progressive-insurance
Businessmodel of Progressive Insurance
Customer Segments
Progressive offers a wide range of insurance products and solutions, designed for customers across multiple segments. The Company’s clients primarily comprise general consumers – notably including owners and renters of residential properties – and small commercial business customers with exposure to automotive operations. The Company’s commercial customers operate across the following markets:
- Business Auto, concerning automobiles, vans, and pick-up trucks used by small businesses, such as retailing, farming, services, and private trucking;
- For-Hire Transportation, including tractors, trailers, and straight trucks primarily used by regional general freight and expeditor-type businesses and non-fleet long-haul operators;
- Contractor, including vans, pick-up trucks, and dump trucks used by small businesses, such as artisans, heavy construction, and landscapers/snowplowers;
- For-Hire Specialty, including dump trucks, log trucks, and garbage trucks used by dirt, sand and gravel, logging, and coal-type businesses;
- Tow, including tow trucks and wreckers used in towing services and service station businesses; and
- For-Hire Livery, including non-fleet taxi, black-car service, and airport taxi operators. Progressive provides personal lines insurance products to customers across all 50 US states, and commercial lines products to customers across 49 US States. The Company does not currently write commercial lines products in Hawaii or the District of Columbia. The Company also serves customers in Australia.
Value Propositions
Progressive provides value to its customers in the following ways:
- Its affordable products, with the Company offering insurance products at reasonable process, having been the first US company to introduced reduced rates for low-risk drivers, and one of the first to offer online comparison rates, ensuring that its customers always receive the best price;
- The accessibility of its services, with the Company offering products and services through multiple channels, including an online service channel, a network of local agents, and dedicated in-house sales and service personnel;
- Its broad domestic reach, with the Company providing personal lines insurance products to customers across the entirety of the US, and commercial lines products to customers in all US states but Hawaii and the District of Columbia;
- Its use of technology, with the Company implementing effective data gathering and analysis systems that enable it to segment markets and price its products accurately according to risk potential; and
- Its industry expertise and experience, with the Company employing specialist personnel across its operating segments, led by a team of experienced industry executives. ### Channels
Progressive operates a website at www.progressive.com, through which it provides information on its various products, services, and markets. While the Company does not make sales through its website, it does provide an online tool that enables customers to get a personalised online insurance quote. The Company also operates an online customer portal, through which customers can manage their coverage and accounts, make claims, and access resources, as well as a mobile app.
Progressive primarily makes its sales through a direct sales force, which is organised regionally across the US. The Company’s dedicated sales personnel sell products and services to customers directly, primarily over the phone. Progressive also serves customers in person through its broad network of service centres and claims offices located across the US. The Company has significant operations in Colorado Springs, Colorado; St. Petersburg, Florida; Tampa, Florida; and Tempe, Arizona. Progressive serves customers in Australia through a single location.
Progressive also provides products and services to customers via an extensive network of third parties. This includes more than 38,000 independent agents and insurance brokers located across local agencies across the US.
Customer Relationships
Progressive provides a range of services and tools to customers on a self-service basis via its online customer portal and website. This includes the Company’s online quote tool, as well as tools that allow customers to manage their accounts, make claims, and monitor their coverage without interacting with members of the Company’s sales and service teams.
Progressive makes its sales to customers directly, consulting with them personally in order to provide coverage that is tailored to their specific needs and circumstances. The Company’s insurance products often span multiple years, with the Company seeking to establish long-term, recurring business by providing high-quality customer service and reasonable prices.
Progressive has a dedicated team of service staff that operate out of the Company’s broad network of service centres and claims offices across the US, the members of which are available to handle customer queries, claims, and complaints in-person. Customers can also contact customer support personnel over the phone or by email, with existing customers able to receive personalised assistance via an online chat service.
Progressive additionally provides a range of online resources to customers through its website, including information on the claims process. Customers are also able to follow the Company’s operations and interact with its personnel directly through its social media accounts, including with Facebook, Twitter, and YouTube.
Key Activities
Progressive operates as an insurance holding company. Through its insurance subsidiaries and affiliates, the Company offers a range of personal and commercial automobile and property insurance, as well as other specialty property-casualty insurance and related services.
The Company aligns its operations into three reportable business segments: Personal Lines, which writes insurance for personal autos, and recreational and other vehicles; Commercial Lines, which primarily writes liability, physical damage and other auto-related insurance for automobiles and trucks owned and or operated by small businesses as part of the commercial auto market; and Property, which writes homeowners and renters insurance across most of the US. The Company serves a broad range of consumer and commercial customers across the US, as well as in Australia.
Key Partners
Progressive works closely with a broad network of partners, that support the Company’s various operations. These partners can be organised broadly into the following categories:
- Supplier and Vendor Partners, including suppliers of services, technologies, and equipment that is utilised by the Company across its segments in support of its core operations, as well as companies to which certain functions can be outsourced;
- Auto Repair Partners, comprising the Company’s network of authorised independent auto repair shops that provide services and repairs to the Company’s customers in the event of an accident or damage;
- Channel and Distribution Partners, comprising the Company’s extensive network of independent agents and insurance brokers across the US, who provide products and services to customers on the Company’s behalf; and
- Strategic and Alliance Partners, including a number of market leading companies across multiple business sectors, with which the Company collaborates on various joint marketing, branding, and other projects. Progressive has launched a number of partnerships in recent years. This includes a tie-up with insurer Vertafore, a partnership with General Motors’s hands-free communication and vehicle safety service OnStar, and a partnership with Mitek Systems.
Key Resources
Progressive’s key resources are its intellectual properties and technologies, its IT and communications infrastructure, its online portals, its sales and distribution infrastructure- including its service centres and claims offices, its network of agents and brokers, its partnerships, and its personnel.
Progressive relies heavily on its technology and data gathering and analysis systems, with its risk measurement and price segmentation capabilities key to its operations. The Company also owns a number of US patents relating to various aspects of its operations.
Progressive also owns and or leases a number of physical properties across the US, notably its network of offices, service centres, and claims offices.
Cost Structure
Progressive incurs costs in relation to the development of its technologies, the maintenance of its It and communications infrastructure, the development and maintenance of its online portals, the procurement of third party services, the operation of its sales and distribution channels, the settlement of claims, the implementation of advertising and marketing campaigns, the management of its partnerships, and the retention of its personnel.
In 2015 Progressive recorded total expenses of $18.94 billion, including policy acquisition costs of $1.65 billion, investment expenses of $22.80 million, and service expenses of 77.50 million. The majority of the Company’s costs related to losses and loss adjustment expenses, which totaled $14.34 billion for the year.
Revenue Streams
Progressive generates revenue through the provision and sale of various auto, life and, speciality insurance products to consumers and commercial customers. The Company principally derives revenue in the form of premiums paid by its clients, as well through certain service fees, such as those collected from policyholders relating to installment charges.
In 2015 Progressive recorded total revenue for the year of $20.85 billion, up on the 19.39 billion recorded by the Company in 2014. The Company’s Personal Lines segment accounted for the bulk of the Company’s revenue, alone recording $17.29 billion in annual revenue.


Cacti - T. Peruvianus (Peruvian Torch)
First, I will do my best to put in this report only the things that are necessary to know and if anyone is gonna try this I hope they read this report.  I have noticed that acid has just pretty much disappeared from the world, either that or Iím just not hip enough for it to find me.
To start I purchaced one hundred grams of dried material from an online vendor. It arrived appearing as little green rock hard slices of the cactus itself. The green part, unfortunately is very thin, and the white part attached firmly to it I've heard does an awful lot to contribute to the nausea. A tedious task it was but well worth it was sitting down with the material and with a dropper dropping little warm individual drops of water on the white parts of each slice. Within minutes this rock hard material will absorb the water and become soggy. Using one of those very small pair of scissors that people use to trim their nose hairs I cut away the green material from the white and seperated the two. Very very tedious. I then made what I think was a very good investment in a coffee bean grinder. The heat of being ground up at light speed seperated the material from moisture, I was very pleased with this cuz I ended up with a dark green fine powder.
I then proceeded with an even more tedious task of stuffing the ground powder into little gel caps, now I must note that I packed them very tightly and squeezed them closed with alot of strength, my thumbs began to hurt a lot. In the end, I turned what had come in the mail as 100 grams into about 88 pills, probably at this point only 40-50 grams the green material which is what takes us to this very similar to LSD state of mind.
Now I had read a report of one guy who did the same preparation as I did and claimed he took about 80 of these! Trust me I tried. But after about swallowing 8-10 pills they began to get clumped up in my throat. I found that eating a slice of cheese chased with milk will help push them along. After I had swallowed 16 pills some sense kicked into me to just use this trip as a guage for how strong the pills were. This was a very good choice on my part. Now I know that blotter hits of acid are very hard to guage in strength but just bare with me when I say that 16 of the pills I made equaled that of the experience one might have on five good hits of acid.
It started to kick in after about 30 minutes and weirdness started to ensue around me. My mom whom I was living with at the time came home and even though we dont usually talk a whole hell of a lot she weirdly seemed to be drawn to hang around me. As if she sensed that I was having 'one of my nights' where Im sociable altogether. But I really wasnt, nausea started to set in and she started dancing in front of the mirror by me cuz in her middle age she fancies herself a belly dancer. Given that this would weird anyone out if their mom was doing it, the upcoming 'my body feels poisoned and im about to trip' feeling just made it extremely wierd and I couldnt run. And sense I said it, I'll say it again, when this mescaline kicks in, dont expect a very pleasurable experience, its like dying in a way. I cannot decsribe it any more clearly.
Within an hour and a half or so, the dying feeling goes away and im left with this acidy confused state of mind where my thoughts are permeating my visual field and im noticing that given my history, I could handle much more. But mescaline is funny stuff. Acid I've noticed comes on, comes up, and goes down for about 7-9 hours. Mescaline just seemed to come up and up and up. And it resembles acid so much. At about six hours, i notice that its about that time that it should begin to dwindle down. But I notice something about the phases of mescaline. And it all centers around the televion. At around hour 6-7 the television becomes completely locked and melted into my field of visuals. I even noticed that the people on tv have trails to their arms just like they're in their own third dimension that has been infected with mescaline consiousness. I feel very humorous and even a little deviant, for when I trip I rarely am touched by angels these days.
I failed to mention that about two hours after my dose my girlfriend took 6 pills to my 16 and she claims she had quite a strong trip that was like taking two hits of acid. We both had severe nausea though but thank god we had pepto bismal handy. This wonderful pink fluid made sure we did not puke up our constantly giving source of mescaline, for the trip seemed to last about 16 hours. Just whenever you think its about to end it just keeps giving and giving. I want everyone to know this very important fact about the trip we had.  And I recall thinking afterwards that this experience is the perfect loop hole for those who dont have acid readily available to them, or just plain are not in the social loop where mushrooms and acid are available. And Im kind of a geek so thats me.
I believe my preperation method tamed the nasuea as opposed to just plain eating it or making a gross drink out of it. The peruvian torch catus does not have that mischevious spirit that other psychedelics have, its very slow to move in and out and you might even get bored at times and shout ' okay! thats enough tripping for one night/morning!'
Also note that mescaline is chemically similar to adrenaline and Im gonna have to confirm that it did speed my heart up. Dont plan on going to sleep to soon. It also has that same back pain effect that acid does so I hope this lays to rest the strychnine in acid non sense. Its just the tension of severe consiousness expansion that causes the back to lock up. Have some one pop it or do some funky yoga moves, it will help alot.
BE WELL!!!!
p.s. Alcohol seems to do nothing to effect the mescaline like it would with mushrooms or acid.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


React-Grid-Layout Demo 12 - Nested
View project on GitHub
View this example's source
⇠
View the previous example: "No Vertical Compacting (Free Movement)"


integrativO
Enabling retrieval and generation of Description Logics -based axioms from heterogeneous sources.
Project Collaborators Publications ContactEnabling retrieval and generation of Description Logics -based axioms from heterogeneous sources.
Project Collaborators Publications ContactWe deliver tools that automatize the generation of axioms from the processing of heterogeneous ontologies and databases from the biomedical domain. The intended usage of integrativO is to enable the extraction of Description Logics (DL) -based axioms from similar data. integrativO is composed by three components: ontological interpretation of data, semi-automated ontology-based data integration, and case-based reasoning.
Interpretation of database content according to formal biomedical ontologies.
A lightweight framework for integrating ontologies and relational databases in a very simple way.
A CBR system to automatize the extraction of ontological content according to formal biomedical ontologies.
Plácido das Chagas Soares Segundo
Antonio Eudes de Araujo Lima Filho


NOAAport Grid (NGRID)
NOAAport binary gridded data.
WMO headers for
models
GRIB Format According to the National Center for Atmospheric Research (NCAR)
. Includes Table 2 parameter codes for ECMWF GRIB products.
Daily volume: about 950 MB in 75000 products


| Type | Example | Description |
|---|---|---|
| Descendant | table td | Selects elements that descend from the elements represented by the previous selector. |
| Child | table > tbody > tr > td | Selects elements that are child nodes of the elements represented by the previous selector. |
| Next-sibling | #sec2 + div + form | Selects sibling elements that appear after the elements represented by the previous selector. |
| Subsequent-sibling | #sec2 ~ form | Selects sibling elements that immediately follow the elements represented by the previous selector. |


runres − RWP*Load Simulator runres table and runres_a view
When using the -s option and a results database, the runres table saves overall execution statistics of the execution of all procedures doing database work or having the statistics attribute. The runres_a view aggregates results from a multi process run.
create table
runres
( runnumber number not null
, procno number not null
, vname varchar2(30) not null
, wtime number(*,6)
, etime number(*,6)
, ecount number
, tcount number
, constraint runres_pk primary key(runnumber, procno, vname)
)
create view
runres_a
( runnumber
, pcount
, vname
, wtime
, etime
, tcount
, avgw
, avge
, ecount
)
runnumber
This is the number that uniquely identifies a run.
procno pcount
In single process runs, procno is zero, in multi-process runs, it gets its value from the Operating System process number of from the -p option to rwloadsim. In the aggregate view, runres_a, the total process count is in the pcount column.
vname
This is the name of the procedure being executed.
wtime
Total time in seconds spent waiting to get a session from a session pool. For dedicated database, this time is zero.
etime
Total time in seconds spent executing the code in the procedure, not including time used to get a session.
ecount
Total number of executions of the procedure.
tcount
Number of threads having an execution of this procedure.
avgw, avge
Average time spent waiting for a session respectively executing the procedure.
Copyright © 2021 Oracle Corporation
Licensed under the Universal Permissive License v 1.0 as shown at https://oss.oracle.com/licenses/upl


Developed a 3D cell environment, with navigation tools and network functionality for STEP Lab’s CLEVR. CLEVR is a project designed to create learning experience in virtual reality, supported by Oculus and the MIT GameLab. The unique affordances of VR have helped to dispel some of the misconceptions about molecular biology, while the networking capabilities have improved the project’s viability as a classroom tool.


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| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object org.mozilla.javascript.SecurityController
public abstract class SecurityController
This class describes the support needed to implement security.
Three main pieces of functionality are required to implement security for JavaScript. First, it must be possible to define classes with an associated security domain. (This security domain may be any object incorporating notion of access restrictions that has meaning to an embedding; for a client-side JavaScript embedding this would typically be java.security.ProtectionDomain or similar object depending on an origin URL and/or a digital certificate.) Next it must be possible to get a security domain object that allows a particular action only if all security domains associated with code on the current Java stack allows it. And finally, it must be possible to execute script code with associated security domain injected into Java stack.
These three pieces of functionality are encapsulated in the SecurityController class.
Context.setSecurityController(SecurityController)
,
ClassLoader
| Constructor Summary | |
|---|---|
SecurityController()
|
| Method Summary | |
|---|---|
java.lang.Object |
callWithDomain(java.lang.Object securityDomain,
Context cx,
Callable callable,
Scriptable scope,
Scriptable thisObj,
java.lang.Object[] args)
Call Callable.call(Context cx, Scriptable scope, Scriptable thisObj,
Object[] args)
of callable under restricted security domain where an action is
allowed only if it is allowed according to the Java stack on the
moment of the execWithDomain call and securityDomain. |
abstract GeneratedClassLoader |
createClassLoader(java.lang.ClassLoader parentLoader,
java.lang.Object securityDomain)
Get class loader-like object that can be used to define classes with the given security context. |
static GeneratedClassLoader |
createLoader(java.lang.ClassLoader parent,
java.lang.Object staticDomain)
Create GeneratedClassLoader with restrictions imposed by
staticDomain and all current stack frames. |
java.lang.Object |
execWithDomain(Context cx,
Scriptable scope,
Script script,
java.lang.Object securityDomain)
Deprecated. The application should not override this method and instead override callWithDomain(Object securityDomain, Context cx, Callable callable, Scriptable scope, Scriptable thisObj, Object[] args) . |
abstract java.lang.Object |
getDynamicSecurityDomain(java.lang.Object securityDomain)
Get dynamic security domain that allows an action only if it is allowed by the current Java stack and securityDomain. |
static java.lang.Class |
getStaticSecurityDomainClass()
|
java.lang.Class |
getStaticSecurityDomainClassInternal()
|
static boolean |
hasGlobal()
Check if global SecurityController was already installed. |
static void |
initGlobal(SecurityController controller)
Initialize global controller that will be used for all security-related operations. |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
|---|
public SecurityController()
| Method Detail |
|---|
public static boolean hasGlobal()
SecurityController
was already installed.
initGlobal(SecurityController controller)
public static void initGlobal(SecurityController controller)
Context
-specific controllers and cause
any subsequent call to
Context.setSecurityController(SecurityController)
to throw an exception.
The method can only be called once.
hasGlobal()
public abstract GeneratedClassLoader createClassLoader(java.lang.ClassLoader parentLoader, java.lang.Object securityDomain)
parentLoader
- parent class loader to delegate search for classes
not defined by the class loader itselfsecurityDomain
- some object specifying the security
context of the code that is defined by the returned class loader.public static GeneratedClassLoader createLoader(java.lang.ClassLoader parent, java.lang.Object staticDomain)
GeneratedClassLoader
with restrictions imposed by
staticDomain and all current stack frames.
The method uses the SecurityController instance associated with the
current Context
to construct proper dynamic domain and create
corresponding class loader.
Context
,
the method calls Context.createClassLoader(ClassLoader parent)
.
parent
- parent class loader. If null,
Context.getApplicationClassLoader()
will be used.staticDomain
- static security domain.public static java.lang.Class getStaticSecurityDomainClass()
public java.lang.Class getStaticSecurityDomainClassInternal()
public abstract java.lang.Object getDynamicSecurityDomain(java.lang.Object securityDomain)
public java.lang.Object callWithDomain(java.lang.Object securityDomain, Context cx, Callable callable, Scriptable scope, Scriptable thisObj, java.lang.Object[] args)
Callable.call(Context cx, Scriptable scope, Scriptable thisObj,
Object[] args)
of callable under restricted security domain where an action is
allowed only if it is allowed according to the Java stack on the
moment of the execWithDomain call and securityDomain.
Any call to getDynamicSecurityDomain(Object)
during
execution of callable.call(cx, scope, thisObj, args)
should return a domain incorporate restrictions imposed by
securityDomain and Java stack on the moment of callWithDomain
invocation.
The method should always be overridden, it is not declared abstract for compatibility reasons.
public java.lang.Object execWithDomain(Context cx, Scriptable scope, Script script, java.lang.Object securityDomain)
callWithDomain(Object securityDomain, Context cx, Callable callable, Scriptable scope, Scriptable thisObj, Object[] args)
.
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| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Installing package updates ensures that any known vulnerabilities in various applications have been patched up.
First, type sudo apt-get update. This will download package lists from your image's list of repositories, allowing the system to determine which package versions are the most recent and which packages need to be updated.
Finally, install updates by typing sudo apt-get upgrade.


Test running....
Plugin Instance In Paint Test
Tests that there's no deadlock when a plugin instance is created while handling a paint message.


| category-extras-0.53.6: Various modules and constructs inspired by category theory | Contents | Index |
|
| Control.Comonad.Density | | Portability | non-portable (rank-2 polymorphism) | | Stability | experimental | | Maintainer | Edward Kmett<EMAIL_ADDRESS>|
|
|
|
| Description |
| The density comonad for a functor. aka the comonad cogenerated by a functor
The ''density'' term dates back to Dubuc''s 1974 thesis. The term
''monad genererated by a functor'' dates back to 1972 in Street''s
''Formal Theory of Monads''.
|
|
| Synopsis |
|
|
|
| Documentation |
|
| data Density k a |
| Constructors | | forall b .  ComonadCofree f w => w a) -> Cofree f a |
|
| Produced by Haddock version 2.1.0 |


GEOS uses three basic types of input events. These three types make up all the events necessary for mouse, keyboard, and pen input. They are Pointer events , Button events , and Keyboard events .
Pointer and Button events deal with mouse and pen input. Keyboard events provide keyboard key press information. Pointer and Button events are often referred to as "mouse" events and are dealt with together because most objects interested in one type will also be interested in the other.
A Pointer event details motion of the mouse pointer. If the user moves the mouse, a
MSG_META_MOUSE_PTR
will be generated by the Input Manager and sent to the proper application. The type of Pointer event (not always
MSG_META_MOUSE_PTR
) is affected by the current keyboard state, mouse state, and other context information.
A Button event details the press or release of a particular mouse button. Because different Specific UIs have different meanings for each mouse button, the function of the button determines which message is sent out. In the OSF/Motif specific UI, the left mouse button is used for selection; therefore, presses on that button cause
MSG_META_START_SELECT
, and releases cause
MSG_META_END_SELECT
. The exact message sent out, like Pointer events, can also be affected by input state information.
Mouse events also carry with them several flags indicating various statistics about the event: whether the click is actually a double-click, whether any keys on the keyboard are being held down, etc.
A Keyboard event details the press or release of a particular key on the user's keyboard. Usually, objects interested in Keyboard events will only be interested in presses and can ignore releases.
MSG_META_KBD_CHAR
is the basic Keyboard event, and it carries flags detailing the state of the various modifier keys (e.g., Shift, Ctrl, Alt, NumLock). This message is always sent to the current focus.
Pen input comes in the form of a special data structure called
Ink
. Ink input is instigated in the same manner as Button events, but it is handled in a completely separate manner. An object expecting Ink input must be aware when Ink events are being passed as opposed to normal mouse events. Special flags are used for this; see Pen Input and Ink
.


FAQ
Q.1 What is Tbee ?
Tbee is the world's most popular and authoritative source for movie and TV content. We offer a searchable database of more than millions of data items including more than 4 million movies. Movie info such as synopsis, cast, ratings.
Q.2 Why movies are not loading ?
The app must be connected to internet always.
Q.3 How does Tbee know what I showed interest in?
When you give a movie a positive rating or add a movie to your Watchlist, we track that as a movie that you are interested in.
Q.4 Why should I register on Tbee?
• Get personalized recommendations and discover new movies and shows you'll love • Create your Watchlist to track everything you want to watch and get notified when movies open in theaters • Rate all the movies and shows you've seen to improve your recommendations
Q.5 How can I search different movies?
Discover box helps out in finding different movies using filters such as ratings, genre, year etc.


/** * @author Richard Davey<EMAIL_ADDRESS>* @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.Sprite * * @classdesc Create a new `Sprite` object. Sprites are the lifeblood of your game, used for nearly everything visual. * * At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas. * They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input), * events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. * * @constructor * @extends PIXI.Sprite * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.Sprite = function (game, x, y, key, frame) { x = x || 0; y = y || 0; key = key || null; frame = frame || null; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {string} name - The user defined name given to this Sprite. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.SPRITE; /** * @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value. */ this.z = 0; /** * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components. */ this.events = new Phaser.Events(this); /** * @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager) */ this.animations = new Phaser.AnimationManager(this); /** * @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. */ this.key = key; /** * @property {number} _frame - Internal cache var. * @private */ this._frame = 0; /** * @property {string} _frameName - Internal cache var. * @private */ this._frameName = ''; PIXI.Sprite.call(this, PIXI.TextureCache['__default']); this.loadTexture(key, frame); this.position.set(x, y); /** * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container. */ this.world = new Phaser.Point(x, y); /** * Should this Sprite be automatically culled if out of range of the camera? * A culled sprite has its renderable property set to 'false'. * Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it. * * @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not. * @default */ this.autoCull = false; /** * @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it. */ this.input = null; /** * By default Sprites won't add themselves to any physics system and their physics body will be `null`. * To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object * and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`. * * Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite. * If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics. * * @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body * @default */ this.body = null; /** * @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites. */ this.health = 1; /** * If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc. * The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called. * @property {number} lifespan - The lifespan of the Sprite (in ms) before it will be killed. * @default */ this.lifespan = 0; /** * If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds * and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its * bounds every frame to support it, and not all games need it. Enable it by setting the value to true. * @property {boolean} checkWorldBounds * @default */ this.checkWorldBounds = false; /** * @property {boolean} outOfBoundsKill - If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true. * @default */ this.outOfBoundsKill = false; /** * @property {boolean} debug - Handy flag to use with Game.enableStep * @default */ this.debug = false; /** * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view. */ this.cameraOffset = new Phaser.Point(); /** * A small internal cache: * 0 = previous position.x * 1 = previous position.y * 2 = previous rotation * 3 = renderID * 4 = fresh? (0 = no, 1 = yes) * 5 = outOfBoundsFired (0 = no, 1 = yes) * 6 = exists (0 = no, 1 = yes) * 7 = fixed to camera (0 = no, 1 = yes) * @property {Int16Array} _cache * @private */ this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]); /** * @property {Phaser.Rectangle} _bounds - Internal cache var. * @private */ this._bounds = new Phaser.Rectangle(); }; Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Sprite.prototype.constructor = Phaser.Sprite; /** * Automatically called by World.preUpdate. * * @method Phaser.Sprite#preUpdate * @memberof Phaser.Sprite * @return {boolean} True if the Sprite was rendered, otherwise false. */ Phaser.Sprite.prototype.preUpdate = function() { if (this._cache[4] === 1) { this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y); this.worldTransform.tx = this.world.x; this.worldTransform.ty = this.world.y; this._cache[0] = this.world.x; this._cache[1] = this.world.y; this._cache[2] = this.rotation; this._cache[4] = 0; if (this.exists && this.body) { this.body.preUpdate(); } return false; } this._cache[0] = this.world.x; this._cache[1] = this.world.y; this._cache[2] = this.rotation; if (!this.exists || !this.parent.exists) { // Reset the renderOrderID this._cache[3] = -1; return false; } if (this.lifespan > 0) { this.lifespan -= this.game.time.elapsed; if (this.lifespan <= 0) { this.kill(); return false; } } // Cache the bounds if we need it if (this.autoCull || this.checkWorldBounds) { this._bounds.copyFrom(this.getBounds()); } if (this.autoCull) { // Won't get rendered but will still get its transform updated this.renderable = this.game.world.camera.screenView.intersects(this._bounds); } if (this.checkWorldBounds) { // The Sprite is already out of the world bounds, so let's check to see if it has come back again if (this._cache[5] === 1 && this.game.world.bounds.intersects(this._bounds)) { this._cache[5] = 0; } else if (this._cache[5] === 0 && !this.game.world.bounds.intersects(this._bounds)) { // The Sprite WAS in the screen, but has now left. this._cache[5] = 1; this.events.onOutOfBounds.dispatch(this); if (this.outOfBoundsKill) { this.kill(); return false; } } } this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty); if (this.visible) { this._cache[3] = this.game.stage.currentRenderOrderID++; } this.animations.update(); if (this.body) { this.body.preUpdate(); } // Update any Children for (var i = 0, len = this.children.length; i < len; i++) { this.children[i].preUpdate(); } return true; }; /** * Override and use this function in your own custom objects to handle any update requirements you may have. * Remember if this Sprite has any children you should call update on them too. * * @method Phaser.Sprite#update * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.update = function() { }; /** * Internal function called by the World postUpdate cycle. * * @method Phaser.Sprite#postUpdate * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.postUpdate = function() { if (this.key instanceof Phaser.BitmapData && this.key._dirty) { this.key.render(); } if (this.exists && this.body) { this.body.postUpdate(); } // Fixed to Camera? if (this._cache[7] === 1) { this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x; this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y; } // Update any Children for (var i = 0, len = this.children.length; i < len; i++) { this.children[i].postUpdate(); } }; /** * Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. * This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game. * * @method Phaser.Sprite#loadTexture * @memberof Phaser.Sprite * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. * @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.Sprite.prototype.loadTexture = function (key, frame) { frame = frame || 0; if (key instanceof Phaser.RenderTexture) { this.key = key.key; this.setTexture(key); return; } else if (key instanceof Phaser.BitmapData) { this.key = key.key; this.setTexture(key.texture); return; } else if (key instanceof PIXI.Texture) { this.key = key; this.setTexture(key); return; } else { if (key === null || typeof key === 'undefined') { this.key = '__default'; this.setTexture(PIXI.TextureCache[this.key]); return; } else if (typeof key === 'string' && !this.game.cache.checkImageKey(key)) { this.key = '__missing'; this.setTexture(PIXI.TextureCache[this.key]); return; } if (this.game.cache.isSpriteSheet(key)) { this.key = key; // var frameData = this.game.cache.getFrameData(key); this.animations.loadFrameData(this.game.cache.getFrameData(key)); if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } else { this.key = key; this.setTexture(PIXI.TextureCache[key]); return; } } }; /** * Crop allows you to crop the texture used to display this Sprite. * Cropping takes place from the top-left of the Sprite and can be modified in real-time by providing an updated rectangle object. * * @method Phaser.Sprite#crop * @memberof Phaser.Sprite * @param {Phaser.Rectangle} rect - The Rectangle to crop the Sprite to. Pass null or no parameters to clear a previously set crop rectangle. */ Phaser.Sprite.prototype.crop = function(rect) { if (typeof rect === 'undefined' || rect === null) { // Clear any crop that may be set if (this.texture.hasOwnProperty('sourceWidth')) { this.texture.setFrame(new Phaser.Rectangle(0, 0, this.texture.sourceWidth, this.texture.sourceHeight)); } } else { // Do we need to clone the PIXI.Texture object? if (this.texture instanceof PIXI.Texture) { // Yup, let's rock it ... var local = {}; Phaser.Utils.extend(true, local, this.texture); local.sourceWidth = local.width; local.sourceHeight = local.height; local.frame = rect; local.width = rect.width; local.height = rect.height; this.texture = local; this.texture.updateFrame = true; PIXI.Texture.frameUpdates.push(this.texture); } else { this.texture.setFrame(rect); } } }; /** * Brings a 'dead' Sprite back to life, optionally giving it the health value specified. * A resurrected Sprite has its alive, exists and visible properties all set to true. * It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal. * * @method Phaser.Sprite#revive * @memberof Phaser.Sprite * @param {number} [health=1] - The health to give the Sprite. * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.revive = function(health) { if (typeof health === 'undefined') { health = 1; } this.alive = true; this.exists = true; this.visible = true; this.health = health; if (this.events) { this.events.onRevived.dispatch(this); } return this; }; /** * Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false. * It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal. * Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory. * If you don't need this Sprite any more you should call Sprite.destroy instead. * * @method Phaser.Sprite#kill * @memberof Phaser.Sprite * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; if (this.events) { this.events.onKilled.dispatch(this); } return this; }; /** * Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method Phaser.Sprite#destroy * @memberof Phaser.Sprite * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.Sprite.prototype.destroy = function(destroyChildren) { if (this.game === null) { return; } if (typeof destroyChildren === 'undefined') { destroyChildren = true; } if (this.parent) { if (this.parent instanceof Phaser.Group) { this.parent.remove(this); } else { this.parent.removeChild(this); } } if (this.input) { this.input.destroy(); } if (this.animations) { this.animations.destroy(); } if (this.body) { this.body.destroy(); } if (this.events) { this.events.destroy(); } var i = this.children.length; if (destroyChildren) { while (i--) { this.children[i].destroy(destroyChildren); } } else { while (i--) { this.removeChild(this.children[i]); } } this.alive = false; this.exists = false; this.visible = false; this.filters = null; this.mask = null; this.game = null; }; /** * Damages the Sprite, this removes the given amount from the Sprites health property. * If health is then taken below or is equal to zero `Sprite.kill` is called. * * @method Phaser.Sprite#damage * @memberof Phaser.Sprite * @param {number} amount - The amount to subtract from the Sprite.health value. * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.damage = function(amount) { if (this.alive) { this.health -= amount; if (this.health <= 0) { this.kill(); } } return this; }; /** * Resets the Sprite. This places the Sprite at the given x/y world coordinates and then * sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values. * If the Sprite has a physics body that too is reset. * * @method Phaser.Sprite#reset * @memberof Phaser.Sprite * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @param {number} [health=1] - The health to give the Sprite. * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.reset = function(x, y, health) { if (typeof health === 'undefined') { health = 1; } this.world.setTo(x, y); this.position.x = x; this.position.y = y; this.alive = true; this.exists = true; this.visible = true; this.renderable = true; this._outOfBoundsFired = false; this.health = health; if (this.body) { this.body.reset(x, y, false, false); } return this; }; /** * Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only * bought to the top of that Group, not the entire display list. * * @method Phaser.Sprite#bringToTop * @memberof Phaser.Sprite * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.bringToTop = function() { if (this.parent) { this.parent.bringToTop(this); } return this; }; /** * Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() * If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself. * * @method Phaser.Sprite#play * @memberof Phaser.Sprite * @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used. * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed. * @return {Phaser.Animation} A reference to playing Animation instance. */ Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete) { if (this.animations) { return this.animations.play(name, frameRate, loop, killOnComplete); } }; /** * Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle. * * @name Phaser.Sprite#angle * @property {number} angle - The angle of this Sprite in degrees. */ Object.defineProperty(Phaser.Sprite.prototype, "angle", { get: function() { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); }, set: function(value) { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); } }); /** * Returns the delta x value. The difference between world.x now and in the previous step. * * @name Phaser.Sprite#deltaX * @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "deltaX", { get: function() { return this.world.x - this._cache[0]; } }); /** * Returns the delta y value. The difference between world.y now and in the previous step. * * @name Phaser.Sprite#deltaY * @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "deltaY", { get: function() { return this.world.y - this._cache[1]; } }); /** * Returns the delta z value. The difference between rotation now and in the previous step. * * @name Phaser.Sprite#deltaZ * @property {number} deltaZ - The delta value. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "deltaZ", { get: function() { return this.rotation - this._cache[2]; } }); /** * Checks if the Sprite bounds are within the game world, otherwise false if fully outside of it. * * @name Phaser.Sprite#inWorld * @property {boolean} inWorld - True if the Sprite bounds is within the game world, even if only partially. Otherwise false if fully outside of it. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "inWorld", { get: function() { return this.game.world.bounds.intersects(this.getBounds()); } }); /** * Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it. * * @name Phaser.Sprite#inCamera * @property {boolean} inCamera - True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", { get: function() { return this.game.world.camera.screenView.intersects(this.getBounds()); } }); /** * @name Phaser.Sprite#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ Object.defineProperty(Phaser.Sprite.prototype, "frame", { get: function () { return this.animations.frame; }, set: function (value) { this.animations.frame = value; } }); /** * @name Phaser.Sprite#frameName * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display. */ Object.defineProperty(Phaser.Sprite.prototype, "frameName", { get: function () { return this.animations.frameName; }, set: function (value) { this.animations.frameName = value; } }); /** * @name Phaser.Sprite#renderOrderID * @property {number} renderOrderID - The render order ID, reset every frame. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "renderOrderID", { get: function() { return this._cache[3]; } }); /** * By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is * activated for this object and it will then start to process click/touch events and more. * * @name Phaser.Sprite#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this object to receive input events. */ Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", { get: function () { return (this.input && this.input.enabled); }, set: function (value) { if (value) { if (this.input === null) { this.input = new Phaser.InputHandler(this); this.input.start(); } } else { if (this.input && this.input.enabled) { this.input.stop(); } } } }); /** * Sprite.exists controls if the core game loop and physics update this Sprite or not. * When you set Sprite.exists to false it will remove its Body from the physics world (if it has one) and also set Sprite.visible to false. * Setting Sprite.exists to true will re-add the Body to the physics world (if it has a body) and set Sprite.visible to true. * * @name Phaser.Sprite#exists * @property {boolean} exists - If the Sprite is processed by the core game update and physics. */ Object.defineProperty(Phaser.Sprite.prototype, "exists", { get: function () { return !!this._cache[6]; }, set: function (value) { if (value) { // exists = true this._cache[6] = 1; if (this.body && this.body.type === Phaser.Physics.P2JS) { this.body.addToWorld(); } this.visible = true; } else { // exists = false this._cache[6] = 0; if (this.body && this.body.type === Phaser.Physics.P2JS) { this.body.removeFromWorld(); } this.visible = false; } } }); /** * An Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Sprite.cameraOffset. * Note that the cameraOffset values are in addition to any parent in the display list. * So if this Sprite was in a Group that has x: 200, then this will be added to the cameraOffset.x * * @name Phaser.Sprite#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this Sprite to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.Sprite.prototype, "fixedToCamera", { get: function () { return !!this._cache[7]; }, set: function (value) { if (value) { this._cache[7] = 1; this.cameraOffset.set(this.x, this.y); } else { this._cache[7] = 0; } } }); /** * Enable or disable texture smoothing for this Sprite. Only works for bitmap/image textures. Smoothing is enabled by default. * * @name Phaser.Sprite#smoothed * @property {boolean} smoothed - Set to true to smooth the texture of this Sprite, or false to disable smoothing (great for pixel art) */ Object.defineProperty(Phaser.Sprite.prototype, "smoothed", { get: function () { return !this.texture.baseTexture.scaleMode; }, set: function (value) { if (value) { if (this.texture) { this.texture.baseTexture.scaleMode = 0; } } else { if (this.texture) { this.texture.baseTexture.scaleMode = 1; } } } });


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Disclaimer: We have striven to minimize the number of errors. However, we cannot guarantee the note is 100% accurate. This note records the codes for fitting fixed-effect 2-D diffusion model.
In this tutorial, we conducted a parameter recovery of a CDDM associating a speed-and-accuracy (SAT) factor with the threshold parameter, a. A classic SAT experiment usually encourages participants to emphaize response speed in one condition and response accuracy in the other. The SAT factor is often found selectively affecting threshold-related parameters in 1-D diffusion model.
The model description prepares for a design with two factors: a three-level stimulus factor (S) and a two-level speed-and-accuracy (SAT) factor. However, it assumes only the threshold parameter, a is affected by the SAT factor and the S factor is inconseuqntial.
## This cleans up objects in the workspace, but already-loaded pacakges will be
## stilled loaded. To get a clear start of an R session, use the hot-key Ctrl-Shift-F10
## in RStudio for instance.
rm(list = ls())
require(ggdmc)
nw <- 4
model <- BuildModel(
p.map = list(v1 = "1", v2 = "1", a = "SAT", t0 = "1", sigma1="1",
sigma2="1", eta1="1", eta2="1", tmax="1", h="1"),
match.map = NULL,
constants = c(sigma1 = 1, sigma2 = 1, eta1=0, eta2=0, tmax=3, h=1e-4),
factors = list(S = c("s1", "s2", "s3"), SAT=c("speed", "accuracy")),
responses = paste0('theta_', letters[1:nw]),
type = "cddm")
npar <- length(GetPNames(model))
In the following, we set up an assumed mechanism to generate twelve sets of true parameters, inside the simulate function. The true parameters are stored as a ps matrix, an attribute attached to the output object from the simulate function. Each row of the ps matrix represents one participant.
pop.mean <- c(v1=1.2, v2=2.2, a.speed = 1.5, a.accuracy = 2.0, t0=0.1)
pop.scale <- c(v1=2.5, v2=2.5, a.speed=2, a.accuracy=2.0, t0=0.5)
pop.prior <- BuildPrior(
dists = rep("tnorm", npar),
p1 = pop.mean,
p2 = pop.scale,
lower = c(rep(-5, 2), 0, 0, 0),
upper = c(rep( 5, 2), 5, 5, 2))
dat <- simulate(model, nsub=12, nsim = 30, prior = pop.prior);
ps <- attr(dat, "parameters")
dmi <- BuildDMI(dat, model)
We then set up prior distributions for each CDDM parameter. Before we proceed to fit the data, we check whether our prior distributions cover the all true target parameters.
p.prior <- BuildPrior(
dists = rep("tnorm", npar),
p1 = pop.mean,
p2 = pop.scale,
lower = c(rep(-10, 2), 0, 0, 0),
upper = c(rep( 10, 2), 8, 8, 5))
prior_d <- plot(p.prior, save = TRUE)
wide <- data.table::data.table(ps)
wide$s <- factor(1:nrow(ps))
pveclines <- data.table::melt.data.table(
wide, id.vars = "s", variable.name = "Parameter", value.name = "true")
## require(ggplot2)
p0 <- ggplot(prior_d, aes_string(x = "xpos", y = "ypos")) +
geom_line() +
geom_vline(data = pveclines, aes_string(xintercept = "true"),
linetype = "dotted", size = 1) +
xlab("")+ ylab("")+
facet_wrap(~Parameter, scales="free") +
theme_bw() +
theme(legend.position = "none",
strip.text.x = element_text(size = 16),
strip.text.y = element_blank(),
axis.title.y = element_blank(),
axis.text.x = element_text(size = 16),
axis.text.y = element_text(size = 16),
axis.title.x = element_blank())
Then we use 3 CPU cores, ncore=3 to run 3 parallel model fits. The block option indicates whether we want to update the entire parameter vector or just one parameter in the vector at a time. This is critical for the hierarchical model fit, but inconsequential for the fixed-effect model fit, so to gain more speed, we choose to disable it, block=FALSE.
Note in R 3.6.1, the mc.cores option in mclapply has been altered. It now takes the ncore option via “getOpion(“mc.cores”, 2L)”. This renders the ggdmc <IP_ADDRESS> always run 2 cores, which is a default setting of the mclapply function. To launch the number of CPU core you want, you have to adjust this manually in the two internal R functions, run_many and rerun_many, accordingly, or update your ggdmc via devtool tools.
## The latest ggdmc <IP_ADDRESS> will report its processing time!
## Processing time: 214.3 secs.
fit0 <- StartNewsamples(dmi, p.prior, block=FALSE, ncore=3)
## Processing time: 611.43 secs.
fit <- run(fit0, block=FALSE, ncore=3)
After finishing the model fit, we check whether the chains are converged. The potential scale reduction factors, PSRT, are all below well 1.10.
rhat <- gelman(fit, verbose=TRUE)
# Diagnosing theta for many participants separately
# Mean 5 3 10 7 1 4 2 11 8 12 6 9
# 1.02 1.01 1.01 1.01 1.01 1.01 1.01 1.01 1.02 1.02 1.02 1.03 1.10
est <- summary(fit, recovery = TRUE, ps = ps, verbose = FALSE)
Plus, the parameters are precisely recovered.
# Summary each participant separately
# v1 v2 a t0
# Mean 1.98 1.92 1.52 0.12
# True 1.98 2.01 1.49 0.12
# Diff 0.00 0.10 -0.03 0.00
# Sd 0.14 0.17 0.12 0.04
# True 0.08 0.09 0.07 0.04
# Diff -0.06 -0.08 -0.05 0.00


Hi, I am Shreya Mohan and I have completed my BE in Computer sCience from Sri Siddhartha Institute of technology,Tumkur. I'm a hardworking individual who would like to learn and posess new skills. My hobbies are singing, listening to music and reading books. I possess skills in various technologies which I have listed in the below section.
Machine learning is the study of computer algorithms that can improve automatically through experience and by the use of data.It is seen as a part of artificial intelligence.
Java is a high-level,class-based,It is a object-oriented programming language that is designed to have as few implementation dependenciesas possible.It is a general-purpose programming language intended to let application developers write once, run anywhere[WORA],meaning that compiled Java code can run on all platforms that support Java without the need for recompilation. Java applications are typically compiled to bytecode that can run on any Java virtual machine (JVM) regardless of the underlying computer architecture.
The HyperText Markup Language, or HTML is the standard markup language for documents designed to be displayed in a web browser. It can be assisted by technologies such as Cascading Style Sheets (CSS) and scripting languages such as JavaScript. HTML elements are the building blocks of HTML pages. With HTML constructs, images and other objects such as interactive forms may be embedded into the rendered page. HTML provides a means to create structured documents by denoting structural semantics for text such as headings, paragraphs, lists, links, quotes and other items. HTML elements are delineated by tags, written using angle brackets. Tags such as img and input directly introduce content into the page. Other tags such as p surround and provide information about document text and may include other tags as sub-elements. Browsers do not display the HTML tags, but use them to interpret the content of the page.
MySQL is an open-source relational database management system. A relational database organizes data into one or more data tables in which data types may be related to each other;these relations help structure the data.SQL is a language programmers use to create,modify and extract data from the relational database, as well as control user access to the database.
The proposed software proiduct is the School Management System. The system will be used in schools and in colleges to get information from the students and then storing the data for future usage.
Website is developed to indicate the weather forecast details of upcoming three days. We can also determine the shortest path from source to destination as well as the the number of accidents occured in the corresponding path.


--- layout: page title: Latest Articles description: "A blog on dev, open source and coffee." tags: [Jekyll, theme, themes, responsive, blog, minimalism] ---


Football: Liverpool to play twice in two days in two different countries
LONDON: Liverpool will play two games in two days nearly 5,000 miles apart after their League Cup quarter-final against Aston Villa was scheduled for the day before their Club World Cup semi-final in Qatar.
The European champions will travel to Villa on Dec 17, League Cup organisers the English Football League announced on Tuesday (Nov 5).
Liverpool play their first match of the Club World Cup in Doha the following day, meaning the Red's will be forced to use two separate squads for the fixtures.
"We will be utilising two playing squads simultaneously, with one squad participating in the FIFA Club World Cup in Qatar and another in the Carabao (League) Cup," Liverpool said in a statement.
"The club would like to take this opportunity to underline that, while this is not an ideal scenario, it is an outcome which was arrived at with the best interests of the competition, our fellow clubs and ourselves as the sole motivating factor."
Due to a midweek round of the Premier League in December and Liverpool's participation in the Champions League and Club World Cup, there were no free midweeks to play the quarter-final before the semi-finals were due to be played in early January.
"We can confirm alternative dates were discussed but, ultimately, none were considered suitable without compromising the scheduling of the competition itself or placing an undue strain on our playing staff," added Liverpool's statement.
Jurgen Klopp has fielded a much-weakened side in both Liverpool's League Cup victories so far this season over MK Dons and Arsenal.
It is expected that first team stars such as Sadio Mane, Mohamed Salah and Roberto Firmino will head to Qatar as Liverpool aim to win the Club World Cup for the first time, leaving younger players behind to fulful the League Cup fixture.


| Trees | Indices | Toggle frames |
|---|
Precise framerate calculation, scheduling and framerate limiting.
The tick and get_fps functions can be used in conjunction to fulfil most games' basic requirements:
from pylet import clock while True: dt = clock.tick() # ... update and render ... print 'FPS is %f' % clock.get_fps()
The dt value returned gives the number of seconds (as a float) since the last "tick".
The get_fps function averages the framerate over a sliding window of approximately 1 second. (You can calculate the instantaneous framerate by taking the reciprocal of dt).
Always remember to tick the clock!
The framerate can be limited:
clock.set_fps_limit(60)
This causes clock to sleep during each tick in an attempt to keep the number of ticks (frames) per second below 60.
The implementation uses platform-dependent high-resolution sleep functions to achieve better accuracy with busy-waiting than would be possible using just the time module.
You can schedule a function to be called every time the clock is ticked:
def callback(dt): print '%f seconds since last callback' % dt clock.schedule(callback)
The schedule_interval method causes a function to be called every "n" seconds:
clock.schedule_interval(callback, .5) # called twice a second
The schedule_once method causes a function to be called once "n" seconds in the future:
clock.schedule_once(callback, 5) # called in 5 seconds
All of the schedule methods will pass on any additional args or keyword args you specify ot the callback function:
def animate(dt, velocity, sprite): sprite.position += dt * velocity clock.schedule(animate, velocity=5.0, sprite=alien)
You can cancel a function scheduled with any of these methods using unschedule:
clock.unschedule(animate)
The ClockDisplay class provides a simple FPS counter. You should create an instance of ClockDisplay once during the application's start up:
fps_display = clock.ClockDisplay()
Call draw on the ClockDisplay object for each frame:
fps_display.draw()
There are several options to change the font, color and text displayed within the __init__ method.
The clock functions are all relayed to an instance of Clock which is initalised with the module. You can get this instance to use directly:
clk = clock.get_default()
You can also replace the default clock with your own:
myclk = clock.Clock() clock.set_default(myclk)
Each clock maintains its own set of scheduled functions and FPS limiting/measurement. Each clock must be "ticked" separately.
Multiple and derived clocks potentially allow you to separate "game-time" and "wall-time", or to synchronise your clock to an audio or video stream instead of the system clock.
|
Clock
Class for calculating and limiting framerate, and for calling scheduled
functions.
|
|
|
ClockDisplay
Display current clock values, such as FPS.
|
|
set_default(default)
Set the default clock to use for all module-level functions.
|
|
| Clock |
get_default()
Return the Clock instance that is used by all module-level
clock functions.
|
| float |
tick(poll=False)
Signify that one frame has passed on the default clock.
|
| float |
get_sleep_time(sleep_idle)
Get the time until the next item is scheduled on the default clock.
|
| float |
get_fps()
Return the current measured FPS of the default clock.
|
|
set_fps_limit(fps_limit)
Set the framerate limit for the default clock.
|
|
|
get_fps_limit()
Get the framerate limit for the default clock.
|
|
|
schedule(func,
*args,
**kwargs)
Schedule 'func' to be called every frame on the default clock.
|
|
|
schedule_interval(func,
interval,
*args,
**kwargs)
Schedule 'func' to be called every 'interval' seconds on the default
clock.
|
|
|
schedule_interval_soft(func,
interval,
*args,
**kwargs)
Schedule 'func' to be called every 'interval' seconds on the default
clock, beginning at a time that does not coincide with other scheduled
events.
|
|
|
schedule_once(func,
delay,
*args,
**kwargs)
Schedule 'func' to be called once after 'delay' seconds (can be
a float) on the default clock.
|
|
|
unschedule(func)
Remove 'func' from the default clock's schedule.
|
|
| test_clock() |
Signify that one frame has passed on the default clock.
This will call any scheduled functions that have elapsed.
If True, the function will call any scheduled functions but will not sleep or busy-wait for any reason. Recommended for advanced applications managing their own sleep timers only.
Since pyglet 1.1.
Get the time until the next item is scheduled on the default clock.
See Clock.get_sleep_time for details.
Since: pyglet 1.1
Deprecated: Use pyglet.app.run and schedule_interval instead.
Schedule 'func' to be called every frame on the default clock.
The arguments passed to func are dt, followed by any *args and **kwargs given here.
Schedule 'func' to be called every 'interval' seconds on the default clock.
The arguments passed to 'func' are 'dt' (time since last function call), followed by any *args and **kwargs given here.
Schedule 'func' to be called every 'interval' seconds on the default clock, beginning at a time that does not coincide with other scheduled events.
The arguments passed to 'func' are 'dt' (time since last function call), followed by any *args and **kwargs given here.
See Also: Clock.schedule_interval_soft
Since: pyglet 1.1
Schedule 'func' to be called once after 'delay' seconds (can be a float) on the default clock. The arguments passed to 'func' are 'dt' (time since last function call), followed by any *args and **kwargs given here.
If no default clock is set, the func is queued and will be scheduled on the default clock as soon as it is created.
| Trees | Indices | Toggle frames |
|---|
| Generated by Epydoc 3.0beta1 on Sun Mar 22 20:15:38 2009 | http://epydoc.sourceforge.net |


Hello.
My name is Igor Adamenko.
I create web applications in FunBox.
In my spare time I write a blog, take a part in Open Source, read books.
If you want to connect with me, please write a mail.
Hello.
My name is Igor Adamenko.
I create web applications in FunBox.
In my spare time I write a blog, take a part in Open Source, read books.
If you want to connect with me, please write a mail.


--- layout: documentation title: PrivilegeListType ---
The PrivilegeListType type specifies the list of privileges that the user account has.
| Field Name | Type | Description |
|---|---|---|
| Privilege1..n | PrivilegeType |
The Privilege field specifies a specific privilege that a user has. This is an abstract type since user privileges are operating-system specific, and is extended as needed in the derived CybOX object schemas. |


Parameters¶
Model parameters are very flexible, and can be accessed and modified in many parallel ways.
The parinfo class is built on top of lmfit-py’s parameters for compatibility with lmfit-py, but it builds on that. The code for the parameter overloading is in parinfo.py.
Simple Example¶
Start with a simple example: if you want to limit parameters to be within some range, use the limits and limited parameters.
# define shorthand first:
T,F = True,False
sp.specfit(fittype='gaussian', multisingle='multi', guesses=[-1,5,1,0.5,2,1],
limits=[(0,0), (0,0), (0,0), (0,0), (0,0), (0,0)],
limited=[(F,T), (F,F), (T,F), (T,F), (F,F), (T,F)])
In this example, there are two gaussian components being fitted because a Gaussian takes 3 parameters, an amplitude, a center, anda width, and there are 6 parameters in the input guesses.
The first line is forced to be an absorption line: its limits are (0,0) but limited=(F,T) so only the 2nd parameter, the upper limit, is respected: the amplitude is forced to be \(A\leq 0\).
The second line has its amplitude (the 4th parameter in guesses) forced positive since its limits are also (0,0) but its limited=(T,F).
Both lines have their widths forced to be positive, which is true by default: there is no meaning to a negative width, since the width enters into the equation for a gaussian as \(\sigma^2\).
Note that the need to limit parameters is the main reason for the existence of lmfit-py and mpfit.
Tying Parameters¶
It is also possible to explicitly state that one parameter depends on another. If, for example, you want to fit two gaussians, but they must be at a fixed wavelength separation from one another (e.g., for fitting the [S II] doublet), use tied:
sp.specfit(fittype='gaussian', multisingle='multi', guesses=[1,6716,1,0.5,6731,1],
tied=['','','','','p[1]',''])
If you use lmfit-py by specifying use_lmfit=True, you can use the more advanced mathematical constraints permitted by lmfit-py.
Optical fitting: The Hα-[NII] complex of a type-I Seyfert galaxy shows a more complete example using tied.
Making your own parinfo¶
You can also build a parinfo class directly. Currently, the best example of this is in tests/test_formaldehyde_mm_radex.py.
Here’s an example of how you would set up a fit using parinfo directly.
Warning
There is a bug in the use_lmfit section of this code that keeps it from working properly. =(
amplitude0 = pyspeckit.parinfo.Parinfo(n=0, parname='Amplitude0',
shortparname='$A_0$', value=1, limits=[0, 100], limited=(True,True))
width0 = pyspeckit.parinfo.Parinfo(n=2, parname='Width0',
shortparname='$\sigma_0$', value=1, limits=(0, 0), limited=(True,False))
center0 = pyspeckit.parinfo.Parinfo(n=1, parname='Center0',
shortparname='$\Delta x_0$', value=6716, limits=(0, 0), limited=(False,False))
amplitude1 = pyspeckit.parinfo.Parinfo(n=3, parname='Amplitude1',
shortparname='$A_1$', value=1, limits=[0, 100], limited=(True,True))
width1 = pyspeckit.parinfo.Parinfo(n=5, parname='Width1',
shortparname='$\sigma_1$', value=1, limits=(0, 0), limited=(True,False))
center1 = pyspeckit.parinfo.Parinfo(n=4, parname='Center1',
shortparname='$\Delta x_1$', value=6731, limits=(0, 0),
limited=(False,False), tied=center0)
parinfo = pyspeckit.parinfo.ParinfoList([amplitude0,center0,width0,amplitude1,center1,width1])
sp.specfit(parinfo=parinfo, use_lmfit=True)


{% extends "inner_site_base.html" %} {% load staticfiles %} {% block extraheader %} {% endblock %} {% block body %} Tickets Select the ticket to buy? {% include "ticket/select_ticket.html" %} Extra tickets {% include "ticket/select_auxillary_ticket.html" %} Please enter your details {% include "ticket/user_details.html" %} {% include "ticket/order_detail.html" %} {% endblock %} {% block extrajs %} {% endblock %}


---
layout: game-page
redirect_from: /game/talk-of-the-town
title: Talk of the Town
year: 2018
semester: Winter
description: "Convince as much of the town as possible that you are the party king and not your opponent. Prove to your fellow citizens that you really are the life of the party by completing the challenges they give you.  Convince the most people that you party the hardest, and you win.
Created for the Global Game Jam 2018.
This game is the winner of the award for best theming at our jam site! Thank you so much to the judges who put in a good word for us and for everyone who played our game! We really appreciate it."
tags: Windows Singleplayer Game-Jam Unity
project_members: {
Adrian Biagioli: Programming,
Matthew Bofenkamp: Programming,
Dominic Calkosz: Programming,
Grace Liu: Art,
Claire Peck: Sound/Music
}
stage_game_path: talk-of-the-town/
builds: {
Windows: tot-build.zip
}
thumbnail: Talk_of_the_Town.png
top-img: Talk_of_the_Town.png
screenshots: [
Talk_of_the_Town_Screenshot1.png,
Talk_of_the_Town_Screenshot2.png,
Talk_of_the_Town_Screenshot3.png,
Talk_of_the_Town_Screenshot4.png
]
# Optional
awards: [
Best Theming (GGJ 2018)
]
OST-embed: "https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/playlists/1194401650&color=%232c1529&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&show_teaser=true&visual=true"
# OST-embed instructions: Go to the soundtrack page and click Share -> Embed, and then copy the “src” from the code text and put it in your game info as “OST-embed”
top-img-fit: fill
---


 If you haven't asked for it you can ignore this message.
{% endblock %} {% block email_button_url %}{% full_url "user_verifypassword" user.email user.verify_key %}{% endblock %} {% block email_button_text %}Reset password{% endblock %}


21 Adorable Animals to Color. Have fun by coloring the adorable animals in this coloring book. There are a variety of animals that can appeal to both adults and kids who want easy drawings to color. Size: 8x10 inches.
Buy Now
More darling animals to color: 23 animals in all. There are a variety of animals that can appeal to both kids and adults who want easy drawings to color. Size: 8x10 inches.
Each page has an animal parent and baby animal on it to color: 25 animal pairs in all. There are a variety of animals that can appeal to both adults and kids who want easy drawings to color. Size: 8x10 inches.
Have fun by coloring the 21 adorable birds in this book. There are a variety of birds that can appeal to both adults and kids. Size: 8x10 inches.
A mini coloring book. The 6x6-inch size makes it perfect to carry in a purse or a large pocket, for coloring on the go. There are 25 baby animals to color that can appeal to kids or adults who prefer less complicated designs. Size: 6x6 inches.
A mini coloring book. The 6x6-inch size makes it perfect to carry in a purse or a large pocket, for coloring on the go. The 26 designs inside include a wide variety of butterflies that can appeal to kids or adults...something for everyone!. Size: 6x6 inches.
This mini coloring book has 26 robots to color. Size: 6 x 6 inches.
This coloring book is for both kids and grownups who want easy drawings to color. Most of the 25 flowers are simple, and can appeal to adults or kids. Size: 8.5 x 8.5 inches.
This coloring book has 25 different ways to say “no,” each with a different background design. Some of the ways to say NO include: No, Absolutely Not, By No Means, Can't, Forget It, Never, Nope, Not a Chance, No Thanks, Not Happening, Nothing Doing, Not in a Million Years, Not Now, Not Possible, Not This Time, Not Today, No Way, Of Course Not, Out of the Question, etc. Size: 8.5 x 8.5 inches.
This coloring book is for both children and grownups who want easy drawings to color. Most of the drawings are simple, though some are more complex. The 23 designs include a wide variety of buildings...something for everyone! Size: 8x10 inches.
These 25 designs are generic cityscapes for both children and adults. Most of the drawings are simple, though some are more complex. Feel free to color entire sections or individual buildings. Size: 8.5x11 inches.
This coloring book is for both kids and grownups who want easy Christmas drawings to color. Most of the 26 drawings are simple, and you can add your own designs in the blank areas if you wish. Size: 8.5 x 11 inches.
This coloring book has 25 different ways to say “go away,” each with a different background design.  Size: 8.5 x 8.5 inches.
This coloring book has 25 different ways to say “dammit,” each with a different background design. Some of the ways to say DAMMIT include: Dammit; Hell; Poop; Drat; Shoot; Fiddlesticks; Dang; Dagnabbit; Tarnation; Criminently; Blast; For Crying Out Loud; Crap; Good Grief; What the Heck; Confound It; Rats; For Pete's Sake; Geez; Sheesh; Uff Da; Cripes; Gosh; Heck; Golly. Size: 8.5 x 8.5 inches.
This coloring book has 25 different ways to say “nonsense,” each with a different background design. The ways to say nonsense include: Nonsense; Bull; Bunk; Horsefeathers; Malarkey; Preposterous; Rubbish; Bombast; Poppycock; Balderdash; Hogwash; Tommyrot; Ridiculous; Laughable; Hot Air; Ludicrous; Hokum; Folderol; Baloney; Humbug; Claptrap; Absurd; Rot; Garbage; Drivel. Size: 8.5x8.5 inches.
This coloring book has 25 different ways to say “awful,” each with a different background design. The ways to say awful include: Awful; Grim; Nasty; Contemptible; Terrible; Reprehensible; No Good; Horrible; Outrageous; Detestable; Wretched; Abominable; Obnoxious; Disgusting; Ghastly; Atrocious; Dreadful; Gruesome; Woeful; Sordid; Appalling; Horrid; Loathsome; Hideous; Horrific. Size: 8.5x8.5 inches.
This coloring book combines the How to Say NO, GO AWAY, DAMMIT, NONSENSE, and AWFUL coloring books into one volume.


> BY EDWIN JAHIEL
CHOCOLAT (UK, 2000) *** 1/2 Directed by Lasse Hallstrom. Written by Robert Nelson Jacobs from the novel by Joan Harris. Photography, Roger Platt. Editing, Andrew Monsheim. Production design, David Gropman. Music, Rachel Portman. Cast: Juliette Binoche, Lena Olin, Alfred Molina, Judi Dench, Johnny Depp, Peter Stormare, Carrie-Anne Moss, Leslie Caron, Hugh O'Connor, Victoire Thivisol. Aurelien Parent Koenig. Producer David Brown. A Miramax co-production and release. 121 minutes. PG-13.
In French, "chocolat" means both chocolate and hot chocolate. In 1988 there was another film by that title, a splendid socio-political work which had nothing to do with sweets but was director Claire Denis's semi-autobiographical reminiscence of her youth in then colonial French Cameroun's (sic) in North-West Africa.
By coincidence, the year 2000 also saw "Thanks for the Chocolate," the 52d feature by the redoubtable Claude Chabrol. It won the major Delluc Prize in France, has not yet arrived in the USA, and has little to do with food --even though Chabrol is the most gastronomy-oriented of major directors.
Our "Chocolat" is only indirectly political, as it refers to forces of enlightenment versus obscurantist and conservatist attitudes. But it does fit nicely within the sub-genre of "food movies and their magic," one that includes the Mexican "Like Water for Chocolate," the American "Big Night," and the great Danish :Babette's Feast." (The fine Canadian lesbian film "Better than Chocolate" gets its title indirectly as its protagonist happens to be a chocomaniac).
Director Lasse Hallstrom made several movies in his native Sweden. "My Life as a Dog" rightly became an international hit and led to America. There he made the quirky and under-seen "Once Around," the lauded "What's Eating Gilbert Grape," the fair "Something to Talk About," and the excellent "The Cider House Rules."
Hallstrom's movies have originality and deal with offbeat characters. With "Chocolat" he goes several steps further by giving us a real fairy tale. It is Lent time in 1959. In a French village, single mother Vianne (Binoche) and her daughter Anouk (Thivisol of "Ponette" fame) appear out of nowhere. (Juliette Binoche's most recent films include the "Three Colors" series, "The English Patient" and "Alice and Martin.")
Vianne has come to purchase a derelict "chocolaterie." Where her money comes from, how she transforms the locale into a decorated, well-equipped shop with chocolates, truffles and other goodies to die for, plus other aspects of the film, remain a mystery. But after all the movie is an A to Z pantasy. Before you know it, the place looks great -- and he confections can make audiences drool. This shop is a genuine "salivatorium."
Soon Vianne has a small group of faithful followers, including the curmudgeonly old Mrs. Amande Voizin (Dench) who early on had declared the shop's look to be "early Mexican bordello." But she gets tamed and forms a trio with Vianne and Josephine (Lena Olin who is Mr. Hallstrom's wife and had co-starred with Binoche in "The Unbearable Lightness of Being.") Josephine, first shown as a kleptomaniac then as a battered wife, leavesher abusing bar-owner husband, finds refuge in the chocolaterie, gets prettier, becomes Vianne's co-worker and finally--just like Madame Voizin-- can smile, laugh and be normal.
The chocolates, the hot chocolate and other sweets have magic ingredients, including hot chili peppers. Also odd names such as "Nipples of Venus." Tasting almost anything does miracles, changes lives, lifestyles and attitudes.
But -- there's always a "but" in fairy tales--, there is Opposition with a capital O. The village's uncontested boss and Mayor (the England-born Alfred Molina, he of a thousand faces) is the Comte de Reynaud. His word is law, his odd religiosity a kind of substitute for a traumatized psyche. He covers up the fact that his wife has left him for good (why is not explained but could be guessed) by pretending that she keeps extending her trip abroad.
The other major character is the Mayor's secretary, husbandless Madame Clairmont (Moss), a high-bourgeoisie lady with a talented young son, Luc. She is also the estranged daughter of old Mrs. Voizin and forbids Luc to talk to his grandmother.. And she's against the chocolate shop and its people. (There are reasons given, sort of reasons, that is. Don't expect Cartesian logic.)
The Count is a fine specimen of unreasonable intolerance. When defied by Vianne, he reminds her that his ancestors had put to the sword hordes of Protestants (or Albigensian heretics?) He communicates his dislike of Vianne to the parishioners, who follow meekly, and tries to do the same to the very young new priest who is smart, tolerant and not taken in by the "capital offense" of Vianne who dares open her place while Lent is going on.
How the plot develops must remain unsaid, except for the later addition of Johnny Depp. He shows up on water, with other river rats who, much like gypsies, are disdained, mistrusted and indeed opposed by the villagers. This adds another element of discrimination against people who are "different" by knee-jerkily religious, extreme-right, sclerotic, unthinking peasants. The film's main body goes from Lent in 1959 to Lent the following year.
The message is tranparently about tolerance vs. mindless suspiciousness, but it is also a paean to gustatory delights. Food is a religion in France, but it can co-exist with "regular" faith, just as tradition can peacefully co-exist with novelty. The story reminds me of the near-classic in the early days of the Cold War's Red Scare (and future McCarthyism) "The Boy With Green Hair" (1948).
"Chocolat" is most entertaining, light even when things get serious, often very funny (note the parts with the young priest.)I. It was made mostly in England, with some footage in France. I suspect that the real French village used was for high shots of rooftops, later patched in with studio scenes. All the performers speak in English with a variety of would-be French accents. A delicious film, easy on the eyes and, I hope, on the digestion of any chocolate-eating actors.
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


--- layout: post title: 2012; first time ever I've bought a new computer; £50. date: 2012-06-11 11:13:57.000000000 +02:00 type: post published: true status: publish categories: - idea tags: [] meta: _wpas_done_facebook: '1' _wpas_done_twitter: '1' author: login: fvdd email<EMAIL_ADDRESS>display_name: fvdd first_name: 'Frederik' last_name: 'Vandendriessche' ---
Computing will never be the same again! Let's get started by putting SqueakOS on the RaspberryPi?!
After that, "everything falls into place", a bit similar to 'manna from the heavens' ;-)


Born in Dayton, Ohio. Moved to Chicago in the fall of 2014. Since then has been involved in the local comedy scene in one way or another. Improv, Sketch, Stand-up, Storytelling, Producing, you name it. Graduated from the IO school of improv in 2016, then from CIC in 2017, and then rounding it out by graduatring from Second City's conservatory program in 2019.
After deciding to stop fighting his own destiny, he's picking up coding to round out his skillsets.
Hit him up on Instagram, the only network he can handle.
@todayisfine©todayisfine enterprises


Robinson Mall
In this two-level regional mall, customers can purchase products from major anchor stores, inlcuding Macy's and Sears.
Shadyside
In the East End of Pittsburgh, this neighborhood provides a variety of shops, restaurants, and opportunities for nightlife.


BookBub Ads always appear at the bottom of the daily email. A real-time auction determines which ads are served at any given time. When you create a campaign, you decide which readers you want to target and how much you’re willing to pay for an impression from those audiences (one opened email).  Ut enim ad minim veniam, quis nostrud exercitation ullamco. Learn More
300x250 pixels. You can upload a .png, .jpg, or .jpeg image. Note that you cannot use an animated .gif file. Learn More
Include a Book Cover Image
Testing has shown that ads featuring an image of the book’s cover get more clicks than ads without a cover.
Use a Short Quote or Blurb
Ads including a quote or blurb from a big-name author or publication have above-average clickthrough rates.
Include a Call-To-Action Button
Give viewers a final nudge by including a call-to-action button they can click.
Don’t Include the Price
Including the price in the ad decreased clicks in our tests, so leave this out. Let your product page convince readers to purchase instead.
BookBub Ads are static 300x250 images. All copy of the ad should be included in the image.
BookBub Ads always appear at the bottom of the daily email. A real-time auction determines which ads are served at any given time. When you create a campaign, you decide which readers you want to target and how much you’re willing to pay for an impression from those audiences (one opened email = one impression). When a reader opens an email, BookBub serves the ad of the highest bidder targeting that reader at that moment. Learn More
BookBub Ads start running immediately and update in near real time. You can start or edit an ad at any time through the Partner Dashboard. Learn More
You can choose to run your ad continuously or set a fixed period of time for your campaign to run. If you choose to run your ad continuously it will serve until you manually turn it off. If you choose a fixed period of time, you can customize the pacing of your campaign. Learn More
Advertisers set their own budget and bid for each ad campaign. If you are the highest bidder for the audience you’re targeting, you will win impressions and pay the price of the second-highest bid for those impressions. Ads are priced by the Cost Per Thousand Impressions (CPM). Learn More
The minimum total budget for a BookBub Ads campaign with fixed dates is $10. For continuous ads, the minimum daily budget is $5.  If you’re running a continuous campaign with a daily budget, your ad will stop serving when you’ve hit your budget for the day and resume serving the next day. If you’re running a campaign with fixed dates, it will stop serving if you hit your total budget before the end date. Learn More
No. In fact, you will often pay far less than your bid price. Your bid is the maximum that you would be willing to pay for impressions. You will always pay the price of the second-highest bid, even if that is much lower than your own bid. Learn More
If you win an impression in a reader's Monday deals email, for example, your ad will appear every time that same reader opens that particular email. However, you will only be charged for the first impression from that reader, and not any repeat impressions of that reader’s Monday email.  Learn More
If ROI is your primary goal, we recommend using author targeting to reach a very specific audience of readers, increase click-through rates, and maximize your budget. If exposure and scale are your objectives, try using fewer targeting options to reach a broader audience.  Ut enim ad minim veniam, quis nostrud exercitation ullamco. Learn More


Devon Elliott PhD Candidate, History Western University
@devonelliott<EMAIL_ADDRESS>http://devonelliott.net
Harry Kellar
John Nevil Maskelyne
http://www.sketchup.com
"Physical computing is about creating a conversation between the physical world and the virtual world of the computer. The process of transduction, or the conversion of one form of energy into another, is what enables this flow."
-- Dan O'Sullivan and Tom Igoe, Physical Computing: Sensing and Controlling the Physical World with Computers (2004)
http://arduino.cc
Contact me at: Devon Elliott @devonelliott<EMAIL_ADDRESS>http://devonelliott.net


vignettes/not-built-vignettes/sampling-enough-mc-trees.Rmd
sampling-enough-mc-trees.Rmd
In this vignette we will
Explain why such a step is needed.
Describe an algorithm to ensure that we are sampling enough MC trees.
Discuss some of the implications, assumptions, and limitations of our algorithm.
Our method of finding the best coefficients is dependent on sampling MC trees to approximate the likelihood. The law of large numbers (LLN) tells us that the approximate likelihood will converge to the true likelihood as the number of MC samples \(K\) increases. At the same time, we hope that the MLE from the approximate likelihood will be close to the MLE from the true likelihood.
A priori, we do not know how many MC samples are enough to judge our estimates to be reliable. This is why we propose the following algorithm to help us determine if our MC samples are giving us a good enough picture of the space of permissible transmission trees.
Assume we observe \(M\) clusters \(C_1, \dots, C_M\) Then for \(b= 1, \dots, B\)
Sample \(K\) MC trees for each cluster. We will denote this data sample of MC trees as \(D_b\)
Estimate \(\hat{\beta}^{MC}_b\) and \(SE\left(\hat{\beta}^{MC}_b\right)\) to form the Wald statistic \[ Z_b = \frac{\hat{\beta}^{MC}_b}{SE\left(\hat{\beta}^{MC}_b\right )} \]
If \(SE(Z_1, \dots, Z_B) \le 0.05\) then we say \(K\) is enough MC samples. Otherwise we let \(K \leftarrow 2K\) and repeat the process.
The implicit assumption is that \(Z_b\) has a normal distribution \(Z_b \sim N\left (\frac{\hat{\beta}^{(MLE)}}{SE\left (\hat{\beta}^{(MLE)} \right )}, 1 \right )\) and then we are 95% confident that \(\hat{\beta}^{(MLE)} \in \left[Mean(\hat{\beta}_b) \pm 0.1\right ]\).
The assumption that \(Z_b\) has such a distribution may not always hold but can be checked through simulations.
The algorithm is shown in pseudo-code here.
In this section, we described why we need to assess whether our estimates are reliable, proposed an algorithm for this assessment, and discussed some advantages and disadvantages of our algorithm. To see this algorithm in action, please see this vignette


The Log Kya Kahenge Project is a school curriculum to teach mental health literacy workshops to students from the 7th Standard through to the 10th Standard. It is run by our network of Fellows.
This workshop will teach the basics behind mental health and reduce the stigma surrounding it. It will teach some preventative techniques and simple coping strategies.
The paraprofessional network is a network of paraprofessionals trained specifically to help students with mental health illnesses. Every 10 paraprofessionals will be supervised by a licensed counselor who will also be able to deal with severe cases.
This network will help increase the reach of counselors by 7 times and reduce the cost of treatment by 10 times.