGROUND_COLOR and Printer.MESSAGE_COLOR for the foreground color
Q
- quit(Game) - Static method in enum game.Command
-
quit the game without any confirmation
- QUIT - game.Command
- quitGame() - Method in class game.Game
-
put isGameOver to true and stoped the game
R
- readDescription() - Method in interface interfaces.Describable
- readDescription() - Method in class items.Item
- readDescription() - Method in class place.Room
- removeItem(TakeableItem) - Method in class storage.LockableTrunk
- removeItem(TakeableItem) - Method in class storage.Storage
-
remove an item in the storage
- removeItemBag(TakeableItem) - Method in class game.Game
- Room - Class in place
- Room(String, String, int, Storage, Ennemy) - Constructor for class place.Room
-
Constructor
- runCommand(Game, Command, String[]) - Static method in enum game.Command
-
run the command with a given game and argument
- runCommand(Game, String[]) - Method in interface game.CommandFunction
- runGame() - Method in class game.Game
-
the method where all the game takes place
S
- search(Game) - Static method in enum game.Command
-
look for takeableItem in this room and print their name if possible
- SEARCH - game.Command
- SEARCH_EXITS - game.Command
- searchExits(Game) - Static method in enum game.Command
-
look for Exit in this room and print the room they give access to if possible
- SecretExit - Class in exit
- SecretExit(Place, Place) - Constructor for class exit.SecretExit
- setExit(Exit) - Method in class place.Place
- Skeleton - Class in interactions
- Skeleton() - Constructor for class interactions.Skeleton
-
create a new skeleton with keleton.DEFAULT_HP_SKE and Skeleton.DEFAULT_DAMAGE_S
- Skeleton(int, int) - Constructor for class interactions.Skeleton
- Stairs - Class in exit
- Stairs(Place, Place) - Constructor for class exit.Stairs
- Stick - Class in items
- Stick(int, int, String, String) - Constructor for class items.Stick
- Stick(int, String, String) - Constructor for class items.Stick
-
create a stick with the given parameters and deafault damage
- storage - package storage
- Storage - Class in storage
- Storage() - Constructor for class storage.Storage
-
Create a Storage with Storage.DEFAULT_CAP capacity
- Storage(int) - Constructor for class storage.Storage
- strToCmd(String) - Static method in enum game.Command
- switchOffLamp() - Method in class items.Lamp
-
put the lamp off
- switchOnLamp() - Method in class items.Lamp
-
put the lamp on
- switchWeapon(Weapon) - Method in interface interfaces.CanTakeWeapon
- switchWeapon(Weapon) - Method in class player.Player
T
- take(Game, String) - Static method in enum game.Command
-
put a object named itemStr in the player bag if possible
- TAKE - game.Command
- TakeableItem - Class in items
- TakeableItem(int, String, String) - Constructor for class items.TakeableItem
- takeItem(String) - Method in class storage.Storage
- testGameOver() - Method in class game.Game
-
change isGameOver if the player is dead (he has 0 hp or less)
- toString() - Method in class interactions.Armor
- toString() - Method in class interactions.Ennemy
- toString() - Method in class interactions.Skeleton
- Tresor - Class in items
- Tresor(int, String, String) - Constructor for class items.Tresor
- TresorKey - Class in items
- TresorKey(String, String) - Constructor for class items.TresorKey
- TresorTrunk - Class in storage
- TresorTrunk() - Constructor for class storage.TresorTrunk
-
create a new TresorTrunk with Trunk.DEFAULT_CAP_TRUNK capacity
- TresorTrunk(int) - Constructor for class storage.TresorTrunk
- TresorTrunk(TakeableItem) - Constructor for class storage.TresorTrunk
-
create a new TresorTrunk with Trunk.DEFAULT_CAP_TRUNK capacity
- Trunk - Class in storage
- Trunk() - Constructor for class storage.Trunk
-
create a new Trunk with Trunk.DEFAULT_CAP_TRUNK capacity
- Trunk(int) - Constructor for class storage.Trunk
- TrunkKey - Class in items
- TrunkKey(String, String) - Constructor for class items.TrunkKey
U
- unlock() - Method in class exit.LockedDoor
-
unlock the Door
- unlock() - Method in class storage.LockableTrunk
-
unlock the Trunk
- unlock(Key) - Method in class exit.LockedDoor
-
unlock the door kiven a key
- unlock(Key) - Method in interface interfaces.Lockable
- unlock(Key) - Method in class storage.LockableTrunk
- unlock(Key) - Method in class storage.TresorTrunk
- use(Game, String[]) - Static method in enum game.Command
-
use an item in the bag as the argument; if there is no second argument it uses it on the player himself otherwise it uses it on a trunk if the second parameters and else it's on a exit
- use(CanTakeItem) - Method in class items.HealObject
- use(CanTakeItem) - Method in class items.Key
- use(CanTakeItem) - Method in class items.TakeableItem
- use(CanTakeItem) - Method in class items.Tresor
- use(CanTakeItem) - Method in class items.Weapon
- USE - game.Command
- useItemOnPlayer(TakeableItem) - Method in class game.Game
V
- valueOf(String) - Static method in enum game.Command
-
Returns the enum constant of this type with the specified name.
- values() - Static method in enum game.Command
-
Returns an array containing the constants of this enum type, in the order they are declared.
W
- Weapon - Class in items
- Weapon(int, int, String, String) - Constructor for class items.Weapon
- Weapon(String, String) - Constructor for class items.Weapon
All Classes All Packages


"BASTINADO "beating, a mode of punishment common in the East. It is referred to by “the rod of correction” (Proverbs 22:15), “scourging”(Leviticus 19:20), “chastising” (Deuteronomy 22:18). The number of blows could not exceed forty (Deuteronomy 25:2, 3).
"BASTINADO "beating, a mode of punishment common in the East. It is referred to by “the rod of correction” (Proverbs 22:15), “scourging”(Leviticus 19:20), “chastising” (Deuteronomy 22:18). The number of blows could not exceed forty (Deuteronomy 25:2, 3).


The oak-authorization-cug module provides a alternative authorization model intended to limit read access to certain paths for a selected, small set of Principals.
These restricted areas called CUG are marked by a dedicated policy type and effectively prevent read-access for anybody not explicitly allowed.
This implies that the CUG-authorization model solely evaluates and enforces read access to regular nodes and properties. Therefore it may only be used as an additional, complementary authorization scheme while the primary module(s) is/are in charge of enforcing the complete set of permissions including read/write access, repository operations and any kind of special permissions like reading and writing access control content. See section Combining Multiple Authorization Models for information aggregating access control management and permission evaluation from different implementations.
By default the oak-authorization-cug model is disabled and it requires manual configuration steps in order to plug it into the Oak security setup.
Once deployed this authorization configuration can be used in the following two operation modes:
The Jackrabbit API defines an extension of the JCR AccessControlPolicy interface intended to grant the ability to perform certain actions to a set of Principals:
See Jackrabbit API for details and the methods exposed by the interface.
The module comes with the following extension in the org.apache.jackrabbit.oak.spi.security.authorization.cug package space:
The CugPolicy interface extends the PrincipalSetPolicy and JackrabbitAccessControlPolicy interfaces provided by Jackrabbit API. It comes with the following set of methods that allow to read and modify the set of Principals that will be allowed to access the restricted area defined by a given policy instance.
CugPolicy extends PrincipalSetPolicy, JackrabbitAccessControlPolicy Set<Principal> getPrincipals(); boolean addPrincipals(@Nonnull Principal... principals) throws AccessControlException; boolean removePrincipals(@Nonnull Principal... principals) throws AccessControlException;
The CugExclude allows to customize the set of principals excluded from evaluation of the restricted areas. These principals will consequently never be prevented from accessing any of the configured CUGs and read permission evaluation is delegated to any other module present in the setup.
The feature ships with two implementations out of the box:
See also section Pluggability below.
The access control management part of the CUG authorization models follows the requirements defined by JSR 283 the extensions defined by Jackrabbit API (see section Access Control Management with the following characterstics:
This implemenation of the JackrabbitAccessControlManager only supports a subset of privileges, namely jcr:read, rep:readProperties, rep:readNodes.
Only a single type of access control policies (CugPolicy) is exposed and accepted by the access control manager. Once effective each CUG policy creates a restricted area starting at the target node and inherited to the complete subtree defined therein.
Depending on the value of the mandatory PARAM_CUG_SUPPORTED_PATHS configuration option creation (and evaluation) of CUG policies can be limited to certain paths within the repository. Within these supported paths CUGs can be nested. Note however, that the principal set defined with a given CugPolicy is not inherited to the nested policies applied in the subtree.
Note: For performance reasons it is recommended to limited the usage of CugPolicys to a single or a couple of subtrees in the repository.
As stated above evaluation of the restricted areas requires the PARAM_CUG_ENABLED configuration option to be set to true. This switch allows to setup restricted areas in a staging enviroment and only let them take effect in the public facing production instance.
If permission evaluation is enabled, the PermissionProvider implementation associated with the authorization model will prevent read access to all restricted areas defined by a CugPolicy. Only Principals explicitly allowed by the policy itself or the globally configured CugExclude will be granted read permissions to the affected items in the subtree.
For example, applying and persisting a new CugPolicy at path _/content/restricted/apachefoundation, setting the principal names to apache-members and jackrabbit-pmc will prevent read access to the tree defined by this path for all Subjects that doesn’t match any of the two criteria:
This further implies that the PermissionProvider will only evaluate regular read permissions (i.e. READ_NODE and READ_PROPERTY). Evaluation of any other permissions including reading the cug policy node (access control content) is consequently delegated to other authorization modules. In case there was no module dealing with these permissions, access will be denied (see in section Combining Multiple Authorization Models for details).
CUG policies defined by this module in a dedicate node name rep:cugPolicy of type rep:CugPolicy. This node is defined by a dedicate mixin type rep:CugMixin (similar to rep:AccessControllable) and has a single mandatory, protected property which stores the name of principals that are granted read access in the restricted area:
[rep:CugMixin] mixin + rep:cugPolicy (rep:CugPolicy) protected IGNORE [rep:CugPolicy] > rep:Policy - rep:principalNames (STRING) multiple protected mandatory IGNORE
Note: the multivalued rep:principalNames property reflects the fact that CUGs are intended to be used for small principal sets, preferably java.security.acl.Group principals.
The consistency of this content structure both on creation and modification is asserted by a dedicated CugValidatorProvider. The corresponding error are all of type AccessControl with the following codes:
| Code | Message |
|---|---|
| 0020 | Attempt to change primary type of/to cug policy |
| 0021 | Wrong primary type of ‘rep:cugPolicy’ node |
| 0022 | Access controlled not not of mixin ‘rep:CugMixin’ |
| 0023 | Wrong name of node with primary type ‘rep:CugPolicy’ |
The CUG authorization extension is an optional feature that requires mandatory configuration: this includes defining the supported paths and enabling the permission evaluation.
The org.apache.jackrabbit.oak.spi.security.authorization.cug.impl.CugConfiguration supports the following configuration parameters:
| Parameter | Type | Default | Description |
|---|---|---|---|
| PARAM_CUG_ENABLED | boolean | false | Flag to enable evaluation of CUG policies upon read-access. |
| PARAM_CUG_SUPPORTED_PATHS | Set<String> | - | Paths under which CUGs can be created and will be evaluated. |
| PARAM_RANKING | int | 200 | Ranking within the composite authorization setup. |
Note: depending on other the authorization models deployed in the composite setup, the number of CUGs used in a given deployment as well as other factors such as predominant read vs. read-write, the performance of overall permission evaluation may benefit from changing the default ranking of the CUG authorization model.
The CUG authorization setup can be further customized by configuring the CugExcludeImpl service with allows to list additional principals that need to be excluded from the evaluation of restricted areas:
| Parameter | Type | Default | Description |
|---|---|---|---|
| principalNames | Set<String> | - | Name of principals that are always excluded from CUG evaluation. |
Note: this is an optional feature to extend the default exclusion list. Alternatively, it is possible to plug a custom CugExclude implementation matching specific needs (see below).
The following section describes how to deploy the CUG authorization model into an Oak repository and how to customize the CugExclude extension point.
Note: the reverse steps can be used to completely disable the CUG authorization model in case it is not needed for a given repository installation but shipped by a vendor such as e.g. Adobe AEM 6.3.
The following steps are required in order to deploy the CUG authorization model in an OSGi-base Oak repository:
The third step will enforce the recreation of the SecurityProvider and hence trigger the RepositoryInitializer provided by the CUG authorization module.
The following example shows a simplified setup that contains the CugConfiguration as additional authorization model (second position in the aggregation). See also unit tests for an alternative approach.
// setup CugConfiguration ConfigurationParameters params = ConfigurationParameters.of(AuthorizationConfiguration.NAME, ConfigurationParameters.of(ConfigurationParameters.of( CugConstants.PARAM_CUG_SUPPORTED_PATHS, "/content", CugConstants.PARAM_CUG_ENABLED, true))); CugConfiguration cug = new CugConfiguration(); cug.setParameters(params); // bind it to the security provider (simplified => subclassing required due to protected access) SecurityProviderImpl securityProvider = new SecurityProviderImpl(); securityProvider.bindAuthorizationConfiguration(cug); // create the Oak repository (alternatively: create the JCR repository) Oak oak = new Oak() .with(new InitialContent()) // TODO: add all required editors .with(securityProvider); withEditors(oak); ContentRepository contentRepository = oak.createContentRepository();
The following steps are required in order to customize the CugExclude implementation in a OSGi-based repository setup. Ultimately the implementation needs to be referenced in the org.apache.jackrabbit.oak.spi.security.authorization.cug.impl.CugConfiguration.
@Component() @Service(CugExclude.class) public class MyCugExclude implements CugExclude { private static final Principal PRINCIPAL_APACHE_MEMBERS = new PrincipalImpl("apache-members"); private static final Principal PRINCIPAL_JACKRABBIT_PMC = new PrincipalImpl("jackrabbit_pmc"); public MyCugExclude() {} //-----------------------------------------------------< CugExclude >--- @Override public boolean isExcluded(@Nonnull Set<Principal> principals) { return principals.contains(PRINCIPAL_APACHE_MEMBERS) || principals.contains(PRINCIPAL_JACKRABBIT_PMC); } //------------------------------------------------< SCR Integration >--- @Activate private void activate(Map<String, Object> properties) { } }


Last time we review the basic knowledge of Probability Theory, which gives us a fundamental understanding about statistics. This time we will go to the next step -- statistical inference.
Inference aims to learn about unknown quantities after observing some data that we believe contains relevant information. Normally, a statistical model specifies a joint distribution for observable random; parameters of that distribution are assumed unknown.
1. Parameter Estimation
1.1 Point Estimation
MLE (Maxmize Likelihood Estimation)
We want to find the MLE of $\theta$, $\hat{\theta}=g(x_1,...,x_n) s.t. L(\hat{\theta}) \ge L(\theta) $ for all other $\theta$.
The intuition here is that suppose we know the distribution of the sample data, we want to find the parameter that maximize the likelihood that we get these sample data.
MME (Method of Moments)
Compute moments such as $$E(X_i)=\mu, \quad E(X_i-\mu)^k$$, then equate sample moments to theoretical moments $$ \bar{X_n}=\mu, \quad \frac{1}{n}\sum(X_i-\bar{X})^k=E(X_i-\mu)^k $$
Bayes Estimator:
Let $L(\theta,\hat{\theta})$ be a loss function. $E_\pi(L(\theta,\hat{\theta}))$ is the bayes risk. An estimator $\hat{\theta} $is said to be a Bayes estimator if it minimizes the Bayes risk among all estimators.
Some notes on Bayes framework:
$$f(\theta|x_1,...,x_n) = \frac{f(x_1,...,x_n|\theta)h(\theta)}{f_x(x_1,...,x_n)}$$
1.2 Interval Estimation
Some Important Distribution
- Chi-square distribution:
- t-distribution:
- F-distribution
Is a special gamma distribution when a = n/2 and b = 2; In particular, $$x_1,...x_n \sim ^{iid} N(0,1); then \sum_{i=1}^{n}x_i^{2}\sim x^{2}(n) $$
If $W\sim N(0,1)$ and $V\sim X^2(r)$ and $W\perp V$, then $$T=\frac{W}{\sqrt{V/r}}\sim t(r)$$
If $U\sim X^{2}(r_1)$, $V\sim X^2(r_2)$, and $U\perp V$, then $$F = \frac{U/r_1}{V/r_2}\sim F(r_1,r_2)$$
If $\bar{X} \sim N(\mu, \sigma^2/n)$, $\bar{X}\perp S^2$, then we have: $$\frac{(n-1)S^2}{\sigma^2}\sim X^2(n-1)$$ Based on the above two distributions, we could get: $$\frac{\bar{X}-\mu}{S}\sqrt{n} \sim t(n-1)$$ Quantiles of distribution
For any distribution, let $\alpha^{th}$ quantile (upper percentage point) be $$F(X_{\alpha})=P(X\le X_{\alpha}) = 1-\alpha$$ Confidence Interval
In statistics, a confidence interval (CI) is a type of interval estimate that is computed from the observed data. The confidence level is the frequency of possible confidence intervals that contain the true value of their corresponding parameter. The intuiation here is that we try to find a function $u(X, \theta)$ such that its distribution does not depend on $\theta$. Then we look for a,b s.t. $$P(a< U(X, \theta)< b)=1-\alpha$$ and finally invert this to get a statement about $\theta$ $$P(f_1(x;a,b))<\theta< P(f_2(x;a,b))$$
1.3 Important Interval Estimation Summary
1.3.1 Sample Mean
Let $X_1,...,X_n \sim N(\mu, \sigma^2)$
- $\sigma$ is Known:
- $\sigma$ is Unknown:
1.3.2 Sample Proportion
Let $X_1,..., X_n \sim Bernoulli(P)$, n kown, $Y = \sum X_i \sim Bin(n, p)$. We will use an approximation to construct a CI for p. Recall, by central-limit theorem: $$\frac{Y-np}{\sqrt{np(1-p)}}\sim N(0,1)$$then we have $$\frac{Y}{n}-Z_{\alpha/2} \sqrt{\frac{P(1-P)}{n}} < P<\frac{Y}{n}+Z_{\alpha/2} \sqrt{\frac{P(1-P)}{n}}$$ Here we need to use MLE to get the point estimation of $\hat{P}= \frac{Y}{n}$
1.3.3 Sample Variance
Let $X_1,...,X_n \sim N(\mu, \sigma^2)$, both $\mu$ and $\sigma$ are unknown. $$\frac{(n-1)S^2}{\sigma^2} \sim X^2(n-1)$$ Brief Summary: For sample mean and proportion, if our sample size is large or we know the $\mu$ and $\sigma$, we normally use z-statistics; If we do not know $\sigma$, we will use t-statistics. For sample variance, we use chi-square statistics.
2. Hypothesis Testing
Here is a basic set up for a hypothesis test: we have some default belief about a parameter, this is our null hypothesis. And we're trying to investigate whether an alternative hypothesis is in fact true.
2.1 Some definations and summary
Type I and II error
Upon conducting a test we will arrive at one of two possible conclusions:
| $H_0$ is True | $H_A$ is True | |
|---|---|---|
| Reject $H_0$ | Type I error | Correct |
| Not Reject $H_0$ | Correct | Type II error |
More specifically, Type I Error equals to $P(\theta \in C|H_0)$, which means when $H_0$ is true, the probability that our parameter locates in critical region (rejection region). Type II Error equals to $P(\theta \in C^c|H_A)$, which means when $H_A$ is true, the probability that our parameter locates in the non-rejection area.
Based on the analysis above, we could see an obvious trade-off between these two type of errors. Since if we shrink the rejection area to decrease type I error, the non-rejection area will be larger which means the type II error will increase. The reason that we always first control type I error is that:
In practical, our null hypothesis is always very specific, whereas the alternative hypothesis is always very general. For example, $H_0=1000$, then $H_A\ne 1000$. Therefore, in comparison, we are more willing to know the error that one specific hypothesis is actually false.Significance Level
In practice, we often specify the maximal allowable type I error. Specifically, $P(\theta \in C|H_0) \le \alpha$, where $\alpha$ is the significance level. In another word, it defines the probability of rejecting the null hypothesis when it is true.
P value
P value is the probability of observing a result equal to or more extreme than what was actually observed, when $H_0$ is true.
Intuition Here: We start by saying assume $H_0$ is true. We collect data, and analyze it in some manner. When we look at that summary, the p-value let us know how reasonable our data is, assuming the null is true. When the p-value is small, it tells us one of two things. 1) If the null hypothesis is true, then we’re seeing something that’s unlikely or 2) these data are really incompatible with the null hypothesis (because we had a low chance to see this or more extreme results), therefore, I suspect the null hypothesis does not hold. Your job is to pick an alpha level to decide your comfort in making a Type I error.
Example:
We want to construct a hypothesis test about whether this person is guilty or not. Suppose he is innocent, after observing some data, we find the probability that these resources appear is 4%. And our significance level is 0.05. Based on that, we could reject our null hypothesis.
In a word, we could see that the key idea behind Hypothesis Testing is that we think small probability event is not gonna happen easily. We will set a threshold (significnace level) to define the tolerance level for this small probability event; and p value will tell us the probability of obtaining at least as extreme as the one in our sample data, assuming the truth of the null hypothesis. After compare this p value with our significace value, we can then make a decision to accept or reject our hypothesis.
2.2 Constructing Hypothesis Tests
After understanding the whole process of hypothesis testing, we will then wonder how to choose the best critical region. Since it is the most important part of our test. In general, the best critical region of size $\alpha$ is that for every subset $A$ such that $P_{H_0}(x \in C) = \alpha$, we have $P_{H_A}(x \in C^c) \le P_{H_A}(x \in A^c)$. Which means we have minimum type II error with fixed type I error.
We have three method to find the best critical region:
Let us talk about other inference knowledge in the next post!


--- layout: [simple, mobile, window-partial] title: Tickets store: general: "http://www.oxforduniversitystores.co.uk/browse/extra_info.asp?compid=1&modid=1&deptid=242&catid=1723&prodvarid=627&searchresults=1" early: "http://www.oxforduniversitystores.co.uk/browse/extra_info.asp?compid=1&modid=1&deptid=242&catid=1723&prodvarid=627&searchresults=1" standard: "http://www.oxforduniversitystores.co.uk/browse/extra_info.asp?compid=1&modid=1&deptid=242&catid=1723&prodvarid=627&searchresults=1" ---
The RAG Ball 2013 will take place on the 23rd of November from 7pm. Don’t miss your chance to buy a ticket to an event that has sold out for three years running!
200 lucky guests will be able to purchase a discounted EarlyBird ticket on a first come first served basis. The ticket price is inclusive of all food, drink and entertainment and guests from outside Oxford are very welcome.
You can buy tickets for the RAG Ball 2013 from the Oxford University Shop.
Information about ticket collection will be emailed to ticket holders and will also be posted on our Facebook page closer to the time.
If you have any problems purchasing tickets, please email tickets.ragball@ousu.org.


BB code string parser class
Located in /stringparser_bbcode.class.php (line 55)
StringParser | --StringParser_BBCode
Global setting: case sensitive
Defined maximum occurrences
Allow mixed attribute types (e.g. [code=bla attr=blub])
Do not output but return the tree
Paragraph handling parameters
String parser mode
The BBCode string parser works in search mode
Registered parsers
Root content type
Root paragraph handling enabled
Whether to call validation function again (with $action == 'validate_auto') when closetag comes
Inherited from StringParser
StringParser::$strict
StringParser::$_charactersAllowed
StringParser::$_charactersSearch
StringParser::$_cpos
StringParser::$_length
StringParser::$_parsing
StringParser::$_postfilters
StringParser::$_prefilters
StringParser::$_recentlyReparsed
StringParser::$_root
StringParser::$_stack
StringParser::$_status
StringParser::$_text
Add a code
Add a parser
Get a code flag
Set a code flag
Set global case sensitive flag
If this is set to true, the class normally is case sensitive, but the case_sensitive code flag may override this for a single code.
If this is set to false, all codes are case insensitive.
Set maximum number of occurrences
Set mixed attribute types flag
If set, [code=val1 attr=val2] will cause 2 attributes to be parsed: 'default' will have value 'val1', 'attr' will have value 'val2'. If not set, only one attribute 'default' will have the value 'val1 attr=val2' (the default and original behaviour)
Set occurrence type
Example: $bbcode->setOccurrenceType ('url', 'link'); $bbcode->setMaxOccurrences ('link', 4); Would create the situation where a link may only occur four times in the hole text.
Set paragraph handling parameters
Set root content type
Set paragraph handling on root element
Set validate again flag
If this is set to true, the class calls the validation function again with $action == 'validate_again' when closetag comes.
Abstract method Append text depending on current status
Break up nodes
Abstract method: Close remaining blocks
Find a node with a specific name in stack
Get canonical name of a code
Handle paragraphs
Handle status
Search for a paragraph node in tree in upward direction
Is a node closeable?
Is a node openable?
Is a node openable by closing other nodes?
Is this node a usecontent node
Abstract method: Manipulate the tree
Abstract method: Output tree
Restart parsing after current block
To achieve this the current top stack object is removed from the tree. Then the current item
Set a specific status
Revalidate codes when close tags appear
Inherited From StringParser
StringParser::StringParser()
StringParser::addFilter()
StringParser::clearFilters()
StringParser::parse()
StringParser::_appendText()
StringParser::_appendToLastTextChild()
StringParser::_applyPostfilters()
StringParser::_applyPrefilters()
StringParser::_closeRemainingBlocks()
StringParser::_handleStatus()
StringParser::_loop()
StringParser::_modifyTree()
StringParser::_outputTree()
StringParser::_parserInit()
StringParser::_popNode()
StringParser::_pushNode()
StringParser::_reparseAfterCurrentBlock()
StringParser::_searchLoop()
StringParser::_setStatus()
StringParser::_strDetect()
StringParser::_strpos()
StringParser::_topNode()
StringParser::_topNodeVar()
Documentation generated on Mon, 10 Dec 2007 13:29:48 +0100 by phpDocumentor 1.4.0


never executed always true always false
1 module GameBoard where
2
3 import qualified Data.Sequence as Seq
4 import Data.Sequence (Seq, (!?), (|>))
5 import Data.List (intercalate, foldl')
6 import Data.Maybe (fromMaybe)
7 import Control.Monad.State.Strict
8
9 data Color = Red | Yellow deriving (Eq)
10
11 instance Show Color where
12 show Red = "R"
13 show Yellow = "Y"
14
15 turnsSeq = Red:Yellow:turnsSeq
16
17 data GameStatus = Ongoing | RedWon | YellowWon | Draw deriving (Show, Eq)
18
19 data GameState = Game {
20 gameBoard :: Board,
21 status :: GameStatus
22 }
23
24 newtype Board = CF (Seq (Seq Color))
25
26 bH = 6
27 bW = 7
28
29 instance Show Board where
30 show (CF board) = intercalate "\n" [[ positionToChar (x,y) | x <- [0..bW-1]] | y <- [bH-1,bH-2..0]]
31 where
32 positionToChar (x,y) = case board !? x >>= Seq.lookup y of
33 Nothing -> 'O'
34 (Just c) -> head . show $ c
35
36
37 createEmptyBoard :: Board
38 createEmptyBoard = CF (Seq.fromList . replicate 7 $ Seq.empty)
39
40 addDisk :: Board -> Color -> Int -> Board
41 addDisk (CF board) col column = CF (Seq.adjust (|> col) column board)
42
43 isProperMove :: Board -> Int -> Bool
44 isProperMove (CF board) column = column < bW && column >= 0 && not columnIsFull
45 where
46 columnIsFull = maybe False ((bH <=) . length) (board !? column)
47
48 --test if contains all elements exactly four times
49 disksInALineIterator =
50 -- vertical lines
51 [[(x,y) | y <- [0..bH-1]] | x <- [0..bW-1]] ++
52 -- horizontal
53 [[(x,y) | x <- [0..bW-1]] | y <- [0..bH-1]] ++
54 -- right diagonals
55 [[(x+y,y) | y <- [0..bH-1], x+y<bW] | x <- [0..bW-1]] ++
56 [[(y,y+z) | y <- [0..bH-1], y<bW, y+z<bH] | z <- [1..bH-1]] ++
57 -- left diagonals
58 [[(x-y,y) | y <- [0..bH-1], x-y>=0] | x <- [bW-1, bW-2..0]] ++
59 [[(bW-1-y,y+z) | y <- [0..bH-1], bW-1-y>=0, y+z<bH] | z <- [1..bH-1]]
60
61 getGameStatus :: Board -> GameStatus
62 getGameStatus board = checkIfDraw board $ foldl' updateStatus Ongoing (map (calculateMaxInLineDiscs board) disksInALineIterator)
63 where
64 updateStatus Ongoing (r,y)
65 | r >= 4 = RedWon
66 | y >= 4 = YellowWon
67 | otherwise = Ongoing
68 updateStatus s (r,y) = s
69
70 checkIfDraw :: Board -> GameStatus -> GameStatus
71 checkIfDraw (CF b) Ongoing = maybe Ongoing (const Draw) $
72 sequence [takeBoardElement b x y | x <- [0..bW-1], y <- [0..bH-1]]
73 checkIfDraw _ s = s
74
75
76 takeBoardElement board i j = board !? i >>= Seq.lookup j
77
78 calculateMaxInLineDiscs (CF board) posInLine = (startColorLoop Red, startColorLoop Yellow)
79 where
80 startColorLoop c = calcDiscsLoop board c posInLine (0,0)
81
82 calcDiscsLoop board c ((i,j):xs) (maxAgg, agg) = calcDiscsLoop board c xs (if maxAgg < newAgg then newAgg else maxAgg, newAgg)
83 where
84 newAgg = case takeBoardElement' i j of
85 Nothing -> 0
86 Just c' -> if c == c' then agg + 1 else 0
87 takeBoardElement' = takeBoardElement board
88 calcDiscsLoop _ _ [] (maxAgg,_) = maxAgg
89
90 type StGameIO a = StateT GameState IO a
91
92
93 someFunc :: IO ()
94 someFunc = do
95 s <- evalStateT (gamePlay Red) (Game createEmptyBoard Ongoing)
96 print s
97
98 gamePlay :: Color -> StGameIO GameStatus
99 gamePlay c = do
100 move <- lift (read <$> getLine :: IO Int)
101 gs <- get
102 let (gms@(Game b s), isSuccess) = gamersTurn gs c move
103 put gms
104 lift . print $ (b, isSuccess)
105 case (s,isSuccess) of
106 (Ongoing, True) -> gamePlay (if c == Red then Yellow else Red)
107 (Ongoing, False) -> gamePlay c
108 _ -> return s
109
110 gamersTurn :: GameState -> Color -> Int -> (GameState, Bool)
111 gamersTurn gs@(Game b s) c move =
112 if isProperMove b move && s == Ongoing
113 then
114 (addMove move c gs, True)
115 else
116 (gs, False)
117
118
119 addMove :: Int -> Color -> GameState -> GameState
120 addMove m c (Game b s) = Game newBoard (getGameStatus newBoard)
121 where
122 newBoard = addDisk b c m
123


Posted at: 19970324T120000Z
Sequence: 0
UID<EMAIL_ADDRESS>Start Time:
March 24, 1997 12:30 UTC
End Time:
March 24, 1997, 21:00 UTC
This event is Public
Calendaring Interoperability Planning Meeting
Discuss how we can test c&s interoperability using iCalendar and other IETF standards.
LDB Lobby


November 10, 2022
Kovelo Technologies releases the hugely popular Chicken Tender for Android devices to settle the “Where do you want to eat?” fight forever.
Chicken Tender allows you to play with your friends to finally decide on where to eat.
Pittsburgh, PA: Already loved by thousands of iOS users, Chicken Tender is now available as a free download for Android on the Google Play Store. Discover and agree on where to go out to eat with Chicken Tender, now available for Android devices. Chicken Tender helps settle the “I don’t care where we eat, you pick!” fight once and for all. Chicken Tender allows for cross-platform play so iOS and Android devices can play together.
Chicken Tender uses Bluetooth Low Energy to automatically find all of your nearby friends, no account needed. Once users install and open the application, they can jump right in and start sliding restaurants left or right. As your friends start playing, the application begins matching the restaurants that everyone has liked. At the conclusion of the game, a winning restaurant is displayed, which is the restaurant liked by everyone. If there are multiple restaurants that everyone agreed on, Chicken Tender will randomly pick the winning restaurant amongst the matched ones. Likewise, if no restaurants are liked by everyone, Chicken Tender can also select a random winning restaurant.
Chicken Tender is now available on the Google Play Store for free, with no in-app purchases. Chicken Tender is compatible with Android devices that are running Android 7.0 or later.
Learn more or download at https://www.chickentenderapp.com
Kovelo Technologies, LLC was founded in 2015 by Sean Kosanovich, promising to focus on great software that functions in today’s mobile world.


{% extends 'base.html' %} {% load i18n param_replace %} {% block title %} {% if form.errors %}{% trans "Error: "%}{% endif %} {% trans "Public exposures" %} {% endblock %} {% block content %} {% include "includes/flash_messages.html" %}
{% trans "You’ll send notifications of a public exposure to people who have installed COVID alert" %}
{% if object_list %}| {% trans "Place name" %} | {% trans "Address" %} | |
|---|---|---|
| {{ location.name }} | {{ location.address }} {{ location.city }}, {{ location.province }} {{ location.postal_code }} | {% trans "Send alert" %}{% trans "to location named " %}{{location.name}} |
{% trans "New or need a refresher?" %}
Visit about public exposures


|
GT RoboCup SSL
Soccer software, robot firmware
|
Macros | |
| #define | MAX_KICK_STRENGTH 15.0f |
| #define | MIN_EFFECTIVE_KICK_FET_EN_TIME 0.8f |
| #define | MAX_EFFECTIVE_KICK_FET_EN_TIME 10.0f |
| #define | KICK_TIME_SLOPE (MAX_EFFECTIVE_KICK_FET_EN_TIME - MIN_EFFECTIVE_KICK_FET_EN_TIME) |
| #define | STOP_CHARGING_SAFETY_MARGIN_MS 5 |
| #define | STOP_FLOW_SAFETY_MARGIN_MS 5 |
| #define | CHARGE_TIME_MS 2000 |
| #define | TIMER_PER_MS 4 |
| #define | CLK_FREQ 8000000 |
| #define | TIMER_PRESCALE 8 |
| #define | MS_PER_SECOND 1000 |
| #define | MAX_TIMER_FREQ (CLK_FREQ / TIMER_PRESCALE) |
| #define | DESIRED_TIMER_FREQ (TIMER_PER_MS * MS_PER_SECOND) |
| #define | TIMING_CONSTANT ((MAX_TIMER_FREQ / DESIRED_TIMER_FREQ) - 1) |
| #define | BALL_SENSE_MAX_SAMPLES 5 |
| #define | IS_KICK true |
| #define | IS_CHIP false |
Functions | |
| void | init () |
| bool | is_kicking () |
| void | kick (uint8_t strength, bool is_kick) |
| start the kick FSM for desired strength. More... | |
| void | handle_debug_mode () |
| uint8_t | get_voltage () |
| void | try_read_voltage () |
| void | update_ball_sense () |
| void | charge_caps () |
| void | fill_spi_return () |
| void | main () |
| ISR (SPI_STC_vect) | |
| ISR (TIMER0_COMPA_vect) | |
| Timer interrupt for chipping/kicking - called every millisecond by timer. More... | |
Variables | |
| struct { | |
| volatile int32_t stop_charge_phase | |
| volatile int32_t flow_phase | |
| volatile int32_t stop_flow_phase | |
| volatile int32_t charge_phase | |
| } | time = {-1, -1, -1, -1} |
| struct { | |
| volatile bool kick_type_is_kick | |
| volatile bool kick_immediate | |
| volatile bool kick_on_breakbeam | |
| volatile bool commanded_charge | |
| volatile uint8_t kick_power | |
| } | command = {false, false, false, false, 0} |
| volatile bool | current_kick_type_is_kick = true |
| volatile uint8_t | current_voltage = 0 |
| volatile bool | ball_sensed = false |
| volatile bool | in_debug_mode = false |
| volatile bool | charge_allowed = true |
| #define BALL_SENSE_MAX_SAMPLES 5 |
| #define CHARGE_TIME_MS 2000 |
| #define CLK_FREQ 8000000 |
| #define DESIRED_TIMER_FREQ (TIMER_PER_MS * MS_PER_SECOND) |
| #define IS_CHIP false |
| #define IS_KICK true |
| #define KICK_TIME_SLOPE (MAX_EFFECTIVE_KICK_FET_EN_TIME - MIN_EFFECTIVE_KICK_FET_EN_TIME) |
| #define MAX_EFFECTIVE_KICK_FET_EN_TIME 10.0f |
| #define MAX_KICK_STRENGTH 15.0f |
| #define MAX_TIMER_FREQ (CLK_FREQ / TIMER_PRESCALE) |
| #define MIN_EFFECTIVE_KICK_FET_EN_TIME 0.8f |
| #define MS_PER_SECOND 1000 |
| #define STOP_CHARGING_SAFETY_MARGIN_MS 5 |
| #define STOP_FLOW_SAFETY_MARGIN_MS 5 |
| #define TIMER_PER_MS 4 |
| #define TIMER_PRESCALE 8 |
| #define TIMING_CONSTANT ((MAX_TIMER_FREQ / DESIRED_TIMER_FREQ) - 1) |
| void charge_caps | ( | ) |
| void fill_spi_return | ( | ) |
| uint8_t get_voltage | ( | ) |
| void handle_debug_mode | ( | ) |
| void init | ( | ) |
Input button initialization
SPI initialization
LT3751 initialization
Ball sense initialization
Enable SPI slave
ADC Initialization
Button logic
| bool is_kicking | ( | ) |
| ISR | ( | SPI_STC_vect | ) |
| ISR | ( | TIMER0_COMPA_vect | ) |
Timer interrupt for chipping/kicking - called every millisecond by timer.
ISR for TIMER 0
Pre and post cool downs add time between kicking and charging
Charging while kicking is destructive to the charging circuitry If no outstanding coutners are running from the timer, the pre, active, post, and cooldown states are all finished. We disable the timer to avoid unnecessary ISR invocations when there's nothing to do. The kick function will reinstate the timer.
TCCR0B: CS00 bit stays at zero When CS01 is also zero, the clk is diabled When CS01 is one, the clk is prescaled by 8 (When CS00 is one, and CS01 is 0, no prescale. We don't use this)
PRE KICKING STATE stop charging wait between stopping charging and kicking for safety
KICKING STATE assert the kick pin, enabling the kick FET wait for kick interval to end
POST KICKING STATE deassert the kick pin, disabling the kick FET wait between stopping the FET and reenabling charging in the next state
POST KICK COOLDOWN enable charging don't allow kicking during the cooldown
IDLE/NOT RUNNING stop timer
| void kick | ( | uint8_t | strength, |
| bool | is_kick | ||
| ) |
start the kick FSM for desired strength.
If the FSM is already running, the call will be ignored.
| void main | ( | void | ) |
| void try_read_voltage | ( | ) |
| void update_ball_sense | ( | ) |
| volatile bool ball_sensed = false |
| volatile bool charge_allowed = true |
| volatile int32_t charge_phase |
| volatile { ... } command |
| volatile bool commanded_charge |
| volatile bool current_kick_type_is_kick = true |
| volatile uint8_t current_voltage = 0 |
| volatile int32_t flow_phase |
| volatile bool in_debug_mode = false |
| volatile bool kick_immediate |
| volatile bool kick_on_breakbeam |
| volatile uint8_t kick_power |
| volatile bool kick_type_is_kick |
| volatile int32_t stop_charge_phase |
| volatile int32_t stop_flow_phase |
| volatile { ... } time |


Did you know Jon Rice?
Take some time for review and get to know Jon a little more
- Did Jon grow up in Ohio?
- Did Jon want to be a Ortopedic Surgon?
- Does Jon have more than one sibling?
- Has Jon been Yoyoing for over 15 years?
- Has Jon run a marathon within 3 hours?


Use the fields on the right to login to the Application Marketplace and easily deploy application over the FI-STAR and FI-WARE infrastructure!
Use the following fields to sign in Marketplace
Access, create and share applications over the FI-STAR and FI-WARE infrastructure!


What Is Lorem Ipsum:
Lorem Ipsum is nonsensical or "dummy" text created to be used as placeholder for print, typography and online text. It allows for formatting in advance of receiving copy. While the original was based on language from Cisero, it's use has become so popular that many people have created their own personal versions of Lorem Ipsum through generators.
Below are examples of both the classic version of Lorem Ipsum and a generated version based on Monty Python. Please use the menu to the side to enjoy some other spins on an old classic.
Sample Classic Lorem Ipsum:
"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."
Sample Monty Python Lorem Ipsum:
Knights of Ni, we are but simple travelers who seek the enchanter who lives beyond these woods.
And the hat. She's a witch! Oh! Come and see the violence inherent in the system! Help, help, I'm being repressed! I have to push the pram a lot. I don't want to talk to you no more, you empty-headed animal food trough water! I fart in your general direction!  Now leave before I am forced to taunt you a second time!
Found them? In Mercia?! The coconut's tropical! We found them. We want a shrubbery!!  Now, look here, my good man. Knights of Ni, we are but simple travelers who seek the enchanter who lives beyond these woods.


- r - Variable in class com.github.mathiewz.slick.Color
-
The red component of the colour
- RADIAL_TRIANGULATION_LEVEL - Static variable in class com.github.mathiewz.slick.svg.InkscapeLoader
-
The number of times to over trigulate to get enough tesselation for
smooth shading
- RadialGradientFill - Class in com.github.mathiewz.slick.svg
-
A filler to apply a SVG radial gradient across a shape
- RadialGradientFill(Shape, Transform, Gradient) - Constructor for class com.github.mathiewz.slick.svg.RadialGradientFill
-
Create a new fill for a radial gradient
- radius - Variable in class com.github.mathiewz.slick.geom.Circle
-
The radius of the circle
- raise2(int) - Static method in class com.github.mathiewz.slick.ibxm.LogTable
-
- random() - Method in class com.github.mathiewz.slick.particles.ConfigurableEmitter.Range
-
Generate a random number in the range
- rate - Variable in class com.github.mathiewz.slick.openal.OggData
-
The sampling rate
- rationalPoint(Shape, int) - Static method in class com.github.mathiewz.slick.geom.GeomUtil
-
Rationalise a point in terms of a given shape
- read() - Method in class com.github.mathiewz.slick.openal.OggInputStream
-
- read(byte[], int, int) - Method in class com.github.mathiewz.slick.openal.OggInputStream
-
- read(byte[]) - Method in class com.github.mathiewz.slick.openal.OggInputStream
-
- recalculateScale() - Method in class com.github.mathiewz.slick.ScalableGame
-
Recalculate the scale of the game
- Rectangle - Class in com.github.mathiewz.slick.geom
-
An axis oriented used for shape bounds
- Rectangle(float, float, float, float) - Constructor for class com.github.mathiewz.slick.geom.Rectangle
-
Create a new bounding box
- RECTANGLE - Static variable in class com.github.mathiewz.slick.svg.Figure
-
Rectangle Type
- RectProcessor - Class in com.github.mathiewz.slick.svg.inkscape
-
A processor for the rect element.
- RectProcessor() - Constructor for class com.github.mathiewz.slick.svg.inkscape.RectProcessor
-
- red - Static variable in class com.github.mathiewz.slick.Color
-
The fixed colour red
- reference(String) - Method in class com.github.mathiewz.slick.svg.Gradient
-
Reference another gradient, i.e. use it's colour stops
- registerWriter(String, ImageWriter) - Static method in class com.github.mathiewz.slick.imageout.ImageWriterFactory
-
Register an image writer with the factory.
- reinit() - Method in class com.github.mathiewz.slick.AppGameContainer
-
- reinit() - Method in class com.github.mathiewz.slick.GameContainer
-
Renitialise the game and the context in which it's being rendered
- relative_note - Variable in class com.github.mathiewz.slick.ibxm.Sample
-
- release() - Method in class com.github.mathiewz.slick.opengl.DeferredTexture
-
- release() - Method in interface com.github.mathiewz.slick.opengl.Texture
-
Destroy the texture reference
- release() - Method in class com.github.mathiewz.slick.opengl.TextureImpl
-
- release(Particle) - Method in class com.github.mathiewz.slick.particles.ParticleSystem
-
Release a particle back to the system once it has expired
- releaseAll(ParticleEmitter) - Method in class com.github.mathiewz.slick.particles.ParticleSystem
-
Release all the particles owned by the specified emitter
- releaseGraphicsForImage(Image) - Static method in class com.github.mathiewz.slick.opengl.pbuffer.GraphicsFactory
-
Release any graphics context that is assocaited with the given image
- reload() - Method in class com.github.mathiewz.slick.opengl.InternalTextureLoader
-
Reload all the textures loaded in this loader
- reload(TextureImpl, int, int, int, ByteBuffer) - Method in class com.github.mathiewz.slick.opengl.InternalTextureLoader
-
Reload a given texture blob
- reload() - Method in class com.github.mathiewz.slick.opengl.TextureImpl
-
Reload this texture
- remove(DeferredResource) - Method in class com.github.mathiewz.slick.loading.LoadingList
-
Remove a resource from the list that has been loaded for
other reasons.
- remove(int) - Method in class com.github.mathiewz.slick.util.pathfinding.navmesh.NavPath
-
Remove a step in the path
- removeAllControllerListeners() - Method in class com.github.mathiewz.slick.Input
-
Remove all the controller listeners from this input
- removeAllEmitters() - Method in class com.github.mathiewz.slick.particles.ParticleSystem
-
Remove all the emitters from the system
- removeAllKeyListeners() - Method in class com.github.mathiewz.slick.Input
-
Remove all the key listeners from this input
- removeAllListeners() - Method in class com.github.mathiewz.slick.Input
-
Remove all the listeners from this input
- removeAllMouseListeners() - Method in class com.github.mathiewz.slick.Input
-
Remove all the mouse listeners from this input
- removeAllResourceLocations() - Static method in class com.github.mathiewz.slick.util.ResourceLoader
-
Remove all the locations, no resources will be found until
new locations have been added
- removeControllerListener(ControllerListener) - Method in class com.github.mathiewz.slick.Input
-
Remove a controller listener that will no longer be notified
- removeEmitter(ParticleEmitter) - Method in class com.github.mathiewz.slick.particles.ParticleSystem
-
Remove a particle emitter that is currently used in the system
- removeFigure(Figure) - Method in class com.github.mathiewz.slick.svg.Diagram
-
Remove a figure from the diagram
- removeKeyListener(KeyListener) - Method in class com.github.mathiewz.slick.Input
-
Remove a key listener that will no longer be notified
- removeListener(InputProviderListener) - Method in class com.github.mathiewz.slick.command.InputProvider
-
Remove a listener from this provider.
- removeListener(ComponentListener) - Method in class com.github.mathiewz.slick.gui.AbstractComponent
-
Remove a component listener.
- removeListener(InputListener) - Method in class com.github.mathiewz.slick.Input
-
Remove a listener that will no longer be notified
- removeListener(MusicListener) - Method in class com.github.mathiewz.slick.Music
-
Remove a listener from this music
- removeMouseListener(MouseListener) - Method in class com.github.mathiewz.slick.Input
-
Remove a mouse listener that will no longer be notified
- removeResourceLocation(ResourceLocation) - Static method in class com.github.mathiewz.slick.util.ResourceLoader
-
Remove a location that will be no longer be searched for resources
- render() - Method in class com.github.mathiewz.slick.CachedRender
-
Render the cached operations.
- render(GameContainer, Graphics) - Method in interface com.github.mathiewz.slick.Game
-
Render the game's screen here.
- render(GUIContext, Graphics) - Method in class com.github.mathiewz.slick.gui.AbstractComponent
-
Render this component to the screen
- render(GUIContext, Graphics) - Method in class com.github.mathiewz.slick.gui.BasicComponent
-
Deprecated.
- render(GUIContext, Graphics) - Method in class com.github.mathiewz.slick.gui.MouseOverArea
-
- render(GUIContext, Graphics) - Method in class com.github.mathiewz.slick.gui.TextField
-
- render() - Method in class com.github.mathiewz.slick.particles.Particle
-
Render this particle
- render() - Method in class com.github.mathiewz.slick.particles.ParticleSystem
-
Render the particles in the system
- render(float, float) - Method in class com.github.mathiewz.slick.particles.ParticleSystem
-
Render the particles in the system
- render(GameContainer, Graphics) - Method in class com.github.mathiewz.slick.ScalableGame
-
- render(GameContainer, StateBasedGame, Graphics) - Method in interface com.github.mathiewz.slick.state.GameState
-
Render this state to the game's graphics context
- render(GameContainer, Graphics) - Method in class com.github.mathiewz.slick.state.StateBasedGame
-
- render(Graphics) - Method in class com.github.mathiewz.slick.svg.SimpleDiagramRenderer
-
Render the diagram to the given graphics context
- render(Graphics, Diagram) - Static method in class com.github.mathiewz.slick.svg.SimpleDiagramRenderer
-
Utility method to render a diagram in immediate mode
- render(int, int, int, int, int, int, boolean, int, int) - Method in class com.github.mathiewz.slick.tiled.Layer
-
Render a section of this layer
- render(int, int) - Method in class com.github.mathiewz.slick.tiled.TiledMap
-
Render the whole tile map at a given location
- render(int, int, int) - Method in class com.github.mathiewz.slick.tiled.TiledMap
-
Render a single layer from the map
- render(int, int, int, int, int, int) - Method in class com.github.mathiewz.slick.tiled.TiledMap
-
Render a section of the tile map
- render(int, int, int, int, int, int, int, boolean) - Method in class com.github.mathiewz.slick.tiled.TiledMap
-
Render a section of the tile map
- render(int, int, int, int, int, int, boolean) - Method in class com.github.mathiewz.slick.tiled.TiledMap
-
Render a section of the tile map
- RENDER_CONTEXT - Static variable in class com.github.mathiewz.slick.font.GlyphPage
-
The render context in which the glyphs will be generated
- Renderable - Interface in com.github.mathiewz.slick
-
Description of anything that can be drawn
- Renderer - Class in com.github.mathiewz.slick.opengl.renderer
-
The static holder for the current GL implementation.
- Renderer() - Constructor for class com.github.mathiewz.slick.opengl.renderer.Renderer
-
- renderImpl(GUIContext, Graphics) - Method in class com.github.mathiewz.slick.gui.BasicComponent
-
Deprecated.
Allow the sub-component to render
- renderInUse(int, int) - Method in class com.github.mathiewz.slick.Animation
-
Render the appropriate frame when the spriteSheet backing this Animation is in use.
- renderInUse(int, int, int, int) - Method in class com.github.mathiewz.slick.SpriteSheet
-
Render a sprite when this sprite sheet is in use.
- renderLines(float[], int) - Method in class com.github.mathiewz.slick.opengl.renderer.QuadBasedLineStripRenderer
-
Render the lines applying antialiasing if required
- renderLinesImpl(float[], int, float) - Method in class com.github.mathiewz.slick.opengl.renderer.QuadBasedLineStripRenderer
-
Render the lines given
- replay() - Method in class com.github.mathiewz.slick.particles.ConfigurableEmitter
-
Cause the emitter to replay it's circle
- replayCheck() - Method in class com.github.mathiewz.slick.particles.ConfigurableEmitter
-
Check if the replay has died out - used by the editor
- resample(int[], int, int, int) - Method in class com.github.mathiewz.slick.ibxm.Channel
-
- resample_linear(int, int, int, int, int, int[], int, int) - Method in class com.github.mathiewz.slick.ibxm.Sample
-
- resample_nearest(int, int, int, int, int, int[], int, int) - Method in class com.github.mathiewz.slick.ibxm.Sample
-
- resample_sinc(int, int, int, int, int, int[], int, int) - Method in class com.github.mathiewz.slick.ibxm.Sample
-
- reset() - Method in class com.github.mathiewz.slick.geom.MannTriangulator
-
Reset the internal state of the triangulator
- reset() - Method in class com.github.mathiewz.slick.ibxm.Channel
-
- reset() - Method in class com.github.mathiewz.slick.particles.ConfigurableEmitter
-
Release all the particles held by this emitter
- reset() - Method in class com.github.mathiewz.slick.particles.ParticleSystem
-
Reset the state of the system
- resetFont() - Method in class com.github.mathiewz.slick.Graphics
-
Reset to using the default font for this context
- resetInputTransform() - Method in class com.github.mathiewz.slick.Input
-
Reset the transformation being applied to the input to the default
- resetLineWidth() - Method in class com.github.mathiewz.slick.Graphics
-
Reset the line width in use to the default for this graphics context
- resetMask() - Static method in class com.github.mathiewz.slick.util.MaskUtil
-
Reset the masked area - should be done after you've finished rendering
- resetState() - Method in class com.github.mathiewz.slick.particles.ConfigurableEmitter
-
- resetState() - Method in class com.github.mathiewz.slick.particles.effects.FireEmitter
-
- resetState() - Method in interface com.github.mathiewz.slick.particles.ParticleEmitter
-
Clear the state of emitter back to default
- resetTransform() - Method in class com.github.mathiewz.slick.Graphics
-
Reset the transformation on this graphics context
- resolve(Diagram) - Method in class com.github.mathiewz.slick.svg.Gradient
-
Resolve the gradient reference
- resourceExists(String) - Static method in class com.github.mathiewz.slick.util.ResourceLoader
-
Check if a resource is available from any given resource loader
- ResourceLoader - Class in com.github.mathiewz.slick.util
-
A simple wrapper around resource loading should anyone decide to change
their minds how this is meant to work in the future.
- ResourceLoader() - Constructor for class com.github.mathiewz.slick.util.ResourceLoader
-
- ResourceLocation - Interface in com.github.mathiewz.slick.util
-
A location from which resources can be loaded
- restart() - Method in class com.github.mathiewz.slick.Animation
-
Restart the animation from the beginning
- restart_sequence_index - Variable in class com.github.mathiewz.slick.ibxm.Module
-
- restartLoop() - Method in class com.github.mathiewz.slick.openal.SoundStore
-
Restart the music loop that is currently paused
- restartMusic() - Static method in class com.github.mathiewz.slick.openal.AudioImpl
-
Restart the music currently being paused
- resume() - Method in class com.github.mathiewz.slick.GameContainer
-
Resumt the game - i.e. continue updates
- resume() - Method in class com.github.mathiewz.slick.Input
-
Resumes the polling and sending of input events.
- resume() - Method in class com.github.mathiewz.slick.Music
-
Resume the music playback
- RGB - Static variable in class com.github.mathiewz.slick.opengl.PNGDecoder
-
- RGBA - Static variable in class com.github.mathiewz.slick.opengl.PNGDecoder
-
- RIGHT - Static variable in class com.github.mathiewz.slick.command.ControllerDirectionControl
-
The direction indicating we're waiting for the user to press right
- RIGHT - Static variable in class com.github.mathiewz.slick.util.FontUtils.Alignment
-
Right alignment
- rotate(float, float, float) - Method in class com.github.mathiewz.slick.Graphics
-
Apply a rotation to everything draw on the graphics context
- rotate(float) - Method in class com.github.mathiewz.slick.Image
-
Add the angle provided to the current rotation.
- RotateTransition - Class in com.github.mathiewz.slick.state.transition
-
A transition that causes the previous state to rotate and scale down into
the new state.
- RotateTransition() - Constructor for class com.github.mathiewz.slick.state.transition.RotateTransition
-
Create a new transition
- RotateTransition(Color) - Constructor for class com.github.mathiewz.slick.state.transition.RotateTransition
-
Create a new transition
- RoundedRectangle - Class in com.github.mathiewz.slick.geom
-
Class to create rounded rectangles with.
- RoundedRectangle(float, float, float, float, float) - Constructor for class com.github.mathiewz.slick.geom.RoundedRectangle
-
Construct a rectangle with rounded corners.
- RoundedRectangle(float, float, float, float, float, int) - Constructor for class com.github.mathiewz.slick.geom.RoundedRectangle
-
Construct a rectangle with rounded corners.
- RoundedRectangle(float, float, float, float, float, int, int) - Constructor for class com.github.mathiewz.slick.geom.RoundedRectangle
-
Construct a rectangle with rounded corners.
- row(int, int, int, int, int) - Method in class com.github.mathiewz.slick.ibxm.Channel
-
- runAsApplication(Game, int, int, boolean) - Static method in class com.github.mathiewz.slick.util.Bootstrap
-
Start the game as an application
- runloop() - Method in class com.github.mathiewz.slick.AppletGameContainer.Container
-
The running game loop


Djibouti
The Singing Hippo
Once upon a time, a hippopotamus lived in a river next to a big and solitary tree. One day, a bird came and nested in the tree. The songs and the flight of the bird caused such envy in the hippo that he couldn’t think of anything else. Every day he would lament the fact that he had been born a hippo. This, despite the many times the bird told the hippo he was so lucky to be so big and such a good swimmer. Finally, the hippo made his mind up that he would come out of the river, climb the tree, go out to perch on a branch, and start singing. However, when he tried to climb the tree it was all too clear that the hippo didn’t have wings, nor claws to climb with, and neither could he hop. Realising that he would never manage it, he angrily rammed his whole weight against the tree until it came crashing to the ground. Then, triumphantly, he stepped onto the leaves of the fallen tree, and began singing. Unfortunately, hippos can’t sing either. All that came from his mouth were horrible noises, and when the other animals heard this they all gathered round to make fun of the hippo standing on the branch of a fallen tree, trying to sing like a bird.  He also felt bad about having knocked the tree over. He used all his strength to raise the tree back up again, replant it, and look after it until it had completely recovered.
Source: Here


Work Experience
-
Red Ninja Studios – Data Scientist
2016-01-09 – Present
I work on the LiFE project, a smart cities initiative funded by Innovate UK. The aim of the project is to reduce the time it takes for emergency vehicles to reach patients in a critical condition. This is done by using a predictive algorithm to estimate the arrival time of emergency vehicles at traffic lights, and then change the traffic lights to green. I am responsible for the development of the algorithm in Python/PostGIS, and the development of the code that calculates the traffic light transitions in C++.
-
The City of Liverpool College – Physics Lecturer
2016-09-01 – 2017-07-01
I worked as a Lecturer in the Physics department delivering GCSE, A-Level and Access to HE courses.
-
Noor Tutoring Services – Owner & Tutor
2013-01-01 – 2016-01-01
I started a tutoring business offering all levels of Maths and Physics tuition, from GCSE through to University level. Some of my clients included The University of Liverpool, Liverpool John Moores University, The City of Liverpool College, and the Liverpool International Language Academy.
-
University of Liverpool – Market Research Consultant
2013-01-01 – 2013-06-01
I was part of a team that applied for a grant from the Science and Technology Facilities Council (STFC), to develop beampipes for High Energy Physics made from composite materials with a Non-Evaporable Getter coating, as part of the Innovations Partnership Scheme (IPS). IPS grants are designed to transfer technology and expertise developed from STFC funding to the marketplace in partnership with industry and other academic disciplines.
-
University of Liverpool – PhD Researcher
2006-10-01 – 2012-11-05
I worked as part of the LHCb collaboration at the Large Hadron Collider (LHCb), at CERN in Geneva Switzerland. I worked on the silicon strip Vertex Locator detector (VELO). I wrote monitoring algorithms in C++, and python scripts that allowed us to track the performance of the VELO. I developed C++ monitoring code for a testbeam of irradiated VELO sensors at the Fermi National Laboratory, USA. The code was central to the ability of the experiment to asses the quality of the data being gathered. I also analysed the data to measure the effect of radiation damage on the sensors.
Education
-
University of Liverpool
MPhys First Class (Hons)
2002-09-01 - 2006-06-01
-
University of Liverpool
PhD
2006-10-01 - 2012-12-05
Skills
Communication
- Seminar/Presentation
- Teaching
- Technical Communication
- Technical Writing
Analytical
- Data Analysis
- Problem Solving
- Research
- Statistical Modelling
- Quantitative Analysis
Computing
- Linux
- Bash
- C/C++
- Python
- PostgreSQL
- PostGIS
- Redis
- ROOT
- GUADI
Languages
-
English
Native speaker
-
Somali
Native speaker


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