In order to write NetCDF-4 files, you must have the NetCDF-4 C library (libnetcdf)—version 4.3.1 or above—available on your system, along with all supporting libraries (libhdf5, libz, etc). The details of this differ for each operating system, and our experiences (so far) are documented below.
For all platforms, we strongly recommend 64-bit Java, if you can run it. Also, be sure to use the latest version, as security improvements are constantly being made.
The easiest way to get libnetcdf is through a package management program, such as rpm, yum, adept, and others. Details will vary with each program but "netcdf" is usually the package name you want.
Instructions for how to build libnetcdf from source can be found here.
As with Linux, a package manager is usually the easiest option. libnetcdf is known to be available both from Homebrew and MacPorts. "netcdf" is usually the package name you want. Here is a support question that may be useful.
Pre-built binaries are available here.
In order to use libnetcdf, the CDM must know its location, as well as the location(s) of its dependencies. These binaries will have different extensions depending on your platform:
There are several ways to specify their location(s).
Set the system library path. This is the path that the operating system will search whenever it needs to find a shared library that it doesn't already know the location of. It is not Java-, NetCDF-, or CDM-specific. As usual, details will vary with each platform.
The system library path maps to the LD_LIBRARY_PATH
environment variable. If you built from source
and used the default installation directory, libnetcdf and its dependencies will all be in
/usr/local/lib
. If you got libnetcdf from a package manager, it might've been installed elsewhere.
Note that /usr/local/lib
is often included in the default shared library search path of many flavors of
Linux. Therefore, it may not be necessary to set LD_LIBRARY_PATH
at all. Notable exceptions include
many RedHat-derived distributions. Read this for more info.
The system library path maps to the DYLD_LIBRARY_PATH
environment variable. If you built from source
and used the default installation directory, libnetcdf and its dependencies will all be in
/usr/local/lib
. They will also be installed there if you obtained them using Homebrew. MacPorts, on
the other had, installs binaries to /opt/local/lib
.
Note that /usr/local/lib
is part of the default library search path on Mac. Therefore, it may not be
necessary to set DYLD_LIBRARY_PATH
at all.
The system library path maps to the PATH
environment variable. To find libnetcdf and its dependencies,
you'll want to add $NC4_INSTALL_DIR/bin
, $NC4_INSTALL_DIR/deps/$ARCH/bin
, and
$NC4_INSTALL_DIR/deps/$ARCH/lib
to the PATH
variable. NC4_INSTALL_DIR
is the location where you installed libnetcdf and ARCH
is its architecture
(either "w32" or "x64").
The following alternatives are Java- and/or CDM-specific. To use these, it is required that libnetcdf and all of its dependencies live in the same directory. So, if that is not the case in your current configuration, you must manually copy them all to the same place. This is a particular issue on Windows, because the libraries are installed in separate locations by default.
In addition to the library path, the CDM also needs to know the library name. This is almost always "netcdf", unless you've renamed it.
JNA_PATH=/path/to/library
-Djna.library.path=/path/to/library
If you get a message like this:
Warning! ***HDF5 library version mismatched error*** The HDF5 header files used to compile this application do not match the version used by the HDF5 library to which this application is linked. Data corruption or segmentation faults may occur if the application continues. This can happen when an application was compiled by one version of HDF5 but linked with a different version of static or shared HDF5 library. You should recompile the application or check your shared library related settings such as 'LD_LIBRARY_PATH'. You can, at your own risk, disable this warning by setting the environment variable 'HDF5_DISABLE_VERSION_CHECK' to a value of '1'. Setting it to 2 or higher will suppress the warning messages totally. Headers are 1.8.10, library is 1.8.5 Bye...
Make sure that you don't have an old version of libhdf5 in your system library path.
Nc4Chunking chunker = Nc4Chunking factory(Strategy type, int deflateLevel, boolean shuffle); NetcdfFileWriter.Version version = NetcdfFileWriter.Version.netcdf4; FileWriter2 writer = new ucar.nc2.FileWriter2(ncfileIn, filenameOut, version, chunker); ... NetcdfFile ncfileOut = writer.write(); ncfileIn.close();
ncfileOut.close();
When writing NetCDF-4 files, one must decide on how the variables are to be chunked. In the NetCDF-Java library this is done through the use of a Nc4Chunking strategy. The possibilities currently are:
Both standard and grib strategies allow you to override individual variable chunking if you want by setting the variable's _ChunkSizes attribute.
By default, the Java library will write chunked and compressed NetCDF-4 files, using the default chunking algorithm. You may pass in a null for the chunking parameter to use the default.
For each Variable:
The fillFastest( int[] shape, maxSize) algorithm fills the fastest varying (rightmost) dimensions first, until the chunkSize is as close to maxSize as possible without exceeding. The net effect is that the chunkSizes will be close to Nc4ChunkingDefault.defaultChunkSize, with a minimum of Nc4ChunkingDefault.minChunksize, and favoring read access along the fast dimensions. Any variable with an unlimited dimension will use at least Nc4ChunkingDefault.minChunksize bytes (approx, but if compressing, unused space should be mostly eliminated).
Current default values (these can be overidden by the user):
By default, compression (deflate level = 5) and the shuffle filter will be used. The user can override these by:
// set deflate > 0 to compress // set shuffle to true for the shuffle filter Nc4Chunking chunker = Nc4Chunking factory(Nc4Chunking.Strategy.standard, int deflateLevel, boolean shuffle);


Body¶
Body module
Measure¶
-
measure
(a, beta, mu1n, ub) Measures the body in the current configuration, if not
a%upToDate
- Parameters
a (Class[body]) – body class to measure
beta (Class[vector]) – mu_0
mu1n (Class[vector(3)]) – mu_1
ub (Class[vector]) – body velocity
- Return type
N-A
Fill arrays¶
-
fill_arrays
(a, beta, mu1n, ub)¶ populates the
beta
,mu1n
andub
arrays- Parameters
a (Class[body]) – body class to measure
beta (Class[vector]) – mu_0
mu1n (Class[vector(3)]) – mu_1
ub (Class[vector]) – body velocity
- Return type
N-A
Update¶
-
update
(a, t) updates the possition of the body if a mapping is associated to it
- Parameters
a (Class[body]) – body to update
t (real) – time
- Return type
N-A
if called, this sets body%upToDate=.false.
, which ensures that the body is measured afterwards.
Map¶
-
map
(a, x) maps a point
x
in the ference configuration to the current configuration. (Deformation gradient tensor)- Parameters
a (Class[body]) – body to update
x (Array[real]) – position vector
- Return type
Array[real]
This function return the new coordiantes of the point x
. In the case where no body is not assocoated with any mapping, the input is returned.


| Author: | PyBlosxom Development Team |
|---|---|
| Version: | index.txt 1050 2007-06-20 19:11:53Z willhelm |
| Copyright: | This document is distributed under the MIT license. |
The manual pages in this directory will cover all aspects of using and developing for PyBlosxom.
It is a work in progress.
The mission of this manual is to cover all aspects of using and developing for Pyblosxom. It is very much a work in progress. However, we do promise that the manual will get better over time.
This manual will always be free. It's licensed under the MIT License along with the rest of PyBlosxom. The manual is version controlled along with the rest of PyBlosxom in the SVN repository at SourceForge. That's a boon because everyone can see the current state.
There's no list of what's missing, however, there are a series of FIXMEs placed around the document with some details as to what needs to be provided and/or fixed. I'm sure there are things missing that have been completely overlooked as well. This can change if someone wants to organize a list of missing topics (which would then probably cause a reorganization of the manual to account for those topics).
If you want to help out with documentation, let us know on the pyblosxom-devel mailing list. If you notice errors, missing pieces, sections that are unclear, examples that are erroneous, or anything else, let us know.
Details of mailing lists and other contact information are on our web-site at http://pyblosxom.sourceforge.net/.
Note: The documentation exists in a text-form as well as an html-form. For each bit of documentation, we have the text file as well as a link to the html file if you're using a web-browser to view this document.
about_pyblosxom
docs/about_pyblosxom.txt: about pyblosxom
This document covers what PyBlosxom is and the goals of the PyBlosxom project. It also has a section on who probably shouldn't use PyBlosxom. Additionally, it has a section on where to go for help if you're having problems with PyBlosxom.
installation
These documents cover PyBlosxom installation, trouble-shooting tips, and where to go for help if PyBlosxom isn't working for you for a variety of different setups.
install_cgi.txt
docs/install_cgi.txt: install as CGI
Covers installing PyBlosxom under CGI. This is probably the most common installation method. It's the most comprehensive installation document we have, too.
install_paste.txt
docs/install_paste.txt: install under Paste
Covers installing PyBlosxom with Paste.
install_wsgi.txt
docs/install_wsgi.txt: install under WSGI
Covers installing PyBlosxom under WSGI.
install_debian.txt
docs/install_debian.txt: install on Debian
Covers installing PyBlosxom on Debian.
advanced installation
docs/advanced_installation.txt: advanced installation
This document covers "advanced" aspects of installation such as tweaking your .htaccess file if you are using Apache to make the url more user-friendly, ...
flavours and templates
docs/flavours_and_templates.txt: flavours and templates
This document covers creating and editing flavours and templates. Flavours and templates are part of PyBlosxom's templating system.
plugins
docs/plugins.txt: plugins
This document covers installing and using plugins with PyBlosxom.
writing entries
docs/writing_entries.txt: writing entries
This document covers writing entries in your new blog.
static rendering
docs/static_rendering.txt: static rendering
This document covers static rendering with PyBlosxom. This allows you to generate static pages that constitute your site and can be served by any web-server without any need for CGI.
comments
docs/comments.txt: comments
This document covers installing the comments plugin and related plugins. It also covers ways to reduce comment spam.
syndication
docs/syndication.txt: syndication
This document covers how to set up syndication in PyBlosxom. PyBlosxom has built-in formats for Atom 1.0, RSS 2.0, and RSS 0.9.1.
dev architecture
docs/dev_architecture.txt: architecture
This document covers how PyBlosxom is architected. If you're writing a plugin, then this document will help you know where things are and how to use them.
dev writing plugins
docs/dev_writing_plugins.txt: writing plugins
This document covers how to write PyBlosxom plugins. It also covers all the callbacks and their semantics.
config variables
docs/config_variables.txt: config variables
This document covers all the variables that are available in your config.py file.


Post your queries and any issues that you have come to face in this institution.
Give your own solutions and state your opinions on how the problems can be managed.
All the relevant issues and queries will be directed to the authorities to be managed.
Let us change our traditional attitude to the construction of programs. Instead of imagining that our main task is to instruct a computer what to to, let us concentrate rather on explaining to human beings what we want a computer to do.


| Learn QBasic |
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Come on over to Qbasic New's tutorials section which is filled with tutorials covering every qbasic command!
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Check out the Qbasic News Forums!
-----------------------------------------------------------------------------
If you have ever made a game using Get And Put You might notice how when
you put a sprite on the background it erases part of the Background in the
shape of a square. Heres an example, (Skip if you don't need an example...)
'----
DIM circ(1000)
SCREEN 13
CIRCLE (10, 10), 10
GET (0, 0)-(20, 20), circ
CLS
LINE (0, 0)-(320, 200), 7, BF
FOR i = 1 TO 500
LINE (RND * 320, RND * 200)-(RND * 320, RND * 200), (RND * 256)
NEXT
SLEEP 1
PUT (100, 100), circ, PSET
'--- stop copying!
How many times has this happend to you?
When I was just starting out using Get and put I couldn't stand it, I thought
that there would never be a solution to this problem... Guess what, There
is! After searching many many Useless Qbasic websites I found absolutely
nothing on the subject. I actually gave up Qbasic programming for a while,
thinking that it was a totally useless and not worth the effort... Then,
one day I went searching around the internet for nothing in particular and
came accross a programm that was obviously programmed by a genuis (That
means that it came with commented source code). It was an RPG and it had
exactly what I was looking for. Since then there has been several programs
that use this tequnique, but not when I tried to learn it...
This is something that you would most likely not come accross on your own,
What you actually to Is place a mask on the screen and the put your image
down. If you are just learning this you most likely have no Idea what the
heck I'm Talking about. This requires Two images of the same object...
1. The Mask
2.
A mask Is an exact copy of the actual image only that everything that
is supposed to be the background is put as the color 255...
Think of the color 0 (Black) as The Images Background and color 255 as the
Masks background...
Look at it like this... Remember what a bitmap is??
This is the image
004,000,000,000,004
000,004,000,004,000
000,000,004,000,000 Bitmap = 5 x 5
000,004,000,004,000
004,000,000,000,004
If you PSET this to the screen it would look like a red (004 = 4) X...
Heres what Its Mask would look like...
004,255,255,255,004
255,004,255,004,255
255,255,004,255,255 Bitmap = 5 x 5
255,004,255,004,255
004,255,255,255,004
Notice: Everything that was Black (the number 000) is now the color 255...
Everything that was Black is considered the background, same as
the color 255 (We will call this the invisible color...)
Great, Now what do we do with this?
First, We must use the command Get to get both images. It would be a good
Idea to save one as Image and the other as ImageMask Or ImageSH (SH is for
Shadow)...
Once we have both images in an array or whatever, you have to put them on the
screen in a special way. Do it like this...
PUT (X,Y), ImageMask, AND
PUT (X,Y), Image, OR
OR you could do it like this
PUT (X,Y), ImageMask, AND
PUT (X,Y), Image, XOR
(Big difference huh?)
That is how you do it, Now it is time for an example!
'---- Start Copying
'First Dim The sprites that will be made
'It could be less than 1000, but why not...
DIM circsh(1000), circ(1000)
SCREEN 13
'This draws the IMAGE
CIRCLE (10, 10), 10, 4
PAINT (10, 10), 4, 4
GET (0, 0)-(20, 20), circ
'This bottom command draws the entire background as the
'Color 255 (Invisible Color) so the sprite can be drawn
'Over IT. This Draws the Mask...

CLS
LINE (0, 0)-(320, 200), 7, BF
FOR i = 1 TO 500
LINE (RND * 320, RND * 200)-(RND * 320, RND * 200), (RND * 256)
NEXT
SLEEP 1 'This just stops the program for a second...
'This is where the Mask Is put Down and then The actual
'Image is put down over it.
PUT (100, 100), circsh, AND
PUT (100, 100), circ, OR
'--- STOP!!!
Amazing huh,
Well, Maybe not, but If you have been going nuts trying to figure it out
then this could be a life saver...
--------------------------------------------------------------------------
If you don't understand it at first, Just look through it over and over, If
you still don't get it after that, just copy the code and pretend you know
how it works, I won't tell...
If you only want to program in something that has 256 colors then this works
fine... But if you want to program in a screen mode that only has 16
colors then you have to do something different. Why would you want to
program in another screen mode you may ask... In screen 7 you have many
pages to work with, I havn't explained pages yet, but if you know what
they are then you know how great they are to programming...
Here is what you do in screen mode 7...
Instead of having the color 0 = 255 have 0 = 15 (white)
Then, Instead of having the sprite in the mask the same color use the color
0. Heres what it would look like in bitmap form...
This is the image
04,00,00,00,04
00,04,00,04,00
00,00,04,00,00 Bitmap = 5 x 5
00,04,00,04,00
04,00,00,00,04
If you PSET this to the screen it would look like a red (04 = 4) X...
Heres what Its Mask would look like...
00,15,15,15,00
15,00,15,00,15
15,15,00,15,15 Bitmap = 5 x 5
15,00,15,00,15
00,15,15,15,00
Look at that, None of the colors go over 15 (maximum color)!
To prove that this will work here is the same example, only in screen
7 (16 colors (0-15))
'----- Begin
DIM circsh(1000), circ(1000)
SCREEN 7
CIRCLE (10, 10), 10, 4
PAINT (10, 10), 4, 4
GET (0, 0)-(20, 20), circ
LINE (0, 0)-(20, 20), 15, BF
CIRCLE (10, 10), 10, 0
PAINT (10, 10), 0, 0
GET (0, 0)-(20, 20), circsh
CLS
LINE (0, 0)-(320, 200), 7, BF
FOR i = 1 TO 500
LINE (RND * 320, RND * 200)-(RND * 320, RND * 200), (RND * 16)
NEXT
SLEEP 1
PUT (100, 100), circsh, AND
PUT (100, 100), circ, OR
'---- END
You could do this the exact same way in screen 13, but that seems to be
a more complicated way to do it...
-----------------------------------------------------------------------------
This is not the only way to get the sprite on the screen without covering
the background. One way that I use a lot is to use a bitmap.
With this technique you only PSET Pixels that are not the color that you
want to use for the background, (0)...
Maybe I'll Talk about this in a later tutorial...
I hope this helps any of you who have had this question...
-----------------------------------------------------------------------------
Thats it for this tutorial, If I didn't get into enough detail in the
explanations then just look at the source code and try to figure it out
on your own. All else fails E-Mail Me...
My current E-Mail address is<EMAIL_ADDRESS>If you are using this tutorial on your page, please leave the tutorial
exactly as it is... please don't change anything, unless its spelling
errors... Theres alot of them! I don't like using the backspace key...
The original website that these were on is
http://members.aol.com/radiohands/index.html
Thank you
Vic Luce
Finished
November 8
1999
If you want to be notified when a new tutorial is out..
Send An E-mail to<EMAIL_ADDRESS>with the subject saying VQBLIST and then your E-mail address(check website)
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Hi there! My name is Pratik Deshmukh and I am aFullStack Developer .I have over 1 years ofexperience and I created somegames like hangman ,KBC and build some api's using express node.js and also scrapped imdb website.I have the ability to do code continously full day and full night like hackathon!
I'd really love tohear from you so why not drop me an email andI'll get back to you as soon as I can.