In most part of a tokamak plasma, the contours of Ψ on (R,Z) plane are closed curves. As discussed above, the contours of Ψ are the projection of magnetic lines on the poloidal plane. Closed contours of Ψ implies closed magnetic surfaces, as shown in Fig 3.
The innermost magnetic surface reduces to a curve, which is called magnetic axis (in Fig. 3, Ψ0 labels the magnetic axis). Because the magnetic axis is the point of maximum/minimum of Ψ(R,Z), the value of ∇Ψ is zero at the magnetic axis. As a result, the poloidal component of the equilibrium magnetic ﬁeld is zero on magnetic axis (refer to Eq. (10)), i.e., the magnetic ﬁeld has only toroidal component there.
As discussed in Sec. 1.7, the poloidal magnetic ﬂux enclosed by a magnetic surface Ψ (the poloidal magnetic ﬂux through the toroidal surfaces S2) is given by
|
| (27) |
where Ψ0 is the value of Ψ at the magnetic axis. Here the positive direction of the surface S2 is deﬁned to be in the clockwise direction when an observer looks along the direction of . In practice, we need to pay attention to the positive direction of the toroidal surface used to deﬁne the poloidal ﬂux (there can be a sign diﬀerence when choosing diﬀerent positive directions). Also note, in tokamak literature, the poloidal magnetic ﬂux enclosed by a closed magnetic surface can have two diﬀerent deﬁnitions, one of which is the the poloidal magnetic ﬂux through the surface S2 in Fig. 3, the other one is the poloidal magnetic ﬂux through the central hole of the magnetic surface, i.e., the poloidal ﬂux through S1 in Fig. 3. The former deﬁnition is adopted in this article, except explicitly speciﬁed otherwise. In the latter case, the poloidal magnetic ﬂux is written
|
| (28) |
where the positive direction of the surface S1 is deﬁned to be in the clockwise direction.
Also note that, since the poloidal magnetic ﬁeld can be written as Bp = ∇Ψ ×∇ϕ, the condition ΨLCFS − Ψaxis > 0 means Bp points in the anticlockwise direction (viewed along ϕ direction), and ΨLCFS − Ψaxis < 0 means Bp points in the clockwise direction.
Let us introduce parameters characterizing the shape of a magnetic surface in the poloidal plane. The “midplane” is deﬁned as the plane that passes through the magnetic axis and is perpendicular to the symmetric axis (Z axis). For a up-down symmetric (about the midplane) magnetic surface, its shape can be roughly characterized by four parameters, namely, the R coordinate of the innermost and outermost points in the midplane, Rin and Rout; the (R,Z) coordinators of the highest point of the magnetic surface, (Rtop,Ztop). These four parameters are indicated in Fig. 4.
In terms of these four parameters, we can deﬁne the major radius of a magnetic surface
|
| (29) |
(which is the R coordinate of the geometric center of the magnetic surface), the minor radius of a magnetic surface
|
| (30) |
the triangularity of a magnetic surface
|
| (31) |
and, the ellipticity of a magnetic surface
|
| (32) |
Strictly speaking, the ellipticity κ deﬁned above is diﬀerent from the elongation, which should be deﬁne by (κ− 1) and thus is zero for a circular magnetic surface. However, many authors simply consider the ellipticity to be the elongation. Usually, we specify the value of R0, a, δ, and κ, instead of (Rin,Rout,Rtop,Ztop), to characterize the shape of a magnetic surface. Besides, using a and R0, we can deﬁne another useful parameter 𝜀 ≡ a∕R0, which is called the inverse aspect ratio.
The four shape parameters for the typical Last-Closed-Flux-Surface (LCFS) of EAST tokamak are: major radius R0 = 1.85m (can reach 1.9m), minor radius a = 0.45m, ellipticity κ = 1.8 (can be in the range from 1.7 to 1.9), triangularity δ = 0.6 (can be in the range from 0.5 to 0.7). Note that the major radius R0 of the LCFS is usually diﬀerent from Raxis (the R coordinate of the magnetic axis). Usually we have Raxis > R0 due to the so-called Shafranov shift.


Authoring and Exporting Animations with Blender
This page contains various pieces of information that are good to know when one uses Blender to build and export animated meshes. It is assumed that you know Blender well enough to create animated meshes.
Exporting Animated Meshes
- To get animated meshes out of Blender and into ezEngine, export the animated mesh to a binary GLTF file (
.glb
). - You can enable
+Y up
or not. In both cases you need to adjust the transformation on the skeleton asset. - Make sure that the GLTF export contains Animations and Skinning information.
- Don't disable animation sampling on export.
- Be aware that GLTF uses 1000 frames per second for all exported animation clips. Blender, by default, uses 24 frames per second. If you want to only use a sub-range of an animation in EZ, you will need to re-calculate the frame indices accordingly. You can set Blender to use 25 or 50 frames per second to make this calculation easier.
- Enable
Export Deformation Bones Only
to strip IK pole targets and other unnecessary bones from the file.
Importing Meshes into EZ
When importing a mesh, EZ remaps the model space to its own convention. You may need to change the mapping, to get the desired result. For static meshes, this is configure on the mesh asset. For animated models, the mapping is chosen on the root node of the corresponding skeleton asset.
EZ uses the following convention:
+X
is the forward axis+Y
is the right axis+Z
is the up axis
By default all code uses +X
as its main direction. For example AI nodes move characters forwards along the +X
axis, spot lights and cameras "look" into the +X
direction and so on.
In Blender it is common to have a character look along the -Y
axis so that it faces the user when pressing Numpad 1
. This also means that the right side of the character will be along the -X
axis.
If you export such a mesh to a GLB and enable Y UP convention, you need to configure the mapping this way:
- Set
Right Dir
to Negative X - Set
Up Dir
to Positive Y - Set
FlipForwardDir
to off
Authoring Meshes
- Make sure all triangles face into the same direction. Use Blender's
Face Orientation
viewport option to see whether there are flipped triangles. If there are flipped triangles, they will show up incorrectly in EZ.
Authoring Animations
EZ only supports skeletal animations via skinned meshes. That means every vertex in the mesh needs to have a bone assigned via vertex weights. Blender can move entire objects through bone animations, but if they are only parented to a bone, and don't use vertex skinning (vertex weights), EZ will not show those objects as animated. Use the Vertex Group Weights visualization in Blender to inspect which vertices are set up properly and which aren't.
EZ does not support scaling of bones. All bones must have scaling values of 1. If you have an object scaled in object mode and attached to a bone, the scaling will be represented by the bone, so even if your animation keyframes do not use scaling, the exported animation track does. To fix this, select your scaled object and use Mesh > Apply > Scaling to bake the object scaling into the vertex positions and get rid of the scaling in the bone transforms.
EZ uses a maximum of 4 bones per vertex. By default Blender's GLTF export already restricts vertex weights to 4 bones, though there is an option to allow more influences. This won't have a positive effect in EZ though.
Be aware that Blender exports ALL keyframes of an animation. The preview window of an animation has no effect on the exported animation data.
Blender always sets the first keyframe of all animations to index
1
and that is also how the data is exported. EZ expects the first keyframe to be at index0
, though. So set the animation range in Blender to start at index0
and put the first keyframe there.Use the Action Editor in Blender to create and manage multiple animations in a single file. Be sure to set the Fake User flag on all of them to not lose any work.
Now it gets weird: If you add multiple animations in Blender, usually 4 to 6 of them will be exported in the GLTF file. Once you add more animations, seemingly random ones won't be exported. This is because Blender thinks those animations are unused and won't export such unreferenced animations. The fix is to fake reference every animation in Blenders NLA editor. The way to do this, is to push the Stash button in the action editor on every animation.
You will then see this reference show up in the scene outline/hierarchy window.
Don't rename the stashed item! Every animation should be stashed only once, and if you keep the auto-generated name, Blender won't create another stash reference, if you push the stash button multiple times on the same animation. If you rename the item, that won't work anymore.To delete an animation that has been stashed (and thus referenced by the NLA editor), remove the Fake User flag and also open the NLA editor and delete any reference to the animation by pointing with the mouse on a track and pressing
X
orDel
.
Once no reference exists anymore, Blender removes the animation when you save and close the program.
Animation Cycles
- To create an animation that can be repeated, such as walk cycles, the first and the last keyframe must be identical.
- Furthermore, Blender will typically use cubic interpolation between the keyframes. For the first and last keyframe this will result in an interpolation that slows down and speeds up and is therefore not smooth. The simplest solution is to set these (or all) keyframes to use linear interpolation instead.
- Another option is to insert duplicated dummy keyframes before the first and after the last keyframe, to force the desired interpolation, but then you need to configure the animation clip in EZ to only use the proper sub-range of keyframes, which can be tricky to figure out.
Rigging Meshes
There are many good tutorials how to rig meshes. However, here are some additional tips, some that are specific to using animated meshes in game engines.
Make sure your mesh is rigged perfectly before you start animating. Even small adjustments to the rig later may require you to redo all your animations.
Make sure that all bones are connected correctly to each other. For example, hand and foot bones MUST be connected to their respective arm and leg bones. You must not have any disconnected bones that would be connected in a real skeleton. Some tutorials suggest to disconnect hand and foot bones and use a copy transform constraint instead, when setting up IK in Blender. This is a really bad practice. It will appear to work at first, but once you use partial animation blending (for example to play an animation only on the upper or lower body), it won't work, because the disconnected bones are not part of the correct hierarchy. Similarly, setting up rag dolls for physics requires the bone hierarchy to be correct. Other engines have the same requirement.
If you want to add IK to your Blender rig, duplicate the desired bone (for instance the hand bone), then disconnect that bone from the hierarchy (making it a root bone), disable
Deformation
on that bone, and then use that as the IK target bone. SinceDeformation
is disabled, this bone won't be exported to GLTF either, which is what you want. It will only be a control bone.
If you want your actual hand bone to fully follow your IK target bone, add a
Copy Rotation Constraint
to it to have it follow both position and rotation animations that you add to the IK target bone.
You may also want to hide the original hand bone, such that you don't accidentally pick and animate it, when instead you want to animate the IK target bone (which will most of the time be in the exact same location).
Be aware though, that once a bone is hidden, it is quite a pain to make any modifications to it, because Blender won't allow you to select it anymore, not even from the outliner tree view. Instead you must unhide the bone first. Either unhide everything (using
ALT+H
) or unhide only the desired bone through its context menu in the outliner pane.For IK bones, make sure your pole targets really work correctly. Most tutorials mention that you need to use a rotation offset of +90, -90 or 180 degree, but I have also observed the need for 45 degrees (and consequently 135 degrees) etc. The best way to check is to toggle between Edit Mode and Pose Mode (with the rest pose active) and check that bones with IK don't have extreme twist in pose mode. The bones should only slightly move to fulfill their IK configuration, but if for example arm bones twist by a large amount, then your pole target configuration isn't correct.
If you seem to not get the pole target configuration correct, first make sure the target joint has a slight bend (for instance an elbow shouldn't be fully straight). Then remove the IK constraint on the bone entirely and set it up from scratch. Blender seems to have internal state that can't be fixed differently.


Welcome to the United States Geological Survey, or USGS for short! The USGS is responsible for providing scientific data about natural hazards, the health of our ecosystems and environment; and the impacts of climate and land-use change. Their scientists develop new methods and tools to supply timely, relevant, and useful information about the Earth and its processes. As a new hire, you will be helping them out with an exciting new project!
The USGS is interested in building a new set of tools that will allow them visualize their earthquake data. They collect a massive amount of data from all over the world each day, but they lack a meaningful way of displaying it. Their hope is that being able to visualize their data will allow them to better educate the public and other government organizations (and hopefully secure more funding..) on issues facing our planet.
Your first task is to visualize an earthquake data set.
Get your data set
The USGS provides earthquake data in a number of different formats, updated every 5 minutes. Visit the USGS GeoJSON Feed page and pick a data set to visualize. When you click on a data set, for example 'All Earthquakes from the Past 7 Days', you will be given a JSON representation of that data. You will be using the URL of this JSON to pull in the data for our visualization.
Import & Visualize the Data
Create a map using Leaflet that plots all of the earthquakes from your data set based on their longitude and latitude.
Your data markers should reflect the magnitude of the earthquake in their size and color. Earthquakes with higher magnitudes should appear larger and darker in color.
Include popups that provide additional information about the earthquake when a marker is clicked.
Create a legend that will provide context for your map data.
Your visualization should look something like the map above.
The USGS wants you to plot a second data set on your map to illustrate the relationship between tectonic plates and seismic activity. You will need to pull in a second data set and visualize it along side your original set of data. Data on tectonic plates can be found at https://github.com/fraxen/tectonicplates.
In this step we are going to..
Plot a second data set on our map.
Add a number of base maps to choose from as well as separate out our two different data sets into overlays that can be turned on and off independently.
Add layer controls to our map.
Many people don't know how much seismic activity is happening around them all the time. Did you know that Southern California has over 10,000 earthquakes each year alone? The USGS wants you to create a map that will visualize just how many earthquakes happen over the course of a day/week.
 You came up with two ideas of ways to go above and beyond:
Find another set of geospatial data that you can use to show a new correlation or insight about our existing earthquake data.
Use additional plug-ins from the Leaflet Documentation to further visualize our data in a unique way.
Heatmap
Data Clustering
Your final product will be assessed on the following metrics:
Completion of assigned tasks
Visual appearance
Professionalism
Good luck!
Data Boot Camp (C) 2018. All Rights Reserved.


Solve this hurdle by answering this objective question. You have one attempt to answer it correctly.
Solve this hurdle by answering this objective question. You have one attempt to answer it correctly.
Subjective based hurdle. Answer it correctly, to unlock piece of puzzle. You can attempt it any number of times
Subjective based hurdle. Answer it correctly, to unlock piece of puzzle. You can attempt it any number of times


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layout: post
title: Revlon Skin lights Face Illuminator
tags:
- Revlon
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Revlon Skin lights Face Illuminator
I was always scared of glitters/shimmer in fact I am still to an extent, but Revlon Skin lights Face Illuminator changed my opinion about using sparkle and glitter in my makeup. The way it makes my face glow is just too awesome.
Price: Rs.750, I bought it at 30% discount for Rs.525
Shelf life: 3 Years
Packaging: The box is bulky and the plastic looks cheap. But I can say it is sturdy. I must say that the packaging doesn’t give you a feeling as if you’ve spent 700 bucks.
The shade I got is golden light and the company says that it is suited for wheatish skintone. Although I have fair skin tone, the SA convinced me to buy golden light, I am still wondering how.
But I have no such complaints, because it doesn’t make me look dull or anything. In fact it makes my face glow like nothing can. I have tried oriflame peach me glow perfect and I am sure most of the ladies out there would also have. Those who haven’t, it’s a tinted moisturizer with subtle shimmer in it. (it’s the fastest selling product of oriflame and is always out of stock). But this Revlon beauty is nothing like it.
You can use it the way you want , all over the face or as a highlighter. I prefer using it as a highlighter. “Less is more” policy goes with it. You actually need a very very little amount for single application. The brush they provide is just okayish, the bristles are hard. I prefer my own blusher brush for that. All you need to do is invert the box in closed cap condition, then put it back straight, open the lid, take the powder on your brush, tap the excess and apply it on your forehead, cheekbones, nose, chin.
I know the color is not showing up but what can I do..it’s such a subtle shimmer.
You can also apply it all over the face by mixing it with your foundation. But remember, less is always more. This can be a good product for brides as it gives a very beautiful glow and sheen to your face so even if you’re tired, this can make you look glowing in those family dinners and get togethers.
Pros-
- Blends Superbly.
- Very refined texture.
- Travel friendly packaging.
- Has a brush included
- Very little amount is required for highlighting.so it is actually gonna last long.
Cons-
- Definitely costly (as we don’t use highlighters and glitters on a regular basis, at least I don’t do that).
- Brush is not of good quality.
- Packaging is not attractive.
Overall a very nice product for party people. But I can’t see myself buying it again as I don’t use it much and the cost is pretty high. And it is gonna take ages to get over.
Do you also include shimmer in your makeup ?


The debate around organizational structure — “flat vs. hierarchical” — is as impassioned as “co-located vs. remote.” People have feelings about it, and they tend to come down on one side or the other.
But it needn’t be so polarizing. Unlike the “co-located vs. remote” binary, it isn’t necessary to choose a side where org structure is concerned. Special snowflakes that they are, companies are entitled to create (and adapt, as they grow) structures that work for them. The reality is that any structure can work, provided it’s well executed (and yes, “flat” organizations require structure, perhaps more so than traditional ones).
The flat trend
For a while there, we couldn’t get away from stories about “flat” organizations — businesses who threw out middle management and job titles in favor of self-directed work and cross-team innovation.
And who could blame them? There’s a truckload to be said in favor of flat teams. Cost effectiveness, for one: fewer layers of management means less managerial overhead. Opportunities for collaboration and interconnectivity among workers can lead to creative initiatives. And decreased potential for managerial bottlenecks means that high performers, sick of being micromanaged, can focus and thrive on self-directed work.
Startups latched onto this outside-the-box, no-limits thinking: we don’t play by the rules! No stodgy men in suits ordering anyone around here! Ladder-climbing is for losers; horizontal growth is where it’s at! Companies such as GitHub and Squarespace embraced a lack of restraints in pursuit of innovative peer-to-peer cultures. Zappos declared itself a “holocracy” (which, if you’re wondering what that means, has its own constitution).
“Flat was startup-y and awesome,” admits Wistia CEO Chris Savage. “Structure was BigCorp-y and boring.”
The pendulum swings the other way
The mistake was equating “structure” with “hierarchy.” Turns out, structure is a given however your company is organized, and if you're not deliberate about defining it, unintended power structures develop on their own. Informal cliques and unspoken hierarchies start to crop up, and “casual” cultures devolve into unprofessional ones that hire for “culture fit” and devalue outsiders’ perspectives. Since these structures are largely invisible, they’re therefore unaccountable, writes Klint Finley. “That inevitably leads to dysfunction and abuse.”
The issue, then, is the lack of intention.
Flat organization comes naturally to early-stage startups, where everyone chips in on everything; you can’t worry too much about titles when you’re hustling to get a business off the ground. That default tends to remain in place until the organization reaches a certain size — generally 25-40 people — and predictable pain points arise. Communication suffers. The speed at which decisions are reached or fixes occur slows to a crawl. Yucky problems, such as the need to fire underperforming teammates, take too long to come to the attention of people with the power to do anything about them. Founders realize they don’t know the name of the employee they just passed in the hallway.
At that point, it’s time to make a call: remain flat or add levels of leadership? Many formerly flat companies — Wistia, Basecamp, Buffer, GitHub, Harvest, and yes, Help Scout, to name a few — are now opting for some version of the latter.
How we’re handling hierarchy at Help Scout
We’ve found that disdain for hierarchy comes from experiences with poor management. When you’ve never had a great manager, a flat org structure looks pretty good. Micromanagers are the bad apples that have spoiled the bushel. And certainly, A+ managers are rare ... but isn’t that true for any hire?
With capable management in place, you get the benefit of clearly defined roles, and “makers” can focus on their craft.
For that reason, we recently added some new levels to our engineering team. Previously, the sub-teams were organized by function rather than cross-functionality, and our VP of Engineering had too many direct reports, which wasn’t fair to anyone. We needed a more defined structure to function at a high velocity, and we chose a setup (borrowing some ideas and terminology from Spotify’s engineering culture) that’s scaled successfully in larger organizations.
Now, cross-functional squads own specific products or areas, while cross-squad guilds discuss and evolve best practices in particular areas of expertise (e.g., Java and PHP). “Coaches” support several squads and are responsible for one-on-ones, hiring, project management, transparency, and guiding squads toward their goals.
This works for us, because
- One coach per 8-13 engineers keeps our company relatively flat
- The layers of hierarchy and number of managers stays conveniently low
- Squad members can do the work they do best
Squads still get to determine the workflow that fits their style, and as experts in their functional areas, they retain authority regarding implementation of solutions and the amount of technical debt worth taking on.
"No one here is a fan of hierarchy, but I think it’d be hasty to say all hierarchy is bad,” says Help Scout CEO Nick Francis. “Sometimes it’s necessary. I don’t really know how we’d get on without the concept of team leads.”
Structure happens anyway, so you might as well define yours
Avocado link. Don't render the promo unit Avocado link. Don't render the promo unit Avocado link. Don't render the promo unit Avocado link. Don't render the promo unitSince there’s no such thing as a structureless organization, you might as well proactively define your structure. In flatter organizations, you almost have to be more careful with that definition. That’s not to say “truly flat” can’t be done, just that considerations like size and interrelationships matter, and you’ll need more training and buy-in from everyone on the team and everyone you hire.
As with everything else, the only constant in organizational structure is change. Hierarchy can work when you embrace change and adapt proactively. As we grow, we try to keep hierarchy to a minimum, but in optimizing for ownership and autonomy, we acknowledge that sometimes hierarchy can facilitate a greater sense of ownership and more autonomy. Everything’s a tradeoff. In the end, the execution is what matters.


Merge Includes
Some projects might compile faster if header files are copied into one folder.
- A configuration, e.g. a LibraryConfig, can have a mergeInc flag:
“no” = none of the include folders of this config will ever be merged.
“yes” = inherited include folders will be merged when compiling this config (except include folders which configs have explicit mergeInc “no”).
“all” = all include folders will be merged when compiling this config (except include folders which configs have explicit mergeInc “no”).
unset = when building THIS config no include folders are merged.
Usually only very few configs should have mergeInc “no”. This might be necessary if source files have broken include directives.
To enable mergeInc via Adapt only for the main config:
Adapt {
CustomConfig __MAIN__, project: __MAIN__, type: extend, mergeInc: "yes" # or replace instead of extend
}
To enable mergeInc via Adapt for all configs:
Adapt {
CustomConfig __ALL__, project: __ALL__, type: extend, mergeInc: "yes" # or replace instead of extend
}
Note
When mergeInc is set to “no”, this cannot be overwritten by Adapt. In fact, this is the only thing which cannot be overwritten!
Note
Not ALL files from an include folder are copied. The folder <projectDir>/build/ and everything beginning with <projectDir>/. will be ignored. Only files with ending h* and i* are copied.
Note
For MISRA checking use “yes”, not “all”, otherwise MISRA tooling does not know which header file belongs to the current project.


TourPut( "All text widgets work everywhere. The $GREEN$Type()$FG$ command is like " "the DOS command of the same name or the UNIX, $GREEN$cat$FG$ command. " "We will, now, send your menu document to the command line. It uses the " "same document format and the icons are even active!!\n\n" "Press $GREEN$<ENTER>$FG$.\n"); //Puts the cursor at the bottom. Msg(MSG_KEY_DOWN,0,SC_CURSOR_DOWN|SCF_CTRL); "\n"; "Type(\"~/PersonalMenu.DD\");"; InGetStr("\n"); Sleep(1500); InPrint(250,"Dir;\n"); Sleep(1500); TourPut( "$GREEN$Type()$FG$ can also be used on $GREEN$.GR$FG$ files!",TRUE);


Clusters
A cluster is a manageable cluster in kr8. Clusters are defined in a hierarchical system which is loosely inspired by Hiera from the Puppet ecosystem.
An example definition for clusters might look like this:
clusters
├── development
│ └── dev1
│ └── cluster.jsonnet
├── params.jsonnet
└── production
├── params.jsonnet
├── prod1
│ └── cluster.jsonnet
└── prod2
└── cluster.jsonnet
The clusters are given names and then grouped together inside a directory tree.
There are two jsonnet files you'll notice here:
cluster.jsonnet
- this defines a named cluster, kr8 will stop going down through the directory tree when it finds this fileparams.jsonnet
- this is a file which can have components and parameters defined for clustes lower down in the hierarchy. We'll go into more detail about this shortly.
Components in clusters
Adding a component to a cluster involves add a component key to the _components
key inside either the cluster.jsonnet
or the params.jsonnet
.
Here's an example:
_components+: {
sealed_secrets: { path: 'components/sealed_secrets' },
},
Notice we're using the jsonnet +
operator to make sure we're appending this to the list of components for that cluster, which will ensure the inheritance system works
Cluster parameters
Once you've initialized a component for a cluster, you can then start to override parameters for that component. You do this by simply defining a jsonnet key with the named parameters in it. Here's an example:
external_dns+: {
provider: 'cloudflare',
txtPrefix: 'dev1',
txtOwnerId: 'dev1-',
domainFilters: [
'example.com',
],
tolerateMasters: false,
},
Hierarchy System
The hierarchy system is a very powerful part or kr8. It allows you to remove duplication of parameter and component definitions. Take the previous cluster layout as an example:
clusters
├── development
│ └── dev1
│ └── cluster.jsonnet
├── params.jsonnet
└── production
├── params.jsonnet
├── prod1
│ └── cluster.jsonnet
└── prod2
└── cluster.jsonnet
You can use the hierarchy system to ensure you have components installed in all clusters. Let's assume we want to make sure that we want to install the sealed_secrets
component in all our clusters. We'd put it in this file:
clusters
├── development
│ └── dev1
│ └── cluster.jsonnet
├── params.jsonnet <---- place component here
└── production
├── params.jsonnet
├── prod1
│ └── cluster.jsonnet
└── prod2
└── cluster.jsonnet
Alongside that, let's assume all our production clusters are using the same external_dns domain name. We can define that like so:
clusters
├── development
│ └── dev1
│ └── cluster.jsonnet
├── params.jsonnet
└── production
├── params.jsonnet <--- place external_dns configuration here
├── prod1
│ └── cluster.jsonnet
└── prod2
└── cluster.jsonnet
kr8 will look for the smallest unit of configuration, so if you want one cluster to be slightly different inside a hierarchy unit, you can continue to override components and parameters inside a clusters' cluster.jsonnet
file.


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Download CSVGlobal Metadata
This table provides information on metadata for SDG indicators as defined by the UNSC. Complete global metadata documentation on all indicators in Goal {{ page_goal_num }} is provided by the UN Statistics Division.
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U.S. Metadata
This table provides metadata for the actual indicator available from U.S. statistics closest to the corresponding global SDG indicator. Please note that even when the global SDG indicator is fully available from U.S. statistics, this table should be consulted for information on national methodology and other US-specific metadata information
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The MannequinChallenge data can be downloaded here: MannequinChallenge.tar (40MB)
The data consists of a set of .txt files, one for each video clip, specifying timestamps and poses for frames in that clip.
This data is licensed by Google LLC under a Creative Commons Attribution 4.0 International License.
The data is split into train, validation and test subdirectories, each with a set of .txt files, one .txt file for each video clip. The format of each .txt file is as follows:
where each frame line has the following 19 columns:
The camera intrinsics can be organized into a 3x3 matrix K and the camera pose parameters into a 3x4 matrix P = [ R | t ], such that the matrix KP maps a (homogeneous) 3D point p in a world coordinate frame to a (homogeneous) 2D point in the image.
The camera intrinsics are expressed in resolution-independent normalized image coordinates, where the top left corner of the image is (0,0), and the bottom right corner of the image is (1,1). This allows for the intrinsic parameters to be applied to frames at whatever resolution they are represented on disk (or resized to prior to training), by scaling them according to the image size in pixels. For an image of resolution width x height pixels, the intrinsics matrix at the actual scale of the image is
| width · focal_length_x | 0 | width · principal_point_x |
| 0 | height · focal_length_y | height · principal_point_y |
| 0 | 0 | 1 |


|
Fever
(Kylie Minogue) |
|
I'be
been bitten by the bug and I am coming down with oh
Something that can't be cured There aint a doctor in this town who is more qualified than you Yeah to be so adored So tell me what do you prescribe for these symptoms A heart beating faster and work is a disaster I'm lovesick when you're not around Check me over When strong hands and healing I'm dancing on the ceiling Fever sure has got me good What you do when fever takes hold I can't help but need this drug Don't you feel the fever like I do Feel the fever I am ready for the news so tell me straight Hey doctor just what do you diagnose There aint a surgeon like you any place in all the world So now, shall I remove my clothes So tell me what do you prescribe for these symptoms A heart beating faster and work is a disaster I'm lovesick when you're not around Check me over When strong hands and healing I'm dancing on the ceiling |
|
Voltar |


Types of Cheese
There are many different ways to classify cheese including age, texture, flavour, color, country, type of milk used; while texture is the more common way.
The following is a list of families based on their texture that cheese is commonly categorized under.
Soft cheese, bloomy rind
Soft cheese refers to cheese whose interiors are neither pressed nor cooked. A culture is sprayed onto the cheese during production that gives it the "bloom" when finished. Examples of this type of cheese are Brie, and Camembert.
Soft cheese, washed rind
Cheese with washed rinds have a more dense interior compared to cheeses with bloomy rinds. This is because during the manufacturing process, curdled milk is removed before moulded, whereas for bloomy rinds, the milk is not removed. After ripening, the cheese is "washed" with brine and/or alcohol giving it that smooth exterior finish. Examples include L'Empereur and Champlain.
Semi-soft cheese
Semi soft cheeses have less moisture content than soft cheeses, which results in more physical integrity than soft cheese but not as dense as firm cheese. Semi soft cheeses are good for eating as a snack or can be frozen and cooked without losing flavour. Examples include Cheddar, Mozzarella, Oka, and Monterey Jack.
Firm cheese
Firm cheeses have low moisture content and generally have no rind (outer layer). This is usually due to the cheese being cooked and/or pressed during the manufacturing process.
Blue-veined cheese
Blue-veined cheese, or blue cheese, is similar to soft or uncooked semi-soft cheese. Also similar to the bloomy rinded soft cheese, a culture is used in the manufacturing process. The only difference is that instead of being sprayed on the outside, the culture is mixed in with the curdled milk to allow the mould to develop in the interior of the cheese, resulting in the blueish-green "veins".
Fresh cheese
Fresh cheese is the name given to cheeses that are made without being cooked or aged. They do not have a rind, and are generally soft, creamy, or crumbly.


With the group only just settling in, our first few adventurers slowly meet one another. With the threat beginning to reveal itself, the party does its best just to survive.
Cast
Jack (Half-Nymph Hunter): Archer
Zaire (Human Ninja): Dark Rogue
- Played by SyC
Artix the Uncanny (Gnome Inventor): Artificer
- Played by Cr4ka
Story
The Gnomes of Aiventrix are a peaceful race of inventors, a protectorate under Baron Ashon. The gnomes refuse to craft anything for combat, and it is illegal to ever do so for any gnome.
Our story begins with Artix the Uncanny, an inventor who got caught making his "Flaming Warhammer", yet another attempt to create easily reproducible magic items. With Artix in prison, and forced to face other gnomes in their gladiatorial arena, he plots his escape. The Baron saw this opportunity and sent Zaire, who is being groomed to take over as resident spymaster, to get him out.
Artix prepared his escape carefully, hiding extra gear all around his laboratory as best he could. Barely keeping up against the other gnomish crafters who would make sure he had no way to escape, or gear secreted away. Though starting to give up hope, the message from the Baron gave him hope, and a plan was laid out.
Yet another battle Artix fought, defeating his opponent in the arena once more. Yet with new protective measures (a taser) being snuck into his gear, he was caught of guard.
Zaire snuck in, careful to leave an escape route for the two of them, but with Artix still being dragged out of the arena, the time window was getting smaller.
[DM: The rest is an excerpt from the journal of Jack, with some notes added for clarity]
After the unconscious gnome was dragged shamefully to his dirty urine covered cell, Zaire picked the lock and dragged his unresponsive burden towards the exit he had previously mapped out.
Finally awake Artix quickly gathered up some equipment he thought was useful and the two of them headed towards the exit.
Upon reaching the guard room, they noticed they had missed the guard change due to one of their tardiness and now faced with two armed gnomish guards. They rushed in and were able to subdue the guards but in the process Zaire was shocked to unconsciousness by the protective armor the gnome guard was wearing. In a panic Artix rushed out the prison dragging his companion only to find himself cut off by a cliff. Realizing he could not scale the cliff carrying such a heavy load, he decided to tell his friend to lose some weight in the future and also to search for some mean of waking him up. Luckily he found some potions of light heal in the pockets of the guards he defeated (among other things) and was able to revive his friend.
The two of them quickly climbed down the cliff and meet up with Zaire’s hireling. With the help of his hirelings the two quickly made it to an abandoned hideout Zaire previously prepared [After a long boat ride to the local coast the group needed to lay low for three days before the gnomish searchers would widen their net, allowing them to slip by through the mountain pass].
However their movements were noticed by a local “human” hunter by the name of Jack, who followed them into the cave out of “curiosity”. Upon entering the cave, the two noticed that the walls of the cave were splattered with blood, and they found bed rolls with dead bodies (with their hands chopped off) scattered near a dying fire. [Another body was lying in the middle of writing a dying message in a small alcove]
Spying on the two, Jack ventured into the cave as well, unknowingly he was attacked by a sneaky zombie that no one else in the world could have ever noticed. Fully calm and not panicking at all, he fired an arrow which hit the zombie square in the head and knocking it away. However this action revealed him to the two already scared shitless in the cave.
They exchanged greetings and decided to figure out what is going on together. Being the bravest out of the three, Jack decided to check the body in the bed roll. He was able to find a large sum of gold which he pocketed without the SLIGHTEST SUSPICION OR NOTICE FROM THE OTHER TWO [DM: he was totally noticed]. [With Artix noticing that the body was wearing typical necromancer gear, a follower of Nerghul]. Zaire uncovered a dagger from one of the bodies lying on the wall.
After a bit of searching, the three noticed a looming shadow from the way they came. A large spider like creature was feeding on the zombie Jack had previously slain. With much valor Jack let loose an arrow towards the monster, but the creature was nimble and possibly with the aid of some black magic was able to avoid the otherwise unavoidable arrow. Now enraged, the creature charged towards the party, but was slowed down by the narrowness of the cave.
The party quickly got on their feet and started to sprint the other way. Zaire was able to dive into a nearby cave river and hid underwater (but there was zombies in the water so he couldn’t stay long) [DM: an enclosure with a set of chain fences holding the zombies at bay, so they could be reused by the necromancer]. Jack the fastest of the three got away safely, while the misshapen gnome was not so fortunate, the creature made short work of his feeble prey and trapped him with spiderweb. The (yet again) unconscious gnome was dragged and dumped into a pile of dead bodies.
The other two were able to hide from the monster, after a while they circled back and looked to regroup. Zaire noticed that Artix’s bag was lost to the rushing water of the river and could not be retrieved [DM: he means the party didn't want to risk it]. After a bit of searching the three had regrouped and freed the almost crippled gnome from his bondage. The three then made a distraction and rushed out of the cave with a secret exit which Zaire had prior knowledge to. Finally safe the three found themselves in a storage room. [Artix pried open a barrel revealing a set of scrolls, which Zaire packed away with him]. Stocked up on all the necessary supplies, the party got on a boat and headed down the river.


Hi Hack Reactor!
Store and Sync Data in Realtime
Joey Yang
Frontend Developer at Firebase
@KanYang
Sara Robinson
Developer Advocate at Firebase
@SRobTweets
Today
- The why of Firebase
- What is Firebase
- A really cool demo
- Live coding
- Q&A
The why of Firebase
Let's look to software of the past...
Software of the past
70s: Mainframes
(Thin
Client)
80s: Personal Computer
(Thick Client)
90s: Rise of the
Web
(Thin Client)
Today's mobile apps
- Connected Thick Client
- Mobile device does some of the work
- Work offline (usually)
- Usually request-response
Today's web apps
- Mostly server side processing
- Usually request-response
Tomorrow's web apps
- New JavaScript frameworks are enabling more complex apps
- Computing is moving closer to the user
What matters to users?
- Fast apps
- Stuff to update in realtime
- Apps work offline
These exist today
- Google Docs
- Facebook Newsfeed
- Live transit maps
An Overview
Firebase is a cloud database
Data
store and sync data across clients
Authentication
easily authenticate users
Hosting
production-grade static asset hosting
Open Data Sets
- Cryptocurrency Exchange Rates
- Live Transit Data
- Parking
- Earthquakes
- Airport Delays
- Weather
- More...
Works With
Store and Sync Data
Write Data to Firebase
var ref = new Firebase("https://hack-reactor.firebaseio-demo.com/");
ref.set("Hello Hack Reactor!");
Read Data from Firebase
ref.on("value", function (snapshot) {
var data = snapshot.val();
console.log(data);
});
More About Firebase
- 155,000 registered developers
- 1M concurrent users on Firebase sites
- Founded in Spring of 2011 in SF
- Joined Google Cloud Platform in October 2014
Firebase in the Community
Citrix - GoToMeeting
Makes use of Firebase's realtime signaling, presence, and security rules
Citrix - Talkboard
Realtime, collaborative whiteboarding for teams
CBS
- Built a realtime chat platform for reality TV series Big Brother
- Handled 50k concurrents at peak times, and over 27M chat entries were logged throughout the season


With the tab_style()
function we can target specific cells and apply styles
to them. This is best done in conjunction with the helper functions
cell_text()
, cell_fill()
, and cell_borders()
. At present this function
is focused on the application of styles for HTML output only (as such, other
output formats will ignore all tab_style()
calls). Using the aforementioned
helper functions, here are some of the styles we can apply:
the background color of the cell (cell_fill()
: color
)
the cell's text color, font, and size (cell_text()
: color
, font
,
size
)
the text style (cell_text()
: style
), enabling the use of italics or
oblique text.
the text weight (cell_text()
: weight
), allowing the use of thin to
bold text (the degree of choice is greater with variable fonts)
the alignment and indentation of text (cell_text()
: align
and
indent
)
the cell borders (cell_borders()
)
tab_style(data, style, locations)
| data | A table object that is created using the |
|---|---|
| style | a vector of styles to use. The |
| locations | the cell or set of cells to be associated with the style.
Supplying any of the |
An object of class gt_tbl
.
2-8
cell_text()
, cell_fill()
, and cell_borders()
as helpers for
defining custom styles and cells_body()
as one of many useful helper
functions for targeting the locations to be styled.
Other Create or Modify Parts:
tab_footnote()
,
tab_header()
,
tab_options()
,
tab_row_group()
,
tab_source_note()
,
tab_spanner_delim()
,
tab_spanner()
,
tab_stubhead()
# Use `exibble` to create a gt table; # add styles that are to be applied # to data cells that satisfy a # condition (using `tab_style()`) tab_1 <- exibble %>% dplyr::select(num, currency) %>% gt() %>% fmt_number( columns = vars(num, currency), decimals = 1 ) %>% tab_style( style = list( cell_fill(color = "lightcyan"), cell_text(weight = "bold") ), locations = cells_body( columns = vars(num), rows = num >= 5000) ) %>% tab_style( style = list( cell_fill(color = "#F9E3D6"), cell_text(style = "italic") ), locations = cells_body( columns = vars(currency), rows = currency < 100) ) # Use `sp500` to create a gt table; # color entire rows of cells based # on values in a particular column tab_2 <- sp500 %>% dplyr::filter( date >= "2015-12-01" & date <= "2015-12-15" ) %>% dplyr::select(-c(adj_close, volume)) %>% gt() %>% tab_style( style = cell_fill(color = "lightgreen"), locations = cells_body( rows = close > open) ) %>% tab_style( style = list( cell_fill(color = "red"), cell_text(color = "white") ), locations = cells_body( rows = open > close) )


|
SideCar
|
Collection of Video & Extraction objects for one revolution of the radar. More...
#include </Users/howes/src/sidecar/GUI/PPIDisplay/History.h>
Public Member Functions | |
| Entry (size_t videoCapacity, size_t binaryCapacity) | |
| Constructor. | |
| Messages::Video::DatumType | getVideoValue (double azimuth, double range, bool &isValid) const |
| Messages::BinaryVideo::DatumType | getBinaryValue (double azimuth, double range, bool &isValid) const |
| bool | hasVideo () const |
| Determine if there is no data. More... | |
| const MessageVector & | getVideo () const |
| Obtain a read-only reference to the Video collection. More... | |
| const MessageVector & | getBinary () const |
| Obtain a read-only reference to the BinaryVideo collection. More... | |
| const TargetPlotList & | getExtractions () const |
| Obtain a read-only reference to the Extraction message collection. More... | |
| const TargetPlotListList & | getRangeTruths () const |
| Obtain a read-only reference to the RangeTruth entries. More... | |
| const TargetPlotList & | getBugPlots () const |
| Obtain a read-only reference to the BugPlot entries. More... | |
| void | clearAll () |
| Remove all entries from the container. | |
| void | clearVideo () |
| void | clearBinary () |
| void | clearExtractions () |
| void | clearRangeTruths () |
| void | clearBugPlots () |
Friends | |
| class | History |
| Grant access to push_back() and clear() | |
Collection of Video & Extraction objects for one revolution of the radar.
The message data is stored in std::vector objects used as a circular-buffer.
|
inline |
Obtain a read-only reference to the BinaryVideo collection.
Definition at line 80 of file History.h.
Referenced by SideCar::GUI::PPIDisplay::History::addVideo().
|
inline |
Obtain a read-only reference to the BugPlot entries.
Definition at line 100 of file History.h.
Referenced by SideCar::GUI::PPIDisplay::PPIWidget::processBugPlots().
|
inline |
Obtain a read-only reference to the Extraction message collection.
Definition at line 86 of file History.h.
Referenced by SideCar::GUI::PPIDisplay::PPIWidget::processBugPlots().
|
inline |
Obtain a read-only reference to the RangeTruth entries.
Definition at line 93 of file History.h.
Referenced by SideCar::GUI::PPIDisplay::PPIWidget::processBugPlots().
|
inline |
Obtain a read-only reference to the Video collection.
Definition at line 74 of file History.h.
Referenced by SideCar::GUI::PPIDisplay::History::addVideo().
|
inline |
Determine if there is no data.
Note that we only check for Video, since we must have them in order to do any rotation.
Definition at line 68 of file History.h.
Referenced by SideCar::GUI::PPIDisplay::History::addBinary(), and SideCar::GUI::PPIDisplay::History::addExtractions().


--- ---
A nested API to configure the URL and retrieve URL information
See: UrlConfigApi for details
A nested API for managing URL rules and rewrites
See: UrlRulesApi for details
Disables monitoring of the URL.
Disables monitoring of the URL.
Call this method before UI-Router has bootstrapped. It will stop UI-Router from performing the initial url sync.
This can be useful to perform some asynchronous initialization before the router starts. Once the initialization is complete, call listen to tell UI-Router to start watching and synchronizing the URL.
// Prevent $urlRouter from automatically intercepting URL changes when it starts;
urlService.deferIntercept();
$http.get('/states.json').then(function(resp) {
resp.data.forEach(state => $stateRegistry.register(state));
urlService.listen();
urlService.sync();
});
Gets the hash part of the current url
Gets the hash part of the current url
If the current URL is /some/path?query=value#anchor
, this returns anchor
the hash (anchor) portion of the url
Starts or stops listening for URL changes
Starts or stops listening for URL changes
Call this sometime after calling deferIntercept to start monitoring the url. This causes UrlRouter to start listening for changes to the URL, if it wasn't already listening.
If called with false
, will stop listening. Call listen() again to start listening
urlService.deferIntercept();
$http.get('/states.json').then(function(resp) {
resp.data.forEach(state => $stateRegistry.register(state));
// Start responding to URL changes
urlService.listen();
urlService.sync();
});
Registers a url change handler
Registers a url change handler
let deregisterFn = locationServices.onChange((evt) => console.log("url change", evt));
a function that de-registers the callback
Returns the current URL parts
Gets the path part of the current url
Gets the path part of the current url
If the current URL is /some/path?query=value#anchor
, this returns /some/path
the path portion of the url
Gets the search part of the current url as an object
Gets the search part of the current url as an object
If the current URL is /some/path?query=value#anchor
, this returns { query: 'value' }
the search (querystring) portion of the url, as an object
Checks the URL for a matching UrlRule
Checks the URL for a matching UrlRule
Checks the current URL for a matching url rule, then invokes that rule's handler. This method is called internally any time the URL has changed.
This effectively activates the state which matches the current URL.
urlService.deferIntercept();
$http.get('/states.json').then(function(resp) {
resp.data.forEach(state => $stateRegistry.register(state));
urlService.listen();
// Find the matching URL and invoke the handler.
urlService.sync();
});
Gets the current url string
Updates the url, or gets the current url
Gets the current url string
The URL is normalized using the internal path/search/hash values.
For example, the URL may be stored in the hash ([[HashLocationServices]]) or have a base HREF prepended ([[PushStateLocationServices]]).
The raw URL in the browser might be:
http://mysite.com/somepath/index.html#/internal/path/123?param1=foo#anchor
or
http://mysite.com/basepath/internal/path/123?param1=foo#anchor
then this method returns:
/internal/path/123?param1=foo#anchor
locationServices.url(); // "/some/path?query=value#anchor"
the current value of the url, as a string.
Updates the url, or gets the current url
Updates the url, changing it to the value in newurl
locationServices.url("/some/path?query=value#anchor", true);
the url (after potentially being processed)
Generated using TypeDoc
API for URL management


--- layout: post status: publish published: true title:
Here we are at episode 199 of the podcast. Join us live this upcoming Saturday, June 8th for the 200th episode. We'll be broadcasting it live in audio and video to http://ivyenvy.com/live. We will open up the phone line and take your calls during the 200th episode.
On this episode, we talk about what has worked for the Cubs recently. The Cubs provide some offense and the starting pitching (minus Edwin Jackson) keep things rolling. We talk about what it would take for us to be depressed about the 2013 season.
Then we go through listener submitted questions and topic suggestions.
Here's the photo for this week's caption contest:


Preparation time
30 mins to 1 hour
Cooking time
10 to 30 mins
Serves
Makes 12
These Argentinian stuffed pastries are packed full of flavour, and make a great addition to your lunchbox.
For the pastry, mix the flour, baking powder and salt together in a bowl. Rub in the butter and lard until the mixture has the texture of fine breadcrumbs. Add 3–6 tablespoons cold water a teaspoon at a time, mixing between additions using a table knife, until you have a soft dough. Roll the dough into a ball, wrap it in cling film and leave to rest in the fridge for an hour.
For the meat filling, boil the eggs for 10 minutes, until hard boiled. Cool under running water, then peel and chop. Set to one side.
Heat the olive oil in a frying pan over a low heat. Add the onion and cook until softened. Add the green pepper and minced beef and fry over a high heat until the meat has browned. Stir in the paprika and chilli powder. Remove from the heat and add the raisins, olives, cumin and eggs. Season with salt and freshly ground black pepper.
To assemble the empanadas, remove the pastry from the fridge, and roll out to the thickness of a pound coin (3mm). Cut circles from the pastry, using a saucer or a 12cm/4½in pastry cutter.
Put 2–3 heaped teaspoons filling on one half of each pastry circle. Wet the edges of the pastry with a little water, fold the non-filled half of the pastry over the filled half, and crimp the edges or use a fork to seal. Repeat with the remaining pastry circles.
Heat the vegetable oil in a large pan and fry the empanadas in batches until golden and cooked through. Add more oil between batches to prevent them from sticking to the pan. Serve warm.
You need JavaScript to view this clip.
Crimping the edge of a pasty
You need JavaScript to view this clip.
How to boil eggs
You need JavaScript to view this clip.
How to brown mince
You need JavaScript to view this clip.
Rubbing in


|
FMUTIL
0.1
Fortran Miscellaneous UTILities
|
FMUTIL Base Module. More...
Variables | |
| integer, parameter, public | dp = real64 |
| import the fortran environment module for precision-related constants More... | |
| integer, parameter, public | double |
| integer, parameter, public | precision |
| integer, parameter, public | kind |
| integer, parameter, public | parameter |
| integer, parameter, public | qp = real128 |
| integer, parameter, public | quadruple |
| integer, parameter, public | wp = DP |
| integer, parameter, public | default |
| integer, parameter, public | word |
| integer, parameter, public | used |
| real(wp), parameter, public | eps = epsilon(1.0_WP) |
| Smallest positive real satisfying 1.0_WP + eps > 1.0_WP. More... | |
| real(wp), parameter, public | inf = huge(1.0_WP) |
| Infinity definition. More... | |
| integer, private | ind |
| Identity matrix - 3x3. More... | |
| logical, dimension(*), parameter | nzind3 = [ (ind == (3*(ind/3)+(ind/3+1)), ind=1,8), .TRUE.] |
| real(wp), dimension(*, *), parameter, public | i3 = reshape([merge([(1.0_WP, ind=1,9)], [(0.0_WP, ind=1,9)], nzind3)], [3,3]) |
| logical, dimension(*), parameter | nzind6 = [ (ind == (6*(ind/6)+(ind/6+1)), ind=1,6**2-1), .TRUE.] |
| Identity matrix - 6x6. More... | |
| real(wp), dimension(*, *), parameter, public | i6 = reshape([merge([(1.0_WP, ind=1,6**2)], [(0.0_WP, ind=1,6**2)], nzind6)], [6,6]) |
FMUTIL Base Module.
This module provides basic objects and functionality common to all the FMUTIL internal modules.
| integer, parameter, public fmutilbase::default |
Definition at line 41 of file fmutil_base.F90.
| integer, parameter, public fmutilbase::double |
Definition at line 39 of file fmutil_base.F90.
| integer, parameter, public fmutilbase::dp = real64 |
import the fortran environment module for precision-related constants
By default, use 64-bit double precision (IEEE-754)
Definition at line 39 of file fmutil_base.F90.
Smallest positive real satisfying 1.0_WP + eps > 1.0_WP.
Definition at line 44 of file fmutil_base.F90.
| real(wp), dimension(*,*), parameter, public fmutilbase::i3 = reshape([merge([(1.0_WP, ind=1,9)], [(0.0_WP, ind=1,9)], nzind3)], [3,3]) |
Definition at line 52 of file fmutil_base.F90.
| real(wp), dimension(*,*), parameter, public fmutilbase::i6 = reshape([merge([(1.0_WP, ind=1,6**2)], [(0.0_WP, ind=1,6**2)], nzind6)], [6,6]) |
Definition at line 58 of file fmutil_base.F90.
|
private |
Identity matrix - 3x3.
Definition at line 50 of file fmutil_base.F90.
Infinity definition.
Definition at line 47 of file fmutil_base.F90.
Referenced by rootfinding::polyroots().
| integer parameter public fmutilbase::kind |
Definition at line 39 of file fmutil_base.F90.
| logical, dimension(*), parameter fmutilbase::nzind3 = [ (ind == (3*(ind/3)+(ind/3+1)), ind=1,8), .TRUE.] |
Definition at line 51 of file fmutil_base.F90.
| logical, dimension(*), parameter fmutilbase::nzind6 = [ (ind == (6*(ind/6)+(ind/6+1)), ind=1,6**2-1), .TRUE.] |
Identity matrix - 6x6.
Definition at line 57 of file fmutil_base.F90.
| integer parameter public fmutilbase::parameter |
Definition at line 39 of file fmutil_base.F90.
| integer parameter public fmutilbase::precision |
Definition at line 39 of file fmutil_base.F90.
| integer, parameter, public fmutilbase::qp = real128 |
Definition at line 40 of file fmutil_base.F90.
| integer, parameter, public fmutilbase::quadruple |
Definition at line 40 of file fmutil_base.F90.
| integer, parameter, public fmutilbase::used |
Definition at line 41 of file fmutil_base.F90.
| integer, parameter, public fmutilbase::word |
Definition at line 41 of file fmutil_base.F90.
| integer, parameter, public fmutilbase::wp = DP |
Definition at line 41 of file fmutil_base.F90.
Referenced by search::func::func(), and rootfinding::func::func().


As mentioned in the :ref:design
section, Lachesis communicates with the App
through an AppProxy
interface, which exposes three methods for Lachesis to
call the App. Here we explain how to implement this API.
Note:
The Snapshot and Restore methods of the API are still work in progress. They are
necessary for the :ref:fastsync
protocol which is not completely ready yet. It
is safe to just implement stubs for these methods.
The InmemProxy
uses native callback handlers to enable Lachesis to call
methods on the App directly. Applications need only implement the
ProxyHandler
interface and pass that to an InmemProxy
.
Here is a quick example of how to use Lachesis as an in-memory engine (in the same process as your handler):
package main
import (
"github.com/andrecronje/lachesis/src/lachesis"
"github.com/andrecronje/lachesis/src/crypto"
"github.com/andrecronje/lachesis/src/poset"
"github.com/andrecronje/lachesis/src/proxy/inmem"
)
// Implements proxy.ProxyHandler interface
type Handler struct {
stateHash []byte
}
// Called when a new block is committed by Lachesis. This particular example
// just computes the stateHash incrementaly with incoming blocks.
func (h *Handler) CommitHandler(block poset.Block) (stateHash []byte, err error) {
hash := h.stateHash
for _, tx := range block.Transactions() {
hash = crypto.SimpleHashFromTwoHashes(hash, crypto.SHA256(tx))
}
h.stateHash = hash
return h.stateHash, nil
}
// Called when syncing with the network
func (h *Handler) SnapshotHandler(blockIndex int) (snapshot []byte, err error) {
return []byte{}, nil
}
// Called when syncing with the network
func (h *Handler) RestoreHandler(snapshot []byte) (stateHash []byte, err error) {
return []byte{}, nil
}
func NewHandler() *Handler {
return &Handler{}
}
func main() {
config := lachesis.NewDefaultConfig()
// To use lachesis as an internal engine we use InmemProxy.
proxy := inmem.NewInmemProxy(NewHandler(), config.Logger)
config.Proxy = proxy
// Create the engine with the provided config
engine := lachesis.NewLachesis(config)
// Initialize the engine
if err := engine.Init(); err != nil {
panic(err)
}
// Submit a transaction directly through the Proxy
go func() { proxy.SubmitTx([]byte("some content")) }()
// This is a blocking call
engine.Run()
}
The SocketProxy
is simply a TCP server that accepts SubmitTx
requests, and
calls remote methods on the App through a JSON-RPC interface. The App is
therefore expected to implement its own component to send out SubmitTx
requests through TCP, and receive JSON-RPC messages from the remote Lachesis node.
The advantage of using a TCP interface is that it provides the freedom to
implement the application in any programming language. The specification of the
JSON-RPC interface is provided below, but here is an example of how to use our
Go implementation, SocketLachesisProxy
, to connect to a remote Lachesis node.
Assuming there is a Lachesis node running with its proxy listening on
<IP_ADDRESS>:1338
and configured to speak to an App at <IP_ADDRESS>:1339
(these are the default values):
package main
import (
"time"
"github.com/andrecronje/lachesis/src/crypto"
"github.com/andrecronje/lachesis/src/poset"
"github.com/andrecronje/lachesis/src/proxy/socket/lachesis"
)
// Implements proxy.ProxyHandler interface
type Handler struct {
stateHash []byte
}
// Called when a new block is coming. This particular example just computes
// the stateHash incrementally with incoming blocks
func (h *Handler) CommitHandler(block poset.Block) (stateHash []byte, err error) {
hash := h.stateHash
for _, tx := range block.Transactions() {
hash = crypto.SimpleHashFromTwoHashes(hash, crypto.SHA256(tx))
}
h.stateHash = hash
return h.stateHash, nil
}
// Called when syncing with the network
func (h *Handler) SnapshotHandler(blockIndex int) (snapshot []byte, err error) {
return []byte{}, nil
}
// Called when syncing with the network
func (h *Handler) RestoreHandler(snapshot []byte) (stateHash []byte, err error) {
return []byte{}, nil
}
func NewHandler() *Handler {
return &Handler{}
}
func main() {
// Connect to the lachesis proxy at :1338 and listen on :1339.
// The Handler ties back to the application state.
proxy, err := lachesis.NewSocketLachesisProxy("<IP_ADDRESS>:1338", "<IP_ADDRESS>:1339", NewHandler(), 1*time.Second, nil)
// Verify that it can listen
if err != nil {
panic(err)
}
// Verify that it can connect and submit a transaction
if err := proxy.SubmitTx([]byte("some content")); err != nil {
panic(err)
}
// Wait indefinitly
for {
time.Sleep(time.Second)
}
}
Example SubmitTx request (from App to Lachesis):
request: {"method":"Lachesis.SubmitTx","params":["Y2xpZW50IDE6IGhlbGxv"],"id":0}
response: {"id":0,"result":true,"error":null}
Note that the Proxy API is not over HTTP; It is raw JSON over TCP. Here is an example of how to make a SubmitTx request manually:
printf "{\"method\":\"Lachesis.SubmitTx\",\"params\":[\"Y2xpZW50IDE6IGhlbGxv\"],\"id\":0}" | nc -v <IP_ADDRESS> 1338
Example CommitBlock request (from Lachesis to App):
request:
{
"method": "State.CommitBlock",
"params": [
{
"Body": {
"Index": 0,
"RoundReceived": 7,
"StateHash": null,
"FrameHash": "gdwRCdwxoyLUyzzRK6N31rlJFBJu5By/vDk5gSQHJHQ=",
"Transactions": [
"Tm9kZTEgVHg5",
"Tm9kZTEgVHgx",
"Tm9kZTEgVHgy",
"Tm9kZTEgVHgz",
"Tm9kZTEgVHg0",
"Tm9kZTEgVHg1",
"Tm9kZTEgVHg2",
"Tm9kZTEgVHg3",
"Tm9kZTEgVHg4",
"Tm9kZTEgVHgxMA=="
]
},
"Signatures": {}
}
],
"id": 0
}
response:
{"id":0,"result":{"Hash":"6SKQataObI6oSY5n6mvf1swZR3T4Tek+C8yJmGijF00="},"error":null}
The content of the request's "params" is the JSON representation of a Block with a RoundReceived of 7 and 10 transactions. The transactions themselves are base64 string encodings.
The response's Hash value is the base64 representation of the application's State-hash resulting from processing the block's transaction sequentially.


Smart CCTV
Plans
(current)
View Recordings
Open Camera
Video Capture
START RECORDING
STOP RECORDING
Emergency


Phone:
xxxx-xxxx-xxx
Email:
<EMAIL_ADDRESS>Address:
132A Royal Road Suffolk, England.
Phone:
xxxx-xxxx-xxx
Email:
<EMAIL_ADDRESS>Address:
132A Royal Road Suffolk, England.
Phone:
xxxx-xxxx-xxx
Email:
<EMAIL_ADDRESS>Address:
132A Royal Road Suffolk, England.


I am a web developer with a passion for problem solving. I recently graduated from Dev Bootcamp, a 19 week fully immersive coding bootcamp, and am currently searching for my first job as a developer. I am from Chicago, IL and love living here. Prior to Dev Bootcamp, I received a Bachelor's of Science in Kinesiology from the University of Illinois at Chicago.
Some of my interests include playing volleyball/basketball, watching the NBA (Go Bulls!), hip-hop, and drinking craft beer! I try to maintain an active lifestyle, love spending time with my family/friends, and I am always open to trying new things.
A quirky fact about me is that I am obsessed with bananas and eat at least 2 per day.
If you would like to get to know me some more or have questions, don't hesitate to reach out via e-mail at<EMAIL_ADDRESS>or via the social media links at the bottom of this page.


|
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| PREV NEXT | FRAMES NO FRAMES |
| Packages that use KeyValue | |
|---|---|
| org.apache.commons.collections15 | This package contains the interfaces and utilities shared across all the subpackages of this component. |
| org.apache.commons.collections15.bidimap |
This package contains implementations of the
BidiMap ,
OrderedBidiMap and
SortedBidiMap interfaces. |
| org.apache.commons.collections15.keyvalue | This package contains implementations of collection and map related key/value classes. |
| org.apache.commons.collections15.map |
This package contains implementations of the
Map ,
IterableMap ,
OrderedMap and
SortedMap interfaces. |
| Uses of KeyValue in org.apache.commons.collections15 |
|---|
| Classes in org.apache.commons.collections15 that implement KeyValue | |
|---|---|
protected static class |
BeanMap.MyMapEntry
Map entry used by BeanMap . |
| Uses of KeyValue in org.apache.commons.collections15.bidimap |
|---|
| Classes in org.apache.commons.collections15.bidimap that implement KeyValue | |
|---|---|
protected static class |
AbstractDualBidiMap.MapEntry<K,V>
Inner class MapEntry. |
| Uses of KeyValue in org.apache.commons.collections15.keyvalue |
|---|
| Classes in org.apache.commons.collections15.keyvalue that implement KeyValue | |
|---|---|
class |
AbstractKeyValue<K,V>
Abstract pair class to assist with creating KeyValue and MapEntry implementations. |
class |
AbstractMapEntry<K,V>
Abstract Pair class to assist with creating correct Map Entry implementations. |
class |
AbstractMapEntryDecorator<K,V>
Provides a base decorator that allows additional functionality to be added to a Map Entry. |
class |
DefaultKeyValue<K,V>
A mutable KeyValue pair that does not implement MapEntry. |
class |
DefaultMapEntry<K,V>
A restricted implementation of Map.Entry that prevents
the MapEntry contract from being broken. |
class |
TiedMapEntry<K,V>
A Map Entry tied to a map underneath. |
class |
UnmodifiableMapEntry<K,V>
A Map.Entry that throws UnsupportedOperationException
when setValue is called. |
| Constructors in org.apache.commons.collections15.keyvalue with parameters of type KeyValue | |
|---|---|
DefaultKeyValue(KeyValue<K,V> pair)
Constructs a new pair from the specified KeyValue. |
|
DefaultMapEntry(KeyValue<K,V> pair)
Constructs a new entry from the specified KeyValue. |
|
UnmodifiableMapEntry(KeyValue<K,V> pair)
Constructs a new entry from the specified KeyValue. |
| Uses of KeyValue in org.apache.commons.collections15.map |
|---|
| Classes in org.apache.commons.collections15.map that implement KeyValue | |
|---|---|
protected static class |
AbstractHashedMap.HashEntry<K,V>
HashEntry used to store the data. |
protected static class |
AbstractLinkedMap.LinkEntry<K,V>
LinkEntry that stores the data. |
protected static class |
AbstractReferenceMap.ReferenceEntry<K,V>
A MapEntry implementation for the map. |
protected static class |
IdentityMap.IdentityEntry<K,V>
HashEntry |
class |
SingletonMap<K,V>
A Map implementation that holds a single item and is fixed size. |
| Constructors in org.apache.commons.collections15.map with parameters of type KeyValue | |
|---|---|
SingletonMap(KeyValue<K,V> keyValue)
Constructor specifying the key and value as a KeyValue . |
|
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| PREV NEXT | FRAMES NO FRAMES |


{% include globals/head.html %}
{% include headers/header-01.html %} {{ content }} {% include socials/social-01.html %} {% include footers/footer-01.html %} {% include globals/scripts.html %}


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AssistTech Innovation
Absolutely Fabulous Corporate
Autonomous Robot Research
Community volunteer service as a Trained Firefighter


lib\Crypt\Random.php
- author
- Jim Wigginton<EMAIL_ADDRESS>- copyright
- MMVII Jim Wigginton
- license
- http://www.opensource.org/licenses/mit-license.html MIT License
- link
- http://phpseclib.sourceforge.net
- package
- Crypt
- subpackage
- Crypt_Random
- version
- $Id: Random.php,v 1.9 2010/04/24 06:40:48 terrafrost Exp $
- Functions
- crypt_random
Description
Random Number Generator
PHP versions 4 and 5
Here's a short example of how to use this library:
LICENSE: Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Functions
crypt_random
crypt_random(
\optional $min
=
0, \optional $max
=
0x7FFFFFFF
)
:
Integer
Generate a random value.
On 32-bit machines, the largest distance that can exist between $min and $max is 2**31. If $min and $max are farther apart than that then the last ($max - range) numbers.
Depending on how this is being used, it may be worth while to write a replacement. For example, a PHP-based web app that stores its data in an SQL database can collect more entropy than this function can.
Arguments
- $min
- \optional
Integer $min - $max
- \optional
Integer $max
Output
- Integer
Details
- access
- public


Biography
Hi! I am a fourth-year PhD student in
Ramachandran's lab at Brown University
CCMB. Most of my work is co-advised by Dr.
Crawford. I previously obtained my BS in Computational Biology from Cornell University where I was an undergraduate researcher in
Clark's lab. I am broadly interested in machine learning, deep learning, Bayesian statistics, quantitative genetics, and computational biology.


Daniel Egan
@danielegan
Technical Evangelist, Microsoft
http://TheSociableGeek.com
Jeremy Foster
@codefoster
Technical Evangelist, Microsoft
http://CodeFoster.com
Kristin Ottofy
@kristinottofy
Technical Evangelist, Micosoft
Scott Laurent
<EMAIL_ADDRESS>HealthStyles Exercise Equipment
PART 1:
SERVER
Express
Mongo
Azure
socket.io
PART 2:
UI AND DEVICE
Angular 2.0
TypeScript
Rx.js
socket.io
PART 3:
WE RACE!
rowing technique


Min3D
A project to explore 3d rendering in javascript using the cpu only (*). Generally speaking all of this is an exceptionally bad idea, but it's fun. Probably.
- Version 1: the bare minimal implementation needed to render a mesh onto the screen.
- Version 2: some marginal upgrades from version 1.
- Version 3: some incremental upgrades from version 2 (solid polygons and some light).
- Version 4: the sequel to version 3. This doesn't do anything in 3d, it just is the setup for rasterization.
Project page
(*) except for those parts under the hood where the canvas implementation uses the gpu, but those factors are not under our control.
List of useful links


Sample Report
You can embed a sample report and interact with Power BI Embedded firsthand by clicking below.
Sample Report Visual
You can embed a sample report visual and interact with Power BI Embedded firsthand by clicking below.
Sample Q&A
You can embed a sample Q&A and interact with Power BI Embedded firsthand by clicking below.
Sample Dashboard
You can embed a sample dashboard and interact with Power BI Embedded firsthand by clicking below.
Sample Tile
You can embed a sample Tile and interact with Power BI Embedded firsthand by clicking below.


UAPush Class Reference
| Inherits from | NSObject |
| Declared in | UAPush.h |
Overview
This singleton provides an interface to the functionality provided by the Urban Airship iOS Push API.
Tasks
Push Notifications
-
backgroundPushNotificationsEnabled
property -
backgroundPushNotificationsEnabledByDefault
property -
userPushNotificationsEnabled
property -
pushTokenRegistrationEnabled
property -
allowUnregisteringUserNotificationTypes
property -
requireSettingsAppToDisableUserNotifications
property -
userPushNotificationsEnabledByDefault
property -
deviceToken
property -
channelID
property -
notificationOptions
property -
customCategories
property -
combinedCategories
property -
requireAuthorizationForDefaultCategories
property -
pushNotificationDelegate
property -
registrationDelegate
property -
launchNotificationResponse
property -
authorizedNotificationOptions
property -
defaultPresentationOptions
property
Autobadge
Alias
-
alias
property
Tags
-
tags
property -
channelTagRegistrationEnabled
property -
– addTag:
-
– addTags:
-
– removeTag:
-
– removeTags:
Tag Groups
Quiet Time
-
quietTime
property -
timeZone
property -
quietTimeEnabled
property -
– setQuietTimeStartHour:startMinute:endHour:endMinute:
Channel Registration
Properties
alias
Alias for this device
@property (nonatomic, copy, nullable) NSString *alias
Declared In
UAPush.h
allowUnregisteringUserNotificationTypes
This setting controls the underlying behavior of the SDK when user notifications are disabled.
When set to NO
and user notifications are disabled with the userPushNotificationsEnabled
property, this SDK will mark the device as opted-out on the Urban Airship server but the OS-level
settings will still show this device as able to receive user notifications.
@property (nonatomic, assign) BOOL allowUnregisteringUserNotificationTypes
Discussion
This is a temporary flag to work around an issue in iOS 8 where unregistering user notification types may prevent the device from being able to register with other types without a device restart. It will be removed once the issue is addressed in iOS 8.
This setting defaults to YES
due to the new flag requireSettingsAppToDisableUserNotifications.
To enable UA SDK 5 behavior, set this flag and requireSettingsAppToDisableUserNotifications
to NO
.
Declared In
UAPush.h
authorizedNotificationOptions
The current authorized notification options.
@property (nonatomic, assign, readonly) UANotificationOptions authorizedNotificationOptions
Declared In
UAPush.h
autobadgeEnabled
Toggle the Urban Airship auto-badge feature. Defaults to NO
If enabled, this will update the
badge number stored by Urban Airship every time the app is started or foregrounded.
@property (nonatomic, assign, getter=isAutobadgeEnabled) BOOL autobadgeEnabled
Declared In
UAPush.h
backgroundPushNotificationsEnabled
Enables/disables background remote notifications on this device through Urban Airship.
Defaults to YES
.
@property (nonatomic, assign) BOOL backgroundPushNotificationsEnabled
Declared In
UAPush.h
backgroundPushNotificationsEnabledByDefault
Sets the default value for backgroundPushNotificationsEnabled. The default is YES
.
After the backgroundPushNotificationsEnabled value has been directly set, this
value has no effect.
@property (nonatomic, assign) BOOL backgroundPushNotificationsEnabledByDefault
Declared In
UAPush.h
channelID
The channel ID for this device.
@property (nonatomic, copy, readonly, nullable) NSString *channelID
Declared In
UAPush.h
channelTagRegistrationEnabled
Allows setting tags from the device. Tags can be set from either the server or the device, but not both (without synchronizing the data), so use this flag to explicitly enable or disable the device-side flags.
@property (nonatomic, assign, getter=isChannelTagRegistrationEnabled) BOOL channelTagRegistrationEnabled
Discussion
Set this to NO
to prevent the device from sending any tag information to the server when using
server-side tagging. Defaults to YES
.
Declared In
UAPush.h
combinedCategories
The combined set of notification categories from customCategories
set by the app
and the Urban Airship provided categories.
@property (nonatomic, readonly) NSSet<UANotificationCategory*> *combinedCategories
Declared In
UAPush.h
customCategories
Custom notification categories. Urban Airship default notification categories will be unaffected by this field.
@property (nonatomic, strong) NSSet<UANotificationCategory*> *customCategories
Discussion
Changes to this value will not take effect until the next time the app registers with updateRegistration.
Declared In
UAPush.h
defaultPresentationOptions
The default presentation options to use for foreground notifications.
@property (nonatomic, assign) UNNotificationPresentationOptions defaultPresentationOptions
Discussion
Note: this property is relevant only for iOS 10 and above.
Declared In
UAPush.h
deviceToken
The device token for this device, as a hex string.
@property (nonatomic, copy, readonly, nullable) NSString *deviceToken
Declared In
UAPush.h
launchNotificationResponse
Notification response that launched the application.
@property (nonatomic, readonly, strong, nullable) UANotificationResponse *launchNotificationResponse
Declared In
UAPush.h
notificationOptions
User Notification options this app will request from APNS. Changes to this value will not take effect the next time the app registers with updateRegistration.
@property (nonatomic, assign) UANotificationOptions notificationOptions
Discussion
Defaults to alert, sound and badge.
Declared In
UAPush.h
pushNotificationDelegate
Set a delegate that implements the UAPushNotificationDelegate protocol.
@property (nonatomic, weak, nullable) id<UAPushNotificationDelegate> pushNotificationDelegate
Declared In
UAPush.h
pushTokenRegistrationEnabled
Enables/disables sending the device token during channel registration.
Defaults to YES
. If set to NO
, the app will not be able to receive push
notifications.
@property (nonatomic, assign) BOOL pushTokenRegistrationEnabled
Declared In
UAPush.h
quietTime
Quiet time settings for this device.
@property (nonatomic, copy, readonly, nullable) NSDictionary *quietTime
Declared In
UAPush.h
quietTimeEnabled
Enables/Disables quiet time
@property (nonatomic, assign, getter=isQuietTimeEnabled) BOOL quietTimeEnabled
Declared In
UAPush.h
registrationDelegate
Set a delegate that implements the UARegistrationDelegate protocol.
@property (nonatomic, weak, nullable) id<UARegistrationDelegate> registrationDelegate
Declared In
UAPush.h
requireAuthorizationForDefaultCategories
Sets authorization required for the default Urban Airship categories. Only applies to background user notification actions.
@property (nonatomic, assign) BOOL requireAuthorizationForDefaultCategories
Discussion
Changes to this value will not take effect until the next time the app registers with updateRegistration.
Declared In
UAPush.h
requireSettingsAppToDisableUserNotifications
This setting controls the behavior of the userPushNotificationsEnabled setting. If set to YES
, the
application will not be allowed to set userPushNotificationsEnabled to NO
, and instead, the user should
be directed to the iOS Settings app via the UIApplicationOpenSettingsURLString URL constant. The iOS
Settings app is the preferred method of disabling user notifications as of iOS 8.
@property (nonatomic, assign) BOOL requireSettingsAppToDisableUserNotifications
Discussion
The setting defaults to YES
on iOS 8+. Changing this setting to NO
could allow notifications with user-visible components
(badge, alert, or sound) to be processed by the OS if the notification also has a background content-available
flag in the aps
section of the notification.
On versions of iOS prior to iOS 8, this flag will always return NO
. Those iOS versions do not allow linking
to the Settings app and are unaffected by the opt-out after opt-in bug.
To open the iOS Settings app directly to your application’s settings:
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:UIApplicationOpenSettingsURLString]]
Declared In
UAPush.h
tags
Tags for this device.
@property (nonatomic, copy) NSArray<NSString*> *tags
Declared In
UAPush.h
timeZone
Time Zone for quiet time. If the time zone is not set, the current local time zone is returned.
@property (nonatomic, strong) NSTimeZone *timeZone
Declared In
UAPush.h
userPushNotificationsEnabled
Enables/disables user notifications on this device through Urban Airship.
Defaults to NO
. Once set to YES
, the user will be prompted for remote notifications.
@property (nonatomic, assign) BOOL userPushNotificationsEnabled
Discussion
On iOS 8+, we recommend that you do not change this value to NO
and instead direct users to
the iOS Settings App. As such, the transition from YES
to NO
is disabled by default on iOS 8+.
Please see requireSettingsAppToDisableUserNotifications for details.
Declared In
UAPush.h
userPushNotificationsEnabledByDefault
Sets the default value for userPushNotificationsEnabled. The default is NO
.
After the userPushNotificationsEnabled value has been directly set, this value
has no effect.
@property (nonatomic, assign) BOOL userPushNotificationsEnabledByDefault
Declared In
UAPush.h
Instance Methods
addTag:
Adds a tag to the list of tags for the device.
To update the server, make all of your changes, then call
updateRegistration
to update the Urban Airship server.
- (void)addTag:(NSString *)tag
Parameters
- tag
Tag to be added
Discussion
Note: When updating multiple server-side values (tags, alias, time zone, quiet time), set the
values first, then call updateRegistration
. Batching these calls improves performance.
Declared In
UAPush.h
addTags:
Adds a group of tags to the current list of device tags. To update the server, make all of your
changes, then call updateRegistration
.
- (void)addTags:(NSArray<NSString*> *)tags
Parameters
- tags
Array of new tags
Discussion
Note: When updating multiple server-side values (tags, alias, time zone, quiet time), set the
values first, then call updateRegistration
. Batching these calls improves performance.
Declared In
UAPush.h
addTags:group:
Add tags to channel tag groups. To update the server,
make all of your changes, then call updateRegistration
.
- (void)addTags:(NSArray<NSString*> *)tags group:(NSString *)tagGroupID
Declared In
UAPush.h
enableChannelCreation
Enables channel creation if channelCreationDelayEnabled was set to YES
in the config.
- (void)enableChannelCreation
Declared In
UAPush.h
removeTag:
Removes a tag from the current tag list. To update the server, make all of your changes, then call
updateRegistration
.
- (void)removeTag:(NSString *)tag
Parameters
- tag
Tag to be removed
Discussion
Note: When updating multiple server-side values (tags, alias, time zone, quiet time), set the
values first, then call updateRegistration
. Batching these calls improves performance.
Declared In
UAPush.h
removeTags:
Removes a group of tags from a device. To update the server, make all of your changes, then call
updateRegistration
.
- (void)removeTags:(NSArray<NSString*> *)tags
Parameters
- tags
Array of tags to be removed
Discussion
Note: When updating multiple server-side values (tags, alias, time zone, quiet time), set the
values first, then call updateRegistration
. Batching these calls improves performance.
Declared In
UAPush.h
removeTags:group:
Removes tags from channel tag groups. To update the server,
make all of your changes, then call updateRegistration
.
- (void)removeTags:(NSArray<NSString*> *)tags group:(NSString *)tagGroupID
Declared In
UAPush.h
resetBadge
Resets the badge to zero (0) on both the device and on Urban Airships servers. This is a
convenience method for setBadgeNumber:0
.
- (void)resetBadge
Declared In
UAPush.h
setBadgeNumber:
Sets the badge number on the device and on the Urban Airship server.
- (void)setBadgeNumber:(NSInteger)badgeNumber
Parameters
- badgeNumber
The new badge number
Declared In
UAPush.h
setQuietTimeStartHour:startMinute:endHour:endMinute:
Sets the quiet time start and end time. The start and end time does not change if the time zone changes. To set the time zone, see ‘timeZone’.
- (void)setQuietTimeStartHour:(NSUInteger)startHour startMinute:(NSUInteger)startMinute endHour:(NSUInteger)endHour endMinute:(NSUInteger)endMinute
Parameters
- startHour
Quiet time start hour. Only 0-23 is valid.
- startMinute
Quiet time start minute. Only 0-59 is valid.
- endHour
Quiet time end hour. Only 0-23 is valid.
- endMinute
Quiet time end minute. Only 0-59 is valid.
Discussion
Update the server after making changes to the quiet time with the
updateRegistration
call. Batching these calls improves API and client performance.
Warning: This method does not automatically enable quiet time and does not
automatically update the server. Please refer to quietTimeEnabled
and
updateRegistration
methods for more information.
Declared In
UAPush.h
updateRegistration
Registers or updates the current registration with an API call. If push notifications are not enabled, this unregisters the device token.
- (void)updateRegistration
Discussion
Add a UARegistrationDelegate
to UAPush
to receive success and failure callbacks.
Declared In
UAPush.h


Having the right the degree of fexibility regarding the situation to be modeled in the key concern of JSMF. However, withtout control flexibilty is just plain data: model checking facility completes JSMF to balance between flexibility and requirements for model manipulation.
Model transformation is one core aspect of model manipulation. Operations/functions on models can be defined as model transformations
Model management (or megamodel, macromodel) is the key to ensure a coherent and efficient modelling landscape. This is of particular interest when dealing with a multi-models, multi-perspective, multi-stakeholder modelling situation.
By essence, in MDE, (meta)models are structured information. However, information is not necessarily structure by nature (e.g., raw data). However, such a structure (i.e., metamodel) could emmerge from the analysis of data apply naïve and advanced artificial intelligence. JSMF aims at supporting the situations where models are not necessarily the first citizen entities but where data is.
We experience since 2008 the use of traditional Model-Driven Engineering (MDE) tools in Eclipse and found some limitation to our first topic of interest: Web User Interfaces generation. For instance, exploration phases, where metamodels usually evolved are hard to maintain. Not straightforward Integration with Web technology was also a limiting factor for development for the web.
After a meeting with Jean Bezivin we learnt that current Eclipse Modelling Framework (EMF) was stuck into Eclipse development process, dependent on other Eclipse components. Thus, it could not evolve to more flexibly (e.g., flexible conformance relation). We start designing a simple modelling framework that 1/ uses web technologies and 2/ flexible enough to support partial conformance checking.
We developed a first version of a modelling framework following the JavaScript world philosophy. This framework is later enriched by other tools such as model to model transformation, model checking, model navigation, metamodel inference, etc...
Lead Designer and Developer
Lead Developer
Domain Expert & Solution Developer
The current team would also like to thank Alain Vagner and Alfonso García-Frey for their insights, motivating discussions and contributions to the framework.


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