| Package | Description |
|---|---|
| com.destroystokyo.paper.entity | |
| com.destroystokyo.paper.event.entity | |
| com.destroystokyo.paper.loottable | |
| org.bukkit |
More generalized classes in the API.
|
| org.bukkit.entity |
Interfaces for non-voxel objects that can exist in a
world , including all players, monsters, projectiles, etc. |
| org.bukkit.entity.minecart |
Interfaces for various
Minecart types. |
| org.bukkit.event.block | |
| org.bukkit.event.entity | |
| org.bukkit.event.hanging |
Events relating to entities that hang . |
| org.bukkit.event.player | |
| org.bukkit.event.vehicle |
Events relating to vehicular entities . |
| org.bukkit.inventory |
Classes involved in manipulating player inventories and item interactions.
|
| org.spigotmc.event.entity |
| Modifier and Type | Interface and Description |
|---|---|
interface |
RangedEntity |
interface |
SentientNPC
Used to determine ACTUAL Living NPC's.
|
| Modifier and Type | Method and Description |
|---|---|
Entity |
ProjectileCollideEvent.getCollidedWith()
Get the entity the projectile collided with
|
Entity |
EntityPathfindEvent.getEntity()
The Entity that is pathfinding.
|
Entity |
EntityKnockbackByEntityEvent.getHitBy() |
Entity |
EntityZapEvent.getReplacementEntity()
Gets the entity that will replace the struck entity.
|
Entity |
EntityPathfindEvent.getTargetEntity()
If the Entity is trying to pathfind to an entity, this is the entity in relation.
|
| Constructor and Description |
|---|
EntityAddToWorldEvent(Entity entity) |
EntityKnockbackByEntityEvent(LivingEntity entity,
Entity hitBy,
float knockbackStrength,
Vector acceleration) |
EntityPathfindEvent(Entity entity,
Location loc,
Entity targetEntity) |
EntityRemoveFromWorldEvent(Entity entity) |
EntityTeleportEndGatewayEvent(Entity what,
Location from,
Location to,
EndGateway gateway) |
EntityZapEvent(Entity entity,
LightningStrike bolt,
Entity replacementEntity) |
ProjectileCollideEvent(Projectile what,
Entity collidedWith) |
| Modifier and Type | Method and Description |
|---|---|
Entity |
LootableEntityInventory.getEntity()
Gets the entity that is lootable
|
| Modifier and Type | Method and Description |
|---|---|
<T extends Entity> |
World.getEntitiesByClass(Class<T>... classes)
Deprecated.
|
<T extends Entity> |
World.getEntitiesByClass(Class<T> cls)
Get a collection of all entities in this World matching the given
class/interface
|
<T extends Entity> |
Location.getNearbyEntitiesByType(Class<? extends Entity> clazz,
double xRadius,
double yRadius,
double zRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends Entity> clazz,
Location loc,
double xRadius,
double yRadius,
double zRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
<T extends Entity> |
Location.getNearbyEntitiesByType(Class<? extends T> clazz,
double radius)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
<T extends Entity> |
Location.getNearbyEntitiesByType(Class<? extends T> clazz,
double xzRadius,
double yRadius)
Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
|
<T extends Entity> |
Location.getNearbyEntitiesByType(Class<? extends T> clazz,
double xRadius,
double yRadius,
double zRadius)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
<T extends Entity> |
Location.getNearbyEntitiesByType(Class<? extends T> clazz,
double xzRadius,
double yRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
|
<T extends Entity> |
Location.getNearbyEntitiesByType(Class<? extends T> clazz,
double radius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double radius)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double xzRadius,
double yRadius)
Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double xRadius,
double yRadius,
double zRadius)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double xzRadius,
double yRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double radius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
<T extends Entity> |
World.spawn(Location location,
Class<T> clazz)
Spawn an entity of a specific class at the given
Location |
<T extends Entity> |
World.spawn(Location location,
Class<T> clazz,
Consumer<T> function)
Spawn an entity of a specific class at the given
Location , with
the supplied function run before the entity is added to the world. |
| Modifier and Type | Method and Description |
|---|---|
Entity[] |
Chunk.getEntities()
Get a list of all entities in the chunk.
|
Entity |
World.getEntity(UUID uuid)
Gets an entity in this world by its UUID
|
static Entity |
Bukkit.getEntity(UUID uuid)
Gets an entity on the server by its UUID
|
Entity |
Server.getEntity(UUID uuid)
Gets an entity on the server by its UUID
|
Entity |
World.spawnEntity(Location loc,
EntityType type)
Creates a entity at the given
Location |
| Modifier and Type | Method and Description |
|---|---|
Class<? extends Entity> |
EntityEffect.getApplicable()
Gets entity superclass which this affect is applicable to.
|
List<Entity> |
World.getEntities()
Get a list of all entities in this World
|
Collection<Entity> |
World.getEntitiesByClasses(Class<?>... classes)
Get a collection of all entities in this World matching any of the
given classes/interfaces
|
Collection<Entity> |
Location.getNearbyEntities(double x,
double y,
double z)
Returns a list of entities within a bounding box centered around a Location.
|
Collection<Entity> |
World.getNearbyEntities(Location location,
double x,
double y,
double z)
Returns a list of entities within a bounding box centered around a Location.
|
| Modifier and Type | Method and Description |
|---|---|
default boolean |
World.createExplosion(Entity source,
float power)
Creates explosion at given entities location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
boolean |
Location.createExplosion(Entity source,
float power)
Creates explosion at this location with given power, with the specified entity as the source.
|
default boolean |
World.createExplosion(Entity source,
float power,
boolean setFire)
Creates explosion at given entities location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
boolean |
Location.createExplosion(Entity source,
float power,
boolean setFire)
Creates explosion at this location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
default boolean |
World.createExplosion(Entity source,
float power,
boolean setFire,
boolean breakBlocks)
Creates explosion at given entities location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
boolean |
Location.createExplosion(Entity source,
float power,
boolean setFire,
boolean breakBlocks)
Creates explosion at this location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
default boolean |
World.createExplosion(Entity source,
Location loc,
float power)
Creates explosion at given location with given power, with the specified entity as the source.
|
default boolean |
World.createExplosion(Entity source,
Location loc,
float power,
boolean setFire)
Creates explosion at given location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
boolean |
World.createExplosion(Entity source,
Location loc,
float power,
boolean setFire,
boolean breakBlocks)
Creates explosion at given location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
| Modifier and Type | Method and Description |
|---|---|
<T extends Entity> |
Location.getNearbyEntitiesByType(Class<? extends Entity> clazz,
double xRadius,
double yRadius,
double zRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends Entity> clazz,
Location loc,
double xRadius,
double yRadius,
double zRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
| Modifier and Type | Interface and Description |
|---|---|
interface |
AbstractHorse
Represents a Horse-like creature.
|
interface |
Ageable
Represents an entity that can age and breed.
|
interface |
Ambient
Represents an ambient mob
|
interface |
Animals
Represents an Animal.
|
interface |
AreaEffectCloud
Represents an area effect cloud which will imbue a potion effect onto
entities which enter it.
|
interface |
ArmorStand |
interface |
Arrow
Represents an arrow.
|
interface |
Bat
Represents a Bat
|
interface |
Blaze
Represents a Blaze monster
|
interface |
Boat
Represents a boat entity.
|
interface |
CaveSpider
Represents a Spider.
|
interface |
ChestedHorse
Represents Horse-like creatures which can carry an inventory.
|
interface |
Chicken
Represents a Chicken.
|
interface |
ComplexEntityPart
Represents a single part of a
ComplexLivingEntity |
interface |
ComplexLivingEntity
Represents a complex living entity - one that is made up of various smaller
parts
|
interface |
Cow
Represents a Cow.
|
interface |
Creature
Represents a Creature.
|
interface |
Creeper
Represents a Creeper
|
interface |
Damageable
Represents an
Entity that has health and can take damage. |
interface |
Donkey
Represents a Donkey - variant of
ChestedHorse . |
interface |
DragonFireball |
interface |
Egg
Represents a thrown egg.
|
interface |
ElderGuardian
Represents an ElderGuardian - variant of
Guardian . |
interface |
EnderCrystal
A crystal that heals nearby EnderDragons
|
interface |
EnderDragon
Represents an Ender Dragon
|
interface |
EnderDragonPart
Represents an ender dragon part
|
interface |
Enderman
Represents an Enderman.
|
interface |
Endermite |
interface |
EnderPearl
Represents a thrown Ender Pearl entity
|
interface |
EnderSignal
Represents an EnderSignal, which is created upon throwing an ender eye.
|
interface |
Evoker
Represents an Evoker "Illager".
|
interface |
EvokerFangs
Represents Evoker Fangs.
|
interface |
ExperienceOrb
Represents an Experience Orb.
|
interface |
Explosive
A representation of an explosive entity
|
interface |
FallingBlock
Represents a falling block
|
interface |
Fireball
Represents a Fireball.
|
interface |
Firework |
interface |
Fish
Deprecated.
in favor of
FishHook |
interface |
FishHook
Represents a fishing hook.
|
interface |
Flying
Represents a Flying Entity.
|
interface |
Ghast
Represents a Ghast.
|
interface |
Giant
Represents a Giant.
|
interface |
Golem
A mechanical creature that may harm enemies.
|
interface |
Guardian |
interface |
Hanging
Represents a Hanging entity
|
interface |
Horse
Represents a Horse.
|
interface |
HumanEntity
Represents a human entity, such as an NPC or a player
|
interface |
Husk
Represents a Husk - variant of
Zombie . |
interface |
Illager
Represents a type of "Illager".
|
interface |
Illusioner
Represents an Illusioner "Illager".
|
interface |
IronGolem
An iron Golem that protects Villages.
|
interface |
Item
Represents an Item.
|
interface |
ItemFrame
Represents an Item Frame
|
interface |
LargeFireball
Represents a large
Fireball |
interface |
LeashHitch
Represents a Leash Hitch on a fence
|
interface |
LightningStrike
Represents an instance of a lightning strike.
|
interface |
LingeringPotion
Represents a thrown lingering potion bottle
|
interface |
LivingEntity
Represents a living entity, such as a monster or player
|
interface |
Llama
Represents a Llama.
|
interface |
LlamaSpit
Represents Llama spit.
|
interface |
MagmaCube
Represents a MagmaCube.
|
interface |
Minecart
Represents a minecart entity.
|
interface |
Monster
Represents a Monster.
|
interface |
Mule
Represents a Mule - variant of
ChestedHorse . |
interface |
MushroomCow
Represents a mushroom
Cow |
interface |
NPC
Represents a non-player character
|
interface |
Ocelot
A wild tameable cat
|
interface |
Painting
Represents a Painting.
|
interface |
Parrot
Represents a Parrot.
|
interface |
Pig
Represents a Pig.
|
interface |
PigZombie
Represents a Pig Zombie.
|
interface |
Player
Represents a player, connected or not
|
interface |
PolarBear
Represents a polar bear.
|
interface |
Projectile
Represents a shootable entity.
|
interface |
Rabbit |
interface |
Sheep
Represents a Sheep.
|
interface |
Shulker |
interface |
ShulkerBullet |
interface |
Silverfish
Represents a Silverfish.
|
interface |
Skeleton
Represents a Skeleton.
|
interface |
SkeletonHorse
Represents a SkeletonHorse - variant of
AbstractHorse . |
interface |
Slime
Represents a Slime.
|
interface |
SmallFireball
Represents a small
Fireball |
interface |
Snowball
Represents a snowball.
|
interface |
Snowman
Represents a snowman entity
|
interface |
SpectralArrow
Represents a spectral arrow.
|
interface |
Spellcaster
Represents a spell casting "Illager".
|
interface |
Spider
Represents a Spider.
|
interface |
SplashPotion
Represents a thrown splash potion bottle
|
interface |
Squid
Represents a Squid.
|
interface |
Stray
Represents a Stray - variant of
Skeleton . |
interface |
Tameable |
interface |
ThrownExpBottle
Represents a thrown Experience bottle.
|
interface |
ThrownPotion
Represents a thrown potion bottle
|
interface |
TippedArrow |
interface |
TNTPrimed
Represents a Primed TNT.
|
interface |
Vehicle
Represents a vehicle entity.
|
interface |
Vex
Represents a Vex.
|
interface |
Villager
Represents a villager NPC
|
interface |
Vindicator
Represents a Vindicator.
|
interface |
WaterMob
Represents a Water Mob
|
interface |
Weather
Represents a Weather related entity, such as a storm
|
interface |
Witch
Represents a Witch
|
interface |
Wither
Represents a Wither boss
|
interface |
WitherSkeleton
Represents a WitherSkeleton - variant of
Skeleton . |
interface |
WitherSkull
Represents a wither skull
Fireball . |
interface |
Wolf
Represents a Wolf
|
interface |
Zombie
Represents a Zombie.
|
interface |
ZombieHorse
Represents a ZombieHorse - variant of
AbstractHorse . |
interface |
ZombieVillager
|
| Modifier and Type | Method and Description |
|---|---|
Entity |
LivingEntity.getLeashHolder()
Gets the entity that is currently leading this entity.
|
Entity |
Entity.getPassenger()
Deprecated.
entities may have multiple passengers, use
getPassengers() |
Entity |
HumanEntity.getShoulderEntityLeft()
Deprecated.
There are currently no well defined semantics regarding
serialized entities in Bukkit. Use with care.
|
Entity |
HumanEntity.getShoulderEntityRight()
Deprecated.
There are currently no well defined semantics regarding
serialized entities in Bukkit. Use with care.
|
Entity |
TNTPrimed.getSource()
Gets the source of this primed TNT.
|
Entity |
Player.getSpectatorTarget()
Gets the entity which is followed by the camera when in
GameMode.SPECTATOR . |
Entity |
ShulkerBullet.getTarget()
Retrieve the target of this bullet.
|
Entity |
Entity.getVehicle()
Get the vehicle that this player is inside.
|
Entity |
HumanEntity.releaseLeftShoulderEntity()
If there is an Entity on this entities left shoulder, it will be released to the world and returned.
|
Entity |
HumanEntity.releaseRightShoulderEntity()
If there is an Entity on this entities left shoulder, it will be released to the world and returned.
|
| Modifier and Type | Method and Description |
|---|---|
Class<? extends Entity> |
EntityType.getEntityClass() |
List<Entity> |
Entity.getNearbyEntities(double x,
double y,
double z)
Returns a list of entities within a bounding box centered around this
entity
|
List<Entity> |
Entity.getPassengers()
Gets a list of passengers of this vehicle.
|
| Modifier and Type | Method and Description |
|---|---|
boolean |
Entity.addPassenger(Entity passenger)
Add a passenger to the vehicle.
|
void |
Damageable.damage(double amount,
Entity source)
Deals the given amount of damage to this entity, from a specified
entity.
|
void |
Damageable.damage(double amount,
Entity source,
EntityDamageEvent.DamageCause cause)
Deals the given amount of damage to this entity, from a specified entity,
with a specified cause.
|
boolean |
LivingEntity.hasLineOfSight(Entity other)
Checks whether the living entity has block line of sight to another.
|
boolean |
Entity.removePassenger(Entity passenger)
Remove a passenger from the vehicle.
|
boolean |
LivingEntity.setLeashHolder(Entity holder)
Sets the leash on this entity to be held by the supplied entity.
|
boolean |
Entity.setPassenger(Entity passenger)
Deprecated.
entities may have multiple passengers, use
getPassengers() |
void |
HumanEntity.setShoulderEntityLeft(Entity entity)
Deprecated.
There are currently no well defined semantics regarding
serialized entities in Bukkit. Use with care.
|
void |
HumanEntity.setShoulderEntityRight(Entity entity)
Deprecated.
There are currently no well defined semantics regarding
serialized entities in Bukkit. Use with care.
|
void |
Player.setSpectatorTarget(Entity entity)
Sets the entity which is followed by the camera when in
GameMode.SPECTATOR . |
void |
ShulkerBullet.setTarget(Entity target)
Sets the target of this bullet
|
boolean |
Entity.teleport(Entity destination)
Teleports this entity to the target Entity.
|
boolean |
Entity.teleport(Entity destination,
PlayerTeleportEvent.TeleportCause cause)
Teleports this entity to the target Entity.
|
| Modifier and Type | Interface and Description |
|---|---|
interface |
CommandMinecart |
interface |
ExplosiveMinecart
Represents a Minecart with TNT inside it that can explode when triggered.
|
interface |
HopperMinecart
Represents a Minecart with a Hopper inside it
|
interface |
PoweredMinecart
Represents a powered minecart.
|
interface |
RideableMinecart
Represents a minecart that can have certain
entities as passengers. |
interface |
SpawnerMinecart
Represents a Minecart with an
entity spawner inside it. |
interface |
StorageMinecart
Represents a minecart with a chest.
|
| Modifier and Type | Method and Description |
|---|---|
Entity |
CauldronLevelChangeEvent.getEntity()
Get entity which did this.
|
Entity |
EntityBlockFormEvent.getEntity()
Get the entity that formed the block.
|
Entity |
BlockIgniteEvent.getIgnitingEntity()
Gets the entity who ignited this block
|
| Constructor and Description |
|---|
BlockIgniteEvent(Block theBlock,
BlockIgniteEvent.IgniteCause cause,
Entity ignitingEntity) |
BlockIgniteEvent(Block theBlock,
BlockIgniteEvent.IgniteCause cause,
Entity ignitingEntity,
Block ignitingBlock) |
CauldronLevelChangeEvent(Block block,
Entity entity,
CauldronLevelChangeEvent.ChangeReason reason,
int oldLevel,
int newLevel) |
EntityBlockFormEvent(Entity entity,
Block block,
BlockState blockstate) |
| Modifier and Type | Field and Description |
|---|---|
protected Entity |
EntityEvent.entity |
| Modifier and Type | Method and Description |
|---|---|
Entity |
EntityCombustByEntityEvent.getCombuster()
Get the entity that caused the combustion event.
|
Entity |
EntityDamageByEntityEvent.getDamager()
Returns the entity that damaged the defender.
|
Entity |
EntityEvent.getEntity()
Returns the Entity involved in this event
|
Entity |
PlayerLeashEntityEvent.getEntity()
Returns the entity being leashed.
|
Entity |
ProjectileHitEvent.getHitEntity()
Gets the entity that was hit, if it was an entity that was hit.
|
Entity |
PlayerLeashEntityEvent.getLeashHolder()
Returns the entity that is holding the leash.
|
Entity |
EntityShootBowEvent.getProjectile()
Gets the projectile which will be launched by this event
|
Entity |
EntityTargetEvent.getTarget()
Get the entity that this is targeting.
|
| Modifier and Type | Method and Description |
|---|---|
void |
EntityShootBowEvent.setProjectile(Entity projectile)
Replaces the projectile which will be launched
|
void |
EntityTargetLivingEntityEvent.setTarget(Entity target)
Set the Entity that you want the mob to target.
|
void |
EntityTargetEvent.setTarget(Entity target)
Set the entity that you want the mob to target instead.
|
| Modifier and Type | Method and Description |
|---|---|
Entity |
HangingBreakByEntityEvent.getRemover()
Gets the entity that removed the hanging entity
|
| Constructor and Description |
|---|
HangingBreakByEntityEvent(Hanging hanging,
Entity remover) |
HangingBreakByEntityEvent(Hanging hanging,
Entity remover,
HangingBreakEvent.RemoveCause cause) |
| Modifier and Type | Field and Description |
|---|---|
protected Entity |
PlayerInteractEntityEvent.clickedEntity |
| Modifier and Type | Method and Description |
|---|---|
Entity |
PlayerFishEvent.getCaught()
Gets the entity caught by the player.
|
Entity |
PlayerShearEntityEvent.getEntity()
Gets the entity the player is shearing
|
Entity |
PlayerInteractEntityEvent.getRightClicked()
Gets the entity that was rightclicked by the player.
|
Entity |
PlayerExpChangeEvent.getSource()
Get the source that provided the experience.
|
| Constructor and Description |
|---|
PlayerExpChangeEvent(Player player,
Entity sourceEntity,
int expAmount) |
PlayerFishEvent(Player player,
Entity entity,
Fish hookEntity,
PlayerFishEvent.State state) |
PlayerInteractAtEntityEvent(Player who,
Entity clickedEntity,
Vector position) |
PlayerInteractAtEntityEvent(Player who,
Entity clickedEntity,
Vector position,
EquipmentSlot hand) |
PlayerInteractEntityEvent(Player who,
Entity clickedEntity) |
PlayerInteractEntityEvent(Player who,
Entity clickedEntity,
EquipmentSlot hand) |
PlayerShearEntityEvent(Player who,
Entity what) |
PlayerUnleashEntityEvent(Entity entity,
Player player) |
| Modifier and Type | Method and Description |
|---|---|
Entity |
VehicleDamageEvent.getAttacker()
Gets the Entity that is attacking the vehicle
|
Entity |
VehicleDestroyEvent.getAttacker()
Gets the Entity that has destroyed the vehicle, potentially null
|
Entity |
VehicleEnterEvent.getEntered()
Gets the Entity that entered the vehicle.
|
Entity |
VehicleEntityCollisionEvent.getEntity() |
| Constructor and Description |
|---|
VehicleDamageEvent(Vehicle vehicle,
Entity attacker,
double damage) |
VehicleDestroyEvent(Vehicle vehicle,
Entity attacker) |
VehicleEnterEvent(Vehicle vehicle,
Entity entered) |
VehicleEntityCollisionEvent(Vehicle vehicle,
Entity entity) |
| Modifier and Type | Method and Description |
|---|---|
Entity |
EntityEquipment.getHolder()
Get the entity this EntityEquipment belongs to
|
| Modifier and Type | Method and Description |
|---|---|
Entity |
EntityDismountEvent.getDismounted() |
Entity |
EntityMountEvent.getMount() |
| Constructor and Description |
|---|
EntityDismountEvent(Entity what,
Entity dismounted) |
EntityMountEvent(Entity what,
Entity mount) |
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Hamtramick Music Fest 2019
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Hamtramick Music Fest 2019
March 9th, 2019
Plav 6, Hamtramick, MI


Earthlings talk a lot about the possibility of life on other planets throughout the universe, but astrophysicists say in a new study that humans may have dozens of extraterrestrial neighbors in our own galaxy — the Milky Way. The new study, published Monday in The Astrophysical Journal, shed light on just how many planets in our slice of the galaxy could be home to past, current and future alien civilizations, as well as the bleak future that could be in store for us.
“There should be at least a few dozen active civilizations in our galaxy under the assumption that it takes 5 billion years for intelligent life to form on other planets, as [it did] on Earth,” said the University of Nottingham’s Christopher J. Conselice in a statement. “The idea is looking at evolution, but on a cosmic scale. We call this calculation the Astrobiological Copernican Limit.”
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus eget bibendum nisl, non tempor massa.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus eget bibendum nisl, non tempor massa.


RichCommands is a simple, feature-rich and error-free command/argument parser. [Documentation]
const { parseCommand } = require("rich-commands");
const rawCommand = "npm i -D typescript";
const command = parseCommand(rawCommand);
console.log(command);
Expected result:
{
name: "npm",
args: ["i", "typescript"],
flags: { D: true }
}
const { parseArgs } = require("rich-commands");
const rawArgs = '1 "2 3" -f = x';
const argv = parseArgs(rawArgs);
console.log(argv);
Expected result:
{
args: ["1", "2 3"],
flags: { f: "x" }
}
command -> string commandPart*
commandPart -> argument | flag
argument -> string | empty
flag -> <FlagMarker> string [ <FlagValueMarker> argument ]
string -> rest | quoted | simple
rest -> <RestMarker> <any>*
quoted -> <OpeningQuote> (<any> - <ClosingQuote>)* <ClosingQuote>
simple -> (<any> - <Separators> - <OpeningQuotes>)+
empty -> <EmptyArgMarker>
{
quotes: ['"', ["(", ")"]],
flagMarkers: ["--", "-"],
flagValueMarkers: ["="],
emptyArgMarkers: ["~"],
escapeMarkers: ["\\"],
separators: [" ", "\n", "\r", "\t"],
restMarkers: ["::"]
}
Since v2.4.0 you can use regular expressions in the parser options.
{
quotes: ['"', ["(", ")"]],
flagMarkers: [/--?/],
flagValueMarkers: ["="],
emptyArgMarkers: ["~"],
escapeMarkers: ["\\"],
separators: [/\s+/],
restMarkers: ["::"]
}
^
and$
regex anchors might not work as you expect due to parsing implementation, you should avoid using them.
Generated using TypeDoc


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KAI
Focus Point: Heart Chakra
Concept: Everything (Created Or Not) In The Universe Is One
Mantra Meaning: I Acknowledge The All Pervading Conscious State of Things As They Are, And I Live It [I Am Conscious Of EVERYTHING]
Possible Effects: Develops Foreknowledge, Premonition, Intuition And Feeling By Acknowlegding That Everything Is One
Mantra
- NAMAH (Acknowledging)
- SAMANTA (The All Pervading In Everything)
- VAJRANAM (I Do Experience Everything As Consciousness/EVERYTHING Is A Conscious Experience
- HA (I LIVE IT [Endorses The Highest Level Of Involvement Of The Practitioner])
Gods In Religion For Added Visualization
Shinto:
Inari, either and both a God and a Goddess of abundance.
This availability to both sexes helps us detach the concept of love from sexuality,and teach us to love from the heart regardless of sexuality.
While sexuality is of great importance in our human experience, we have to train the human heart to love regardless of the concept of sexuality.
Buddhists:
Aizen Myo, the Light of Passion where we see again a link to the heart and feelings.
The Light of Passion is not the dense passion we are used to at the human level.
It is the Passion that the Spirit experiences towards all things. It's only possible manifestation is a great love for everything.
How It Works
- KAI Will Raise Your Awareness And Help You Develop Intuition
- This Mudra Is Called "Outer Bonds"...Meaning The Energy Currents That Precede Every Event, If Only For An Instant
- These Are The Specific Influences From The Outside World That Produces Every One Of Your Experiences
Visualization
As You Inhale, Focus On Your Gratitude For Everything That You Have, For Everything That Happens To You.
Pay Attention To Both What I Am Inside And Everything Around Me At The Same Time As One Single Thing
Concept
- Everything (Created Or Not) In The Universe Is One
We Wish To Bind Everything Together. Binding All Of Our Fingers Together Will Assist Our Mind In Building New Associations To Comprehend That All In The Universe Is One.
(This Concept Of Oneness Will Help Us Develop Compassion And Unconditional Love, Accept Everything As They Are, Making No More Difference From The Point Of View Of The Spirit)
Meaning
- All Or Everything (Simply Let Yourself Be Absorbed By The Grandiose Concept Of Absolutely Everything. Let Your Heart Feel Love For Everything Without Limitations And Beliefs.)
What It Is NOT
- Games Of Victimization And Self-Persecution (Our Human Ego Tends To Amplify Feelings Of Pain, Hoping To Attract Attention And Compassion From Others.)
Concept
Kai Is The Way Of Acceptance, Love And Compassion.
The Compassion Offers You A Way To Look At Painful Events, With An Eye To Seeing The Lesson That The Experience Is Trying To Teach You.
Take The Time To Embrace Every Experience You Have With Love And Compassion.
 Breathe Into It. Be Conscious And Aware Of Your Experience.
When Someone Touches You Gently, Consciously Feel It Physically And Emotionally. When Touched Aggressively, Do The Same.

It Will Elevate Your Perception Of Life And Assist You In Manifesting Enjoyable Experiences, While Accepting Whatever Happens.
Another Side-Effect Is That Your Intuition Will Naturally Become More Obvious.
You Will Become More Sensible To Life's Events As You Condition Yourself To Accept Whatever Happens Without Judgment.
The Only Judgment That You Can Apply To Your Experiences Is "I Love You", And Most Of The Time, The YOU Is Yourself.


{% for source, command in install_commands.items() %}
{{ command }}
{% endfor %}
{% else %}
You don't have any registered data sources!
{% endif %}
If you don't see a data source you expected to see,
it most likely means that you are not listed as an
owner of that data source. Make sure you have
registered
the data source. If you need to be listed as an owner
of a data source you did not originally register, please
{{ "contact us" | contact_us }}.


First of all thanks for coming here to take look at My CV, My name is Abderaouf Haouari i am cumputer science student who have a great passion for creativity and self improvment.
I love designing and managing businesses, I love helping people by creating solutions in creative way, I am fast learner also i have great ability to change at any circumstances, I love working with people that have mission in life to make big positive impact on the world.i managed the website and took care of customers emails working remotely
i was responsible for making thumbnails and writing discription for better seo (more than 40k subs,5m views generated)
i Study cumputer science here and i am on my final year here
I will be so happy to work with you, just contact me at my email :
raoufhaouari@gmail.com


Website Terms and Conditions of Use
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This will let Crypto Direct to terminate upon violations of any of these restrictions.
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When you buy crypto from us, we will set aside the purchased balance for 15 minutes. After this time has passed we will no longer guarantee the availability of the balance. If the balance isn't available you shall be provided with the balance as soon as more is available. This policy is in place to ensure that any abandoned purchases does not result in permanently reserved crypto. If you have made a purchase and not received your balance, you can request a refund by contacting us.
Returns / Refunds
Due to the nature of the asset you are purchasing we only offer refunds for situations where we have failed to provide you with the agreed balance. We offer a 1 Month period to first contact us about any failure to deliver. After this time we do not guarantee the ability to get a return/refund. The user agrees that withdrawing any purchased balance will completely waive their rights to a refund.
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Crypto Direct accepts full responsibility for ensuring users may withdraw and access any balance on the site. However the customer accepts that should they fail to provide a pay out address or are unable to be contacted within a month of a disaster requiring return of their balance, that they waive their entitlement to their whole balance.
The Customer accepts full responsibility for the validity of any wallet addresses provided to Crypto Direct. This means that any miss-directed payments created on behalf of the user are not the liability of the site. However any miss-payments or error caused by the site or service itself will not waive your entitlement to the lost balance.
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Crypto Direct legal basis for collecting and using the personal information described in this Privacy Policy depends on the Personal Information we collect and the specific context in which we collect the information:
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If you are a resident of the European Economic Area (EEA), you have certain data protection rights. If you wish to be informed what Personal Information we hold about you and if you want it to be removed from our systems, please contact us.
In certain circumstances, you have the following data protection rights:
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- The right of rectification.
- The right to object.
- The right of restriction.
- The right to data portability
- The right to withdraw consent
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GRLC Shop follows a standard procedure of using log files. These files log visitors when they visit websites. All hosting companies do this and a part of hosting services' analytics. The information collected by log files include internet protocol (IP) addresses, browser type, Internet Service Provider (ISP), date and time stamp, referring/exit pages, and possibly the number of clicks. These are not linked to any information that is personally identifiable. The purpose of the information is for analyzing trends, administering the site, tracking users' movement on the website, and gathering demographic information.
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Police desperately hunt for little Niyah after girl, 8, vanished in East London
We'll be bringing you the very latest updates, pictures and video on this breaking news story
by Andrew Gilpin, https://www.mirror.co.uk/authors/andrew-gilpin/Police in East London are desperately searching for a girl, 8, who has gone missing in the Leyton area.
Waltham Forest police are concerned for the safety of little Niyah, who has been missing for the last hour.
Anyone who sees her is asked to call 999 and quote the reference CAD 2648/16NOV19.
We'll be bringing you the very latest updates, pictures and video on this breaking news story.
Please check back regularly for updates on this developing story here at Mirror.co.uk .
For the latest news and breaking news visit Mirror.co.uk/news .
Get all the big headlines, pictures, analysis, opinion and video on the stories that matter to you.
Follow us on Twitter @DailyMirror - the official Daily Mirror & Mirror Online Twitter account - real news in real time.
We're also on Facebook /dailymirror - your must-see news, features, videos and pictures throughout the day from the Daily Mirror, Sunday Mirror and Mirror Online.


Bikepad SmartPhone mount review
This is my field impression of the Bikepad SmartPhone mount having used it for a few weeks on my Montague Paratrooper pro
TL:TRThe Bikepad is a highly functional accessory to keep your phone on your bike fully functional. Is has quality craftsmanship and a sleek design. If I had an editor-refuses-to-give-it-back award to give (I actually paid for it), I would award it.
I do cycle for longer durations and some rough spots, so I like to keep a phone in reach. Not at last to keep SWMBO updated. When I learned about Bikepad and their claim " Basically the Bikepad creates a vacuum between its surface and the device. The vacuum is strong enough to hold the device" I had to give it a try. Here's the verdict:
TL:TRThe Bikepad is a highly functional accessory to keep your phone on your bike fully functional. Is has quality craftsmanship and a sleek design. If I had an editor-refuses-to-give-it-back award to give (I actually paid for it), I would award it.
I do cycle for longer durations and some rough spots, so I like to keep a phone in reach. Not at last to keep SWMBO updated. When I learned about Bikepad and their claim " Basically the Bikepad creates a vacuum between its surface and the device. The vacuum is strong enough to hold the device" I had to give it a try. Here's the verdict:
- The Good
Works as designed. The surface indeed creates a gecko feet like suction that firmly holds the phone in place. You actually need some force to pull it our. The aluminium base is sleek and solidly build. I like the minimal design: everything is there for it to function and nothing more, form follows function at its best. The half pipe shaped aluminium connector can be easily fixed on a stem (I didn't try handlebar mount) and secured with a Velcro. It comes with a foam pipe segment to adjust to different pipe diameters.
I tried to shake the phone off in off-road or city conditions, including falling off the bike and hitting the ground (that part unplanned), but it stayed nice in place. - The Bad
Works as designed. For the vacuum to build a close contact between phone and surface is needed. For your iShiny® (that was my main test unit) or a Nexus 4 (the other phone) that isn't a problem. For anything that doesn't have a flat surface or buttons on the back, you need to test it. Also the various phone cases need to be checked carefully. I tested a Otterbox case, which has a ridge running around the back. This prevents the case body from contact with the pad. Only the ridge has contact, which provides not enough suction - and The Ugly
When it rains it pours. If the pad gets wet, it gets slippery and looses its suction. When the phone already sticks on it and it is rained on, it gradually will loose the grip. Luckily the pad comes with a littleshower caprain cover. With the cover it looks a little funny, not as cool anymore - but it does the job. Anyway you wouldn't want to expose your iShiny® to the bare elements. Another little challenge: my stem is quite thick, so the provided foam pipe is too think to squeeze between stem and half pipe. I was left with a little cutting exercise or alternative means. I opted for Sugru that holds everything in place
Posted by Stephan H Wissel on 01 September 2014 | Comments (0) | categories: Cycling


Atomic Car Race
问题描述 :
In the year 2020, a race of atomically energized cars will be held. Unlike today’s car races, fueling is not a concern of racing teams. Cars can run throughout the course without any refueling. Instead, the critical factor is tire (tyre). Teams should carefully plan where to change tires of their cars.
The race is a road race having n checkpoints in the course. Their distances from the start are a1, a2, …, and an (in kilometers). The n-th checkpoint is the goal. At the i-th checkpoint (i < n), tires of a car can be changed. Of course, a team can choose whether to change or not to change tires at each checkpoint. It takes b seconds to change tires (including overhead for braking and accelerating). There is no time loss at a checkpoint if a team chooses not to change tires.
A car cannot run fast for a while after a tire change, because the temperature of tires is lower than the designed optimum. After running long without any tire changes, on the other hand, a car cannot run fast because worn tires cannot grip the road surface well. The time to run an interval of one kilometer from x to x + 1 is given by the following expression (in seconds). Here x is a nonnegative integer denoting the distance (in kilometers) from the latest checkpoint where tires are changed (or the start). r, v, e and f are given constants.
The race is a road race having n checkpoints in the course. Their distances from the start are a1, a2, …, and an (in kilometers). The n-th checkpoint is the goal. At the i-th checkpoint (i < n), tires of a car can be changed. Of course, a team can choose whether to change or not to change tires at each checkpoint. It takes b seconds to change tires (including overhead for braking and accelerating). There is no time loss at a checkpoint if a team chooses not to change tires.
A car cannot run fast for a while after a tire change, because the temperature of tires is lower than the designed optimum. After running long without any tire changes, on the other hand, a car cannot run fast because worn tires cannot grip the road surface well. The time to run an interval of one kilometer from x to x + 1 is given by the following expression (in seconds). Here x is a nonnegative integer denoting the distance (in kilometers) from the latest checkpoint where tires are changed (or the start). r, v, e and f are given constants.
- 1/(v – e * (x – r)) (if x >= r)
1/(v – f * (r – x)) (if x < r)
Your mission is to write a program to determine the best strategy of tire changes which minimizes the total time to the goal.
输入:
The input consists of multiple datasets each corresponding to a race situation. The format of a
dataset is as follows.
n
a1 a2 . . . an
b
r v e f
The meaning of each of the input items is given in the problem statement. If an input line contains two or more input items, they are separated by a space.
n is a positive integer not exceeding 100.  Each of v, e and f is a positive decimal fraction. You can assume that v - e * (an - 1 - r) >= 0.01 and v – f * r >= 0.01.
The end of the input is indicated by a line with a single zero.
dataset is as follows.
n
a1 a2 . . . an
b
r v e f
The meaning of each of the input items is given in the problem statement. If an input line contains two or more input items, they are separated by a space.
n is a positive integer not exceeding 100.  Each of v, e and f is a positive decimal fraction. You can assume that v - e * (an - 1 - r) >= 0.01 and v – f * r >= 0.01.
The end of the input is indicated by a line with a single zero.
输出:
For each dataset in the input, one line containing a decimal fraction should be output. The decimal fraction should give the elapsed time at the goal (in seconds) when the best strategy is taken. An output line should not contain extra characters such as spaces.
The answer should not have an error greater than 0.001. You may output any number of digits after the decimal point, provided that the above accuracy condition is satisfied.
The answer should not have an error greater than 0.001. You may output any number of digits after the decimal point, provided that the above accuracy condition is satisfied.
样例输入:
2 2 3 1.0 1 1.0 0.1 0.3 5 5 10 15 20 25 0.15 1 1.0 0.04 0.5 10 1783 3640 3991 4623 5465 5481 6369 6533 6865 8425 4.172 72 59.4705 0.0052834 0.0611224 0
样例输出:
3.5397 31.9249 168.6682
解题代码:
/* @author: */ import java.util.Scanner; public class Main { public static void main(String[] args) { Scanner sc = new Scanner(System.in); double b,v,e,f,t[]=new double[101],t1; int n,a[]=new int[101],r; int i,j,k,dis; while(sc.hasNext()) { n=sc.nextInt(); if(n==0) break; a[0]=0; for(i=1;i<=n;i++) a[i]=sc.nextInt(); b=sc.nextDouble(); r=sc.nextInt(); v=sc.nextDouble(); e=sc.nextDouble(); f=sc.nextDouble(); t[0]=0; for(i=0;i< n;i++) { if(i==0)t1=0;else t1=b; for(j=i+1;j<=n;j++) { for(k=a[j-1];k< a[j];k++) { dis=k-a[i]; if(dis>=r) t1+=1/(v-e*(dis-r)); else t1+=1/(v-f*(r-dis)); } if(i==0||t1+t[i]< t[j])t[j]=t[i]+t1; } } System.out.printf("%.4f\n",t[n]); } } }
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可是看了很多算法书什么的都是说的(start-end)/2哎。。。
对于输出格式不用控制？？还是直接使用cout输出。？？
大致看了下，算法的时间复杂度没有很本性的提升，算不上高效。
88行是多余的，可以删除
顺利测试通过了，多谢
simple, however efficient. A lot of instances it is difficult to get that a??perfect balancea?? among usability and appearance. I must say that youa??ve done a exceptional task with this. Also, the blog masses quite fast for me on Web explore.
这道题目重复了，删掉一个吧
妈呀！这个Dijkstra模板好长OwQ！
都是一些基础题啊
对于输出格式不用控制？？还是直接使用cout输出。？？
great!
我没看懂题目
2
5 6 -1 5 4 -7
7 0 6 -1 1 -6 7 -5
我觉得第一个应该是5 6 -1 5 4 输出是19 5 4
第二个是7 0 6 -1 1 -6 7输出是14 7 7
不知道题目例子是怎么得出来的
博主的C++功底真是好
有点意思


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compiled\ember-runtime\lib\mixins\action_handler.js
Maintainability
61.50
Lines of code
217
Difficulty
30.47
Estimated Errors
0.64
Function weight
By Complexity
By SLOC
/** @module ember @submodule ember-runtime */ 'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { 'default': obj }; } var _emberMetalCore = require('ember-metal/core'); var _emberMetalCore2 = _interopRequireDefault(_emberMetalCore); var _emberMetalMerge = require('ember-metal/merge'); var _emberMetalMerge2 = _interopRequireDefault(_emberMetalMerge); var _emberMetalMixin = require('ember-metal/mixin'); var _emberMetalProperty_get = require('ember-metal/property_get'); /** The `Ember.ActionHandler` mixin implements support for moving an `actions` property to an `_actions` property at extend time, and adding `_actions` to the object's mergedProperties list. `Ember.ActionHandler` is available on some familiar classes including `Ember.Route`, `Ember.View`, `Ember.Component`, and controllers such as `Ember.Controller` and `Ember.ObjectController`. (Internally the mixin is used by `Ember.CoreView`, `Ember.ControllerMixin`, and `Ember.Route` and available to the above classes through inheritance.) @class ActionHandler @namespace Ember @private */ var ActionHandler = _emberMetalMixin.Mixin.create({ mergedProperties: ['_actions'], /** The collection of functions, keyed by name, available on this `ActionHandler` as action targets. These functions will be invoked when a matching `{{action}}` is triggered from within a template and the application's current route is this route. Actions can also be invoked from other parts of your application via `ActionHandler#send`. The `actions` hash will inherit action handlers from the `actions` hash defined on extended parent classes or mixins rather than just replace the entire hash, e.g.: ```js App.CanDisplayBanner = Ember.Mixin.create({ actions: { displayBanner: function(msg) { // ... } } }); App.WelcomeRoute = Ember.Route.extend(App.CanDisplayBanner, { actions: { playMusic: function() { // ... } } }); // `WelcomeRoute`, when active, will be able to respond // to both actions, since the actions hash is merged rather // then replaced when extending mixins / parent classes. this.send('displayBanner'); this.send('playMusic'); ``` Within a Controller, Route, View or Component's action handler, the value of the `this` context is the Controller, Route, View or Component object: ```js App.SongRoute = Ember.Route.extend({ actions: { myAction: function() { this.controllerFor("song"); this.transitionTo("other.route"); ... } } }); ``` It is also possible to call `this._super.apply(this, arguments)` from within an action handler if it overrides a handler defined on a parent class or mixin: Take for example the following routes: ```js App.DebugRoute = Ember.Mixin.create({ actions: { debugRouteInformation: function() { console.debug("trololo"); } } }); App.AnnoyingDebugRoute = Ember.Route.extend(App.DebugRoute, { actions: { debugRouteInformation: function() { // also call the debugRouteInformation of mixed in App.DebugRoute this._super.apply(this, arguments); // show additional annoyance window.alert(...); } } }); ``` ## Bubbling By default, an action will stop bubbling once a handler defined on the `actions` hash handles it. To continue bubbling the action, you must return `true` from the handler: ```js App.Router.map(function() { this.route("album", function() { this.route("song"); }); }); App.AlbumRoute = Ember.Route.extend({ actions: { startPlaying: function() { } } }); App.AlbumSongRoute = Ember.Route.extend({ actions: { startPlaying: function() { // ... if (actionShouldAlsoBeTriggeredOnParentRoute) { return true; } } } }); ``` @property actions @type Object @default null @public */ /** Moves `actions` to `_actions` at extend time. Note that this currently modifies the mixin themselves, which is technically dubious but is practically of little consequence. This may change in the future. @private @method willMergeMixin */ willMergeMixin: function willMergeMixin(props) { var hashName; if (!props._actions) { _emberMetalCore2['default'].assert('\'actions\' should not be a function', typeof props.actions !== 'function'); if (!!props.actions && typeof props.actions === 'object') { hashName = 'actions'; } else if (!!props.events && typeof props.events === 'object') { _emberMetalCore2['default'].deprecate('Action handlers contained in an `events` object are deprecated in favor' + ' of putting them in an `actions` object', false); hashName = 'events'; } if (hashName) { props._actions = (0, _emberMetalMerge2['default'])(props._actions || {}, props[hashName]); } delete props[hashName]; } }, /** Triggers a named action on the `ActionHandler`. Any parameters supplied after the `actionName` string will be passed as arguments to the action target function. If the `ActionHandler` has its `target` property set, actions may bubble to the `target`. Bubbling happens when an `actionName` can not be found in the `ActionHandler`'s `actions` hash or if the action target function returns `true`. Example ```js App.WelcomeRoute = Ember.Route.extend({ actions: { playTheme: function() { this.send('playMusic', 'theme.mp3'); }, playMusic: function(track) { // ... } } }); ``` @method send @param {String} actionName The action to trigger @param {*} context a context to send with the action @public */ send: function send(actionName) { for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) { args[_key - 1] = arguments[_key]; } var target; if (this._actions && this._actions[actionName]) { var shouldBubble = this._actions[actionName].apply(this, args) === true; if (!shouldBubble) { return; } } if (target = (0, _emberMetalProperty_get.get)(this, 'target')) { _emberMetalCore2['default'].assert('The `target` for ' + this + ' (' + target + ') does not have a `send` method', typeof target.send === 'function'); target.send.apply(target, arguments); } } }); exports['default'] = ActionHandler; module.exports = exports['default'];


Ethics of Pet Keeping
I sometimes think that it’s a little weird that people keep animals as pets, but I also know that it can be quite beneficial. The positive effect that my sister’s dog had on her life is inspiring. But dogs and cats are one thing; the domestic kind do not, and have never, lived in the wild. Parrots, on the other hand, are wild animals. As much as I wanted a budgie I weighed the question of “Should I?” for many months.
I learned that budgies have been around for five million years, and that their conservation status is “least concern”. Also, it seems that wild budgies are no longer exported from Australia at all. So no chance that my desire to have a pet was going to contribute to the endangerment of a species. Check.
I also discovered that a wild budgie rarely lives more than five years. They are prey animals, so they survive by making lots of babies, not by living long lives. In captivity, however, they can live 10 to 20 years, which suggests that they adapt very well to living with people. I found this article about the plight of blue budgies in the wild a few months after getting Apollo. It was nice to know that I had already given him a longer, happier life at that point even, then he ever would have gotten in the wild.
There is some controversy out there about whether or not it is ok to have a single budgie or not. They live in flocks naturally, and become very attached to their mates. They regurgitate food for each other, preen each other's feathers, and sing, dance, and play together. Because of this some people say that they do not do well on their own because they get lonely and depressed. Other people claim that they have very happy solo budgies because they see their people as their flock. What does not seem to be disputed is that budgies are easier to tame and train, especially to talk, when they are the only bird in the house. I’ve also read claims that after training a single budgie, getting a second one goes much smoother because it will follow the lead of the first who is already tame.
After considering all these perspectives, I decided that getting a budgie doesn’t violate my moral code, as long as I made the commitment ensure his good health and well-being by providing him with plenty of stimulating toys, good food, and by making time every day to play with him.


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So far, we've mostly talked about Python as a programming language. But it's also a software package called an interpreter . An interpreter is a kind of program that executes other programs. When you write Python programs, the Python interpreter reads your program, and carries out the instructions it contains.[3] In this section we explore ways to tell the Python interpreter which programs to run.
[3] Technically, Python programs are first compiled (i.e., translated) to an intermediate form—byte-code— which is then scanned by the Python interpreter. This byte-code compilation step is hidden and automatic, and makes Python faster than a pure interpreter.
When the Python package is installed on your machine, it generates a number of components. Depending on how you use it, the Python interpreter may take the form of an executable program, or a set of libraries linked into another program. In general, there are at least five ways to run programs through the Python interpreter:
Interactively
As Python module files
As Unix-style script files
Embedded in another system
Platform-specific launching methods
Let's look at each of these strategies in turn.
Other Ways to Launch Python ProgramsCaveat: to keep things simple, the description of using the interpreter in this chapter is fairly generic and stresses lowest-common-denominator ways to run Python programs (i.e., the command line, which works the same everywhere Python runs). For information on other ways to run Python on specific platforms, flip ahead to Appendix B. For instance, Python ports for MS-Windows and the Macintosh include graphical interfaces for editing and running code, which may be more to your taste. Depending on your platform and background, you may also be interested in seeing a description of the new IDLE Integrated Development Environment for Python—a graphical interface for editing, running, and debugging Python code that runs on any platform where Python's Tk support is installed (IDLE is a Python program that uses the Tkinter extension we'll meet in Part II).You can find this description in Appendix A. Emacs users can also find support at Python's web site for launching Python code in the Emacs environment; again, see Appendix A for details. |
Perhaps the simplest way to run Python programs is to type them at Python's interactive command line. Assuming the interpreter is installed as an executable program on your system, typing python at your operating system's prompt without any arguments starts the interactive interpreter. For example:
% python >>> print 'Hello world!' Hello world! >>> lumberjack = "okay" >>> # Ctrl-D to exit (Ctrl-Z on some platforms)
Here python is typed at a Unix (or MS-DOS) prompt to begin an interactive Python session. Python prompts for input with >>> when it's waiting for you to type a new Python statement. When working interactively, the results of statements are displayed after the >>> lines. On most Unix machines, the two-key combination Ctrl-D (press the Ctrl key, then press D while Ctrl is held down) exits the interactive command-line and returns you to your operating system's command line; on MS-DOS and Windows systems, you may need to type Ctrl-Z to exit.
Now, we're not doing much in the previous example: we type Python print and assignment statements, which we'll study in detail later. But notice that the code we entered is executed immediately by the interpreter. For instance, after typing a print statement at the >>> prompt, the output (a Python string) is echoed back right away. There's no need to run the code through a compiler and linker first, as you'd normally do when using a language such as C or C++.
Because code is executed immediately, the interactive prompt turns out to be a handy place to experiment with the language, and we'll use it often in this part of the book to demonstrate small examples.  That's what it's there for.
The interactive prompt is also commonly used as a place to test the components of larger systems. As we'll see, the interactive command line lets us import components interactively and test their interfaces rapidly. Partly because of this interactive nature, Python supports an experimental and exploratory programming style you'll find convenient when starting out.
|
Although the interactive prompt is great for experimenting and testing, it has one big disadvantage: programs you type there go away as soon as the Python interpreter executes them. The code you type interactively is never stored in a file, so you can't run it again without retyping it from scratch. Cut-and-paste and command recall can help some here, but not much, especially when you start writing larger programs.
To save programs permanently, you need Python module files . Module files are simply text files containing Python statements. You can ask the Python interpreter to execute such a file by listing its name in a python command. As an example, suppose we start our favorite text editor and type two Python statements into a text file named spam.py:
import sys print sys.argv # more on this later
Again, we're ignoring the syntax of the statements in this file for now, so don't sweat the details; the point to notice is that we've typed code into a file, rather than at the interactive prompt. Once we've saved our text file, we can ask Python to run it by listing the filename as an argument on a python command in the operating system shell:
% python spam.py -i eggs -o bacon ['spam.py', '-i', 'eggs', '-o', 'bacon']
Notice that we called the module file spam.py; we could also call it simply spam, but for reasons we'll explain later, files of code we want to import into a client have to end with a .py suffix. We also listed four command-line arguments to be used by the Python program (the items after python spam.py); these are passed to the Python program, and are available through the name sys.argv, which works like the C argv array. By the way, if you're working on a Windows or MS-DOS platform, this example works the same, but the system prompt is normally different:
C:\book\tests> python spam.py -i eggs -o bacon ['spam.py', '-i', 'eggs', '-o', 'bacon']
So far, we've seen how to type code interactively and run files of code created with a text editor (modules). If you're going to use Python on a Unix, Linux, or Unix-like system, you can also turn files of Python code into executable programs, much as you would for programs coded in a shell language such as csh or ksh. Such files are usually called scripts; in simple terms, Unix-style scripts are just text files containing Python statements, but with two special properties:
Scripts usually start with a first line that begins with the characters #!, followed by the path to the Python interpreter on your machine.
Script files are usually marked as executable, to tell the operating system that they may be run as top-level programs. On Unix systems, a command such as chmod +x file.py usually does the trick.
Let's look at an example. Suppose we use our favorite text editor again, to create a file of Python code called brian:
#!/usr/local/bin/python print 'The Bright Side of Life...' # another comment here
We put the special line at the top of the file to tell the system where the Python interpreter lives. Technically, the first line is a Python comment. All comments in Python programs start with a # and span to the end of the line; they are a place to insert extra information for human readers of your code. But when a comment such as the first line in this file appears, it's special, since the operating system uses it to find an interpreter for running the program code in the rest of the file.
We also called this file simply brian, without the .py suffix we used for the module file earlier. Adding a .py to the name wouldn't hurt (and might help us remember that this is a Python program file); but since we don't plan on letting other modules import the code in this file, the name of the file is irrelevant. If we give our file executable privileges with a chmod +x brian shell command, we can run it from the operating system shell as though it were a binary program:
% brian The Bright Side of Life...
A note for Windows and MS-DOS users: the method described here is a Unix trick, and may not work on your platform. Not to worry: just use the module file technique from the previous section. List the file's name on an explicit python command line:
C:\book\tests> python brian The Bright Side of Life...
In this case, you don't need the special #! comment at the top (though Python just ignores it if it's present), and the file doesn't need to be given executable privileges. In fact, if you want to run files portably between Unix and MS-Windows, your life will probably be simpler if you always use the module file approach, not Unix-style scripts, to launch programs.
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We've seen how to run code interactively, and how to launch module files and Unix-style scripts. That covers most of the cases we'll see in this book. But in some specialized domains, Python code may also be run by an enclosing system. In such cases, we say that Python programs are embedded in (i.e., run by) another program. The Python code itself may be entered into a text file, stored in a database, fetched from an HTML page, and so on. But from an operational perspective, another system—not you—may tell Python to run the code you've created.
For example, it's possible to create and run strings of Python code from a C program by calling functions in the Python runtime API (a set of services exported by the libraries created when Python is compiled on your machine):
#include <Python.h> . . . Py_Initialize(); PyRun_SimpleString("x = brave + sir + robin");
In this code snippet, a program coded in the C language (somefile.c) embeds the Python interpreter by linking in its libraries and passes it a Python assignment statement string to run. C programs may also gain access to Python objects, and process or execute them using other Python API tools.
This book isn't about Python/C integration, so we won't go into the details of what's really happening here.[4] But you should be aware that, depending on how your organization plans to use Python, you may or may not be the one who actually starts the Python programs you create. Regardless, you can still use the interactive and file-based launching techniques described here, to test code in isolation from those enclosing systems that may eventually use it.
[4] See Programming Python for more details on embedding Python in C/C++.
Finally, depending on which type of computer you are using, there may be more specific ways to start Python programs than the general techniques we outlined above. For instance, on some Windows ports of Python, you may either run code from a Unix-like command-line interface, or by double-clicking on Python program icons. And on Macintosh ports, you may be able to drag Python program icons to the interpreter's icon, to make program files execute. We'll have more to say about platform-specific details like this in an appendix to this book.
With all these options and commands, it's easy for beginners to be confused about which command is entered at which prompt. Here's a quick summary:
The Python interpreter is usually started from the system's command line:
% python
Programs may be typed at Python's interactive interpreter command line:
>>> print X
Programs may also be typed into text files, using your favorite text editor:
print X
Unix-style script files are started from the system shell:
% brian
Module files are run from the system shell:
% python spam.py
When Python is embedded, Python code may be entered in arbitrary ways.
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Phase 0 | Unit 1 | Week 2 GPS 1.1 with Britney Van Valk Technical Blog Solo Challenge Website Solo Challenge Wireframes


Dutch state not obliged to take back Islamic State children: appeals court
AMSTERDAM (Reuters) - The Dutch state is not obliged to actively help repatriate the young children of women who left the Netherlands and joined Islamic State in Syria, an appeals court in The Hague said on Friday, overturning an earlier ruling.
A lower court earlier this month had said the government must actively help repatriate 56 children living in poor conditions in camps in Syria.


This is just a simple app to showcase the Reach product and checkout API's
All purchases are done in test mode, so feel free to buy as many as you like.
{{ prod.locales[0].title }}


Guess who's going?
I know this was something you really wanted to see and needed to see so as long as I get to see that happiness with you it makes your birthday all that more special. Your birthday means something to me and yourself. I love you with all my heart and I cannot think of a better way to celebrate. I love you Ashley Fryberger.
Love,


OCD-NET & BDD-NET therapist resources
Oskar Flygare, Christian Rück, Jesper Enander & Erik Andersson
2018-11-13
Chapter 1 Introduction
Welcome to our online therapist resource for the Web-CBT platform for OCD-NET and BDD-NET. We strive to continuously update and improve this material and would appreciate any feedback. You can reach us at<EMAIL_ADDRESS>or talk to us in person at a training session.
1.1 Description of OCD-NET and BDD-NET
OCD-NET and BDD-NET are therapist-guided internet-based cognitive behaviour (ICBT) therapies for OCD and BDD, respectively. In ICBT, patients have an identified therapist providing support and feedback throughout treatment. All contact with the therapist occurs through the treatment platform as asynchronous text messages (like e-mail or SMS).
1.2 Type of treatment
The intended use of OCD-NET and BDD-NET are within a stepped care model as an alternative to brief individual CBT, group CBT, serotonin reuptake inhibitors (SSRIs), or higher-intensity CBT for adults with mild to moderate symptoms. The treatments are expected to be cost-saving compared to individual CBT (10 hours or more intensive treatment) but not compared to group CBT. Crucially, ICBT therapies typically require less therapist time per patient (10-20 minutes per patient each week) and could therefore release therapist time compared to individual CBT or group CBT.
1.3 Background
Both OCD-NET and BDD-NET were initially developed by researchers at Karolinska Institutet in Stockholm, Sweden. OCD-NET has been evaluated in six clinical trials to date with results indicating that it is as effective as regular face-to-face CBT, while requiring less therapist time per patient and with the advantage of being accessible from any device connected to the internet (Andersson et al. 2011, 2012, 2014, 2015; Rück et al. 2018). Similarly, BDD-NET has been evaluated in two clinical trials with comparable results (Enander et al. 2014, 2016). Both treatments were initially developed in Swedish but have been translated to English and evaluated in pilot studies in New York (OCD-NET) and an international pilot study (BDD-NET) (Patel et al. 2017). <- ADD BDD GLOBAL
1.4 Tasks for Kristin
As therapist:
- Log in as therapist 1
- Write a message to patient 1
- Review homework module 3 for patient 1
- Remove a suicidality flag and comment “Suicide risk assessment completed via telephone. Low risk” for patient 1
As patient:
- Log in as patient 1
- Answer questionnaires if they appear
- Complete homework for module 4 (you can write whatever)
- Write a message to the therapist


I feel like I always try my best to approach people with kindness- and to avoid making any assumptions about their character- especially people I connect with and feel like I want to get to know more. I think in doing that trust is established right away and it's easier to be open with one another.
yeah good! depending on the seriousness of the conversation/how close I am to the person this is how I usually listen to people. This time was slightly awkward as it was kind of artificial and the topics discussed were quite trivial but I understand how important empathic listening is.
I loved it. Honestly this is how I try to live my life! People are so quick to react without taking a few measley seconds to process the situation and breathe. People are also very quick to judge and make assumptions about a person without considering the fact that they're a person- with wants and needs and feelings exactly the same as everyone else.
I did this one aloud to myself as I didn't feel comfortable sharing my conflict. I understand the point of this exercise though.
Empathy forever!


TABLE OF CONTENT
I’ve been doing code reviews on a daily basis for several years for now. This activity is very different from what I do as a developer.
Most of the time I try to understand, debug, fix or update existing code. Less often developers write new code from scratch. I think it’s safe to say that we all know how to work with a code written by another human.
One might want to say that if we know how to work with other people’s code, we can be good at reading and understanding it during the code review process.
Unfortunately, there is a difference. When we work with a code we have it opened in our editor or IDE. It doesn’t matter if it’s a modern heavy IDE or a lightweight editor. What’s important is that this is a tool which we are familiar with.
We know how to get extra information about any line code on the screen. In my case, it’s a Visual Studio with ReSharper and several more extensions. I have color coded info, I have tooltips and I can navigate through the code.
However, when reviewing a Pull Request on GitHub I have just a basic syntax highlighting in the editor.
Problem #
Modern programming languages allow a developer to skip some symbols and take some shortcuts. It’s different for every language, I’ll use C# as an example in this post.
Let’s look at this snippet:
public void ProcessSomething(Guid accountId)
{
AccountBalance accountBalance =
this.balanceCalculator
.GetAccountBalanceAsAtDate<Guid>(accountId: accountId, date: this.DateUtils.Yesterday);
this.CalculateFees(accountBalance);
}
Here we have a short method implementation. C# keywords are in blue-ish color, method names are in magenta, the rest is gray.
Even if you don’t know C# you can read and understand what’s going on there.
If you do know C# you’d notice that this code is rather redundant. However, this is pretty much how compiler sees your code. Ok, almost :)
Let me read this code. I’ll try to read all the information which I see here.
This method takes an account id (GUID). First it calls the GetAccountBalanceAsAtDate generic method with Guid generic parameter. This method is an instance method of field balanceCalculator. This is a current class instance field.
There are two parameters passed to that method. The first one is an account id, the parameter name is accountId. The second parameter name is date, and we pass the value of the property called Yesterday of the current class instance property called DateUtils.The result is assigned to the local variable accountBalance of AccountBalance type. After that the result is passed to the instance method CalculateFees.
That’s a lot of information, right? We know types, parameter names, we know that methods and properties are not static and so on.
We still don’t know what type Yesterday
is, but the rest is clear. We have plenty of information about the logic of the method as well as about types and even some details about GetAccountBalanceAsAtDate
method signature.
Getting simpler #
When I look at this code in my IDE I see that some code is marked as redundant (grayed out):
What if I apply suggested “Remove redundant code” refactorings? We’d loose some information about this method. I’m going to be careful here.
Argument names #
Explicit argument names here are probably the least important information. Even more, it’s a bit misleading. Are the arguments optional or not? We don’t know that. (Well, I do know, and they are not optional).
Let’s remove them:
I’m going to repeat our exercise one more time:
This method takes an account id (GUID). First it calls the GetAccountBalanceAsAtDate generic method with Guid generic parameter. This method is an instance method of field balanceCalculator. This is a current class instance field.
There are two parameters passed to that method. The first one is an account id, and as a second parameter we pass the value of the property called Yesterday of the current class instance property called DateUtils.The result is assigned to the local variable accountBalance of AccountBalance type. After that the result is passed to the instance method CalculateFees.
Hm, looks like we didn’t lose much information, right?
Explicit variable type #
When reviewing this snippet we don’t know much about AccountBalance
type. Is it a struct
or a class
? What kind of data does it contain?
In fact, we can just omit the type declaration here.
So far so good. We don’t know the type, but we do know that the type is correct. We were able to pass it to CalculateFees
method, and our code compiles.
Generic parameter type #
What kind of information could the reviewer gather from the explicit generic parameter type specification?
Honestly, I don’t know. Perhaps we can figure out that the method is generic. Well, good to know, but as long as the compiler can build the code, it doesn’t matter for the reviewer.
After all the reviewer is not trying to catch compilation errors, eh?
this qualifier #
This is a very painful moment.
There is a StyleCope rule SA1101: PrefixLocalCallsWithThis which originally aimed against underscore prefixes for instance variables.
First of, all we should understand, that the compiler does know that CalculateFees()
is an instance method of the current class. It does know where DateUtils
comes from.
Honestly, how often do you need to know if balanceCalculator
is an instance variable? That might be important when you editing the code. Not very often, but I can buy this argument.
But is that important during the code review? I’d say that it’s not. Id doesn’t matter for this method. The method is short enough so we can see that balanceCalculator
is not declared inside the method.
If the method was longer, it would not be important anyway. What’s important is that the balanceCalculator
was used to calculate the balance.
Nobody would argue that the code outside of the editor contains less information about its structure. The absence of this knowledge is not that bad, though.
For example, When reviewing the code outside of the editor no one can tell what’s going on here:
Foo(Bar.Car);
Foo(Barr.Car);
Foo(Barrr.Car);
Each *.Car
could be either a property of current class instance property or a static property of another class or an enum value. this.
qualifier will help us with the first option, but that’s it.
In your IDE you’ll spend a second to find out, right? I’ll use color codes:
You can hover or navigate to it. Doesn’t really matter.
When you read this code as a plain text you can only tell that the method Foo
is doing something with the car. You have lost some information, and you only have a semantics of the code here.
And this is just fine. You can focus on what the code does, not on how it does. The “how” part is checked by the compiler.
It requires some courage, but I’m going to remove all this.
prefixes.
Final look #
So, what do we have here? As we learned, as a reviewer we need to focus on the logic, and we shouldn’t try to chase any errors which can be caught by the compiler.
Let’s read it one more time:
The method takes and account Id as an argument, calls GetAccountBalanceAsAtDate method of the balanceCalculator. accounId is passed as a first parameter, the second parameter is a value Yesterday of DateUtils. The result of that method call is used as a parameter for CalculateFees method.
Now scroll up and compare with the first attempt. Much shorter, right?
Ok, the reviewer has no information about types, about the nature of methods and properties. They do not know what DayUtils
is. It might be an enum
, or a static class or anything else.
The only information that reviewer has is the logic of the method. And now they can focus on it because that’s what is important here after all. The logic, not the AST structure.
Please, let the compiler to its job, and help the reviewer focus on what does matter here.
Feel free to comment on this if you agree or disagree.


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B Spline Calculations
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Dataset aside, You need to define the segments by modifying the SegmentDefiner.js
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DAMLA ISIK
Unafffiliated
Associate Professor of Anthropology, Regis University
2007 - University of Arizona, PhD in Anthropology with a graduate certificate in Women's and Gender Studies Prior to that I went to university as an undergraduate in Turkey at Bogazici University and have a bachelor's degree in English Language and Literature.
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I have not donated money to campaigns.
I am a member of Fulbright and have been a Fulbright Scholar in 2018. I have been active in Middle East Studies Association, American Anthropological Association, and have also served in the senate at Regis University as well as other university-wide committees.
I have not been that active, unfortunately, due to my load as a teacher and my service as department chair. That is partially why I am applying. I want to be more involved.
I would like to be more involved in general and I believe in the importance of the work as well due to how it affects voting rights and voters in general. I see this also as a step to gain more experience in governance work.
As department chair, I have been actively serving my department and promoting consensus among my colleagues for the past three years. We have been going through some rough times in the university due to budgetary issues and other concerns and I have been actively leading my department through that.
I am the type of person who, due to my training in cultural anthropology, have the unique ability to listen to every side of an issue and synthesize effectively and convincingly. I am a listener by nature and am good at it. That also makes me good in reasoning with those who may not necessarily agree with me. I would be the person who can compile information, present it effectively, and argue for a side all the same time acknowledging the concerns of all sides.
Female