SFCameraView Class Reference
| Inherits from | UIView |
|---|---|
| Conforms to | SFRequestDelegate |
| Declared in | SFCameraView.h |
Overview
Provides an integral camera functionality
Set of methods that allow developers to perform continuous barcode detection, continuous 2D visual recognition (Premium feature), taking a snap, operating the flash, performing focus etc.
Warning: SFCameraView does NOT provide any UI, hence, it should be used in a predefined UIView.
Note: This mode of operation is mostly used when the user wants to use his own UI with the SDK’s capture capabilities.
Properties
shouldRecognizeAfterSnap
A property to enable/disable 2D/3D recognition after snapping an image.
@property (nonatomic) BOOL shouldRecognizeAfterSnap
Discussion
Use this property to toggle the image recognition after calling snap method.
Setting this property to NO
will not start an image recognition after the image was
snapped. This means [SFCameraViewDelegate sfCameraView:didStartRequest:forImage:] callback will NOT be called after [SFCameraViewDelegate sfCameraView:didSnap:].
This is generally useful if the user wants to make some visual editing for the snapped image prior to sending it for recognition to Slyce.
Default is YES
.
Declared In
SFCameraView.h
shouldPauseScannerAfterRecognition
A property to enable/disable pausing the auto scanner after a successful 1D/2D detection.
@property (nonatomic) BOOL shouldPauseScannerAfterRecognition
Discussion
Setting this property to NO
will let the auto scanner continuously recognize 2D products and barcodes after default pausing time of ‘3 sec’.
Default is YES
, meaning the auto scanner will pause after the detection. It’s up to the user then to resume it by calling resumeCapture:.
This property has no effect if shouldUseContinuousRecognition/shouldUseContinuousRecognition2D/shouldUseContinuousRecognitionBarcodes was set to NO
.
Declared In
SFCameraView.h
shouldPauseScannerDelayTime
A property to override the default ‘3 sec’ delay time for resuming the auto scanner automatincly after a successful 1D/2D detection.
@property (nonatomic) float shouldPauseScannerDelayTime
Discussion
Setting this property will let the auto scanner automatically resume after detection when shouldPauseScannerDelayTime is in seconds.
This property has no effect if shouldUseContinuousRecognition/shouldUseContinuousRecognition2D/shouldUseContinuousRecognitionBarcodes was set to NO
.
Declared In
SFCameraView.h
shouldUseContinuousRecognition
A property to enable/disable continuous recognition functionality.
@property (nonatomic) BOOL shouldUseContinuousRecognition
Discussion
Use this property to toggle the continuous 1D/2D recognition. Setting this property
to NO
will stop recognizing barcodes in a Regular mode and will stop recognizing 2D products
and barcodes in Premium mode.
Default is YES
.
Declared In
SFCameraView.h
shouldUseContinuousRecognition2D
A property to enable/disable continuous recognition for 2D products functionality.
@property (nonatomic) BOOL shouldUseContinuousRecognition2D
Discussion
Use this property to toggle the continuous 2D recognition. Setting this property
to NO
will stop recognizing 2D products in Premium mode.
Default is YES
.
Declared In
SFCameraView.h
shouldUseContinuousRecognitionBarcodes
A property to enable/disable continuous recognition for barcodes functionality.
@property (nonatomic) BOOL shouldUseContinuousRecognitionBarcodes
Discussion
Use this property to toggle the continuous barcodes recognition. Setting this property
to NO
will stop recognizing barcodes in a Regular mode and will stop recognizing barcodes in Premium mode.
Default is YES
.
Declared In
SFCameraView.h
detectionDelay2D
A property to add delay before 2D image detection starts or between detections, the default is 0 (Immediate detection).
@property (nonatomic) float detectionDelay2D
Discussion
Setting this property will add delay before 2D image detection starts or between detections.
Declared In
SFCameraView.h
detectionDelay2DSameImage
A property to override the default ‘3 sec’ delay between same 2D image detections.
@property (nonatomic) float detectionDelay2DSameImage
Discussion
Setting this property will override the default ‘3 sec’ delay between same 2D image detections.
Declared In
SFCameraView.h
detectionThreshold2D
Sets on-device continuous recognition threshold.
@property (nonatomic) float detectionThreshold2D
Discussion
This property can significantly change the 2D scanning behaviour. If set too low it can prevent 2D detecting fully. If set too high 2D detection will generate a lot of false positive detections. Default value is 10.
Declared In
SFCameraView.h
options
Options dictionary.
@property (nonatomic, copy) NSDictionary *options
Discussion
Use this dictionary to pass properties to Slyce servers.
For example: @{@“storeID” : @“1234”, @“state” : @“CA”}. Can be nil
.
Declared In
SFCameraView.h
delegate
The camera view delegate that will be notified of scan results.
@property (nonatomic, weak) id<SFCameraViewDelegate> delegate
Declared In
SFCameraView.h
previewLayer
The layer used to display the video capture on a given UIView.
@property (nonatomic, strong, readonly) AVCaptureVideoPreviewLayer *previewLayer
Declared In
SFCameraView.h
Initialization
– initWithSlyce:view:options:andDelegate:
Initializes a new SFCameraView
object.
- (instancetype)initWithSlyce:(SFSlyce *)slyce view:(UIView *)view options:(NSDictionary *)options andDelegate:(id<SFCameraViewDelegate>)delegate
Parameters
slyce |
The initialized Slyce object. |
|---|---|
view |
The view on top of which this camera view will placed. |
options |
|
delegate |
Object that implements SFCameraViewDelegate protocol. b |
Return Value
Returns an instance of SFCameraView.
Discussion
Use this method to initialize the SDK’s camera functionalities and place the video preview in the view hierarchy beneath
the view passed as a param to this method. One of the use cases of the camera’s functionalities is a continuous barcode scanning.
If you do not wish to get notified about barcodes detection, set shouldUseContinuousRecognition property to NO
.
Note: This method does NOT start the video preview. Use startCamera to start the video frames processing.
See Also
Declared In
SFCameraView.h
Video Capture
– startCamera
Starts the video preview and processing frames.
- (void)startCamera
Discussion
This method is pre-requisite so that the Slyce scanner can start receiving and processing camera frames. The type of the processing depends on the SFCamera object initialization:
If it was initialized using slyce object containing Premium client ID, startCamera will trigger 2D and barcodes continuous recognition. In case of a match, the delegate will be notified via sfCameraView:didDetectImage: or sfCameraView:didDetectBarcode:.
If it was initialized using a Standard client ID, startCamera will trigger only barcodes continuous recognition. In case of a match, the delegate will be notified via sfCameraView:didDetectBarcode:.
If the video was already started, this method does nothing.
Warning: As video frames processing is a CPU consuming operation, remember to stop the camera by using stopCamera method when the video is no longer visible to the user. If the video should be visible without the actual recognition process, use pauseCapture method instead.
See Also
Declared In
SFCameraView.h
– stopCamera
Stops the video preview and processing frames.
- (void)stopCamera
Discussion
This method stops the video preview. Hence, video frames will no longer be processed. If the video was not previously started, this method does nothing.
Warning: You must always stop the camera once done to release underlying camera resources.
Declared In
SFCameraView.h
Session State
– pauseCapture
Stops processing frames temporarily.
- (void)pauseCapture
Discussion
The scanner keeps receiving frames from the camera, but they are no more processed. This means the video capture layer keeps being refreshed, but the session can no more report any scan result.
If the video was already paused, this method does nothing.
Note: This method useful if you want to display an help section on-top of the scanner while making sure you will not be notified with unexpected scan results.
Declared In
SFCameraView.h
– resumeCapture
Starts processing frames again.
- (void)resumeCapture
Discussion
Call this method to resume processing video frames again after a call to pauseCapture. If the video was already resumed, this method does nothing.
Declared In
SFCameraView.h
Slyce Search
– stopSearch
Stops the Slyce search.
- (void)stopSearch
Discussion
Asks the underlying Slyce Search request to be stopped, if one was previously initiated. Slyce request is initiated as soon as the user calls the method snap. If Slyce search was not initiated, this method does nothing.
Declared In
SFCameraView.h
General
– flipCameraPosition
Changes the camera device from rear to front and vice versa.
- (void)flipCameraPosition
Declared In
SFCameraView.h
– turnFlash:
Turns on/off the flash of the device.
- (void)turnFlash:(BOOL)on
Parameters
on |
A boolean representing the required state of the flash (YES = ON, NO = OFF). |
|---|
Declared In
SFCameraView.h
– snap
Perform an image recognition for the current frame.
- (void)snap
Discussion
Use this method to ask the scanner to grab the current video frame and match it. The grabbing operation is done asynchronously due to a rendering of a video frame to an image object. Once the image is rendered and ready, it is returned via a delegate method [SFCameraViewDelegate sfCameraView:didStartRequest:forImage:].
Note: Calling this method again before the previous image was matched, will create a new image recognition request for the new video frame. As the image is ready, it will be returned via a delegate method [SFCameraViewDelegate sfCameraView:didSnapImage:]. The request created for this image will be returned via a delegate method [SFCameraViewDelegate sfCameraView:didStartRequest:forImage:].
See Also
Declared In
SFCameraView.h
– focusAtPoint:
Asks the scanner to focus the underlying camera to a specific point.
- (void)focusAtPoint:(CGPoint)point
Parameters
point |
The point to focus at. |
|---|
Discussion
This method will simply focus the camera at the passed point.
Note: An example use case: Focusing at the point the user tapped.
Declared In
SFCameraView.h


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Image Acquisition Interface for DirectShow File Reader
|
Interface:
|
DirectFile
|
|
Revision:
|
13.0.2
|
|
Date:
|
2018-08-13
|
General
System Requirements
- Intel compatible PC with Windows 7 (32-bit or 64-bit) or newer
and DirectX 8.1 or later installed. You can check
your installed DirectX version by running the dxdiag diagnosis
program.
- HALCON image acquisition interface hAcqDirectFile.dll or
hAcqDirectFilexl.dll, respectively.
If you have properly installed the interface, these DLLs should reside
in %HALCONROOT%\bin\%HALCONARCH%.
You don't need to register this DLL manually. Instead, the DLL checks the
current registration and performs the necessary steps itself if necessary.
If it does not have sufficient permissions to do this it will run
regsvr32.exe with elevated privileges which will usually require user
interaction.
- Third-party library MediaInfo.dll version <IP_ADDRESS> which should
also reside in %HALCONROOT%\bin\%HALCONARCH%
if you have properly installed the interface.
Note that this DLL is not crucial for image acquisition, it is only
required for calling get_framegrabber_param(..., 'media_info', ...).
Installation
Only when installing or updating the interface manually follow these steps:
- Windows: Extract the archive containing the interface files to the
HALCON base directory %HALCONROOT% (Note: Administrator privileges may be
required for this step). Additionally, you have to move the interface
examples to the directory %HALCONEXAMPLES% manually.
Limitations
In general, whether a file can be opened with the HALCON DirectFile interface or not strongly depends on the configuration of the system your
application is running on. Typically, it is necessary that a suitable codec
is installed. As a rule of thumb, when you can replay a file with
GraphEdit it is most likely
that you can also open it with the
HALCON DirectFile interface. On a 64 bit operating system the
HALCON architecture (32 or 64 bit) must match the architecture of the codec.
For detailed information about the codecs on your system, see the
Technical Support Information at the About dialog of Windows Media Player.
- Only files that allow frame based positioning supported.
- Image scaling and cropping not supported.
| Parameter |
Value List |
Type |
Kind |
Description |
| 'bits_per_channel' |
[] |
|
|
Unused. |
| 'camera_type' |
'CAMFILE:' |
string |
pre-defined |
Syntax for camera configuration file. |
| 'color_space' |
['gray', 'rgb'] |
string |
pre-defined |
Values for color space. |
| 'defaults' |
[1, 1, 0, 0, 0, 0, 'default', 8, 'rgb', -1.0, 'false', 'default', '0', -1, 1]
|
mixed |
pre-defined |
Default values for open_framegrabber. |
| 'device' |
[] |
|
|
Unused. |
| 'external_trigger' |
[] |
|
|
Unused. |
| 'field' |
[] |
|
|
Unused. |
| 'general' |
[] |
string |
pre-defined |
Information about the HALCON DirectFile interface. |
| 'generic' |
[] |
|
|
Unsupported query. |
| 'horizontal_resolution' |
1 |
integer |
pre-defined |
Value list for horizontal resolution. |
| 'image_height' |
[] |
|
|
Unsupported query. |
| 'image_width' |
[] |
|
|
Unsupported query. |
| 'info_boards' |
'filter:<filter> | merit:<merit> | file:<file> | type:<type> | subtype:<subtype>'
|
string |
dynamic |
Info about installed DirectShow filters:
- filter is the name of this DirectShow filter.
- merit is a value that defines which filters are
preferred to build the capture filter graph.
Standard values are shown by their name.
- file is the DLL that contains this filter.
- type and subtype list the
media types of all input pins
of this filter. Known media types are shown by their name,
others by their GUID.
|
| 'parameters' |
['<parameters>'] |
string |
pre-defined |
Pre-defined parameters of the HALCON interface. |
| 'parameters_readonly' |
['<parameters>'] |
string |
pre-defined |
Pre-defined read-only parameters of the HALCON interface. |
| 'parameters_writeonly' |
['<parameters>'] |
string |
pre-defined |
Pre-defined write-only parameters of the HALCON interface. |
| 'port' |
[] |
|
|
Unused. |
| 'revision' |
'<revision>' |
string |
pre-defined |
Revision number of the DirectFile interface. |
| 'start_column' |
[] |
|
|
Unsupported query. |
| 'start_row' |
[] |
|
|
Unsupported query. |
| 'vertical_resolution' |
1 |
integer |
pre-defined |
Value list for vertical resolution. |
| Parameter |
Values |
Default |
Type |
Description |
| Name |
'DirectFile' |
|
string |
Name of the HALCON interface. |
| HorizontalResolution |
--- |
|
|
Ignored. |
| VerticalResolution |
--- |
|
|
Ignored. |
| ImageWidth |
--- |
|
|
Ignored. |
| ImageHeight |
--- |
|
|
Ignored. |
| StartRow |
--- |
|
|
Ignored. |
| StartColumn |
--- |
|
|
Ignored. |
| Field |
--- |
|
|
Ignored. |
| BitsPerChannel |
--- |
|
|
Ignored. |
| ColorSpace |
'gray', 'rgb' |
'rgb' |
string |
Desired color space and thus the number of image channels of the resulting HALCON image.
|
| Generic |
--- |
|
|
Ignored. |
| ExternalTrigger |
--- |
|
|
Ignored. |
| CameraType |
'<filename>' |
'default' |
string |
The camera type parameter is used to specify the name of the video file to be opened. The name of the video file can either be
given absolutely (e.g., "C:\\MyImages\\MyAVIFile.avi") or
relatively to your environment setting %HALCONIMAGES%.
|
| Device |
--- |
|
|
Ignored. |
| Port |
--- |
|
|
Ignored. |
| LineIn |
--- |
|
|
Ignored. |
| Parameter |
Values |
Default |
Type |
Description |
| 'frame_number' |
<number> |
|
integer |
Number of the next frame to be grabbed by grab_image or grab_image_async.
|
| 'grab_timeout' |
<milliseconds> |
5000 |
integer |
Desired timeout (milliseconds) for aborting a pending grab. If -1 is specified, the timeout is set to INFINITE.
|
There may exist additional read-only parameters with the following postfixes:
- '_description': These parameters provide the tool-tip of the
corresponding parameter as a string.
- '_range': These parameters provide the minimum, maximum,
step width, and default values for the corresponding integer or float
parameter as a tuple with 4 elements, e.g.,
get_framegrabber_param(.., 'Shutter_range', ..) will return
the output tuple [min, max, step, default].
- '_values': These parameters provide the valid value list for
the corresponding parameter as a tuple, e.g.,
get_framegrabber_param(.., 'volatile_values', ..) will return
the output tuple ['enable', 'disable'].
All these postfixed parameter names are not returned when calling
info_framegrabber(.., 'parameters', ..) and are used
to enable the easy parameterization via a generic graphical user
interface, particularly the HDevelop Image Acquisition Assistant.
| Parameter |
Values |
Default |
Type |
Kind |
Description |
| 'bits_per_channel' |
<default> |
-1 |
integer |
pre-defined |
The value is not used, so a default value is returned. |
| 'camera_type' |
'<filename>' |
'default' |
string |
pre-defined |
Name of the camera configuration file. |
| 'color_space' |
'gray', 'rgb' |
'rgb' |
string |
pre-defined |
Desired color space and thus the number of image channels of the resulting HALCON image.
|
| 'device' |
<default> |
'0' |
integer |
dynamic |
The value is not used, so a default value is returned. |
| 'external_trigger' |
<default> |
'false' |
string |
pre-defined |
The value is not used, so a default value is returned. |
| 'field' |
'<default>' |
'default' |
string |
pre-defined |
The value is not used, so a default value is returned. |
| 'filter_graph' |
'filter:<filter> | merit:<merit> | file:<file> | type:<type> | subtype:<subtype>'
|
|
string |
dynamic |
Info about connected DirectShow filters:
- filter is the name of this DirectShow filter.
- merit is a value that defines which filters are
preferred to build the capture filter graph.
Standard values are shown by their name.
- file is the DLL that contains this filter.
- type and subtype list the
media types of all input pins
of this filter. Known media types are shown by their name,
others by their GUID.
|
| 'first_frame' |
<number> |
|
integer |
dynamic |
Number of the first frame of the video stream. |
| 'frame_number' |
<number> |
|
integer |
dynamic |
Number of the next frame to be grabbed by grab_image or grab_image_async.
|
| 'generic' |
<default> |
-1 |
mixed |
pre-defined |
The value is not used, so a default value is returned. |
| 'grab_timeout' |
<milliseconds> |
5000 |
integer |
pre-defined |
Current grab timeout in milliseconds. |
| 'horizontal_resolution' |
<resolution> |
1 |
integer |
pre-defined |
Current value of horizontal resolution. |
| 'image_height' |
<default> |
0 |
integer |
pre-defined |
The value is not used, so a default value is returned. |
| 'image_width' |
<default> |
0 |
integer |
pre-defined |
The value is not used, so a default value is returned. |
| 'last_frame' |
<number> |
|
integer |
dynamic |
Number of the last frame of the video stream. |
| 'line_in' |
<default> |
1 |
integer |
pre-defined |
The value is not used, so a default value is returned. |
| 'media_info' |
<media_info> |
|
string |
dynamic |
Info about the source file retrieved by the third-party library MediaInfo
(see the System Requirements).
|
| 'name' |
'DirectFile' |
|
string |
pre-defined |
Name of the HALCON interface. |
| 'port' |
<default> |
-1 |
integer |
pre-defined |
The value is not used, so a default value is returned. |
| 'revision' |
'<revision>' |
|
string |
pre-defined |
Revision number of the DirectFile interface. |
| 'start_column' |
<column> |
0 |
integer |
pre-defined |
Returns the current start column of the HALCON image. |
| 'start_row' |
<row> |
0 |
integer |
pre-defined |
Returns the current start row of the HALCON image. |
| 'vertical_resolution' |
<resolution> |
1 |
integer |
pre-defined |
Current value of vertical resolution. |
Not supported by this interface.
Not supported by this interface.
Not supported by this interface.
Not supported by this interface.
grab_image starts a new synchronous grab. See also
grab_image. Note that
the interface converts the image from the device to the desired image format
specified by the parameters 'image_width', 'image_height', 'start_row',
'start_column', 'bits_per_channel', and 'color_space'.
grab_image_async returns an image and starts the next asynchronous grab. See also
grab_image_async.
Note that
the interface converts the image from the device to the desired image format
specified by the parameters 'image_width', 'image_height', 'start_row',
'start_column', 'bits_per_channel', and 'color_space'.
Not supported by this interface.
Not supported by this interface.
HDevelop Examples
For this interface there are the following examples available:
- directfile.hdev - Benchmark
Usage of 3rd party libraries
This interface depends on the following 3rd party libraries. See the files
third_party_copyrights.html and
third_party_licenses.txt
in the HALCON base directory for copyright and license information.
Release Notes
- Revision 13.0.2 (Aug 13, 2018):
- The technical dependency from the HALCON Library has been removed.
- When calling the parameter 'media_info' if the information of the file
contained UNICODE characters this was not handled correctly. This
problem has been fixed.
- Revision 13.0.1 (Oct 28, 2016):
- HALCON 13 version of the interface.
- On Windows systems the maximum length for a path was limited to 260
characters. This problem has been fixed. Now, the maximum total
path length on Windows systems is 32,767 characters.
- Revision 6.3 (Aug 26, 2016):
- info_framegrabber(..., 'info_boards', ...) now returns
a list of all DirectShow filters installed on the system.
- get_framegrabber_param(..., 'filter_graph', ...) now returns
a list of the DirectShow filters used by the active filter graph.
- get_framegrabber_param(..., 'media_info', ...) now returns
information about the source file retrieved by the third-party library
MediaInfo (see the System Requirements).
- open_framegrabber now succeeds as soon as the source file
has been loaded. If no working filter graph can be built,
get_framegrabber_param(..., 'media_info', ...)
can serve to query useful information about the file in order to
find and install a suitable codec.
- If open_framegrabber was called with a nonexistent file, it returned
with H_ERR_FGNV (#5304) instead of H_ERR_FNF (#5200).
This problem has been fixed.
- File paths containing multi-byte characters
could not be opened on Asian systems. This problem has been fixed.
- Setting an empty value in set_framegrabber_param led to a crash.
This problem has been fixed.
- Revision 6.2 (Jul 22, 2015):
- First call of open_framegrabber failed.
This problem has been fixed.
- The call of info_framegrabber(..., 'general', ...) crashed
if quartz.dll was available. This problem has been fixed.
- Revision 6.1 (Feb 23, 2015):
- Fixed bug reading UTF8 encoded file names.
- Revision 6.0 (Oct 31, 2014):
- HALCON 12 version of the interface.
- Improved DLL registration process in case the interface is not
already registered correctly.
- Revision 5.0 (May 15, 2012):
- HALCON 11 version of the interface (included in HALCON 11 DVD).
- Revision 4.2 (Aug 20, 2010):
- The image buffer size was calculated too large by a factor of 8.
This bug has been fixed.
- HALCON 10 version of the interface (included in HALCON 10 DVD).
- Revision 4.1 (Sep 9, 2009):
- Fixed bug in parameter 'frame_number' in case that multiple
DirectFile acquisition handles are used simultaneously.
- Revision 4.0 (Nov 28, 2008):
- HALCON 9.0 version of the interface (included in HALCON 9.0 DVD).
- Revision 3.1 (Apr 22, 2008):
- Added read-only parameters with postfix '_description', '_range',
and '_values' to enable the easy parameterization via a generic
graphical user interface.
- Revision 3.0 (May 15, 2007):
- HALCON 8.0 version of the interface (included in HALCON 8.0 DVD).
- Revision 2.3 (Apr 27, 2007):
- Bug fix regarding the padding of images with an odd image width.
- Revision 2.2 (Aug 14, 2006):
- Revision 2.1 (Sep 12, 2005):
- 64 bit Windows version available.
- Manual registration of hAcqDirectFile.dll or parhAcqDirectFile.dll
no longer necessary.
- Revision 2.0 (Sep 1, 2005):
- First official release (included in HALCON 7.1 CD).
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is that normal if I see
"notarized": 0,
"prevMoMheight": 0,
"notarizedhash": "0000000000000000000000000000000000000000000000000000000000000000",
"notarizedtxid": "0000000000000000000000000000000000000000000000000000000000000000",
from the output of komodo-cli -ac_name=BEER getinfo ? blocks & longestchain are both correct though.


Merges two sequential method call statements with the equivalent chain of method calls (may alter semantics).


Uranus
The seventh planet from the sun,
Uranus is an oddball.
It’s the only giant planet whose equator
is nearly at right angles to its orbit
— it basically orbits on its side.
Astronomers think the planet collided with some
other planet-size object long ago,
causing the tilt. The tilt causes extreme
seasons that last 20-plus years,
and the sun beats down on one pole
or the other for 84 Earth-years.
Uranus is about the same size as Neptune.
Methane in the atmosphere gives Uranus its
blue-green tint. It has numerous moons
and faint rings.
Diameter: 31,763 miles
(51,120 km)
Orbit: 84 Earth years
Day: 18 Earth hours


◆ AddEvent()
◆ DestroyEvent()
◆ GetAudioController()
Retreives the current Audio Controller.
- Returns
- AudioController* the audio controller
Implemented in game::Game.
◆ GetCameraController()
◆ GetOptions()
◆ GetOverlayDisplay()
Retreives the current Overlay Display.
- Returns
- OverlayDisplay* the overlay display
Implemented in game::Game.
◆ GetPhysicalWorld()
| virtual cpSpace* game::GameBase::GetPhysicalWorld |
( |
| ) |
|
|
pure virtual |
Retreives the Chipmunk Physical World.
- Returns
- cpSpace* the physical world
Implemented in game::Game.
◆ GetPoseConverter()
Retreives the current Pose Converter.
- Returns
- PoseConverter* the pose converter
Implemented in game::Game.
◆ GetScene()
Retreives the current Scene Graph.
- Returns
- SceneGraph* the Scene Graph
Implemented in game::Game.
◆ GetStateManager()
Retreives the current State Manager.
- Returns
- StateManagerBase* the state manager
Implemented in game::Game.
◆ GetWindow()
| virtual sf::RenderWindow* game::GameBase::GetWindow |
( |
| ) |
|
|
pure virtual |
Retreives the game window.
- Returns
- sf::RenderWindow* the window
Implemented in game::Game.
◆ GetWorld()
| virtual GameWorld* game::GameBase::GetWorld |
( |
| ) |
|
|
pure virtual |
◆ IsRunning()
| virtual bool game::GameBase::IsRunning |
( |
| ) |
|
|
pure virtual |
Checks wether game is running.
- Returns
- float game is running
Implemented in game::Game.
◆ Run()
| virtual void game::GameBase::Run |
( |
| ) |
|
|
pure virtual |
◆ SetOptions()
| virtual void game::GameBase::SetOptions |
( |
GameOptions |
options | ) |
|
|
pure virtual |
◆ SetScene()
| virtual void game::GameBase::SetScene |
( |
SceneGraph * |
scene | ) |
|
|
pure virtual |
Sets the Scene.
- Parameters
-
Implemented in game::Game.
◆ SetWorld()
| virtual void game::GameBase::SetWorld |
( |
GameWorld * |
world | ) |
|
|
pure virtual |
Sets the World.
- Parameters
-
Implemented in game::Game.
◆ Stop()
| virtual void game::GameBase::Stop |
( |
| ) |
|
|
pure virtual |
The documentation for this class was generated from the following file:
- Project_2DGameSDK/include/2DGameSDK/common/types/base/GameBase.h


Alem Tewelde
computer science
I want to be a positive person that help me to get my dream. my dream is to get a first degree in computer science and find a job as well as. my favorite website is
Moodle
.


Play the Guessing Game
Guess a number between 1-100!
Go!


MLJS Samples Application
V6+:
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Chart + Search
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Address
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V7+:
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REST Extensions:
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Angular.js
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Examples
$5 - Name in Backers.md
We will add your name and URL to our Backers.md
$50 - Name in Readme.md
We will add your name and URL to our Readme.md
$100 - Name and Small Logo on website
We will add your name and small logo to our website. Email us at<EMAIL_ADDRESS>to get setup. (Note: be specific about regarding size and placement)
$250 - Name and Large Logo on website
We will add your name and large logo to our website. Email us at<EMAIL_ADDRESS>to get setup. (Note: be specific logo regarding size and placement)


Some of the most valuable things you can learn are not written in books, not shown in the presentations and demos. Those come from seeing how others work.
How do they do all those small things? What tricks do they have? How would they approach that problem?
Unfortunately, I can't remember seeing people sharing the way they actually work (unless they pair). I want to see what mistakes they make, how they fix those, how they try to come up with a word erasing a line 10 times.
I believe all this is of a great value for a lot of us.
What I described is partially done by PeepCode's Play By Play series and Tekpub. Those are amazing (usually). But that's not exactly what I am after. Those screencasts are high quality, polished and prepared ones. YOU are NOT featuring there. I want to see YOU there. All of you, guys.
So I decided to make a first step (or maybe not so) and screencast myself while working on a Rails Plugin.
This is mostly real-time work. You'll see how I fail, you'll spot the mistakes I've done and did not even notice, you'll see how I write README. And, most importantly, you will hopefully see some of the things that will help yourself.
This video features the following tools/technologies:
How do they do all those small things? What tricks do they have? How would they approach that problem?
Unfortunately, I can't remember seeing people sharing the way they actually work (unless they pair). I want to see what mistakes they make, how they fix those, how they try to come up with a word erasing a line 10 times.
I believe all this is of a great value for a lot of us.
What I described is partially done by PeepCode's Play By Play series and Tekpub. Those are amazing (usually). But that's not exactly what I am after. Those screencasts are high quality, polished and prepared ones. YOU are NOT featuring there. I want to see YOU there. All of you, guys.
So I decided to make a first step (or maybe not so) and screencast myself while working on a Rails Plugin.
This is mostly real-time work. You'll see how I fail, you'll spot the mistakes I've done and did not even notice, you'll see how I write README. And, most importantly, you will hopefully see some of the things that will help yourself.
This video features the following tools/technologies:
- Ruby, Ruby On Rails
- CoffeeScript
- SASS
- Git, Github
- Vim (MacVim and Terminal)
- Jasmine and basic testing of JavaScript and even CSS assets
- etc
Additionally, before watching, make sure you Turn On the Volume. Rare person doesn't like the music that my wife helped me prepare. Even if you don't not like the video, you should like the music :)
I hope you enjoy it. UPDATE: Please watch it in full screen as the quality is lower than I expected.
P.S.: Screencasting is really hard. And that's my first. So apologies if something isn't in-place.
(If you can't see the video here, open it on Vimeo. Alternatively, try YouTube - it should work with HTML5-only browser).
Look forward to seeing more in the future and hope to do some myself.
Thanks,
Flaviu
And in the future I will have to record at much lower screen resolution
I'll update the post a bit later with both links.


Algorithms for Walking, Running, Swimming, Flying, and Manipulation
© Russ Tedrake, 2023
Last modified .
How to cite these notes, use annotations, and give feedback.
Note: These are working notes used for a course being taught at MIT. They will be updated throughout the Spring 2023 semester. Lecture videos are available on YouTube.
| Previous Chapter | Table of contents | Next Chapter |
The passive dynamic walkers and hopping robots described in the last chapter capture the fundamental dynamics of legged locomotion -- dynamics which are fundamentally nonlinear and punctuated by impulsive events due to making and breaking contact with the environment. But if you start reading the literature on humanoid robots, or many-legged robots like quadrupeds, then you will find a quite different set of ideas taking center stage: ideas like the "zero-moment point" and footstep planning. The goal of this chapter is to penetrate that world.
Perhaps one of the most surprising thing about the world of complex (highly-articulated) legged robots is the dominant use of simple models for estimation, planning, and control. These abstractions become valuable when you have enough degrees of freedom to move your feet independently (to an extent) from how you move your body.
Since our robots are getting more complicated, I'm going to need a bit stronger notation. In Drake we use monogram notation and define its spatial algebra here for kinematics, differential kinematics (velocities) and here for force.
Let's start the discussion with a model that might seem quite far from the world of legged robots, but I think it's a very useful way to think about the problem.
Imagine you have a flying vehicle modeled as a single rigid body in a gravity field with some number of force "thrusters" attached. We'll describe the pose of the body in the world frame, ${}^WX^B$, parameterized by its position $(x,z)$ and orientation $\theta$, and take the center of mass to be at the origin of this body frame. The vector from the center of mass to thruster $i$ in the world frame is given by ${}^Bp^{B_i}_W$, yielding the equations of motion: \begin{align*} m\ddot{x} =& \sum_i f^{B_i}_{W_x},\\ m\ddot{z} =& \sum_i f^{B_i}_{W_z} - mg,\\ I\ddot\theta =& \sum_i \left[ {}^Bp^{B_i}_W \times f^{B_i}_W \right]_y, \end{align*} where I've used $f^{B_i}_{W_x}$ to represent the $x$-component of the force applied to $B$ at the location of thruster $i$, expressed in the world frame, and we take the $y$-axis component of the cross product on the last line.
Our goal is to move the spacecraft to a desired position/orientation and to keep it there. If we take the inputs to be $f^{B_i}_W$, then the dynamics are affine (linear plus a constant term). As such, we can stabilize a stabilizable fixed point using a change of coordinates plus LQR or even plan/track a desired trajectory using time-varying LQR. If I were to add additional linear constraints, for instance constraining $f_{min} \le f^{B_i}_W \le f_{max}$, then I can still use linear model-predictive control (MPC) to plan and stabilize a desired motion. By most accounts, this is a relatively easy control problem. (Note that it would be considerably harder if my control input or input constraints depend on the orientation, $\theta$, but we don't need that here yet).
Now imagine that you have just a small number of thrusters (let's say two) each with severe input constraints. To make things more interesting, let us say that you're allowed to move the thrusters, so ${}^B\text{v}^{B_i} = \frac{d}{dt} {}^Bp^{B_i}$ becomes an additional control input, but with some important limitations: you have to turn the thrusters off when they are moving (e.g. $f^{B_i}{}^B_{W_j} \text{v}^{B_i}_{W_j} = 0$) and there is a limit to how quickly you can move the thrusters $|{}^B\text{v}^{B_i}_{W_j}| \le \text{v}_{max}$. This problem is now a lot more difficult, due especially to the fact that constraints of the form $xy = 0$ are non-convex (the red area in the illustration below represents the feasible set for $x \ge 0, y \ge 0$).
I find this a very useful thought exercise; somehow our controller needs to make an effectively discrete decision to turn off a thruster and move it. The framework of optimal control should support this - you are sacrificing a short-term loss of control authority for the long-term benefit of having the thruster positioned where you would like, but we haven't developed tools yet that deal well with this discrete plus continuous decision making. We'll need to address that here.
Unfortunately, although the problem is already difficult, we need a few more constraints to make it relevant for legged robots. Now let's say additionally, that the thrusters can only be turned on in certain locations, as cartooned here:
Even if the individual regions are convex, the union of these regions need not form a convex set. Furthermore, these locations are often expressed in the world frame, not the robot frame, e.g. $${\bf A}\, {}^W p^{R_i}_W \le {\bf b}.$$
In my view, the spacecraft with thrusters problem above is a central component of the walking problem. If we consider a walking robot as our single rigid body, $B$, with massless legs, then the feet are exactly like movable thrusters. As above, they are highly constrained - they can only produce force when they are touching the ground, and (typically) they can only produce forces in certain directions, for instance as described by a "friction cone" (you can push on the ground but not pull on the ground, and with Coulomb friction the forces tangential to the ground must be smaller than the forces normal to the ground, as described by a coefficient of friction, e.g. $f^{B_i}_{C_z} \ge 0, |f^{B_i}_{C_x}| < \mu f^{B_i}_{C_z}$) where $C$ is the contact frame.
The constraints on where you can put your feet / thrusters will depend on the kinematics of your leg, and the speed at which you can move them will depend on the full dynamics of the leg -- these are difficult constraints to deal with. But the actual dynamics of the rigid body, $B$, are actually still affine, and still simple!
It turns out the specific equations that we used in our thought
experiment aren't restricted to a single body and massless legs. If we
simply repurpose the coordinates $x,z$ to describe the location of the
center of mass (CoM) of the entire robot (not just the center of mass of a
single body, $B$), and $m$ to represent the entire mass of the robot, then
the first two equations remain unchanged. The center of mass is a
configuration dependent point, and does not have an orientation, but one
important generalization of the orientation dynamics is given by the
centroidal momentum matrix, $A(\bq)$, where $A(\bq)\dot{\bq}$ captures the
linear and angular momentum of the robot around the center of mass
In the previous chapter we devoted relatively a lot of attention to dynamics of impact, characterized for instance by a guard that resets dynamics in a hybrid dynamical system. In those models we used impulsive ground-reaction forces (these forces are instantaneously infinite, but doing finite work) in order to explain the discontinuous change in velocity required to avoid penetration with the ground. This story can be extended naturally to the dynamics of the center of mass.
For an articulated robot, though, there are a number of possible strategies for the legs which can affect the dynamics of the center of mass. For example, if the robot hits the ground with a stiff leg like the rimless wheel, then the angular momentum about the point of collision will be conserved, but any momentum going into the ground will be lost. However, if the robot has a spring leg and a massless toe like the SLIP model, then no energy need be lost.
One strategy that many highly-articulated legged robots use is to keep their center of mass at a constant velocity, $$\dot{z} = c \quad \Rightarrow \quad \ddot{z} = 0,$$ and minimize their angular momentum about the center of mass (here $\ddot\theta=0$). Using this strategy, if the swinging foot lands roughly below the center of mass, then even with a stiff leg there is no energy dissipated in the collision - all of the momentum is conserved. This often (but does not always) justify ignoring the impacts in the center of mass dynamics of the system.
While not the only important case, it is extremely common for our robots to be walking over flat, or nearly flat terrain. In this situation, even if the robot is touching the ground in a number of places (e.g., two heels and two toes), the constraints on the center of mass dynamics can be summarized very efficiently.
First, on flat terrain $f^{B_i}_{W_z}$ represents the force that is normal to the surface at contact point $i$. If we assume that the robot can only push on the ground (and not pull), then this implies $$\forall i, f^{B_i}_{W_z} \ge 0 \Rightarrow \sum_i f^{B_i}_{W_z} \ge 0 \Rightarrow \ddot{z} \ge -g.$$ In other words, if I cannot pull on the ground, then my center of mass cannot accelerate towards the ground faster than gravity.
Furthermore, if we use a Coulomb model of friction on the ground, with friction coefficient $\mu$, then $$\forall i, |f^{B_i}_{W_x}| \le \mu f^{B_i}_{W_z} \Rightarrow \sum_i |f^{B_i}_{W_x}| \le \mu \sum_i f^{B_i}_{W_z} \Rightarrow |\ddot{x}| \le \mu (\ddot{z} + g).$$ For instance, if I keep my center of mass height at a constant velocity, then $\ddot{z}=0$ and $|\ddot{x}| \le \mu g$; this is a nice reminder of just how important friction is if you want to be able to move around in the world.
Even better, let us define the "center of pressure" (CoP) as the point on the ground where $$x_{cop} = \frac{\sum_i {}^Wp^{B_i}_{W_x} f^{B_i}_{W_z}}{\sum_i f^{B_i}_{W_z}},$$ and since all ${}^Wp^{B_i}_{W_z}$ are equal on flat terrain, $z_{cop}$ is just the height of the terrain. It turns out that the center of pressure is a "zero-moment point" (ZMP) -- a property that we will demonstrate below -- and moment-balance equation gives us a very important relationship between the location of the CoP and the dynamics of the CoM: \begin{equation} (m\ddot{z} + mg) (x_{cop} - x) = (z_{cop} - z) m\ddot{x} - I\ddot\theta. \label{eq:cop} \end{equation} If we use the strategy proposed above for ignoring collision dynamics, $\ddot{z} = \ddot{\theta} = 0$, and the result is the famous "ZMP equations": \begin{equation} \ddot{x} = g \frac{(x - x_{cop})}{(z - z_{cop})}. \label{eq:zmp} \end{equation} So the location of the center of pressure completely determines the acceleration of the center of mass, and vice versa! What's more, when $z - z_{cop}$ is a constant (the center of mass remains at a constant height relative to the ground) or following a predetermined schedule, the remaining relationship is affine -- a property that we can exploit in a number of ways.
As an example, we can easily relate constraints on the CoP to constraints on $\ddot{x}$. It is easy to verify from the definition that the CoP must live inside the convex hull of the ground contact points. Therefore, if we use the $\ddot{z}=\ddot\theta=0$ strategy, then this directly implies strict bounds on the possible accelerations of the center of mass given the locations of the ground contacts.
The zero-moment point (ZMP) is discussed very frequently in the current
literature on legged robots. It also has an unfortunate tendency to be
surrounded by some confusion; a number of people have defined the ZMP is
slightly different ways (see e.g.
First let us recall that for rigid body systems I can always summarize the contributions from many external forces as a single wrench (force and torque) on the object -- this is simply because the $F_i$ terms enter our equations of motion linearly. Specifically, the position $p^A$ of an arbitrary point $A$:
I can re-write the equations of motion as \begin{align*} m\ddot{x} =& \sum_i f^{B_i}_{W_x} = f^A_{net,W_x},\\ m\ddot{z} =& \sum_i f^{B_i}_{W_z} - mg = f^A_{net,W_z} - mg,\\ I\ddot\theta =& \sum_i \left[ {}^Bp^{B_i}_W \times f^{B_i}_W \right]_y = [{}^Bp^A_W \times f^A_{net,W}]_y + \tau^A_{net,W}, \end{align*} where $f^A_{net} = \sum_i f^{B_i}$ and the value of $\tau^A_{net}$ depends on the position, $p^A$. For some choices of $p^A$, we can make $\tau^A_{net}=0$. We'll call these points $\text{ZMP}$, for which we have \begin{equation} \left[ {}^Bp^{\text{ZMP}}_W \times f^{\text{ZMP}}_{net,W} \right]_y = {}^Bp^{\text{ZMP}}_{W_z} f^{\text{ZMP}}_{net,W_x} - {}^Bp^{\text{ZMP}}_{W_x} f^{\text{ZMP}}_{net,W_z} = \sum_i \left[ {}^Bp^{B_i}_W \times f^{B_i}_W \right]_y, \label{eq:zmp_def} \end{equation} we can see that whenever we have ground reaction forces ($f^{\text{ZMP}}_{net,W_z} \ne 0$) there is an entire line of solutions, ${}^Bp^{\text{ZMP}}_{W_x} = a\, {}^Bp^{\text{ZMP}}_{W_z} + b$, including one that will intercept the terrain. For walking robots, it is this point on the ground from which the external wrench can be described by a single force vector (and no moment) that is the famous "zero-moment point" (ZMP).
We can rewrite the equations of motion in terms of the ZMP. Substituting the equations of motion into equation \ref{eq:zmp_def}, to replace the individual terms of $f^{\text{ZMP}}_{net}$, we have \[ {}^Bp^{\text{ZMP}}_{W_z} m\ddot{x} - {}^Bp^{\text{ZMP}}_{W_x} (m\ddot{z} + mg) = I \ddot{\theta}. \] But this is precisely the equation \ref{eq:cop} presented above.
Furthermore, since \[\sum_i \left[ {}^Bp^{B_i}_W \times f^{B_i}_W \right]_y = \sum_i \left( {}^Bp^{B_i}_{W_z} f^{B_i}_{W_x} - {}^Bp^{B_i}_{W_x} f^{B_i}_{W_z} \right), \] and for flat terrain we have \[ \sum_i {}^Bp^{B_i}_{W_z} f^{B_i}_{W_x} = {}^Bp^{\text{ZMP}}_{W_z} \sum_i f^{B_i}_{W_x} = {}^Bp^\text{ZMP}_{W_z} f^\text{ZMP}_{net, W_x}, \] then we can see that this ZMP is exactly the CoP: \[ {}^Bp^\text{ZMP}_{W_x} = \frac{\sum_i {}^Bp^{B_i}_{W_x} f^{B_i}_{W_z}}{\sum_i f^{B_i}_{W_z} }. \]
In three dimensions, we solve for the point on the ground where $\tau^\text{ZMP}_{net,W_y} = \tau^\text{ZMP}_{net,W_x} = 0$, but allow $\tau^\text{ZMP}_{net,W_z} \ne 0$ to extract the analogous equations in the $y$-axis: \[ {}^Bp^{\text{ZMP}}_{W_z} m\ddot{y} - {}^Bp^{\text{ZMP}}_{W_y} (m\ddot{z} + mg) = I \ddot{\theta}. \]
Understanding the relationship between the center of pressure and the center of mass motion gives us a number of important tools for planning motions of our complex robots. I'll describe one of the most common pipeline for planning these motions, which decomposes the problem into:
Most notable here is the decision to separate the complicated planning problem into a sequence of simpler planning problems. Of course, one pays some price for the decomposition -- footstep plans tend to be conservative and kinematic because they do not reason directly about the dynamics of the robot. And the centroidal planning cannot accurately account for joint-level constraints, such as joint-position limits or effort limits. But these approximations enable dramatically simpler planning solutions.
Coming soon. For a description of our approach with Atlas, see
Coming soon. See, for instance,
Coming soon. See, for instance,
Coming soon. See, for instance,
In this exercise we implement a simplified version of the footstep
planning method proposed in
In this exercise we implement a simplified version of the footstep
planning problem formulated as a shortest path problem (SPP) in GCS
(proposed in
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triggers and responses
Fortunately I am very lucky to have been born with next-to-none stress. Occasionally I will get frustrated that I cannot find what is wrong with the code, but it has never over-come me. In this situation I am very easily able to ease my frustration and tell myself "there's no point getting mad".
After I have figured out a problem, I often look back at what cause it and laugh. It seems so silly sometimes that a capital letter or a semi-colon can completely render your code useless!


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@resistor you literally could have read the white paper, or looked at KMD website or .... literally ANY KMD resource for 5 minutes and would have not only had answers to every single question asked, but also would not have appeared to be an ignorant raging lunatic.
Jesus man, that was hard to read.
TLDR, KMD does not need miners to be secure. Learn about something before you mine it.


These are questions about the Lisbon Metro service.
What are the Lisbon Metro operation hours?
How much does a ticket to ride the Lisbon Metro cost?
Which municipalities does the Lisbon Metro serve?
How big is the Lisbon Metro network?
I lost something during my trip, how can I get it back?
I need police help, how can I contact them directly?
Train service is interrupted, which alternatives do I have?
What is the mean interval between trains?
I need to get back home after 1am. Which transportation alternatives do you recommend?


PLANET SICK-BOY: http://www.sick-boy.com
After Jude and Welcome to Sarajevo, a person might have certain preconceptions about director Michael Winterbottom. To call them both both dark films is a bit of an understatement. I was actually smacked in the head after letting a female co-worker borrower my copy of Jude. All of this makes Winterbottom's latest - Wonderland - even more of a surprise. And when I say `surprise,' I don't mean it in a good way.
An unwelcome change of pace for Winterbottom, Wonderland follows three generations of a South London family through a tumultuous November weekend. Each family member has their own story line, and they frequently intersect with each other. Their stories are almost all boring, particularly coming on the heels of Paul Thomas Anderson's far superior film Magnolia. In fact, Wonderland will really make you appreciate how good Magnolia was, even for you dicks that walked out after the first hour.
It's not all bad. The acting is solid, showing that Winterbottom is, if nothing else, routinely capable of eliciting great performances from his casts. The problem is with the script, written by debut screenwriter Laurence Coriat. Winterbottom's two previous gems were adapted from novels (Jude from Thomas Hardy's `Jude the Obscure' and Sarajevo from Michael Nicholson's `Natasha's Story'). Dude, find some more messed-up books and direct them instead of stories from first-time writers.
Here a breakdown of the characters:
Mum - Eileen (Kika Markham) hates her husband Bill (Jack Shepherd), constantly badgering him and calling him `pathetic.' Their relationship started to crumble when their youngest child and only son ran away from home, apparently so he could have sex with his girlfriend. Oh, yeah – Bill seems to have a thing for his black neighbor, as well.  Her ex-husband Dan (Ian Hart, The End of the Affair) is an irresponsible lout.
Molly (Molly Parker, Dean Koontz's Intensity) is about to have her first child and is happily married to a kitchen remodeling salesman named Eddie (John Simm, Cracker), who hates his job, wants to quit and doesn't so much want a wife or kid.
Nadia (Gina McKee, Notting Hill) a gangly waitress that hopelessly looks for love in the personal ads, but has yet to manage a third date with any of them.
Did I miss something here? Did Winterbottom wake up and find a vagina between his legs? Although I don't have an inherent problem with chick-flicks, I do have a problem with a guy that's made two strong, masculine films making a wimpy flick where all of the male characters are deplorable. The women in Wonderland aren't much better than the men, but it is definitely told from a female perspective. On the plus side, each character is miserable in their own way. The only person that seems remotely happy is little Jack when he sneaks out of his house to go to the Bonfire Night festival, but then he gets mugged.
Just to keep things interesting, Winterbottom employed several kooky techniques to Wonderland. He used only hand-held cameras and hidden microphones. There were no extras, no lights and no clapperboard was used during filming. Winterbottom also chose to use 16mm film, which was later blown up to 35mm. The result, as you can imagine, is very grainy and looks a bit like a documentary. While attempting a sort of cinematic freedom, Winterbottom readily denies the fact that he tried to copy the Dogme aesthetic. In fact, Wonderland was in pre-production when the first two Dogme films (The Celebration and The Idiots) screened at the 1998 Cannes Film Festival, where the director sat on the jury. But despite not trying to achieve results like his Danish counterparts, the hospital scenes at the end of Wonderland look very Kingdom-esque.
1:48 – not yet rated, but includes adult language, implied violence and brief nudity
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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review and has no editorial control. Unless stated otherwise, the copyright
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macro¶
Start recording a macro for later invocation as a command
macro(<name> [<arg1> ...])
<commands>
endmacro()
Defines a macro named <name>
that takes arguments named
<arg1>
, … Commands listed after macro, but before the
matching endmacro()
, are not executed until the macro
is invoked.
Per legacy, the endmacro()
command admits an optional
<name>
argument. If used, it must be a verbatim repeat of the
argument of the opening macro
command.
See the cmake_policy()
command documentation for the behavior
of policies inside macros.
See the Macro vs Function section below for differences
between CMake macros and functions
.
Invocation¶
The macro invocation is case-insensitive. A macro defined as
macro(foo)
<commands>
endmacro()
can be invoked through any of
foo()
Foo()
FOO()
and so on. However, it is strongly recommended to stay with the case chosen in the macro definition. Typically macros use all-lowercase names.
Arguments¶
When a macro is invoked, the commands recorded in the macro are
first modified by replacing formal parameters (${arg1}
, …)
with the arguments passed, and then invoked as normal commands.
In addition to referencing the formal parameters you can reference the
values ${ARGC}
which will be set to the number of arguments passed
into the function as well as ${ARGV0}
, ${ARGV1}
, ${ARGV2}
,
… which will have the actual values of the arguments passed in.
This facilitates creating macros with optional arguments.
Furthermore, ${ARGV}
holds the list of all arguments given to the
macro and ${ARGN}
holds the list of arguments past the last expected
argument.
Referencing to ${ARGV#}
arguments beyond ${ARGC}
have undefined
behavior. Checking that ${ARGC}
is greater than #
is the only
way to ensure that ${ARGV#}
was passed to the function as an extra
argument.
Macro vs Function¶
The macro
command is very similar to the function()
command.
Nonetheless, there are a few important differences.
In a function, ARGN
, ARGC
, ARGV
and ARGV0
, ARGV1
, …
are true variables in the usual CMake sense. In a macro, they are not,
they are string replacements much like the C preprocessor would do
with a macro. This has a number of consequences, as explained in
the Argument Caveats section below.
Another difference between macros and functions is the control flow.
A function is executed by transferring control from the calling
statement to the function body. A macro is executed as if the macro
body were pasted in place of the calling statement. This has the
consequence that a return()
in a macro body does not
just terminate execution of the macro; rather, control is returned
from the scope of the macro call. To avoid confusion, it is recommended
to avoid return()
in macros altogether.
Argument Caveats¶
Since ARGN
, ARGC
, ARGV
, ARGV0
etc. are not variables,
you will NOT be able to use commands like
if(ARGV1) # ARGV1 is not a variable
if(DEFINED ARGV2) # ARGV2 is not a variable
if(ARGC GREATER 2) # ARGC is not a variable
foreach(loop_var IN LISTS ARGN) # ARGN is not a variable
In the first case, you can use if(${ARGV1})
. In the second and
third case, the proper way to check if an optional variable was
passed to the macro is to use if(${ARGC} GREATER 2)
. In the
last case, you can use foreach(loop_var ${ARGN})
but this will
skip empty arguments. If you need to include them, you can use
set(list_var "${ARGN}")
foreach(loop_var IN LISTS list_var)
Note that if you have a variable with the same name in the scope from which the macro is called, using unreferenced names will use the existing variable instead of the arguments. For example:
macro(bar)
foreach(arg IN LISTS ARGN)
<commands>
endforeach()
endmacro()
function(foo)
bar(x y z)
endfunction()
foo(a b c)
Will loop over a;b;c
and not over x;y;z
as one might have expected.
If you want true CMake variables and/or better CMake scope control you
should look at the function command.


--- layout: default title: About Us permalink: /about_us/ ---
Mayday is a movement of citizens dedicated to passing fundamental reform to end the system of corruption in Washington, D.C. Our goal is to create a sufficient incentive to motivate a majority in Congress to pass fundamental reform in the way we fund our political campaigns.
In 2014, Mayday debuted as the Super PAC to end Super PACs. We crowdfunded over $6,000,000 from over 68,000 people. In the four biggest races we entered, our efforts were a significant tax on our opponent, forcing him to spend significantly to neutralize the effect of our campaign. This experience taught us important lessons about the most effective ways to pressure members of Congress. We are bringing that same experimental, data-driven spirit to our new campaign.
With our new plan to activate voters directly rather than rely on costly ad campaigns, the threat to anti-reform incumbents is even greater. Mayday will leverage the skills, ideas, and power of our community to win this fight. We are counting on your energy and ideas to make this campaign a success, so please get involved and take action to pass reform.


Duration
20 minutes
Goals
The primary goal of this lab is to elevate a service to foreground to increase resiliency. As a requirement of a foreground service, we will also display and update a notification.
Required assets
This lab is a continuation of the previous lab. You may use your existing solution or use the Completed solution in the Part 02 Resources folder. The provided Part 03 Resources folder contains a subfolder named Completed with a solution you can use to check your work. Please make sure you have these folders before you begin.
Challenge
You'll elevate a service to foreground. This requires you to display a notification. You'll also update the notification to indicate progress and respond to taps on the displayed notification.
- Open the completed solution from the previous exercise and open MyDownloadService.cs.
- Create a helper factory method that accepts string content and a pending intent, and returns a notification.
- In
OnStartCommand
, callStartForeground
using the helper method and the pending intent. - in
OnStartCommand
, update the notification in each iteration of the for loop and display the current progress. - Add a
PendingIntent
field and initialize it inOnCreate
to launchMainActivity
using theGetActivity
factory method. Update the notifcation factory method to add the pending intent. - Run the application, start the download service, and click the notification to return to the app.
Steps
Create a Notification
We'll need to create a notification to elevate the service to foreground. We also create new notifications when updating so we'll create a helper notification factory method.
- Open the completed solution from the previous exercise and open MyDownloadService.cs.
- Create a new method named GetNotification that returns a
Notification
and accepts astring
parameter named content. - Instantiate a new
Notification.Builder
. - Use the fluent API to customize the notification builder:
- Call
SetContentTitle
on theNotification
instance to set the title - this call returns a new/updatedNotification
instance. - Call
SetContentText
on the instance, pass in thestring
content argument. - Call
SetSmallIcon
on the instance to set the icon, pass inResource.Drawable.icon
.
- Call
- Finally, call
Build
on the notification builder to create aNotification
. - Return the notification.
Elevate the service to foreground
- Define a
const
int
field named NotificationId and set it to any non-zero value. - In
OnStartCommand
, use theGetNotification
helper method to create aNotification
, passing in "Download started" as the content. - Call
StartForeground
passing in the notification id and the notification. - Run the application, start the service and observe the notification. Try clicking on the notification.
class MyDownloadService : Service { const int NotificationID = 10000; ... }
Update the notification
We'll create another helper method that can be used to update the notification. This requires using the NotificationManager.
- Copy and paste the code for the
UpdateNotification
method. - Inspect the code: Notice we're again passing in content as a string. Internally the method uses the
NotificationManager
to replace the existing notification using the same notification id. - In
OnStartCommand
, find the for-loop; update the notification usingUpdateNotification
on every iteration, passing in the current progress. - Run the application, start the service and observe the notification.
void UpdateNotification(string content) { var notification = GetNotification(content); NotificationManager notificationManager = (NotificationManager)GetSystemService(Context.NotificationService); notificationManager.Notify(NotificationID, notification); }
Respond to taps on the notification
To add behavior to a notification we use a pending intent which encapsulates an intent that defines the behavior. In this case, to launch MainActivity.
- Create a
PendingIntent
field named pendingIntent. - In
OnCreate
, create anIntent
to launch MainActivity - set the Type argument in the constructor totypeof(MainActivity)
- Use
PendingIntent.GetActivity
to instantiate the field; pass this for the context parameter, 0 for requestCode, theIntent
for intent and 0 for flags. - In
GetNotification
, add an additional fluent call to assign the pending intent:
CallSetContentIntent
on the instance passing in pendingIntent. This sets the behavior of the notification when tapped to open MainActivity. - Run the application, start the service and tap on the notification.
Summary
In this exercise, you elevated a service to foreground, updated the notification and added behavior.


filmcritic.com presents a review from staff member Robert Strohmeyer. You can find the review with full credits at http://www.filmcritic.com/misc/emporium.nsf/2a460f93626cd4678625624c007f2b46/8730b4327ec078fd88256864001e0c14?OpenDocument
Holy Smoke
A film review by Robert Strohmeyer
Director: Jane Campion Producers: Jan Chapman Screenwriter: Anna Campion and Jane Campion Stars: Kate Winslet, Harvey Keitel, Pam Grier MPAA Rating: R Year of Release: 1999
It's so comforting to see a talented actor recover from the precarious heights of mass-market success. After TITANIC, I was perfectly prepared to condemn Kate Winslet to the same pit of has-been obscurity Leonardo DiCaprio belongs in. Fortunately, Winslet didn't sink with the ship.
HOLY SMOKE is the entrancing story of two zealots on a collision course with fate. Ruth, played by Winslet, is a young Australian who finds what she believes to be the path to enlightenment through the influence of a Guru while on holiday in India. When Mum (Julie Hamilton) gets word, she cooks up a plot to lure Ruth home and hires top cult deprogrammer PJ Waters (Harvey Keitel) to bring her daughter to reason.
Once trapped by her family, Ruth agrees to spend three days with Waters, beginning a game of cat-and-mouse that blurs all boundaries between therapist and patient. The balance of power turns when PJ falls under Ruth's seduction, leading them both on a descent into madness that is disturbing, enchanting, and sickly hilarious.
Winslet is positively enthralling in her role, presenting an inspired encore to her 1999 performance in Gillies MacKinnon's HIDEOUS KINKY. Keitel is intense and commanding, tapping into the same hardcore energies we saw in Abel Ferrara's 1992 shocker, BAD LIEUTENANT. For what it's worth, I'm predicting Oscar nominations.
Once in a while, first-rate acting meets up with powerful directorial and cinemagraphic vision to make a truly great film and this time it's the audience who got lucky. Cinematographer Dion Beebe and director Jane Campion (THE PIANO) deserve strong kudos for this one. Also worth mentioning is the comic and bizarre contribution of the supporting cast, including Pam Grier (JACKIE BROWN). Sophie Lee (MURIEL'S WEDDING) is a complete riot as Ruth's incompetent sister. I suspect much of Grier's work on this film is cluttering the cutting room floor, and her character is just never realized. Outside of this one shortcoming, HOLY SMOKE is a masterpiece. See this movie.
5 stars [highest rating]
-- Christopher Null -<EMAIL_ADDRESS>- http://www.filmcritic.com
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


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The form was laser cut. Material used ws MDF of 2 mm thickness. It was combined together using glue gun and fevicol. For hanging the clock, there are 5 holes on the frame of the clock. The curved surfaces of the clock were made by creating designs on the mdf to make it flexible.
Get a 360 degree view of the form - https://a360.co/2WgzpQJ
One side was made curved in order to make it look sleek. The size was made to fit the breadboard and the circuit.


Tea Time Atelier, an inconspicuous jewel box tucked away into a quiet corner
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of fine tea and an unwavering adherence to excellence.


|
AAX SDK
2.3.1
Avid Audio Extensions Development Kit
|
Specification for valid conversions between plug-in types.
The specification on this page defines the valid AAX plug-in type conversions. An AAX host may use this specification to perform automatic type conversions. For example:
In this specification the term "Type" refers to a specific configuration of an AAX plug-in.
Each Type is uniquely identified by a combination of five values:
Each Type is defined by a particular call to AAX_IComponentDescriptor::AddProcessProc_Native or AAX_IComponentDescriptor::AddProcessProc_TI in the plug-in's description method.
The Plug-In ID is defined as one of AAX_eProperty_PlugInID_Native or AAX_eProperty_PlugInID_TI.
In this specification, the format for describing an ID is:
[ ID triad + sample rate + architecture ]
Where the ID triad may be expanded to [ [Manufacturer ID] [Product ID] [Plug-In ID] ]
For example:
For the purposes of this specification we are not concerned with AudioSuite Types. Currently these Types are never type-converted.
In theory, an AAX host may apply a "partial" type conversion by swapping between different ProcessProcs without destroying and re-building any of the plug-in's objects (data model, GUI). For the purposes of this specification we are not concerned about whether a given conversion is "partial" or "total"; all conversions are treated the same.
Plug-in conversions are also required between Types of different stem formats. In fact, the supported stem format is an integral part of a Type's unique identifier. This specification ignores the question of stem formats entirely; we assume that each Type supports all necessary stem formats for legal conversion with other Types.
In general, type swapping rules for deprecated types and related types are equivalent. See Type deprecation for more information about the differences between related and deprecated types.
0x0 == sr_mask1 & sr_mask2
The AAX host should automatically convert between Types within the following IDs:
These conversions occur only if both Types are included in the plug-in when the conversion is made. Consider the following scenario:
In this scenario, if the plug-in had not been updated then an automatic conversion would occur. However, since the plug-in no longer includes the saved Type identifier, no automatic conversion occurs.
A plug-in can work around this situation by including the "old" Type identifier as a Related (or Deprecated) Type (see Explicit conversions.)
When a plug-in instance is saved after making an implicit conversion, plug-ins may be saved with the session using their new Type identifier. This is not required. For example, Pro Tools will prefer to save plug-in instances that were converted from DSP types as DSP, even if they were converted to corresponding Native types when the session was loaded onto and saved from a native Pro Tools system.
AAX includes properties that allow a plug-in to define explicit relationships between different Types. These properties only operate on ID triads. Each property can be associated with an array of ID triads to define a one-to-one or a many-to-one association between the given ID triads and the specific Type to which the property is attached.
The AAX host should convert between related Types within the following constraints:
These conversions will occur regardless of whether the related ID triad is used for any of the Types in the plug-in.
When a plug-in instance is saved after making an explicit conversion, all plug-ins are saved with the session using their new Type identifier.
There are two varieties of explicit plug-in type association: related types and deprecated types.
Properties that create a related type association:
Properties that create a deprecated type association:
With a few exceptions, these two types of explicit association are treated identically. These are the ways in which deprecated plug-in type association differs from related plug-in type association:
Type deprecation should only be used when a new version of an effect completely replaces an old version of the effect. For all other situations, type relationship should be used.


For the sake of this test, we assume that we are logged in as the Store with id 1 "Fabrizio Daiquiri"
{{jobOffer.description}}


Ocala events
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It's Not Over ~ Chris Daughtry (Guitar Cover) - YouTube
Nov 4, 2011 . It's Not Over ~ Chris Daughtry (Guitar Cover) . And also for that really weird chord in the second prechorus. I was aiming for a Bm7. xD .
http://www.youtube.com/watch?v=PiTaB-q8TRMChris Daughtry - ( Its Not Over tab )
Its Not Over tab by Chris Daughtry at GuitareTab.com.
http://www.guitaretab.com/c/chris-daughtry/183998.htmlCall Your Name chords & tabs by Daughtry @ 911Tabs
Accurate Call Your Name guitar tab, bass tab, drum tab, piano tab, power tab, guitar . Over You chords · September chords · Home chords · Its Not Over chords · What . This song has been written by Daughtry and posted at 07-20-2009 and .
http://www.911tabs.com/tabs/d/daughtry/call_your_name_tab.htm
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May 4sleeping men fondled by girls
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Ocala's best venues
-
Daughtry, Chris | NCpedia
Jan 1, 2012 . Rock singer Chris Daughtry, born December 26, 1979, grew up in . for It's Not Over and Home, and for Best Rock Album for Daughtry.
http://ncpedia.org/biography/daughtry-chris -
IT'S NOT OVER Lyrics - DAUGHTRY
Nov 21, 2006 . Daughtry It's Not Over lyrics & video : I was blown away. What could I say? It all seemed to make sense. You've taken away everything, And I .
http://www.elyrics.net/read/d/daughtry-lyrics/it_s-not-over-lyrics.html -
CHRIS DAUGHTRY - HOME LYRICS
Popular Chris Daughtry Lyric Videos. Daughtry- "Home" Lyrics Chris Daughtry. Its Not Over - Daughtry - Lyrics Chris Daughtry. Daughtry - Over You Lyrics .
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98 people's favorite
-
Daughtry Biography: Josh Steely | The Official Daughtry Website
It's funny, because I remember telling him that I wished I could find a singer like Chris for . In L.A., Steely's friend recruited him to stand in for Daughtry during the .
http://www.daughtryofficial.com/josh-steely -
What About Now Chords - Daughtry - Guitar Chords v4
What About Now Chords by Daughtry with guitar chords and tabs. . [5] The first single from the album, "It's Not Over", was the eighth most played song across all .
http://www.yourchords.com/24069/Daughtry/What-About-Now-ver-4-Chords/


Outdoor air quality
New York City's air contains particles, drops of liquid, gasses, and other pollution that can affect health - it can affect our breathing, and bad air quality can be particularly dangerous for older adults, children, and people with heart or lung conditions.
Air quality can vary from neighborhood to neighborhood, based on local levels of emmissions and many other factors. We monitor air quality using the New York City Community Air Survey (NYCCAS). NYCCAS is NYC's comprehensive air quality monitoring and modeling network, and it allows us to understand neighborhood differences in air quality - and what contributes to those differences.
Get the data: indicators on the EH Data Portal
Housing
Most people spend most of their time at home - so the household environment can significantly affect health. Disrepair that stems from longterm maintenance neglect can lead to serious health problems, including: lead poisoning from lead paint; asthma and other respiratory issues triggered by pests; and carbon monoxide poisoning.
In NYC, substandard housing is disproportionately located in low-income neighborhoods, as historical disinvestment lead to severe, systemic maintenance deficiencies that threatens people's health. No family should have to choose between affordable and healthy housing - all tenants are entitled to safe, decent, healthy housing that prevents disease and injury.
Get the data
More resources
Transportation and active design
Physical inactivity and unhealthy diet rank among the leading risk factors for premature death in the United States. Active design, however, promotes health by using architectural and urban design strategies to encourage walking, bicycling, stair climbing, transit use, active recreation, and healthy eating.
Designing to increase access to parks, create pedestrian plazas, ensure well-maintained sidewalks, plant street trees, provide secure bicycle storage, and make stairwaus in buildings attractive and accessible can have a measurable effect on people's ability to safetly get regular physical activity that can keep them healthy.
Get the data
More resources
Climate, weather, and health
NYC's climate is changing along with the world's climate. We expect more frequent and intense heat waves and increased rainfall, precipitation, and coastal storms. These will add to existing weather-related risks. Already, heat kills more people than all other natural disasters combined.
In New York City, those most vulnerable to heat's dangers are older adults and people with health conditions like heart disease, diabetes, and cognitive impairment - especially those in low-income neighborhoods. Air conditioning is the best defense against heat-related illness and death - so the equitable distribution of energy and air conditioning is a crucial way to minimize the health effects of heat and climate change.
Get the data
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Food and drink
We all make choices around food and drink, but sometimes, those choices are made for us by our food environments.
Our food environments include neighborhood-level alcohol access, unhealthy food access, and restaurant food safety. Additionally, drinking water quality data includes data on contaminants that are most frequently found at levels that may be of public health significant in the country's drinking water.
Get the data
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Pests and pesticides
Pests and pesticides can both have health effects. Household pests like mice, rats, and cockroaches can trigger asthma, while bed bugs are a well-known nuisance. Meanwhile, warmer winters may mean more vector-borne diseases like babesiosis and west nile virus.
Pesticides are chemicals used to control or kill insects, rats, mice, plants and weeds, or fungi (mold). Esposure to pesticides can occur from consuming foods or beverages that contain pesticide residues, from direct contact with the skin or eyes, or from breathing air in areas where pesticides are applied. Health effects from exposure to pesticides vary by chemical class. In general, short-term effects on humans from high levels of exposure include damage to the skin and eyes, difficulty breathing, neurological tremors or seizure and, in extreme cases, loss of consciousness and death. Current research is investigating whether chronic exposure to certain pesticides increases risk of some cancers, reproductive and developmental problems and neurodegenerative diseases such as Parkinson's disease.
Get the data
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<IP_ADDRESS>. Demand Model¶
This tab collects information about the demands that control the performance model of the building (Fig. <IP_ADDRESS>.1). There are multiple ways to define the demands using the information provided in the following areas:
Data Source¶
The drop-down list in this area identifies how the demands are calculated:
- from Workflow
Select this option if the PBE app is used to perform the entire performance assessment workflow, that is, the structural response estimation is also set up an performed by this application. In this case, make sure the workflow you set up provides all of the demand types required by the performance assessment. The demand file will be automatically created in the appropriate format by the backend engine and passed on to Pelicun in the background.
- from File
Select this option if the PBE app is only used for the performance assessment step, that is, the structural response estimation is performed outside of the application. In this case, you will need to perform the demand calculations and provide demand data in the standard CSV format used by SimCenter applications, including Pelicun. See the Pelicun Documentation for more information on the corresponding data format.
When this option is selected, use the Choose button to select a file on your computer that contains the demand data.
Stochastic Model¶
Robust performance assessment typically requires hundreds or thousands of damage and loss realizations while raw demand data is typically not available for more than a few dozen realizations. Therefore, the raw data is typically used to calibrate a stochastic demand model that is later sampled to obtain the number of realizations required for performance assessment.
This area controls the characteristics of the stochastic demand model that is prepared using the provided raw demand data. The following features are available:
- Distribution
Pelicun can fit a multivariate distribution to the raw data. The following options are available:
- lognormal
Fit a multivariate lognormal distribution to the data.
- truncated log
Fit a truncated multivariate lognormal distribution to the data. Truncation allows for limiting the domain for each random demand variable. This is an effective and transparent approach to avoid unrealistically high demands that otherwise are generated from the tails of lognormal distributions. See the details of setting up truncation limits below.
- empirical
Use the raw demand data as-is without fitting a distribution. When this approach is chosen, the empirical data is sampled with replacement to obtain the required number of realizations. This is only recommended if a sufficiently large number of realizations is available.
- Truncation limits
This option is only available if the truncated lognormal distribution is selected. The + and - buttons can be used to add or remove definitions to the list. The following information defines each truncation limit:
- Demand
Identifies the demand type using the standard SimCenter demand naming convention. The Pelicun Documentation provides a list of supported demand types that can be easily expanded if needed.
Currently, all demands of the selected type will be truncated at the provided limits. Let us know if location-specific demand truncation would be helpful for your work.
- Lower Lim
Lower truncation limit for the specified demand type. The unit of this truncation limit is identical to the unit of the demand in the raw demand data. If the demand is from the standard SimCenter workflow, then demand units are based on the unit settings in the GI panel of the PBE app.
- Upper Lim
Upper truncation limit for the specified demand type. Unit considerations are identical to those explained under the Lower Lim. Either of the two limits can be left empty to avoid imposing limits on the given side of the distribution.
- Add Uncertainty
This option allows you to quantify the uncertainty that was not included in the simulations used to obtain the raw demand data. Following the FEMA P-58 methodology, the uncertainty is quantified as a log-standard deviation value that is used to increase the dispersion of the raw demand data.
Note
FEMA P-58 disaggregates this uncertainty into several components, but — from a practical point of view — only their aggregate value matters for the performance assessment. Please provide the aggregate value here.
Note
Although the FEMA P-58 methodology was developed under the assumption of a multivariate lognormal distribution, Pelicun uses a more general assessment engine that can increase the uncertainty in truncated lognormal distributions as well as in empirical data. Therefore, this option is not limited to lognormal distributions.
- Remove collapses
This option allows you to filter collapsed results from the raw demand data. The filtered data is removed from the raw demands before any other calculation would take place. For example, only the filtered data is passed on to the engine to fit a distribution to the demands. This allows you to remove collapsed cases and prepare a stochastic demand model only for the non-collapsed realizations.
Use the + and - buttons to prepare a list of demand types and corresponding collapse limits. The Pelicun Documentation provides a list of supported demand types that can be easily expanded if needed.
Currently, if any of the demands of the selected type exceeds the collapse limit, the building in the given realization will be considered collapsed. Let us know if location-specific collapse limits would be helpful for your work.
The unit of the collapse limit is identical to the unit of the demand in the raw demand data. If the demand is from the standard SimCenter workflow, then demand units are based on the unit settings in the GI panel of the PBE app.
Sample¶
This area is used to specify the sample size for demands and — since these realizations are the first step in the uncertainty propagation through the performance assessment workflow — for the entire performance assessment.
Pelicun uses Latin Hypercube Sampling to provide mean and additive outputs with smaller errors than typical Monte Carlo analysis would. If you are only interested in such outputs, using a few hundred realizations should be sufficient. However, if you are interested in other statistics of the decision variable distributions, we recommend using a sample size of at least 1000.
The Directly use raw demand data option allows you to use the raw data without resampling. That is, the data will be used in the same order it was provided. If the requested sample size if larger than the size of the raw demand sample, the demand data will be used multiple times, always re-starting from the beginning and going through in the order it was provided. This option is useful when you want to preserve the order of demands, for example, because a portfolio of buildings is analyzed and the demands were generated to represent spatial correlation in the hazard.
Residual Drifts¶
Residual interstory drift ratios are often used as proxies to infer irreparable damage to buildings. However, it is challenging to model such behavior reliably and some experts recommend approximating such drifts from other demands. The drop-down list in this area allows you to choose an approximate method to get residual drift estimates. If you prefer to use a method that is not listed here, let us know and we can include it in a future update. Choose do not infer if you do not need residual drifts, or you wish to provide those values as part of the raw demand data yourself.
Note
This inference is performed after the demands are sampled, hence, the RID values are not limited by the prescribed distribution in the stochastic model.
FEMA P-58 method
The inference method in FEMA P-58 uses the yield drift ratio of the structural system to characterize the initiation of inelastic behavior and estimates the residual drifts from the peak interstory drift ratios. Pelicun allows you to use direction-specific yield drift ratios to be able to appropriately model structures that are not identical in the two horizontal directions. Use the + and - buttons to prepare a list of directions and corresponding yield drift ratios.
 This allows for any floor to trigger irreparable damage and enables a more realistic and detailed analysis than the typical approach of using a single RID demand as input.
Nevertheless, if you wish to perform such a calculation, we recommend providing an RID-0-1 value among the raw demand inputs, where 0 as location identifies this as a global (i.e., not specific to a particular location) demand and 1 as direction is an arbitrary choice. The automatic irreparable damage calculation will recognize such input and perform the calculation appropriately.