Primary
$100
+17.5%
from last month
Secondary
$100
+17.5%
from last month
Success
$100
+17.5%
from last month
Info
$100
+17.5%
from last month
Warning
$100
+17.5%
from last month
Danger
$100
+17.5%
from last month
Light
$100
+17.5%
from last month
Dark
$100
+17.5%
from last month


The Many Adventures of Winnie the Pooh (1977)
Grade: 86
Animated features are often for children only. I had the misfortune once of seeing part of "The Chipmunk Story" and I was only impressed by how incredibly awful that movie was.
But there are exceptions, and "The Many Adventures of Winnie the Pooh" is definitely among them. In fact, the film is likely in the top 5% of all movies, unless it doesn't count.
It many not qualify as a genuine movie since it is a compilation of three animated shorts, with only a very small amount of additional footage added to sew the parts together. The shorts are "Winnie the Pooh and the Honey Tree", from 1966, "Winnie the Pooh and the Blustery Day", from 1968, and "Winnie the Pooh and Tigger Too!" from 1974.
In "The Honey Tree", Winnie the Pooh is foiled in an attempt to raid a bee's nest for honey. He instead visits Rabbit's burrow, where he eats so much honey that he is unable to fit through the exit hole.
In "The Blustery Day", which won an Academy Award for best animated short, Pooh and his friends are caught in a windstorm, then in a flood. The ultimate extravert, Tigger, is also introduced.
There are two versions of this compilation. Both have "The Honey Tree" and "The Blustery Day". They differ in the third short. The better short, which I believe is "Tigger Too", has the following storyline: Rabbit gets lost in the woods, while Tigger gets stuck up a tree. There is a bittersweet ending. This version is the one that I have graded.
The other version substitutes a good, but still inferior short. Eeyore must be rescued from a stream, and Pooh learns a new game called "Pooh sticks".
While the film is targeted at children, the quality is so high that anyone should enjoy it. The voice characterizations are excellent. Sebastion Cabot makes a perfect narrator, and Paul Winchell is an outstanding Tigger. Sterling Holloway has become best known as the voice of "Winnie the Pooh", but had been a voice in several of Disney's great animated features, notably as a singing stork in "Dumbo", and the Cheshire Cat in "Alice in Wonderland". Even the songs are good, which is especially important in animated features.
The writing is funny even to adults, who are clued into how foolish Pooh really is. The characters (Pooh, Tigger, Rabbit, Piglet, Christopher Robin, Owl, Kanga, Roo) are given distinctive and endearing personalities. Clever games are played with the narrator and text pages of the book, paying due homage to original author A. A. Milne.
"Blustery Day" is slightly better than "Honey Tree", which is better than "Tigger Too". But all three shorts are excellent, and much better than most 'serious' films.
<EMAIL_ADDRESS>http://members.tripod.com/~Brian_Koller/movies.html
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


My name’s Eduardo, I’m from Brazil and I love developing things for people.
I joined in this world of developments in the year of 2020, about 2 months after the pandemic of the Covid-19.
Every days I study for I can improve my skills, and also, I think in a project in mind and I put them in work.


| Total net profit | -80.44 | Gross profit | 154.62 | Gross loss | -235.06 |
| Profit factor | 0.66 | Expected payoff | -1.61 | ||
| Absolute drawdown | -92.64 | Maximal drawdown (%) | 109.64 (644.94%) | ||
| Total trades | 50 | Profit trades (% of total) | 27 (54.0%) | Loss trades (% of total) | 23 (46.0%) |
| Long positions (won %) | 26 (53.85%) | Short positions (won %) | 24 (54.17%) | ||
| Largest | profit trade | 6.41 | loss trade | -14.75 | |
| Average | profit trade | 5.73 | loss trade | -10.22 | |
| Minimum | profit trade | 0.94 | loss trade | -0.28 | |
| Maximum | take profit in pips | 64.1 | stop loss in pips | -157.3 | |
| Average | take profit in pips | 62.1 | stop loss in pips | -139.4 | |
| Minimum | take profit in pips | 44.2 | stop loss in pips | -137.4 | |
| Maximum | Reward-Risk | 0.5 | Duration in minutes | 10022 | |
| Average | Reward-Risk | 0.4 | Duration in minutes | 2304.8 | |
| Minimum | Reward-Risk | 0.3 | Duration in minutes | 0 | |
| Maximum | consecutive wins (profit in money) | 4.0 (24.39) | consecutive losses (loss in money) | 4.0 (-22.35) | |
| Average | consecutive wins | 2.0 | consecutive losses | 1.0 |
| Total net profit | -27.4 | Gross profit | 80.1 | Gross loss | -107.5 |
| Profit factor | 0.75 | Expected payoff | -1.05 | ||
| Absolute drawdown | -34.16 | Maximal drawdown (%) | 64.45 (212.78%) | ||
| Total trades | 26 | Profit trades (% of total) | 14 (53.85%) | Loss trades (% of total) | 12 (46.15%) |
| Largest | profit trade | 6.29 | loss trade | -13.57 | |
| Average | profit trade | 5.72 | loss trade | -8.96 | |
| Minimum | profit trade | 2.85 | loss trade | -0.28 | |
| Maximum | take profit in pips | 64.1 | stop loss in pips | -157.3 | |
| Average | take profit in pips | 62.2 | stop loss in pips | -139.3 | |
| Minimum | take profit in pips | 44.2 | stop loss in pips | -137.4 | |
| Maximum | Reward-Risk | 0.5 | Duration in minutes | 8248.0 | |
| Average | Reward-Risk | 0.4 | Duration in minutes | 2391.6 | |
| Minimum | Reward-Risk | 0.3 | Duration in minutes | 0.0 | |
| Maximum | consecutive wins (profit in money) | 5.0 (30.29) | consecutive losses (loss in money) | 3.0 (-40.62) | |
| Average | consecutive wins | 2.0 | consecutive losses | 2.0 |
| Total net profit | -53.04 | Gross profit | 74.52 | Gross loss | -127.56 |
| Profit factor | 0.58 | Expected payoff | -2.21 | ||
| Absolute drawdown | -59.13 | Maximal drawdown (%) | 56.87 (-2516.37%) | ||
| Total trades | 24 | Profit trades (% of total) | 13 (54.17%) | Loss trades (% of total) | 11 (45.83%) |
| Largest | profit trade | 6.41 | loss trade | -14.75 | |
| Average | profit trade | 5.73 | loss trade | -11.6 | |
| Minimum | profit trade | 0.94 | loss trade | -0.55 | |
| Maximum | take profit in pips | 63.7 | stop loss in pips | -151.3 | |
| Average | take profit in pips | 62.0 | stop loss in pips | -139.5 | |
| Minimum | take profit in pips | 50.2 | stop loss in pips | -137.8 | |
| Maximum | Reward-Risk | 0.5 | Duration in minutes | 10022.0 | |
| Average | Reward-Risk | 0.4 | Duration in minutes | 2210.7 | |
| Minimum | Reward-Risk | Duration in minutes | 4.0 | ||
| Maximum | consecutive wins (profit in money) | 4.0 (23.98) | consecutive losses (loss in money) | 3.0 (-27.62) | |
| Average | consecutive wins | 1.0 | consecutive losses | 1.0 |


{% extends "layout.html" %} {% block pageTitle %} GOV.UK prototyping kit {% endblock %} {% block content %} {% import "release2-1/elements.html" as elements %} {% for page in data %} {% for question in page.gettingOut %} {{ elements.backButton(page,question) }} {{ elements.header(page,question) }} Does your condition affect you getting out and walking about? This includes if you find any part difficult or if you rely on someone to encourage you or help you leave your home. All the time More than half the time Less than half the time None of the time Tell us how often in your own words How often are you affected? How far can you walk without stopping? Tick all that apply You cannot leave your home 5 to 20 metres (eg to the street outside your home) 20 to 50 metres (eg to the end of your street) 50 to 100 metres (eg around the supermarket) 100 to 200 metres (eg to the local shop) Over 200 metres (eg around town) Explain in your own words Explain in your own words Why does your condition affect you getting out and walking about? 1500 characters left How do you get out and walk about? Include if you have to use a wheelchair or other mobility aid. 1500 characters left {{ elements.submit(page,question) }} {{ elements.helpline(page) }} {{ elements.validation(page,question) }} {% endfor %} {% endfor %} {% endblock %}
This includes if you find any part difficult or if you rely on someone to encourage you or help you leave your home.
Tick all that apply
Include if you have to use a wheelchair or other mobility aid.


|
The Bad Old Days of SQL Reporting Services (2004 – 2016) |
|
Let me paint a picture of what pre-Power BI was like at SSW. The best example I can give you
is my monthly financial meetings, which go for about 4 hours.
I look at a mix of printed and online reports. There are the standard reports like profit
and loss, and the balance sheet, but I also dive into opportunities, booked in days, and a
whole lot of other reports that are driven from data from our 3 main systems: Microsoft CRM,
MYOB, and SSWTimepro.com.
|
- During the meetings I had last year, I would I often find myself banging my head
against a wall as I try to get my head around what choices I should be making. My
printed out Reporting Services reports show plenty of grids and charts, but there's
always something that is missing.
- It is common that I will pause the meeting and email the developers another round of
changes to make next month's reports clearer. I usually get the report changes done
by the next financial meeting, a month later. I know I shouldn't interrupt the
meeting, but I justify it as it's better to "strike while the iron is hot".
- Due to the lack of easy insight into my actual data, decisions are too often made
based on gut feel, war stories and guesses. In contentious issues, the loudest or
most persistent person generally wins... I hope that doesn't incentivize some very
non-optimal behavior.
- There's no easy way to set KPIs, meaning it's hard to track the success (or lack
thereof) of the choices we do make, meaning we're less effective and not able to
pivot as needed towards a more effective route. For example, when you hit a certain
point of developer utilization, it's time to hire a new guy.
|
|
Keep reading to to find out how Power BI
came to the rescue.
|
|
|
| |
|
Featured Video from SSW TV |
|
|
| |
|
|
|
|
VIDEO: NDC Sydney 2016 – AMA with Scott Hanselman & Adam Cogan! |
|
While Scott Hanselmen was in town to present the keynote at NDC
Sydney, he sat down with Adam Cogan, Chief Architect at SSW, for
a brief Ask Me Anything session. Watch as they discuss
Community, Open Source, Azure, Exciting Future Tech, and more.
Scott's hilarious attempt at an Aussie accent is not to be
missed! Watch
video
|
| |
|
|
|
|
| |
Nov
11
Fri
|
Melbourne, Australia |
|
Nov
18
Fri
|
Brisbane, Australia |
|
Nov
25
Fri
|
Sydney, Australia |
|
|
|
| |
|
|
Come watch us build an Angular 2 app from Scratch! |
|
This one-day workshop brings developers up-to-speed on the new
features and benefits of using Angular 2 to build awesome web
applications.
Everything has changed! Angular 2 and modern web best practices
involve massive changes to how we build modern web applications.
At SSW we have already gone through the hard work of implementing
these new and exciting technologies in our projects for
everything from small start-ups to enterprises and government
agencies. Read More
|
| |
|
|
|
|
|
| |
Begins Every
Monday
|
|
6 week course |
| |
|
|
Angular 2 - 6 Week Online Bootcamp |
|
FireBootCamp is running a new 6 week online Angular 2 course
designed to teach you how to build robust user interfaces using the
Angular 2 framework. This course is for front end and backend
developers who want to upskill in the shortest possible time on
Angular 2. We teach you how to build scalable/enterprise apps
following best practices we have learned from experience on client
projects. |
|
Read More |
| |
|
|
| |
|
|
With the release of Angular 2, there's even more to learn and love.
Angular Hack Days are free events for beginner and pros alike to
come and share the thrill of creating something beautiful in a
supportive and friendly environment. Read More |
Oct
22
Sat
|
Brisbane, Australia |
|
Nov
5
Sat
|
Sydney, Australia |
|
| |
|
|
|
Xamarin Hack Days are free events that make it easy for anyone to
learn cross-platform development using Xamarin, a product that
allows you to use .NET/C# to create native apps that will run across
Android, iOS, and Windows. Read More |
Dec
10
Sat
|
Melbourne, Australia |
|
Jan
14
Sat
|
Sydney, Australia |
|
| |
|
|
|
| |
|
October User Group - Sydney |
|
Power BI - Finally I can make decisions based on facts |
|
SSW's General Manager, Ulysses Maclaren, will take you through his personal journey of
discovery into the world of Power BI.
Many companies have valuable data, but the challenge is being able to easily visualize it
in a way that allows you to make decisions.
He will show in a live demo how Power BI allows even non-technical users to produce and
share invaluable reports and dashboards.
|
|
|
About the presenter |
|
Ulysses is the General Manager of SSW and has been managing the
team since 2006.
Used to working under pressure, he is Adam Cogan's 2nd in charge,
and keeps the company running smoothly while also dealing with
SSW's clients and the development and design teams.
|
|
|
| |
|
Oct
19
Wed
|
SSW Sydney
Gateway Court Suite 15
81-91 Military Road, Neutral Bay
|
|
|
|
|
|
|
|
|
|
SSW and Octopus Deploy invite you to join us for pizza! It's a fun and delicious
opportunity for networking with peers and sharing thoughts after the Sydney .NET
User Group. Read More |
Oct
19
Wed
|
SSW Sydney
Gateway Court Suite 15
81-91 Military Road, Neutral Bay
|
|
| |
|
|
Sydney .NET User Group and NerdDinner proudly sponsored by: |
|
|
| |
|
|
| |
|
October User Group - Canberra |
|
Power BI - Finally I can make decisions based on facts |
|
SSW's General Manager, Ulysses Maclaren, will take you through his personal journey of
discovery into the world of Power BI.
Many companies have valuable data, but the challenge is being able to easily visualize it
in a way that allows you to make decisions.
He will show in a live demo how Power BI allows even non-technical users to produce and
share invaluable reports and dashboards.
|
|
|
About the presenter |
|
Ulysses is the General Manager of SSW and has been managing the
team since 2006.
Used to working under pressure, he is Adam Cogan's 2nd in charge,
and keeps the company running smoothly while also dealing with
SSW's clients and the development and design teams.
|
|
|
| |
| |
|
Oct
17
Mon
|
Microsoft Canberra Branch
Level 4, 6 National Circuit
Canberra
|
|
|
|
|
|
|
| |
| |
|
|
|


The Postman A review by Joe Chamberlain
Starring Kevin Costner; Will Patton; Larenz Tate; Olivia Williams & James Russo
The Postman is Kevin Costner's much-maligned movie that seems to always be mentioned in the same breath as his other much-maligned movie, Waterworld. While Waterworld deserved much of the criticism that it received, I think that most people where a little bit too harsh on The Postman. By biggest complaint with this movie was that it was a bit long. Other than that, it really wasn't half bad. Sure, maybe it was a bit self-indulgent on Costner's part, but self-indulgence is nothing new in Hollywood.
The Postman is set in the Pacific Northwest region of the United States, specifically Oregon. It is several years into the future and there has been a civil war in the US, and the government is now in ruins. The man with the power in this part of the country is General Bethlehem (Will Patton). He maintains his power through fear and with the help of his somewhat ragtag army. Kevin Costner plays a down on his luck actor who stumbles across the dead body of a US postal carrier whose body had been there from the time of the war. Costner assumes the identity of the postal carrier in the hopes that he might be able to weasel some food out of one of the local communities. The locals buy his story that he is a postman and a representative of the newly restored US government. In fact, he is so convincing that he inadvertently inspires a whole legion of postal carriers who work for the newly restored US government. The fact that there is no newly restored government is something that none of these postal carriers ever seem to figure out. Anyway, these new representatives of the US government pose a threat to the power of General Bethlehem, so he decides that they should be eliminated. The rest of the movie follows how Costner's character goes from being a con man to believing in the hope that has sprung from his lies.
The Postman is a bit hokey in places, but for the most part, it works quite well. By the end of the movie I even started to like Costner's character. I never really disliked him; I just didn't care about him in the least. Lorenz Tate gives a great performance as Ford Lincoln Mercury (named after the ruins of a local car dealership), the young man who is the first to be inspired by the postman. It is he who later inspires Costner's postman. Olivia Williams plays Costner's love interest in this movie. For the most part, this really didn't work for me. Although by the end of the movie I was actually starting to root for the two of them. For me, the man who really made this movie was Will Patton as the evil general. Costner fans might recognize him as the bad guy in one of Costner's earlier films, No Way Out. Patton gave the best performance of the movie, and his character was, by far, the most interesting. Other cute casting touches included Tom Petty as a guy who used to be famous before the war. And while it was fun to see Tom, and his performance was pretty good, I wouldn't recommend him for the lead in a Shakespearean drama anytime soon.
My main criticism of The Postman is that it could have stood a little more time in the editing room. I'd hazard a guess and say that a half an hour could have easily been cut from this film. The result would have made for a significantly more enjoyable experience. But if you don't mind long movies (especially ones with lags in the action) and a little self-indulgence on the part of a Hollywood heavy hitter, The Postman isn't all that bad. My only hope is that the next time Costner decides to make one of his epics that the studio makes him keep it to a manageable length.
7/10
Visit The Movie Guy http://movieguy.tripod.com
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Outdoor climate¶
In order to evaluate the IAQ and more accurately make a comparison between BASELINE and MOBISTYLE period, first the influence of the outdoor climate must be evaluated. Parameters like outdoor air temperature, relative humidity and solar radiation is obtained from the weather station in Slovenia, Ljubljana. Heating degree-days (HDD) and cooling-degreedays (CDD) are used to compare heating and cooling demands of the respective monitoring period.


Register for this message workflow by sending an SMS with the following format: {form} <patientname>
For example, to register "Maria Soleil" you would send: {form} Maria Soleil
If all the validations pass, this message will be sent to the sender:
No registrations found for this schedule. This indicates a problem with the configuration.
{/registrations}
Recorded by sending an SMS in the format {.}.
No forms found for this schedule.


knitr::opts_chunk$set(
fig.width = 8, fig.height = 6, fig.path = "Figures/",
warning = FALSE, message = FALSE
)
Here we show the scripts that produce the publication-ready plots for the article. There is a hidden script (see the Rmd file) to prepare the data for the plots including variable creation and transformation.
Results for the fit of a simple linear model to wheat yield (kg ha-1) and FHB index (%) for both crop situations of A, high yield or B, low yield. Results for the fit of a random-coefficient model to wheat yield (kg ha-1) and FHB index (%) with the population-average predictions (thick solid black) of absolute (kg ha-1) and relative yield (%) and respective 95% confidence interval (thick dashed black) for C and E, high yield or D and F, low yield.
Import and prepare data
# Import data
fhb_dat <- read.csv("data/fhb_data_new.csv") %>%
group_by(trial)
# Transforming the data to character
fhb_dat$yield_class <- as.character(fhb_dat$yield_class)
# Changing the names of categorical variables
fhb_dat$yield_class[fhb_dat$yield_class == "low"] <- "Low yield"
fhb_dat$yield_class[fhb_dat$yield_class == "high"] <- "High yield"
Regression analysis
High yield scenario
high <- fhb_dat %>%
filter(yield_class != "Low yield")
reg_high <- high %>%
ggplot(aes(sev, yield)) +
geom_smooth(
method = "lm", fullrange = TRUE, se = F, size = 0.7,
color = "grey70", aes(group = factor(trial))
) +
geom_point(size = 1.5, alpha = 0.3, colour = "black", width = 0.1) +
xlim(0, 100) +
ylim(0, 7000) +
theme(legend.position = "left") +
theme(
axis.text = element_text(size = 10),
axis.title = element_text(size = 12)
) +
theme(plot.title = element_text(hjust = 0.5, size = 12)) +
theme(panel.spacing = unit(1, "lines"), strip.text.x = element_text(size = 14)) +
labs(
x = "",
y = expression("Wheat yield " ~ (kg ~ ha^{
-1
})),
title = "Baseline yield: High"
)
Low yield scenario
low <- fhb_dat %>%
filter(yield_class != "High yield")
reg_low <- low %>%
ggplot(aes(sev, yield)) +
geom_smooth(
method = "lm", fullrange = TRUE, se = F, size = 0.7,
color = "grey70", aes(group = factor(trial))
) +
geom_point(size = 1.5, alpha = 0.3, colour = "black", width = 0.1) +
# scale_y_continuous(limits = c(0, 7000)) +
ylim(0, 7000) +
xlim(0, 100) +
# scale_x_continuous(limits = c(0,100)) +
theme(legend.position = "none") +
theme(
axis.text = element_text(size = 10),
axis.title = element_text(size = 12)
) +
theme(plot.title = element_text(hjust = 0.5, size = 12)) +
theme(panel.spacing = unit(1, "lines"), strip.text.x = element_text(size = 14)) +
labs(
x = "",
y = "",
title = "Baseline yield: Low"
)
Combine plots
grid_reg <- plot_grid(reg_high, reg_low, ncol = 2, labels = c("A", "B"), align = "h", rel_widths = c(1, 1), rel_heights = c(1, 1), label_size = 12)
Population average
High yield
abs_loss_high <- ggplot(fhb_dat, aes(sev, yield)) +
ylim(0, 5500) +
xlim(0, 100) +
theme(legend.text = element_text(size = 14)) +
theme(axis.text = element_text(size = 10)) +
theme(text = element_text(size = 12)) +
theme(plot.title = element_text(hjust = 0.5)) +
labs(
x = "",
y = expression("Wheat yield " ~ (kg ~ ha^{
-1
})), title = ""
) +
geom_abline(aes(intercept = 4419.48, slope = -46.31), size = 1.3, linetype = "solid") +
geom_abline(aes(intercept = 4118.91, slope = -71.03), size = 1.0, linetype = "dashed") +
geom_abline(aes(intercept = 4721.40, slope = -27.40), size = 1.0, linetype = "dashed")
Low yield
abs_loss_low <- ggplot(fhb_dat, aes(sev, yield)) +
ylim(0, 5500) +
xlim(0, 100) +
theme(axis.text = element_text(size = 10)) +
theme(plot.title = element_text(hjust = 0.5)) +
theme(text = element_text(size = 12)) +
labs(
x = "",
y = "",
title = ""
) +
geom_abline(aes(intercept = 2883.51, slope = -46.31), size = 1.3, linetype = "solid") +
geom_abline(aes(intercept = 2162.74, slope = -71.03), size = 1.0, linetype = "dashed") +
geom_abline(aes(intercept = 3610.03, slope = -27.40), size = 1.0, linetype = "dashed")
grid_abs_loss <- plot_grid(abs_loss_high, abs_loss_low, ncol = 2, labels = c("C", "D"), rel_heights = c(1, 1), rel_widths = c(1, 1), align = "h", label_size = 12)
Population-average predictions - Relative loss
High yield scenario
relative_loss_high <- fhb_dat %>%
ggplot(aes(sev, yield)) +
xlim(0, 100) +
ylim(0, 100) +
theme(axis.text = element_text(size = 10)) +
theme(text = element_text(size = 12)) +
labs(
x = "FHB index (%)",
y = expression("Wheat yield (%)")
) +
geom_abline(aes(intercept = 100, slope = -1.05), size = 1.3, linetype = "solid") +
geom_abline(aes(intercept = 100, slope = -1.72), size = 1.0, linetype = "dashed") +
geom_abline(aes(intercept = 100, slope = -0.58), size = 1.0, linetype = "dashed")
Low yield scenario
relative_loss_low <- fhb_dat %>%
ggplot(aes(sev, yield)) +
xlim(0, 100) +
ylim(0, 100) +
theme(axis.text = element_text(size = 10)) +
theme(legend.position = "none") +
theme(text = element_text(size = 12)) +
labs(
x = "FHB index (%)",
y = ""
) +
geom_abline(aes(intercept = 100, slope = -1.61), size = 1.3, linetype = "solid") +
geom_abline(aes(intercept = 100, slope = -3.28), size = 1.0, linetype = "dashed") +
geom_abline(aes(intercept = 100, slope = -0.75), size = 1.0, linetype = "dashed")
grid_rel_loss <- plot_grid(relative_loss_high, relative_loss_low, ncol = 2, labels = c("E", "F"), align = "h", rel_heights = c(1, 1), rel_widths = c(1, 1), label_size = 12)
Combine all plots and produce the figure
plot_grid(grid_reg, grid_abs_loss, grid_rel_loss, ncol = 1, rel_heights = c(1.05, 1, 0.95), rel_widths = c(1, 1, 1), align = "v")
ggsave("figs/Fig_2_grid_all.png", width = 5.8, height = 8.1)
Relative yield loss estimated by a phenology-based model in a 28-year period (1980 to 2007) for Passo Fundo, RS, Brazil. Box-plots in A represent the variability of the relative losses within three time periods. Relative yield loss in B represents the estimated values encompassing the sowing dates before and after 15 June, with the fitted smoothing lines of the generalized additive model for both sowing periods.
simul_loss <- read.csv("data/yield_loss_simulations.csv")
Summary per decade
box_dcd <- simul_loss %>%
ggplot(aes(class_year, relative_loss)) +
geom_jitter(size = 1.7, alpha = 0.1, colour = "black", width = 0.1) +
geom_boxplot(aes(group = class_year), width = 0.3, size = 1.2, fill = NA, outlier.colour = NA) +
scale_color_grey() +
labs(y = "Wheat yield reduction (%)", x = "") +
theme(axis.text = element_text(size = 10)) +
theme(text = element_text(size = 12))
Summary per planting date
dist_planting <- simul_loss %>%
group_by(year) %>%
ggplot() +
geom_smooth(method = "gam", aes(year, relative_loss, color = class_sow), formula = y ~ x + s(x) + s(x, bs = "cr")) +
geom_jitter(aes(year, relative_loss, color = class_sow), position = "jitter", size = 2, alpha = 0.6) +
# scale_color_manual(values = c("black", "grey50")) +
theme(legend.text = element_text(size = 12), text = element_text(size = 12), axis.text = element_text(size = 10), legend.position = "none") +
theme(legend.title = element_blank(), legend.position = "top") +
guides(color = guide_legend(override.aes = list(fill = NA))) +
theme(legend.key = element_blank()) +
scale_color_colorblind() +
labs(y = "Wheat yield reduction (%)", x = "", shape = "", color = "")
Combine plots to produce the figure.
grid_dist1 <- plot_grid(box_dcd, dist_planting, labels = c("A", "B"), align = "v")
grid_dist1
ggsave("figs/Fig_3_dist.png", width = 8, height = 4, dpi = 300)
Probability categories of non-offsetting on fungicide investment for different scenarios of wheat prices and fungicide costs (product price + operational costs) for A, one or B, two sprays (first spray at early to mid-flowering and a second 7 to 10 days later) for Fusarium head blight (FHB) control. Probability for each time period, encompassing the periods prior (1980-1989) and after (1990-1999, 2000-2007) FHB resurgence, was calculated using the estimates of the mean difference (D ̅), and respective between-year standard deviation (σ^2) obtained from the yield estimates with and without fungicide application for 28 growing seasons in Brazil.
# Import data
dat_simul <- read.csv("data/fungicide_simulations.csv")
Plot for one spray
tetris_1x <- dat_simul %>%
mutate(Price = Price * 1000) %>%
filter(trat != "2x") %>%
mutate(class_year = case_when(
year < 1990 ~ "1980-1989",
year >= 1990 & year < 2000 ~ "1990-1999",
year >= 2000 ~ "2000-2007"
)) %>%
group_by(Cost, Price, trat, class_year) %>%
summarise(mean_prob = mean(prob)) %>%
mutate(prob1 = case_when(
mean_prob < 0.25 ~ "0% \u2264 p < 25% ",
mean_prob >= 0.25 & mean_prob < 0.50 ~ "25% \u2264 p < 50% ",
mean_prob >= 0.50 & mean_prob < 0.75 ~ "50% \u2264 p < 75% ",
mean_prob >= 0.75 ~ "75% \u2264 p < 100% "
)) %>%
ggplot(aes(factor(Cost), factor(Price), fill = prob1, label = prob1)) +
geom_tile(color = "white", size = 0.5) +
# scale_fill_brewer(palette = "YlOrRd")+
scale_fill_viridis(discrete = T, option = "E", begin = 0, end = 1) +
labs(x = "", y = "Wheat price (US$/ton) ", fill = "Probability of not-offsetting costs") +
theme(legend.position = "none") +
facet_grid(trat ~ class_year) +
theme(
text = element_text(size = 14),
strip.text.x = element_text(size = 12, face = "bold"),
strip.text.y = element_text(size = 12, face = "bold"),
panel.grid.major = element_line(colour = "white"),
legend.position = "none",
plot.title = element_text(hjust = 0.0, size = 14, face = "bold"),
axis.text.y = element_text(size = 12),
axis.text.x = element_text(size = 12)
)
Plots for two sprays
tetris_2x <- dat_simul %>%
mutate(Price = Price * 1000) %>%
filter(trat != "1x") %>%
mutate(class_year = case_when(
year < 1990 ~ "1980-1989",
year >= 1990 & year < 2000 ~ "1990-1999",
year >= 2000 ~ "2000-2007"
)) %>%
group_by(Cost, Price, trat, class_year) %>%
summarise(mean_prob = mean(prob)) %>%
mutate(prob1 = case_when(
mean_prob < 0.25 ~ "0% \u2264 p < 25% ",
mean_prob >= 0.25 & mean_prob < 0.50 ~ "25% \u2264 p < 50% ",
mean_prob >= 0.50 & mean_prob < 0.75 ~ "50% \u2264 p < 75% ",
mean_prob >= 0.75 ~ "75% \u2264 p < 100% "
)) %>%
ggplot(aes(factor(Cost), factor(Price), fill = prob1, label = prob1)) +
geom_tile(color = "white", size = 0.5) +
# scale_fill_brewer(palette = "YlOrRd")+
scale_fill_viridis(discrete = T, option = "E", begin = 0, end = 1) +
labs(x = "Fungicide + application cost (US$/ha)", y = "Wheat price (US$/ton) ", fill = "Probability of not-offsetting costs") +
facet_grid(trat ~ class_year) +
theme(
text = element_text(size = 14),
strip.text.x = element_text(size = 12, face = "bold"),
strip.text.y = element_text(size = 12, face = "bold"),
panel.grid.major = element_line(colour = "white"),
plot.title = element_text(hjust = 0.0, size = 14, face = "bold"),
legend.justification = "center",
panel.grid.minor = element_line(colour = "white"),
legend.position = "bottom",
axis.text.y = element_text(size = 12),
axis.text.x = element_text(size = 12)
)
# GRID Fungicide
tetris_2x_none <- tetris_2x +
theme(legend.position = "none")
leg_with <- get_legend(tetris_2x) # omit legend
Combine plots and produce the figure
plot_grid(tetris_1x, tetris_2x_none, leg_with, ncol = 1, rel_widths = c(1, 1, 1, 1), rel_heights = c(1, 1, 0.1), labels = c("A", "B"))
ggsave("figs/Fig_4_tetris.png", width = 10, height = 7, dpi = 300)
Temporal series of the mean probability, and respective 95% confidence interval, of non-offsetting the costs (probability of loss) for benefit-cost ratios (wheat price / fungicide cost in US$, see ranges in Figure 4) ranging from 5 to 15. The probabilities were calculated for both one and two fungicide application.
# Import data
dat_simul <- read.csv("data/fungicide_simulations.csv")
dat_simul_1 <- dat_simul %>%
filter(Cost != 5, Cost != 35, Price != 0.1, Price != 0.25) %>%
mutate(Price = Price * 1000) %>%
mutate(class_year = case_when(
year < 1990 ~ "1980-1989",
year >= 1990 & year < 2000 ~ "1990-1999",
year >= 2000 ~ "2000-2007"
)) %>%
group_by(Cost, Price, trat, year) %>%
summarise(mean_prob = mean(prob)) %>%
filter(Price / Cost < 10.15 + 4.725073 & Price / Cost > 10.15 - 4.725073) %>%
group_by(year, trat) %>%
summarise(
n = length(mean_prob),
mean_prob2 = mean(mean_prob),
min_prob = mean_prob2 - qt(0.097, df = n - 1) * sd(mean_prob) / sqrt(n),
max_prob = mean_prob2 + qt(0.097, df = n - 1) * sd(mean_prob) / sqrt(n)
)
dat_simul %>%
filter(Cost != 5, Cost != 35, Price != 0.1, Price != 0.25) %>%
mutate(Price = Price * 1000) %>%
mutate(class_year = case_when(
year < 1990 ~ "1980-1989",
year >= 1990 & year < 2000 ~ "1990-1999",
year >= 2000 ~ "2000-2007"
)) %>%
group_by(Cost, Price, trat, year) %>%
summarise(mean_prob = mean(prob)) %>%
ggplot() +
geom_hline(yintercept = 0.5, linetype = 2, color = "black", size = 2) +
geom_smooth(
data = dat_simul_1, aes(year, mean_prob2, group = trat, color = trat),
se = F,
size = 2
) +
geom_errorbar(
data = dat_simul_1, aes(x = year, ymin = min_prob, ymax = max_prob, color = trat),
width = 0, size = 0.5, alpha = 0.7,
position = position_dodge(width = 0.5)
) +
geom_point(
data = dat_simul_1, aes(year, mean_prob2, color = trat),
size = 4.5, alpha = 1,
position = position_dodge(width = 0.5)
) +
scale_x_continuous(breaks = c(seq(0, 3000, by = 2))) +
scale_color_colorblind() +
# scale_color_manual(values = c("black", "gray40"))+
theme_light() +
guides(color = guide_legend(), size = guide_legend()) +
# facet_wrap(~trat)+
labs(
y = "Probability of not-offsetting costs",
x = "Year",
color = "Fungicide application",
fill = "Benefit-cost ratio ",
size = "Benefit-Cost ratio"
) +
theme(legend.position = "bottom")
ggsave("figs/Fig_5_Cost_benefit_mean.png", width = 7, height = 4, dpi = 300)
Let’s produce map that depicts the locations where the experiments were conducted and diplay the information on the mean number of experiments per site.
## OGR data source with driver: ESRI Shapefile
## Source: "/Users/emersondelponte/Documents/github/paper-FHB-yield-loss/data/shape-files-BRA/BRA_adm1.shp", layer: "BRA_adm1"
## with 27 features
## It has 16 fields


{% extends "base.html" %} {% block title %}
Medieval catalogues > AUGUSTINIAN CANONS > Kirkham > Leland, c. 1536-40
{% endif %}3 identified entries found.
All data was derived from the List of Identifications by Professor Richard Sharpe.
{% if not printing %}
A key to codes used in the List is available (opens in new tab).{% endif %}


|
||||||||||
| PREV NEXT | FRAMES NO FRAMES |
| Uses of EvolutionaryAlgorithm in org.encog.ml.ea.opp |
|---|
| Methods in org.encog.ml.ea.opp that return EvolutionaryAlgorithm | |
|---|---|
EvolutionaryAlgorithm |
CompoundOperator.getOwner()
|
| Methods in org.encog.ml.ea.opp with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
EvolutionaryOperator.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
void |
CompoundOperator.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.ea.opp.selection |
|---|
| Methods in org.encog.ml.ea.opp.selection that return EvolutionaryAlgorithm | |
|---|---|
EvolutionaryAlgorithm |
TruncationSelection.getTrainer()
|
EvolutionaryAlgorithm |
SelectionOperator.getTrainer()
|
EvolutionaryAlgorithm |
TournamentSelection.getTrainer()
|
| Methods in org.encog.ml.ea.opp.selection with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
TournamentSelection.setTrainer(EvolutionaryAlgorithm trainer)
Set the trainer. |
| Constructors in org.encog.ml.ea.opp.selection with parameters of type EvolutionaryAlgorithm | |
|---|---|
TournamentSelection(EvolutionaryAlgorithm theTrainer,
int theRounds)
Construct a tournament selection. |
|
TruncationSelection(EvolutionaryAlgorithm theTrainer,
double thePercent)
Construct the truncation selector. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.ea.sort |
|---|
| Constructors in org.encog.ml.ea.sort with parameters of type EvolutionaryAlgorithm | |
|---|---|
SortGenomesForSpecies(EvolutionaryAlgorithm theTrain)
Construct the comparator. |
|
SpeciesComparator(EvolutionaryAlgorithm theTraining)
Create a species comparator. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.ea.species |
|---|
| Methods in org.encog.ml.ea.species that return EvolutionaryAlgorithm | |
|---|---|
EvolutionaryAlgorithm |
ThresholdSpeciation.getOwner()
|
| Methods in org.encog.ml.ea.species with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
Speciation.init(EvolutionaryAlgorithm theOwner)
Setup the speciation strategy. |
void |
SingleSpeciation.init(EvolutionaryAlgorithm theOwner)
Setup the speciation strategy. |
void |
ThresholdSpeciation.init(EvolutionaryAlgorithm theOwner)
Setup the speciation strategy. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.ea.train.basic |
|---|
| Classes in org.encog.ml.ea.train.basic that implement EvolutionaryAlgorithm | |
|---|---|
class |
BasicEA
Provides a basic implementation of a multi-threaded Evolutionary Algorithm. |
class |
TrainEA
Provides a MLTrain compatible class that can be used to train genomes. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.genetic |
|---|
| Classes in org.encog.ml.genetic that implement EvolutionaryAlgorithm | |
|---|---|
class |
MLMethodGeneticAlgorithm.MLMethodGeneticAlgorithmHelper
Very simple class that implements a genetic algorithm. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.genetic.crossover |
|---|
| Methods in org.encog.ml.genetic.crossover with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
Splice.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
void |
SpliceNoRepeat.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.genetic.mutate |
|---|
| Methods in org.encog.ml.genetic.mutate with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
MutatePerturb.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
void |
MutateShuffle.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
| Uses of EvolutionaryAlgorithm in org.encog.ml.prg.opp |
|---|
| Methods in org.encog.ml.prg.opp with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
SubtreeCrossover.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
void |
ConstMutation.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
void |
SubtreeMutation.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
| Uses of EvolutionaryAlgorithm in org.encog.neural.neat.training.opp |
|---|
| Methods in org.encog.neural.neat.training.opp that return EvolutionaryAlgorithm | |
|---|---|
EvolutionaryAlgorithm |
NEATMutation.getOwner()
|
| Methods in org.encog.neural.neat.training.opp with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
NEATMutation.init(EvolutionaryAlgorithm theOwner)
Called to setup the evolutionary operator. |
void |
NEATCrossover.init(EvolutionaryAlgorithm theOwner)
Init this operator. |
| Uses of EvolutionaryAlgorithm in org.encog.neural.neat.training.opp.links |
|---|
| Methods in org.encog.neural.neat.training.opp.links that return EvolutionaryAlgorithm | |
|---|---|
EvolutionaryAlgorithm |
SelectFixed.getTrainer()
|
EvolutionaryAlgorithm |
SelectProportion.getTrainer()
|
EvolutionaryAlgorithm |
MutateLinkWeight.getTrainer()
|
EvolutionaryAlgorithm |
MutatePerturbLinkWeight.getTrainer()
|
EvolutionaryAlgorithm |
MutateResetLinkWeight.getTrainer()
|
EvolutionaryAlgorithm |
SelectLinks.getTrainer()
|
| Methods in org.encog.neural.neat.training.opp.links with parameters of type EvolutionaryAlgorithm | |
|---|---|
void |
SelectFixed.init(EvolutionaryAlgorithm theTrainer)
Setup the selector. |
void |
SelectProportion.init(EvolutionaryAlgorithm theTrainer)
Setup the selector. |
void |
MutateLinkWeight.init(EvolutionaryAlgorithm theTrainer)
Setup the link mutator. |
void |
MutatePerturbLinkWeight.init(EvolutionaryAlgorithm theTrainer)
Setup the link mutator. |
void |
MutateResetLinkWeight.init(EvolutionaryAlgorithm theTrainer)
Setup the link mutator. |
void |
SelectLinks.init(EvolutionaryAlgorithm theTrainer)
Setup the selector. |
|
||||||||||
| PREV NEXT | FRAMES NO FRAMES |


QDL : A Case Study
Kevin Cunningham
24th April, 2019
How do we decide what to develop?
Surveys
Workshops
Heatmaps
Search
Filters
What's next?


CITY OF JOY A film review by Frank Maloney Copyright 1992 Frank Maloney
CITY OF JOY is a film directed by Roland Joffe and written by Mark Medoff, from a book by Dominique Lapierre. It stars Patrick Swayze, Pauline Collins, Om Puri, Shabana Azmi, and Art Malik. It is rated PG-13 for violence, mature themes, mild profanity.
CITY OF JOY is an earnest, well-intended film meant to praise those who struggle against the odds.  He is not afraid of movies about ideas that he believes in. Unfortunately, he is afraid of letting us think for ourselves.
The script is freely adapted from Dominique Lapierre's 1985 best-seller. Mark Medoff and Joffe have converted the Polish priest laboring in the slums of Calcutta to an Irish nurse, played charmingly by Pauline Collins. The American doctor Max Lowe, an minor character in the novel, has become the focus of the movie to accommodate the star appeal of Patrick Swayze. Further Hollywoodization comes in the form of elaborate monsoons, rioting and fire bombs, and melodramatic and sadistic heavies, especially the character by Art Malik. Joffe is constantly moving in the direction of epic, while the story strains to pull back to the intimate concerns of the poor ricksha pullers, their families, the lepers, and the others living on the bottom level of this amazing city. One cannot help but compare this glossy package with the gritty, wise, and wonderful SALAAM BOMBAY, produced at a fraction of the cost of this film and at many times the insight and power.
This is not to say that CITY OF JOY is a contemptible film, merely a specimen case of how even a well-intentioned big-budget film can lose sight of what is important. It is a problematic production, in any case. The first problem being the presence of Patrick Swayze, who is said to have gone to great lengths to secure the part of Dr. Max. At best, we would have to conclude that Swayze is working here on the extreme outer limit of his skills as an actor. Angst barely eludes him, although petulance does appear to be within his grasp. The mere presence of a Western man in this third-world story sets off alarums; certainly, Joffe's MISSION suffered from the white-messiah syndrome, as have most movies about apartheid in the last several years (although you might look around for an black, South African film MAPANTSULA that was circulating two years ago). To be fair, Joffe and Medoff seem somewhat aware of this and ensure that Swayze never wins a fight and that his life is saved by an Indian. Still he does tend to lecture the Indians about standing up to the Godfather who rules their lives.
 Puri's character, Hasari, is the heart and soul of CITY OF JOY, and with the contributions of Shabana Azmi who plays his wife, embodies the nobility and dignity that Joffe would like to reduce to manipulative sentimentality.
Other strengths come in the cinematography of Peter Biziou and the graceful music of Ennio Morricone, which together give CITY OF JOY much of its power and appeal.
I can recommend this movie, but go to a cheap matinee.
-- Frank Richard Aloysius Jude Maloney .
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


The most frequently used concept in Joda-Time is that of the instant. An Instant is defined as an instant in the datetime continuum specified as a number of milliseconds from 1970-01-01T00:00Z. This definition of milliseconds is consistent with that of the JDK in Date or Calendar. Interoperating between the two APIs is thus simple.
The millisecond instant can be converted to any date time field using a Chronology. To assist with this, methods are provided on DateTime that act as getters for the most common date and time fields. More powerful access to the field can be obtained via its property.
DateTime dt = new DateTime(); // current time int month = dt.getMonth(); // gets the current month int month = dt.month().get(); // alternative way to get value String monthStr = dt.month().getAsText(); // gets the month name
To deal with local times (no time zone), or with date only or time only concepts, you should use the partial classes.
Within Joda-Time an instant is represented by the ReadableInstant interface. There are four implementations of the interface provided:
The code can be used in various ways:
// setup date object for midday on Christmas 2004 (ISO year 2004) DateTime dt = new DateTime(2004, 12, 25, 12, 0, 0, 0); // get the year, 2004 int year = dt.getYear(); // get the day of week index 1 (Monday) to 7 (Sunday) int dow = dt.getDayOfWeek(); // get the text, such as 'Tuesday' String dowStr = dt.dayOfWeek().getAsText();
// construct DateTime from JDK Date Date jdkDate = new Date(); DateTime dt = new DateTime(jdkDate); // construct Calendar from DateTime (could also construct a Date) GregorianCalendar cal = dt.toGregorianCalendar();
Note that the interface ReadableInstant should not be used like the collections API. The interface only contains the core subset of the operations of DateTime. You should use the interface only when you feel the need to be flexible about future changes to the object passed into a method. You might also want to consider the ReadableDateTime interface which extends ReadableInstant to provide additional methods.


--- title: Common Design Layout ---
This styleguide no longer accurately reflects the Common Design.
The Common Design doesn't affect the internal layout of pages or a grid, however to ensure consistency across sites it does recommend these two rules are followed:
In the Common Design the maximum page width is 1400px and the maxiumum content width is 1220px, see below for details.
A maximum page width is necessary on responsive sites to prevent the layout breaking down and lines of text becoming to long to comfortably read on large screens. Although there is no industry standard page width, from reviewing several well-known websites the trend is to set it between 1000px and 1400px. Most OCHA sites also come within this range.
Setting page width and padding ensures that the design retains consistency across different sites.
A fluid, as opposed to adaptive, responsive layout is favoured as this allows us to utilise a maximum of screen real estate (up to the maximum width). It also helps to reinforce the design consistency if this is applied on all common design sites.
The Common Design doesn't dictate a grid system, however, it’s recommended to use the grid and breakpoints (adapted from Bootstrap v4) from the OCHA Basic theme. That said, if your site is simple, consider whether a grid system is necessary before adding one.
The images below explain how the layout works at different screen widths, an example you can test in the browser is here.
Page takes up 100% of screen width.
12px padding at the sides. Plus a 8px margin between the sides of the page and the screen.
Page takes up 100% of screen width.
24px padding at the sides. Plus a 8px margin between the sides of the page and the screen.
Page takes up 100% of screen width up to a maximum of 1400px.
Content has a max-width of 1220px and has 40px padding at the sides.
Minimum 8px margin between the sides of the page and the screen.


Post a new listing
Menu
Protovo S
Messages
Profile
Manage listings
Settings
Log out
Home
Post a new listing
About
Contact us
Invite new members
W
Wayne towers
Grid
List
Map
Superman buster
€700
Bruce W
Batarang
€200
Bruce W
Loading more content

Javascript is disabled in your browser

Wayne towers does not work properly without javascript. Try to enable javascript from your browser's preferences and then reload this page again.


Careers in water and wastewater plant operation offer great pay and benefits, room for advancement, and a stable, recession-proof job market. Our operator training couses give you the knowledge and certification you need to start a new career or enhance your existing one. more info...
Our research group engineers and scientists perform and manage research efforts focused on characterizing water quality issues, including developing and testing methods to improve water quality. Our researchers provide:


HOVERS: Interesting to note in this example, a single image containing 2 groups is not sufficient. Due to the overlap of the shapes presented. Because of the overlapping objects, relying on only one "after" state would show pieces of surrounding shapes “after” states.
#shapes { width: 300px; height: 150px; background: url(../images/shapes.gif); margin: 10px auto; padding: 0; position: relative; } #shapes li {margin: 0; padding: 0; list-style: none; display: block; position: absolute;} #shapes a {display: block;} #shape1 {left: 9px; top: 7px; width: 86px; height: 130px;} #shape2 {left: 77px; top: 16px; width: 79px; height: 86px;} #shape3 {left: 160px; top: 0px; width: 112px; height: 77px;} #shape4 {left: 173px; top: 57px; width: 120px; height: 80px;} #shape5 {left: 110px; top: 102px; width: 98px; height: 45px;} #shape1 a {height: 130px;} #shape2 a {height: 86px;} #shape3 a {height: 77px;} #shape4 a {height: 80px;} #shape5 a {height: 45px;} #shape1 a:hover {background: url(../images/shapes.gif) -9px -157px no-repeat;} #shape2 a:hover {background: url(../images/shapes.gif) -77px -166px no-repeat;} #shape3 a:hover {background: url(../images/shapes.gif) -160px -150px no-repeat;} #shape4 a:hover {background: url(../images/shapes.gif) -173px -207px no-repeat;} #shape5 a:hover {background: url(../images/shapes.gif) -110px -252px no-repeat;}


--- layout: post title: "VINYL: Variant PrIoritizatioN by survivaL analysis" subtitle: "The paper is available on Bioinformatics" date: 2021-01-11 006:00:00 -0400 background: '/img/posts/paper-citations.png' tag: Paper ---
VINYL (Variant PrIoritizatioN by survivaL analysis) is a bioinformatics workflow for the functional annotation and prioritization of genetics variants in clinical studies. VINYL is implemented as a collection of Perl and R scripts composed by 3 main modules: the optimizer, which computes the best scoring system; the threshold, which optimizer derives the optimal score cut off and the score calculator, which computes the pathogenicity score by integrating different types of annotation.
VINYL is distributed as Galaxy Public server developed on Laniakea or it is available through Laniakea to deploy a personal server.
The paper has been published on Bioinformatics and is available here.
The paper can be cited as:
Matteo Chiara, Pietro Mandreoli, Marco Antonio Tangaro, Anna Maria D’Erchia, Sandro Sorrentino, Cinzia Forleo, David S Horner, Federico Zambelli, Graziano Pesole, VINYL: Variant prIoritizatioN by survivaL analysis, Bioinformatics, btaa1067, https://doi.org/10.1093/bioinformatics/btaa1067


The PhysX API¶
Introduction¶
This chapter covers the basic patterns common to the PhysX application programming interface (API.) We are committed to keeping this API stable and backwards-compatible from one minor release to the next, to protect the investment you make in your integration code.
The PhysX API is composed primarily of abstract interface classes. Classes, enumerations and functions defined by the API have the prefix Px.
Note
There is currently one section of the public API which does not have the Px prefix: the PhysX Visual Debugger connection library which has the prefix Pvd.
The PhysX libraries also expose some classes and functions that are not part of the public API. These are primarily containers and platform abstractions that are required to build the PhysX libraries which are distributed as source, and are also used in the samples. They can be recognized because they do not have the Px prefix. Even though they are in principle accessible to users, they are largely undocumented and we do not maintain compatibility of this code between PhysX versions. For that reason we recommend strongly against their use in applications.
Memory Management¶
PhysX performs all allocations via the PxAllocatorCallback interface. You must implement this interface in order to initialize PhysX:
class PxAllocatorCallback
{
public:
virtual ~PxAllocatorCallback() {}
virtual void* allocate(size_t size, const char* typeName, const char* filename,
int line) = 0;
virtual void deallocate(void* ptr) = 0;
};
The size of the request is specified in bytes, and PhysX requires that the memory that is returned be 16-byte aligned. On many platforms malloc() returns memory that is 16-byte aligned, and on Windows the system function _aligned_malloc() provides this capability. The other parameters to allocate() are a string which identifies the type of allocation, and the __FILE__ and __LINE__ location inside PhysX code where the allocation was made. Refer to PxAllocatorCallback::allocate() to find out more about them.
A simple implementation of the allocator callback class can be found in the PhysX Extensions library, see class PxDefaultAllocatorCallback.
Note
On some platforms PhysX uses system library calls to determine the correct type name, and the system function that returns the type name may call the system memory allocator. If you are instrumenting system memory allocations, you may observe this behavior. To prevent PhysX requesting type names, disable allocation names using the method PxFoundation::setReportAllocationNames().
You can place PhysX objects in memory owned by the application using PhysX' binary deserialization mechanism. See Serialization for details.
As an alternative to instrumenting the allocator, you can obtain detailed information about memory allocation in the PhysX Visual Debugger (see: PhysX Visual Debugger (PVD))
Error Reporting¶
PhysX logs all error messages through the PxErrorCallback interface. You must implement this interface in order to initialize PhysX:
class UserErrorCallback : public PxErrorCallback
{
public:
virtual void reportError(PxErrorCode::Enum code, const char* message, const char* file,
int line)
{
// error processing implementation
...
}
};
There is only a single function to implement, reportError. This function should log the passed message, or print it on the application's output console. For the more serious error codes eABORT, eINVALID_PARAMETER, eINVALID_OPERATION, eINTERNAL_ERROR and eOUT_OF_MEMORY, breaking into the debugger may be a more appropriate choice. Whatever you do, do not just ignore the messages.
A simple implementation of the error callback class can be found in the PhysX Extensions library, see class PxDefaultErrorCallback.
Math Classes¶
The common math classes used in PhysX are PxVec2, PxVec3, PxVec4, PxMat33, PxMat44, PxTransform, PxPlane and PxQuat, which are are defined in their respective header files, e.g. (SDKRoot)/Include/foundation/PxVec3.h. The types support standard operator overloads and typical math operations. Zero and identity objects where appropriate can be constructed by passing the arguments PxZero and PxIdentity respectively.
Some points to note are:
- PxTransform is a representation of a rigid body transform as a rotation quaternion and a position vector, and PhysX functions which take transforms all use this type.
- PxPlane is a homogeneous plane equation: that is, the constructor PxPlane(n, d) represents the equation n.x + d = 0.
PxMat33 and PxMat44 matrices represent transformations with basis vectors in the columns (pre-multiply with matrix on the left hand side) and are stored in column-major order. This format is layout compatible with popular graphics APIs such as OpenGL and Direct3D. For example, to set the model transformation for a rigid body in OpenGL:
// retrieve world space transform of rigid body
PxTransform t = rigidActor.getGlobalPose();
// convert to matrix form
PxMat44 m = PxMat44(t);
// set to OpenGL
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// PxMat44::front() returns a pointer to the first matrix element
glMultMatrixf(m.front());
// draw model
glPopMatrix()
DirectX uses row-major storage for matrices by default (D3DMATRIX), but also stores basis vectors in rows (post-multiply on the right), so PxMat44 may be used in place of D3DXMATRIX types directly.
Connecting PhysX Objects with User Application Objects¶
Often an application needs to associate PhysX objects with application objects for application logic or rendering purposes. An easy way to connect a single user application object with a PhysX object is to use the userData member provided by the most important PhysX classes (PxActor::userData, PxShape::userData, PxMaterial::userData, ...). The userData member is a void* pointer which is reserved for application use. Each class only has one userData field, so to manage multiple associations another mechanism must be used.
Type Casting¶
PhysX API interface classes inherit from a top-level interface called PxBase, which provides mechanisms for type-safe down-casting between interface types. For example, to cast from a PxActor to a PxRigidDynamic, use the following idiom:
PxActor* actor = <...>
PxRigidDynamic* myActor = actor->is<PxRigidDynamic>();
const PxActor* actor = <...>
const PxRigidDynamic* myActor = actor->is<PxRigidDynamic>();
This pattern can be used to cast to intermediate types in the hierarchy such as PxRigidActor, but this is somewhat slower than casting to concrete types. In addition, PxBase provides the following capabilities:
- getConcreteType() provides an integer value which corresponds to the concrete type of an object
- getConcreteTypeName() provides a string name of the concrete type
- isKindOf() provides string-based testing of inheritance
Reference Counting¶
Some PhysX objects are designed to be shared and referenced multiple times in a PhysX scene graph. For example, a PxConvexMesh may be referenced by multiple PxShape objects, each sharing the same geometry but associated with different actors. The specific types are PxTriangleMesh, PxHeightField, PxConvexMesh, PxMaterial, and PxShape. Each object of these types has a reference count. The rules for reference counting are as follows:
- when an object is created from PxPhysics, it has a reference count of 1.
- when an object's reference count reaches 0, the object is destroyed.
- when a new counted reference is created, the reference count is incremented. Counted references are as follows:
- when a PxShape references a PxConvexMesh, PxHeightfield, or PxTriangleMesh.
- when a PxShape references a PxMaterial.
- when a PxRigidActor references a PxShape.
- when a counted reference is destroyed, or the object's release() method is called, the reference count is decremented.
- when an object is created through deserialization, its reference count is 1, plus the number of counted references that exist to the object.
The initial reference count of 1 ensures the object is not destroyed until the application allows it by calling release() - thereafter it will be destroyed when no remaining counted references to it exist.
For example, if you create a shape using PxPhysics::createShape() and attach it to an actor with PxRigidActor::attachShape(), it has a reference count of 2. If you then call the shape's release() method, it has a reference count of 1. When the actor is destroyed, or the shape is detached from the actor, the reference count is decremented, and since it is now 0, the shape is destroyed.
The acquireReference() method increments the reference count of an object. For example, when a spatial query returns a reference to a mesh shape, and you want to pass that result to another thread for deferred processing, incrementing the reference count will ensure that even if the shape referencing the mesh is released, the mesh continues to exist.
Note
subtypes of PxGeometry do not have counted references to the meshes to which they point, e.g. when PxConvexMeshGeometry points to a PxConvexMesh. A counted reference exists only when the geometry is within a PxShape.
Note
shapes are often created using the utility method PxRigidActorExt::createExclusiveShape(). Take special care when deserializing such actors (see Shapes and Reference Counting of Deserialized Objects)
Using Different Units¶
PhysX is designed to produce correct results regardless of the units of length or mass, so long as inputs use those units consistently. However, there are certain tolerances values whose defaults need to be adjusted depending on the units. In order to ensure that these tolerances default to reasonable values, adjust the values in PxTolerancesScale when creating the PxPhysics and PxCooking interfaces. Tolerances for objects are set at creation time, and may then be overridden by the application.
You should set tolerances based on the typical size of objects in your simulation. For example, if you are working with objects of size approximately one meter, but in units of centimeters, you should set the scale as follows:
PxFoundation* foundation = ...;
PxTolerancesScale scale;
scale.length = 100; // typical length of an object
scale.speed = 981; // typical speed of an object, gravity*1s is a reasonable choice
PxPhysics *p = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, scale, ...);
This will result in the defaults for values like PxShape::contactDistance being scaled appropriately for your objects.
You can also set the typical object mass in PxTolerancesScale.
It is important to use the same PxTolerances value for initialization of PxCooking and PxPhysics, and also when creating PxSceneDesc objects.
Assertions¶
PhysX uses the PX_DEBUG macro to enable or disable assertions. This macro is not set in the PhysXCore and PhysXCommon libraries, and so by default these libraries will not trigger assertions, however you may configure the libraries provided as source to enable them. When an assert is triggered, PhysX calls an assert handler. By default the assert handler will trigger a debug breakpoint. However, you may call the function PxSetAssertHandler() to customize the assert handler.
Determinism¶
PhysX is deterministic in the sense it will produce identical simulation results from the same sequence of API calls applied from the point where a scene is originally created (and the same responses from simulation callbacks which modify data). Note that removing all the objects from a scene is not in general sufficient to reinitialize it for this purpose.
PhysX simulation behavior is not sensitive to the number of CPU worker threads used.
An important caveat to determinism is the state of the x87 FPU on 32-bit Intel/AMD platforms. Some compilers produce x87 floating point instructions even when configured to prefer SSE instructions, and the results of those operations may depend on the state of the x87 control word. Since it is too expensive to modify the x87 FPU state at every PhysX entry point, this is delegated to the application if necessary. PhysX operations do not result in changes to the x87 control word, but certain other libraries (including DirectX) may modify it.
Configurations in which this is known to be a issue are all 32-bit MSVC debug configurations, and all MSVC 32-bit checked, release and profile configurations prior to Visual Studio 2012.


|
| | Builder (TTextFieldBase component) |
| |
| virtual TBuilder | Text (string text) |
| | The Text value to initialize this field with. More...
|
| |
| virtual TBuilder | RawText (string rawText) |
| | The Text value to initialize this field with. More...
|
| |
| virtual TBuilder | AutoCapitalize (bool? autoCapitalize) |
| | True to set the field's DOM element autocapitalize attribute to on, false to set to off. More...
|
| |
| virtual TBuilder | AutoComplete (bool? autoComplete) |
| | True to set the field's DOM element autocomplete attribute to on, false to set to off. More...
|
| |
| virtual TBuilder | AutoCorrect (bool? autoCorrect) |
| | True to set the field's DOM element autocorrect attribute to on, false to set to off. More...
|
| |
| virtual TBuilder | MaxLength (int maxLength) |
| | The maximum number of permitted input characters. More...
|
| |
| virtual TBuilder | ReadOnly (bool? readOnly) |
| | True to set the field DOM element readonly attribute to true. More...
|
| |
| virtual TBuilder | PlaceHolder (string placeHolder) |
| | A string value displayed in the input (if supported) when the control is empty. More...
|
| |
| virtual TBuilder | UI (string uI) |
| | The ui to be used on this Component. Defaults to 'text'. More...
|
| |
| virtual TBuilder | Blur () |
| | Attempts to forcefully blur input focus for the field. More...
|
| |
| virtual TBuilder | Focus () |
| | Attempts to set the field as the active input focus. More...
|
| |
| virtual TBuilder | Select () |
| |
| virtual TBuilder | SetAutoCapitalize (bool value) |
| | Sets the value of autoCapitalize. More...
|
| |
| virtual TBuilder | SetAutoComplete (bool value) |
| | Sets the value of autoComplete. More...
|
| |
| virtual TBuilder | SetAutoCorrect (bool value) |
| | Sets the value of autoCorrect. More...
|
| |
| virtual TBuilder | SetMaxLength (string maxLength) |
| | Sets the default text to place into an empty field More...
|
| |
| virtual TBuilder | SetPlaceHolder (string placeHolder) |
| | Sets the value of placeHolder. More...
|
| |
| virtual TBuilder | SetReadOnly (string readOnly) |
| | Sets the value of ReadOnly. More...
|
| |
| virtual TBuilder | SetUI (string ui) |
| | Sets the value of UI. More...
|
| |


--- layout: post podcast_file_name: 'episode1.mp3' title: "Episode 1" duration: '06:53' data_length: '6614957' published: true --- {% include post_start.html %} {% include note_not_pod.html project="CocoaPods Bug Bash" subtitle="The CocoaPods issue triage" source='' homepage="http://blog.cocoapods.org/CocoaPods-Bug-Bash/" description="We bashed a lot of bugs!" %} {% include note.html project='JGORegExpBuilder' version='1.0.1' author='Jan Gorman' twitter='JanGorman' description='A delightful regular expression DSL' source='' homepage='https://github.com/JanGorman/JGORegExpBuilder' %} {% include note.html project='OBME' version='0.1.0' author='Manu Mtz-Almeida' twitter='' description='Fast and easy to use tool in simple OBJECTIVE-C to avoid memory cheating by scanning (searching).' source="https://github.com/manucorporat/OBME" homepage='http://forzefield.com' %} {% include note.html project='NBThemeConfig' version='1.0.0' author='Josh Justice' twitter='' description='Configure all the colors for your app in a single plist.' source='' homepage='https://github.com/needbee/nbthemeconfig' %} {% include note.html project='JTSImageViewController' version='1.0.0' author='Jared Sinclair' twitter='' description='An interactive iOS image viewer that does it all: double tap to zoom, flick to dismiss, et cetera.' source='' homepage='https://github.com/jaredsinclair/JTSImageViewController' %} {% include note.html project='FastImageCache' version='1.3' author='Mallory Paine Michael Potter' twitter='' description='iOS library for quickly displaying images while scrolling' source='' homepage='https://github.com/path/FastImageCache' %} {% include note.html project='XCTest+OHHTTPStubSuiteCleanUp' version='1.0.0' author='Laura Brown' twitter='1aurabrown' description='Removes all OHHTTP stubs between test suites.' source='' homepage='https://github.com/1aurabrown/XCTest-OHHTTPStubSuiteCleanUp' %} {% include post_end.html %}
Editors Note: Definitely enjoying the irony of claiming to have it in 5 minutes then failing on the first episode. ./
t


Introduction
The goal of SimpleRenderEngine (SRE) is to provide easy way to get started with graphics programming in 2D or 3D without a deep knowledge about the low-level graphics APIs like OpenGL, DirectX and Vulkan.
SRE currently depends on Simple Direct Layer 2.x (SDL2), SDL2-image, OpenGL Mathematics (GLM), and OpenGL 3.3 (or higher), and runs on both Windows, macOS and Linux.
The project is hosted here: https://github.com/mortennobel/SimpleRenderEngine
Install
Prerequisites:
- Install C++ tool chain / IDE (such as Visual Studio 2015 or XCode)
- Install CMake ( https://cmake.org/download/ ). macOS: first lauch should be performed by right-clicking the .app and selecting open.
SDL 2.x and SDL 2.0 Image
Simple DirectMedia Layer is a platform abstraction layer for game development. The abstraction makes both single platform and cross platform development easier. The project has a simple C-interface.
Download development libraries (not runtime libraries!) from
- https://www.libsdl.org/download-2.0.php
- https://www.libsdl.org/projects/SDL_image/
Windows: Extract the zip-files to any folder (e.g. Documents)
macOS: Open dmg files and copy .frameworks to /Library/Framework
SDL documentation can be found here: http://wiki.libsdl.org/FrontPage
GLM (OpenGL Mathematics)
GLM is a header-only C++ library for linear algebra such as vectors, matrices and quaternions.
Download project from http://glm.g-truc.net and extract to any folder. (e.g. Documents)
GLEW (The OpenGL Extension Wrangler Library)
(Windows only) Enable full OpenGL support for Windows.
Download the Windows 32-bit and 64-bit zip-file from http://glew.sourceforge.net/ and extract it to any folder (e.g. Documents).
Download and setup SimpleRenderEngine
Clone the repository from https://github.com/mortennobel/SimpleRenderEngine .
Configure the project using CMake ( / cmake-gui) to VisualStudio/XCode using the following settings:
Tips and comments:
- Windows : It is recommended that you build the project as 32-bit.
- It is important that you choose the correct
- You need to click the configure whenever you have changed a setting. This ensures that all
- Documentation for the CMake properties can be found in the cmake/FindXXX.cmake files
- It is recommended to GLEW static library (glew32s.lib) for windows.
- If you have old Visual Studio installation, you might need to change the settings of the Microsoft.Cpp.Win32.user (in the Property Manager)
Windows
Notes:
- The SDL2_Library need to be the full path of both SDL2.lib and SDL2main.lib. Separated with a semicolon.
Mac
Resource management
SimpleRenderEngine does not provide any automatically resource management. It is up the library user (the developer) to destroy any object that is allocated.
Generally objects can be created in three different ways:
- Constructor: Object creation using constructor. If the objects are allocated on the heap (using new) they must also be explicit deleted when no longer used.
- createXXX(): Object pointers returned from createXXX member functions. These objects are created by SimpleRenderEngine, but not referenced. These objects should be explicit deleted when no longer used.
- getXXX(): Object pointers returned from getXXX member functions. The ownership of these objects are maintained by SimpleRenderEngine. These objects should not be deleted.
SimpleRenderEngine
// Example (hello-engine.cpp):
SDL_Window *window;
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
window = SDL_CreateWindow("Hello Engine",SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,640,480,SDL_WINDOW_OPENGL);
SimpleRenderEngine r{window};
r.clearScreen({1,0,0,1});
r.swapWindow();
SDL_Delay(10000);
SD_DestroyWindow(window);
SDL_Quit();
Maintains shared states for rendering. An object of SimpleRenderEngine must be created once after the SDL_Window has been initialized. After initialization this object can be referenced using the static field SimpleRenderEngine::instance;
SingleRenderEngine has two important states:
- An active camera, which defines how meshes are drawn when rendered using the draw method
- Light information (point lights, directional lights, ambient lights).
SimpleRenderEngine
SimpleRenderEngine(SDL_Window *window)
SimpleRenderEngine constructor
| Parameter | Description |
|---|---|
| window | window pointer to the SDL window (must be initialized using OpenGL) |
setLight
void setLight(int lightIndex, Light light)
Set the light state - this affects all draw calls after the state has been set.
| Parameter | Description |
|---|---|
| lightIndex | must be between 0 and 3 |
| light | light parameters |
getLight
Light getLight(int lightIndex)
Returns the state of the given light index
| Parameter | Description |
|---|---|
| lightIndex | must be between 0 and 3 |
setAmbient
void setAmbientLight(const glm::vec3 &ambientLight)
Set the ambient light color. This is used to add some light to the shadow side of objects.
| Parameter | Description |
|---|---|
| ambientLight | ambient light (usually should be low) (default: 0.2,0.2,0.2) |
getAmbient
glm::vec3 getAmbientLight() const
Returns ambient light
draw
void draw(Mesh *mesh, glm::mat4 modelTransform, Shader *shader)
void draw(ParticleMesh *mesh, glm::mat4 modelTransform, Shader *shader)
Draws a mesh instance to the current scene. Uses the current camera object to render the mesh in the scene.
| Parameter | Description |
|---|---|
| mesh | The mesh to draw |
| modelTransform | The local to world transformation (usually composed of translations, rotations and scales) |
| shader | The shader used for rendering |
Note when drawing a particle mesh, the shader must have a particle mesh layout.
setCamera
void setCamera(Camera *camera)
Sets the current camera object.
| Parameter | Description |
|---|---|
| camera | The new camera state |
getCamera
Camera* getCamera()
Returns the current camera object.
getDefaultCamera
Camera* getDefaultCamera()
Returns a reference to the default camera. This camera is owned by the object and should never be deleted.
clearScreen
void clearScreen(glm::vec4 color, bool clearColorBuffer=true, bool clearDepthBuffer=true)
Clear the screen with the given color (default behavior is also clearing color and depth buffer)
| Parameter | Description |
|---|---|
| color | Clear color |
| clearColorBuffer | Will clear color buffer |
| clearDepthBuffer | Will clear depth buffer |
swapWindow
void swapWindow()
Update window with OpenGL rendering.
instance
static SimpleRenderEngine* instance
Singleton reference to the engine after initialization.
Texture
Represent a texture (uploaded to the GPU). In general the width and the height of the texture should be power-of-two (e.g. 256 or 512).
Textures can be created from files (png or jpeg). Alternative textures can be created using memory representation of the texture in RGBA (one byte per color channel).
The Texture class also provides a white texture using the Texture::getWhiteTexture()
A texture object has the following properties:
- mipmaps enabled: Optimization, where the texture exists in downscaled versions. This does use more memory, but in general gives faster texture sampling.
- wrap texture coordinates: if enabled the texture is repeated when sampling out the 0.0 .. 1.0 values
- filter sampling: if enabled the texture sampling will use interpolation to find the colors between pixel centers
createFromFile
static Texture* createFromFile(const char *pngOrJpeg, bool generateMipmaps = false)
createFromMem
static Texture* createFromMem(const char *pngOrJpeg, int size, bool generateMipmaps = false)
createFromRGBAMem
static Texture* createFromRGBAMem(const char *data, int width, int height, bool generateMipmaps = false)
getWhiteTexture
static Texture* getWhiteTexture()
getSphereTexture
static Texture* getSphereTexture()
getWidth
int getWidth()
getHeight
int getHeight()
isFilterSampling
bool isFilterSampling()
returns true if texture sampling should be filtered (bi-linear or tri-linear sampling) otherwise use point sampling.
setFilterSampling
void setFilterSampling(bool enable)
if true texture sampling is filtered (bi-linear or tri-linear sampling) otherwise use point sampling.
isWrapTextureCoordinates
bool isWrapTextureCoordinates()
setWrapTextureCoordinates
void setWrapTextureCoordinates(bool enable)
Shader
Controls the appearance of the rendered objects.
The shader also controls depth test, depth write and blending.
There is the following premade shaders: - Shader::getStandard() - Shades the mesh using the Phong light model, and uses the current light states and camera states as well as the color and texture parameters - Parameters: - color (vec4) (default white) - tex (Texture*) (default white texture) - Shader::getUnlit() - Uses the camera states as well as the color and texture parameters to define the surface color - Parameters: - color (vec4) (default white) - tex (Texture*) (default white texture) - Shader::getUnlitSprite() - Similar to getUnlit() but with no depth write - Parameters: - color (vec4) (default white) - tex (Texture*) (default white texture) - Shader::getStandardParticles() - Similar to getUnlit() but with no depth write - Parameters: - tex (Texture*) (default alpha sphere texture)
getStandard
static Shader *getStandard()
getUnlit
static Shader *getUnlit()
getUnlitSprite
static Shader *getUnlitSprite()
getStandardParticles
static Shader *getStandardParticles()
getDebugUV
static Shader *getDebugUV()
Shader for visualizing texture coordinates on mesh(UVs)
getDebugNormals
static Shader *getDebugNormals()
Shader for visualizing mesh normals.
createShader
static Shader *createShader(const char *vertexShader, const char *fragmentShader, bool particleLayout = false)
Creates shader using GLSL.
contains
bool contains(const char* name)
Return if the shader contains a uniform with a given name.
getType
Uniform getType(const char* name)
Returns uniform information with a uniform of a given name.
set
bool set(const char *name, glm::mat4 value)
bool set(const char *name, glm::mat3 value)
bool set(const char *name, glm::vec4 value)
bool set(const char *name, float value)
bool set(const char *name, int value)
bool set(const char *name, Texture* texture, unsigned int textureSlot = 0)
Sets the uniform to a given value. In debug mode, the shader will test for the existence of the uniform and write to cerr if not found.
textureSlot: If sampling multiple textures from a single shader, each texture must be bound to a unique texture slot.
setDepthTest
void setDepthTest(bool enable)
isDepthTest
bool isDepthTest()
setDepthWrite
void setDepthWrite(bool enable)
isDepthWrite
bool isDepthWrite()
getBlend
BlendType getBlend()
setBlend
void setBlend(BlendType blendType)
Mesh
Represents a Mesh object. A mesh is composed of a list of
- vertexPositions (vec3)
- normals (vec3)
- uvs (aka. texture coordinates) (vec2)
A mesh also has a meshType, which can be either: - MeshTopology::Points - MeshTopology::Lines - MeshTopology::Triangles
The mesh is defined based on the order of vertices, when the indices is empty. Otherwise the indices is used to define the mesh.
Mesh
Mesh(std::vector<glm::vec3> &vertexPositions, std::vector<glm::vec3> &normals, std::vector<glm::vec2> &uvs, MeshTopology meshTopology = MeshTopology::Triangles)
Mesh(std::vector<glm::vec3> &vertexPositions, std::vector<glm::vec3> &normals, std::vector<glm::vec2> &uvs, const std::vector<uint16_t> &indices, MeshTopology meshTopology = MeshTopology::Triangles)
Constructor
update
void update(std::vector<glm::vec3> &vertexPositions, std::vector<glm::vec3> &normals, std::vector<glm::vec2> &uvs,const std::vector<uint16_t> &indices)
void update(std::vector<glm::vec3> &vertexPositions, std::vector<glm::vec3> &normals, std::vector<glm::vec2> &uvs)
getVertexCount
int getVertexCount()
getMeshTopology
MeshTopology getMeshTopology()
getVertexPositions
const std::vector<glm::vec3>& getVertexPositions()
getNormals
const std::vector<glm::vec3>& getNormals()
getUVs
const std::vector<glm::vec2>& getUVs()
getIndices
const std::vector<uint16_t>& getIndices()
createQuad
static Mesh* createQuad()
createCube
static Mesh* createCube()
createSphere
static Mesh* createSphere()
ParticleMesh
Represents a Mesh object for rendering particle systems. A mesh is composed of a list of
- vertexPositions (vec3)
- colors (vec4)
- uvs (aka. texture coordinates) (vec2)
- uv size (width and height of the particle)
- uv rotation in radians
- particle size
ParticleMesh
ParticleMesh(const std::vector<glm::vec3> &vertexPositions, const std::vector<glm::vec4> &colors, const std::vector<glm::vec2> &uv,const std::vector<float> &uvSize,const std::vector<float> &uvRotation, const std::vector<float> &particleSizes)
Constructor
update
void update(const std::vector<glm::vec3> &vertexPositions, const std::vector<glm::vec4> &colors, const std::vector<glm::vec2> &uv, const std::vector<float> &uvSize,const std::vector<float> &uvRotation, const std::vector<float> &particleSizes)
getVertexCount
int getVertexCount()
getVertexPositions
const std::vector<glm::vec3>& getVertexPositions()
getColors
const std::vector<glm::vec4>& getColors()
getUVs
const std::vector<glm::vec2>& getUV()
getUVSize
const std::vector<float>&getUVSize()
getUVRotation
const std::vector<float>&getUVRotation()
getParticleSizes
const std::vector<float>& getParticleSizes()
Camera
The camera contains two important properties: - view transform matrix: Contains information about location and orientation of the camera. This matrix will transform geometry from world space to eye space. - projection transform matrix: Contains information about the projection the camera uses (roughly equivalent to which lens it uses). Generally this can either be perspective projection (with a field of view) or a orthographic projection (without any perspective).
The camera also includes information about the viewport, which defines which part of the window is used for rendering (default settings is the full window)
The default camera is positioned at (0,0,0) and looking down the negative z-axis. Everything inside the volume between -1 to 1 is viewed.
Camera
Camera()
Constructor
Set camera at (0,0,0) looking down the negative z-axis using orthographic viewing volume between -1 to 1
lookAt
void lookAt(glm::vec3 eye, glm::vec3 at, glm::vec3 up)
set position of camera in world space using
| Parameter | Description |
|---|---|
| eye | position of the camera |
| at | position that the camera looks at (must be different from pos) |
| up | the up axis (used for rotating camera around z-axis). Must not be parallel with view direction (at - pos). |
setPerspectiveProjection
void setPerspectiveProjection(float fieldOfViewY, float viewportWidth,float viewportHeight, float nearPlane, float farPlane)
set the projectionTransform to perspective projection
| Parameter | Description |
|---|---|
| fieldOfViewY | field of view in degrees |
| viewportWidth | width of the current viewport |
| viewportHeight | height of the current viewport |
| nearPlane | near clipping plane, defines how close an object can be to the camera before clipping (must be positive) |
| farPlane | far clipping plane, defines how far an object can be to the camera before clipping (must be larger than nearPlane) |
setOrthographicProjection
void setOrthographicProjection(float left, float right, float bottom, float top, float zNear, float zFar)
set the projectionTransform to orthographic parallel viewing volume.
| Parameter | Description |
|---|---|
| left | |
| right | |
| bottom | |
| top | |
| nearPlane | near clipping plane, defines how close an object can be to the camera before clipping |
| farPlane | far clipping plane, defines how far an object can be to the camera before clipping |
setWindowCoordinates
void setWindowCoordinates(int width = -1, int height = -1)
set orthographic transform and view, where the origon is located in the lower left corner. z depth is between -1 and 1.
| Parameter | Description |
|---|---|
| width | the width of the window, if -1 uses current window size |
| height | the height of the window, if -1 uses current window size |
setViewTransform
void setViewTransform(const glm::mat4 &viewTransform)
set the view transform directly
setProjectionTransform
void setProjectionTransform(const glm::mat4 &projectionTransform)
Set the projection transform directly
getViewTransform
glm::mat4 getViewTransform()
Get the view transform - used for rendering.
getProjectionTransform
glm::mat4 getProjectionTransform()
Get the projection transform - used for rendering
setViewport
void setViewport(int x, int y, int width, int height)
defines which part of the window is used for rendering (default settings is the full window)
| Parameter | Description |
|---|---|
| x | the x coordinate of the viewport (default 0) |
| y | the y coordinate of the viewport (default 0) |
| width | the width of the viewport (default window width) |
| height | the height of the viewport (default window height) |
Light
Contains information about a Light source
Light
Light()
Light(LightType lightType, glm::vec3 position, glm::vec3 direction, glm::vec3 color, float range)
Constructor
lightType
LightType lightType
Defines the type of light source (note: ambient light is stored as a vec3 directly in SimpleRenderEngine)
- LightType::Point,
- LightType::Directional,
- LightType::Unused
position
glm::vec3 position
position in worldspace only used for point lights
direction
glm::vec3 direction
direction towards the lightsource only used for directional light
color
glm::vec3 color
The color (or intensity) of the light In the light color may have values above 1.0
range
float range
The range of a point light (due to attenuation) Range 0 means no attenuation
Debug
The purpose of this class is to draw debug information into the scene. The Debug class is using the current camera
getColor
static glm::vec4 getColor()
setColor
static void setColor(glm::vec4 color)
drawLine
static void drawLine(glm::vec3 from, glm::vec3 to)
drawLineStrip
static void drawLineStrip(std::vector<glm::vec3> &verts)
static void drawLineStrip(std::vector<glm::vec3> &&verts)
BlendType
enum class BlendType {
Disabled,
AlphaBlending,
AdditiveBlending
};
Enum which defines blending types. Currently support types of blending is:
- BlendType::Disabled - no blending
- BlendType::AlphaBlending - Blends the surface with background based on alpha value (src alpha ,one minus src alpha)
- BlendType::AdditiveBlending - Add light based on the alpha value (src alpha,one)
LightType
enum class LightType {
Point,
Directional,
Unused
};
Defines the types of Light. Note ambient light is simply represented using a vec3 in the SimpleRenderEngine class.
MeshTopology
enum class MeshTopology {
Points,
Lines,
Triangles
};
Mesh topology used to define the type of mesh
Uniform
struct Uniform {
int id;
UniformType type;
// 1 means not array
int arrayCount;
};
Defines the structure of a shader uniform
UniformType
enum class UniformType {
Int,
Float,
Mat3,
Mat4,
Vec4,
Texture,
Invalid
};
Defines variable types for shader uniforms


England predicted line-up for final Euro 2020 qualifier with Kosovo
England face Kosovo in Pristina on Sunday evening in their final Euro 2020 qualifier. Raheem Sterling is set to return to the starting XI with the Three Lions already qualified
by Alex SmithGareth Southgate will restore Raheem Sterling to the England starting XI for the Three Lions' final Euro 2020 qualifying clash with Kosovo.
Manchester City star Sterling was omitted from England's 7-0 victory over Montenegro on Thursday night after an altercation with Joe Gomez.
Sterling had a bust-up with Liverpool defender Gomez last week in the canteen which required them to be separated by teammates, while Jordan Henderson was brought in to mediate.
Despite Sterling's return, having watched from the stands at Wembley, Gomez has been forced to return to Merseyside following an injury picked up in training.
Southgate believes the incident is now closed.
"You couldn't make it up if you tried!" Southgate said. "He's absolutely fine. He had a clash of knees yesterday. We scanned it just to be certain and I think he'll be fine in a couple of days," Southgate said.
"But he wasn't able to train today so it was a simple decision. Now is a good moment for him to go home for a couple of days and clear his head.
"The pleasing thing for me is that we got him back on the pitch. The tweet that Raheem put out the other night was real closure on the whole incident.
"We get Raheem back on the pitch tomorrow. We won the match on Thursday and we can now just look forward.
"We actually ended up had a chuckle this morning at the ridiculousness of the way he's had to go home in the end.
"He's had a difficult week, as you say, but it's one that will make him stronger and one that he's dealt with really well."
England have already qualified for next season's tournament, where they will host three group games, and the match in Pristina will provide audition time for plenty of Euro hopefuls.
The likes of Harry Winks, Tyrone Mings and Tammy Abraham will all hope to start, but James Maddison, who made his debut last week, is a doubt with a calf strain.
England predicted XI: Pickford, Trippier, Maguire, Mings, Chilwell, Rice, Winks, Sancho, Sterling, Kane, Abraham


Howdy! Here's a list of awesome computer scientists. Do you know any others? Add to the list yourself.
This data is coming from and storing to a Microsoft SQL Server through a .NET Core Web API.


vignettes/finemapping_summary_statistics.Rmd
finemapping_summary_statistics.Rmd
This vignette demonstrates how to use susieR
with “summary statistics” in the context of genetic fine-mapping. We use the same simulated data as in fine mapping vignette. The simulated data is expression level of a gene (\(y\)) in \(N \approx 600\) individuals. We want to identify with the genotype matrix \(X_{N\times P}\) (\(P=1000\)) the genetic variables that causes changes in expression level. The data-set is shipped with susieR
. It is simulated to have exactly 3 non-zero effects.
Notice that we’ve simulated 2 sets of \(Y\) as 2 simulation replicates. Here we’ll focus on the first data-set.
Here are the 3 “true” signals in the first data-set:
So the underlying causal variables are 403, 653 and 773.
Summary statistics of genetic association studies typically contain odds ratio (or \(\hat{\beta}\) coefficient), p-value and minor allele frequencies. These information can be used to perform fine-mapping with sufficient summary statistics, which additionally require sample size, variance of phenotype, and most importantly a matrix of correlation between variables.
When the aforementioned sufficient summary statistica are provided, SuSiE can produce the exact same outcome as if individual level data were used. The correlation matrix in genetics is typically referred to as LD matrix (LD for linkage disequilibrium). One can use external reference panels to estimate it when this matrix cannot be obtained from samples directly.
Caution that the LD matrix has to be correlation matrix \(r\), not \(r^2\) or \(abs(r)\).
Our example data-set additionally provides summary statistics for fitting per-variable univariate simple regression. The results are \(\hat{\beta}\) and \(SE(\hat{\beta})\) from which z-scores can be derived. Again we focus only on results from the first data-set:
z_scores <- sumstats[1,,] / sumstats[2,,]
z_scores <- z_scores[,1]
susie_plot(z_scores, y = "z", b=b)
For this example the correlation matrix can be computed directly from data provide,
susieR
using summary statisticsFor starters, we assume there are at most 10 causal variables, i.e. set L = 10
, although SuSiE is generally robust to the choice of L
.
We also fix SuSiE prior variance to 0.1. In practice we can roughly estimate this from data. For example for QTL studies the number can be in between 1% to 20%.
With the knowledge of variance of \(y\), susieR
can result in coefficent estimates in the original scale of data,
fitted_bhat <- susie_bhat(bhat = sumstats[1,,1],
shat = sumstats[2,,1],
R = R, n = nrow(data$X),
var_y = var(data$Y[,1]),
L = 10,
scaled_prior_variance = 0.1,
estimate_residual_variance = TRUE,
estimate_prior_variance = FALSE,
standardize = TRUE)
Without the knowledge of variance of \(y\), susieR
gives the coefficients in standardized \(X\), \(y\) scale,
fitted_bhat_standardize <- susie_bhat(bhat = sumstats[1,,1],
shat = sumstats[2,,1],
R = R, n = nrow(data$X),
L = 10,
scaled_prior_variance = 0.1,
estimate_residual_variance = TRUE,
estimate_prior_variance = FALSE)
Using summary
function, we can examine the posterior inclusion probability (PIP) for each variable, and the 95% credible sets.
Here, we are the 95% credible sets.
summary(fitted_bhat)$cs
# cs cs_log10bf cs_avg_r2 cs_min_r2
# 1 3 9.754560 1.0000000 1.0000000
# 2 1 15.973140 0.9816575 0.9634847
# 3 2 8.159787 0.9357997 0.7545197
# variable
# 1 653
# 2 773,777
# 3 362,372,373,374,379,381,383,384,386,387,388,389,391,392,396,397,398,399,400,401,403,404,405,407,408,415
The 3 causal signals have been captured by the 3 CS reported here. The 3rd CS contains many variables, including the true causal variable 403.
We can also plot the posterior inclusion probability (PIP),
The true causal variables are colored red. The 95% CS identified are circled in different colors.
The result should be identical to using the individual level data,
fitted = susie(data$X, data$Y[,1],
L = 10,
estimate_residual_variance = TRUE,
estimate_prior_variance = FALSE,
scaled_prior_variance = 0.1)
plot(fitted$pip, fitted_bhat$pip, ylim=c(0,1))
Here are some details about the computing environment, including the versions of R, and the R packages, used to generate these results.
sessionInfo()
# R version 3.5.1 (2018-07-02)
# Platform: x86_64-pc-linux-gnu (64-bit)
# Running under: Debian GNU/Linux buster/sid
#
# Matrix products: default
# BLAS: /usr/lib/x86_64-linux-gnu/atlas/libblas.so.3.10.3
# LAPACK: /usr/lib/x86_64-linux-gnu/atlas/liblapack.so.3.10.3
#
# locale:
# [1] C
#
# attached base packages:
# [1] stats graphics grDevices utils datasets methods base
#
# other attached packages:
# [1] susieR_0.8.0
#
# loaded via a namespace (and not attached):
# [1] Rcpp_0.12.19 knitr_1.20 xml2_1.2.0
# [4] magrittr_1.5 roxygen2_6.1.0 MASS_7.3-51
# [7] lattice_0.20-35 R6_2.3.0 rlang_<IP_ADDRESS>
# [10] highr_0.7 stringr_1.3.1 tools_3.5.1
# [13] grid_3.5.1 matrixStats_0.54.0 htmltools_0.3.6
# [16] commonmark_1.6 yaml_2.2.0 rprojroot_1.3-2
# [19] digest_0.6.18 assertthat_0.2.0 pkgdown_1.1.0
# [22] crayon_1.3.4 Matrix_1.2-14 fs_1.2.6
# [25] memoise_1.1.0 evaluate_0.12 rmarkdown_1.10
# [28] stringi_1.2.4 compiler_3.5.1 desc_1.2.0
# [31] backports_1.1.2


Detailed Description
These defines are used to retrieve FreeSync display capabilities. GPU support flag also indicates whether the display is connected to a GPU that actually supports FreeSync
Define Documentation
| #define ADL_FREESYNC_CAP_SUPPORTED (1 << 0) |
| #define ADL_FREESYNC_CAP_GPUSUPPORTED (1 << 1) |
| #define ADL_FREESYNC_CAP_DISPLAYSUPPORTED (1 << 2) |
| #define ADL_FREESYNC_CAP_CURRENTMODESUPPORTED (1 << 3) |
| #define ADL_FREESYNC_CAP_NOCFXORCFXSUPPORTED (1 << 4) |
| #define ADL_FREESYNC_CAP_NOGENLOCKORGENLOCKSUPPORTED (1 << 5) |
| #define ADL_FREESYNC_CAP_BORDERLESSWINDOWSUPPORTED (1 << 6) |


Places Searchbox
HOME
LOG IN
Start with a Location
Log In
Don't have an account? Click
HERE
to make one now!
Sign Up
Already have an account? Click
HERE
to log in now!
Filter your Search
Conservation Projects
Filter