R/ff_sup_inout.R
ff_sup_clean_rmd.Rd
knit rmd normally generates pdf and html in the same folder. This deletes those files. The file generates a new subfolder by default called htmlpdfr that stores the knit pdf and html files, along with curled R file.
The RMD files should not clear all at the top. That would lead to deleting the rest of the string paths to be searched over.
ff_sup_clean_rmd( ar_spt_root, ar_spn_skip, st_file_pattern = ".Rmd", st_git_pattern = ".Rmd", st_folder_pdf = "/htmlpdfr/", st_folder_html = "/htmlpdfr/", st_folder_R = "/htmlpdfr/", bl_gen_if_git_old = FALSE, bl_recursive = TRUE, bl_verbose = TRUE, bl_test = TRUE, it_hierachy_lower_rmd = 0, it_hierachy_shift = 2, it_toc_depth = 3, ls_bool_convert = list(bl_pdf = TRUE, bl_html = TRUE, bl_R = TRUE), ls_bool_remove = list(bl_remove_html = TRUE) )
| ar_spt_root | array of string paths of folders to search in |
|---|---|
| ar_spn_skip | array a string array of names, if path found contains any of the string in the array, will skip. |
| st_file_pattern | string name of file suffix to search over |
| st_git_pattern | string name of file suffix based on which to consider if updating. If this is difference from st_file_pattern, use the file base with this suffix to detect if file has been changed. This is needed to detect if mlx files have changed for rmd files, where rmd files are not git tracked. |
| st_folder_pdf | string subfolder where to store the pdf file, if just empty, store in rmd folder |
| st_folder_html | string subfolder where to store the html file, if just empty, store in rmd folder |
| st_folder_R | string subfolder where to store the R file, if just empty, store in rmd folder |
| bl_gen_if_git_old | boolean if true then even if RMD files do not have git status change, still update pdf and html files. |
| bl_recursive | boolean if to search in folders recursively |
| bl_test | boolean if testing, meaning do not generate pdf html, just see which files are been |
| it_hierachy_lower_rmd | integer promote saved hierrachy for rmd files and resave. |
| it_hierachy_shift | int modification level of promotion from bookdown hierachy to own file hierarchy for individual files |
| it_toc_depth | rmd own file outputs toc levels to show |
| ls_bool_convert | list of booleans to generate pdf, html and or R file. Generate only HTML for example. considered included, searched and found |
| ls_bool_remove | list of booleans contorling if removing certain files in the same directory where the rmd file is |
a list of string paths of files generated
ls_spt_pdf_generated - a list of pdf file names
ls_spt_html_generated - a list of html file names
ls_spt_R_generated - a list of R file names generated
#'
https://fanwangecon.github.io/R4Econ/development/inout/fs_rmd_pdf_html.html https://github.com/FanWangEcon/REconTools/blob/master/R/ff_sup_inout.R
Fan Wang, http://fanwangecon.github.io
ar_spt_root = c('C:/Users/fan/R4Econ/amto/array/', 'C:/Users/fan/R4Econ/math/integration') ar_spt_root = c('C:/Users/fan/R4Econ/math/integration') ar_spt_root = c('C:/Users/fan/R4Econ/development/inout') ar_spn_skip <- c('matrix', 'tibble', '_main', '_mod') ff_sup_clean_rmd(ar_spt_root, ar_spn_skip)#>#>#>#>#>#>#> [1] "" #> #> ""#>#>#> [1] "" #> #> ""#>#>#> [1] "" #> #> ""#>#> $ls_spt_pdf_generated #> character(0) #> #> $ls_spt_html_generated #> character(0) #> #> $ls_spt_R_generated #> character(0) #># ff_sup_clean_rmd(ar_spt_root, ar_spn_skip, bl_test = FALSE, bl_gen_if_git_old = TRUE)


This is Header Print on Every Page of Pdf
ID
Name
Email
Standard
Hobbies
Roll No.
Bio
Profile
Created At
Action
{% for student in students %}
{{ student.id }}
{{ student.name }}
{{ student.email }}
{{ student.standard }}
{{ student.hobbies }}
{{ student.roll_no }}
{{ student.bio }}
{{ student.created_at }}
Delete
Update
{% endfor %}


Excellent Concentration Aid...
Ive recently been prescribed Modavigil as an experimental treatment to aid the symptoms of Chronic Fatigue syndrome from which I suffer. Anyone who suffers CFS would know the terrible symptoms of brain-fog in particular which can make concentrating and mental tasks extremely difficult. Modafinil seems to be able to help in this area, but Ive had varied experiences, and this drug seems to have few peculiarities.
It takes about 2 hours to kick in from my experience.
The first time I took an oral dose of 100mg at 9:00am and by about 11:00am I felt like I had taken 20mg of dexamphetamines or something similar. I am generally fairly sensitive to the effects of stimulants, so this might not be the same as that of other people. My mood was elevated markedly, I couldnt wipe the smile from my face, I felt an increase in confidence, and the urge to talk to people. On arriving at a university lecture I found I was able to devote my unabated attention to a 2 hour property law lecture, something I would have normally found impossible.
The next few times produced similar effects, which became more subtle after about the 5th time of taking it. Now I no longer come close to experiencing the dexamphetamine-like effects of the first dose. The enhanced concntration abilities, mental focus and wide awake feel still occur, however.
Generally it provides a nice level of stimulation. It's a wide-awake sort of feel without any edginess or motor stimulation. It doesn't really have recreational value that I can see, but is definitely a good aid to concentration and mental tasks. Ive found that it not only makes concentration easier, but one feels almost motivated to do intellectually stimulating tasks like university work.
The only side effects I've experienced is a difficulty sleeping on occasions when I've taken a second 'booster' dose too late in the afternoon, (although I have gotten to sleep eventually after some tossing and turning) and a mild to moderate headache on other occasions.
As a drug in aiding someone pulling an all nighter, or to increase concentration and mental focus, especially in a sleep-deprived situation, modafinil would probably prove an excellent substance. Recreationally, however, I can't see it having much value.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


News & Events
M M Mahabubur Rahman presented a poster on "Evaluating Hybrid Approximate Nearest Neighbor Indexing and Search (HANNIS) for High-dimensional Image Feature Search" at 2022 IEEE International Conference on Big Data in Osaka, Japan (virtual presentation).
M M Mahabubur Rahman presented a workshop paper on "Hybrid Approximate Nearest Neighbor Indexing and Search (HANNIS) for Large Descriptor Databases" at BigData'22 7th Workshop on Advances in High Dimensional (AdHD) in Osaka, Japan (virtual presentation).
Debojyoti Biswas presented work on "Small Object Difficulty (SOD) Modeling for Objects Detection in Satellite Images" at 14th IEEE CICN conference in Saudi Arabia (virtual presentation).
Texas Department of Transportation (TxDOT) funded $451,875 for a 3-year project "Artificial Intelligence for Pavement Condition Assessment from 2D/3D Surface Images" with Dr. Feng Wang, Civil Engineering as the PI, and Dr. Jelena Tešić as the co-PI.
Data Lab received two RTX A6000 48GB GPUs as a gift from NVIDIA. The gift will support the research in developing a high-recall low-noise deep learning system for localizing objects from 20,000 x 20,000 pixel overhead images at various scales from a variable distance.
Ph.D. student Haitao Hong presented the paper "Automated Pavement Crack Detection with Deep Learning Methods: What Are Main Factors and How to Improve the Performance? Transportation Research Record, 2022" at the Transportation Research Board (TRB) 101th Annual Meeting in Washington, D.C. in January 2022.
Jelena Tešić has received NAWCAD NAVAIR SBIR Phase 2.5 AT grant extension for $199,708 . Data Lab was awarded the subcontract for their advances in implementing novel indexing, re-identification, and class discovery algorithms for large overhead imagery (Prime: Mayachitra Inc.)
Dr. Jelena Tešić presents Data Lab research on Maritime Object Localization and Identification at Office of Naval Research Meeting.
Dr. Tešić has received $327,147 for Naval Air Warfare Center Aircraft Division (NAWCAD) NAVAIR SBIR Phase 2.5 Accelerated Transition project ``Object Cueing Using Biomimetic Approaches to Visual Information Processing,’’ subcontract, Prime: Mayachitra Inc.


Computer The Cyber Tower
Grader Hansa : Burapha University
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These five global parameters control the polarities of the {_lever levers}, {_pedal pedals}, and optional {_ribbon}. The pedal and ribbon polarities should be set according to how they are wired up, so that they operate in the expected manner. The lever polarities should be set according to the user's preference; pushing generates positive values if not inverted.
These are contained in the {Global_parameters} section of the {Tools_screen}, as five toggle buttons in the invert row.
These are accessed in {_program_select_mode PROGRAM SELECT mode} using the following global parameter numbers:
| lever 1 | lever 2 | pedal 1 | pedal 2 | ribbon | |
| {sw-set-split.png height=48} {sw-11.png height=48} | {sw-set-split.png height=48} {sw-12.png height=48} | {sw-set-split.png height=48} {sw-13.png height=48} | {sw-set-split.png height=48} {sw-14.png height=48} | {sw-set-split.png height=48} {sw-15.png height=48} |
These appear in the display as Lever 1 Polarity, Lever 2 Polarity, Pedal 1 Polarity, Pedal 2 Polarity, and Ribbon Polarity.
These are accessed via the following {_NRPN NRPNs}:
| lever 1 | lever 2 | pedal 1 | pedal 2 | ribbon | |
| 15,11 | 15,12 | 15,13 | 15,14 | 15,15 |
| MIDI | lever display | pedal, ribbon display | ||
| 0 | positive push | normal | ||
| 1 | positive pull | invert |


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Thanks for reading!


Unsubscribing from a Member Service
How to unsubscribe from a member's service. Unsubscribing from a service removes your access to any modules or pages restricted to subscribers.
- Login to the site. See "Logging into a Site"
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• Low heart rate
• Slow breathing rate
• Cooler skin temperature
• Constricted pupils
• Relaxed muscles
• Sweating
• Sleepy
• Respirtory or Cardiac arrest
Here are some ways to help someone who is experiencing an opiod overdose:
Narcan Administration
How to use nasal naloxone on a victim
Narcan (Naloxone) can be used to reverse opiod overdoses.
• Follow assembly instructions on box. This should include assembling medicine with aerator
• Spray half of the medication in each nostril
• Call 911 immediately, as Narcan can wear off and victim can overdose again
• Victim may become aggresive when waking up.
• You may use another dose if victim remains unconscious
• Put the victim in Recover Position.
• If they vommit, wipe and clean their mouth so they don't choke or inhale the vommit.
• Do not put the victim in a cold shower, it may put them in shock.
Recovery Position
Turn the victim on their side so they do not choke or inhale vomit.
If you believe the victim has become unconscious, click here.


In this post, I'll be using Adagrad for solving linear regression. As usual, the purpose of this post is educational. This link gives a good overview of Adagrad alongwith other variants of Gradient Descent. To summarise from the link:
It adapts the learning rate to the parameters, performing larger updates for infrequent and smaller updates for frequent parameters. For this reason, it is well-suited for dealing with sparse data.
As I'd done previously, I'll be using Autograd to compute the gradients. Please note Autograd and not Adagrad!
In regular gradient descent, we would update the $i^{th}$ parameter in the $t+1^{th}$ iteration, given the learning rate $\eta$, where $g_{t, i}$ represents the gradient of the cost wrt $i^{th}$ param at time $t$.
$$ \theta_{t+1, i} = \theta_{t, i} - \eta \cdot g_{t, i} \tag{Eq 1} $$
In Adagrad, we update as follows:
$$\theta_{t+1, i} = \theta_{t, i} - \dfrac{\eta}{\sqrt{G_{t, ii} + \epsilon}} \cdot g_{t, i} \tag{Eq 2}$$
Here,
$G_{t} \in \mathbb{R}^{d \times d}$ is a diagonal matrix where each diagonal element $i, i$ is the sum of the squares of the gradients w.r.t. $\theta_i$ up to time step $t$ , while $\epsilon$ is a smoothing term that avoids division by zero (usually on the order of 1e−8).
import autograd.numpy as np
import matplotlib.pyplot as plt
import pandas as pd
%matplotlib inline
$$Y = 10 X + 6$$
np.random.seed(0)
n_samples = 50
X = np.linspace(1, 50, n_samples)
Y = 10*X + 6 + 2*np.random.randn(n_samples)
plt.plot(X, Y, 'k.')
plt.xlabel("X")
plt.ylabel("Y");
We will now write a general cost function that accepts a list of parameters.
def cost(param_list):
w, b = param_list
pred = w*X+b
return np.sqrt(((pred - Y) ** 2).mean(axis=None))/(2*len(Y))
# Cost of w=0, b=0
w, b = 0., 0.
print("Cost at w={}, b={} is: {}".format(w, b, cost([w, b])))
# Cost of w=10, b=4. Should be lower than w=0, b=0
w, b = 10., 4.
print("Cost at w={}, b={} is: {}".format(w, b, cost([w, b])))
# Computing the gradient at w=0, b=0
from autograd import grad
grad_cost =grad(cost)
w, b = 0., 0.
print("Gradient at w={}, b={} is: {}".format(w, b, grad_cost([w, b])))
# Computing the gradient at w=10, b=4. We would expect it to be smaller than at 0, 0
w, b = 10., 4.
print("Gradient at w={}, b={} is: {}".format(w, b, grad_cost([w, b])))
def adagrad_gd(param_init, cost, niter=5, lr=1e-2, eps=1e-8, random_seed=0):
"""
param_init: List of initial values of parameters
cost: cost function
niter: Number of iterations to run
lr: Learning rate
eps: Fudge factor, to avoid division by zero
"""
from copy import deepcopy
import math
# Fixing the random_seed
np.random.seed(random_seed)
# Function to compute the gradient of the cost function
grad_cost = grad(cost)
params = deepcopy(param_init)
param_array, grad_array, lr_array, cost_array = [params], [], [[lr for _ in params]], [cost(params)]
# Initialising sum of squares of gradients for each param as 0
sum_squares_gradients = [np.zeros_like(param) for param in params]
for i in range(niter):
out_params = []
gradients = grad_cost(params)
# At each iteration, we add the square of the gradients to `sum_squares_gradients`
sum_squares_gradients= [eps + sum_prev + np.square(g) for sum_prev, g in zip(sum_squares_gradients, gradients)]
# Adapted learning rate for parameter list
lrs = [np.divide(lr, np.sqrt(sg)) for sg in sum_squares_gradients]
# Paramter update
params = [param-(adapted_lr*grad_param) for param, adapted_lr, grad_param in zip(params, lrs, gradients)]
param_array.append(params)
lr_array.append(lrs)
grad_array.append(gradients)
cost_array.append(cost(params))
return params, param_array, grad_array, lr_array, cost_array
W
and b
¶Let us see how the learning rate for W
and b
will evolve over time. I will fix the initial learning rate to 0.01 as mot of the Adagrad literature out there seems to suggest.
# Fixing the random seed for reproducible init params for `W` and `b`
np.random.seed(0)
param_init = [np.random.randn(), np.random.randn()]
lr = 0.01
eps=1e-8
niter=1000
ada_params, ada_param_array, ada_grad_array, ada_lr_array, ada_cost_array = adagrad_gd(param_init, cost, niter=niter, lr=lr, eps=eps)
Let us first see the evolution of cost wrt time
pd.Series(ada_cost_array, name='Cost').plot(title='Adagrad: Cost v/s # Iterations')
plt.ylabel("Cost")
plt.xlabel("# Iterations");
Ok. While There seems to be a drop in the cost, the converegence will be very slow. Remember that we had earlier found
Cost at w=10.0, b=4.0 is: 0.0320479471939
I'm sure this means that our parameter estimates are similar to the initial parameters and far from the true parameters. Let's just confirm the same.
print("After {} iterations, learnt `W` = {} and learnt `b` = {}".format(niter, *ada_params))
I would suspect that the learning rate, courtesy of the adaptive nature is falling very rapidly! How would the vanilla gradient descent have done starting with the same learning rate and initial values? My hunch is it would do better. Let's confirm!
def gd(param_init, cost, niter=5, lr=0.01, random_seed=0):
np.random.seed(random_seed)
from copy import deepcopy
grad_cost = grad(cost)
params = deepcopy(param_init)
param_array, grad_array, cost_array = [params], [], [cost(params)]
for i in range(niter):
out_params = []
gradients = grad_cost(params)
params = [param-lr*grad_param for param, grad_param in zip(params, gradients)]
param_array.append(params)
grad_array.append(gradients)
cost_array.append(cost(params))
return params, param_array, grad_array, cost_array
# Fixing the random seed for reproducible init params for `W` and `b`
np.random.seed(0)
param_init = [np.random.randn(), np.random.randn()]
lr = 0.01
niter=1000
gd_params, gd_param_array, gd_grad_array, gd_cost = gd(param_init, cost, niter=niter, lr=lr)
pd.Series(ada_cost_array, name='Cost').plot(label='Adagrad')
pd.Series(gd_cost, name='Cost').plot(label='GD')
plt.ylabel("Cost")
plt.xlabel("# Iterations")
plt.legend()
Ok. So, indeed with learning rate of 0.01, gradient descent fares better. Let's just confirm that for Adagrad, the learning rates diminish rapidly leading to little reduction in cost!
pd.DataFrame(np.array(ada_lr_array), columns=['LR for W', 'LR for b'])[::50].plot(subplots=True, marker='o')
plt.xlabel("# Iterations")
There are a couple of interesting observations:
b
actually increases from its initial value of 0.01. Even after 1000 iterations, it remains more than its initial value. This can be explained by the fact that the suim of squares gradients wrt b
would be less than 1. Thus, the denominator term by which the learning rate gets divided will be less than 1. Thus, increasing the learning rate wrt b. This can however be fixed by choosing $\epsilon=1.0$W
falls very rapidly. Learning would be negligble for W
after the initial few iterations. This can be fixed by choosing a larger initial learning rate $\eta$.W
and b
, wrt $\eta$ and $\epsilon$¶# Fixing the random seed for reproducible init params for `W` and `b`
out = {}
for lr in [0.01, 0.1, 1, 10]:
out[lr] = {}
for eps in [1e-8, 1e-1, 1]:
print(lr, eps)
np.random.seed(0)
param_init = [np.random.randn(), np.random.randn()]
niter=10000
ada_params, ada_param_array, ada_grad_array, ada_lr_array, ada_cost_array = adagrad_gd(param_init,
cost,
niter=niter,
lr=lr,
eps=eps)
out[lr][eps] = {'Final-params':ada_params,
'Param-array':ada_param_array,
'Cost-array':ada_cost_array}
fig, ax = plt.subplots(nrows=3, ncols=4, sharex=True, figsize=(8, 6), sharey=True)
for row, eps in enumerate([1e-8, 1e-1, 1]):
for column, lr in enumerate([0.01, 0.1, 1, 10]):
pd.Series(out[lr][eps]['Cost-array']).plot(ax=ax[row, column])
ax[0, column].set_title("Eta={}".format(lr))
ax[row, 0].set_ylabel("Eps={}".format(eps))
fig.text(0.5, 0.0, '# Iterations')
plt.suptitle("Cost v/s # Iterations");
It seems that choosing $\eta=1$ or above the cost usually converges quickly. This seems to be different from most literature recommending $\eta=0.01$. Aside: I confirmed that even using Tensorflow on the same dataset with Adagrad optimizer, the optimal learning rates are similar to the ones we found here!
W
v/s # Iterations¶fig, ax = plt.subplots(nrows=3, ncols=4, sharex=True, figsize=(8, 6), sharey=True)
for row, eps in enumerate([1e-8, 1e-1, 1]):
for column, lr in enumerate([0.01, 0.1, 1, 10]):
pd.DataFrame(out[lr][eps]['Param-array'])[0].plot(ax=ax[row, column])
ax[0, column].set_title("Eta={}".format(lr))
ax[row, 0].set_ylabel("Eps={}".format(eps))
fig.text(0.5, 0.0, '# Iterations')
plt.suptitle("W v/s # Iterations");
b
v/s # Iterations¶fig, ax = plt.subplots(nrows=3, ncols=4, sharex=True, figsize=(8, 6), sharey=True)
for row, eps in enumerate([1e-8, 1e-1, 1]):
for column, lr in enumerate([0.01, 0.1, 1, 10]):
pd.DataFrame(out[lr][eps]['Param-array'])[1].plot(ax=ax[row, column])
ax[0, column].set_title("Eta={}".format(lr))
ax[row, 0].set_ylabel("Eps={}".format(eps))
fig.text(0.5, 0.0, '# Iterations')
plt.suptitle("b v/s # Iterations");
Across the above two plots, we can see that at high $\eta$, there are oscillations! In general, $\eta=1$ and $\epsilon=1e-8$ seem to give the best set of results.
from matplotlib.animation import FuncAnimation
fig, ax = plt.subplots(nrows=3, ncols=4, sharex=True, figsize=(8, 6), sharey=True)
def update(i):
#fig.clf()
for row, eps in enumerate([1e-8, 1e-1, 1]):
for column, lr in enumerate([0.01, 0.1, 1, 10]):
params_i = out[lr][eps]['Param-array'][i]
ax[row, column].cla()
w_i, b_i = params_i
ax[row, column].plot(X, Y, 'k.', ms=1)
ax[row, column].plot(X, w_i*X+b_i, 'r')
ax[row, column].tick_params( #https://stackoverflow.com/questions/12998430/remove-xticks-in-a-matplotlib-plot
axis='both',
which='both',
bottom='off',
left='off',
top='off',
labelbottom='off',
labelleft='off')
ax[0, column].set_title("Eta={}".format(lr))
ax[row, 0].set_ylabel("Eps={}".format(eps))
fig.suptitle("Iteration number: {}".format(i))
anim = FuncAnimation(fig, update, frames=np.arange(0, 5000, 200), interval=500)
anim.save('adagrad.gif', dpi=80, writer='imagemagick')
plt.close()
So, there you go. Implementing Adagrad and running this experiment was a lot of fun and learning. Feel free to comment!


★ God Is Not Dead ★ Of God and Atheisms ★ A Lighthouse in a Storm ★
I believe wholeheartedly religion and myth provide immeasurable value to the individual and society, regardless of the belief systems in place. As science seemingly outpaces religion’s ability to explain the universe, its influence on society is waning and this is responsible for much of the demoralization we see today.
The News of God’s Death Has Been Greatly Exaggerated
Exponential Progress of Science
Science Can Be Manipulated to Control Policy, Too
Benefits of Social Institutions
Our Irreplaceable Golden Dies
Politically Motivated Atheism…
Foundations for Belief Systems
Atheism Is An Ideology
⅀ From Deconstruction to Demoralization
The News of God’s Death Has Been Greatly Exaggerated
This is the first of a three part series, in which I hope to convince you that religion is more relevant than ever in the 21st century. Its resurgeance is powered by the need for various roles left unfulfilled by science and magnified by the instability of its ever-shifting basis. Modern societies construct a common foundation from scientific ideas from which we extrapolate other ideas, including policy decisions. Because of these increasingly unsteady grounds, it’s clear we’re winding further down into nihilism, against which Nietzsche envisioned our eventual travail.
Our impending departure towards the singularity precipitates unparalleled capacity for processing and storing information. This spirals into self-reducing metaphysical accretion, propelling us towards transcendence. Each discovered symmetry compresses its complexity, folding the structure back onto itself, thus amplifying angular momentum. It’s closure expands, manifesting more exotic immaterial as precocious condensation, shimmering briefly around the horizon. These flecks flare inwards, their descent into assimilation protracted into an irridescent halo, as if a pulsar of pure glitter wandered too close to a black hole.
Anchored to the material realm, this nebulous approximation of the preeminent metaphysical is the universe virtualizing a reflection of it’s own unreachable metaphysical forms. If the significance behind the evolution of life was partly so the universe could observe it’s own beauty, then the following completes a profound trifecta. It is only possible for the universe to virtualize an approximated reflection of its complete metaphysical forms if, first, it produces an awareness of its material realm. And secondly, that awareness must also develop enough mastery over a partial set of those metaphysical forms. And, finally, if that awareness develops sufficient cognizance of the metaphysical laws of physics to be capable of transfiguring the material realm to maximize information processing, then at last, the universe can totally virtualize itself within itself. Turtles all the way down.
And finally, that astral vortex can accelerate towards eternal convergence with the all-encompassing and innumerably complex metaphysical representation of the entireity of existence, including its infinite self-convolutions. There is only one metaphysical omneity towards which to converge. And this single, realized artificial übermenschlich entity – to clarify – will pale in comparison to my notion of God. But, it is an undeniably powerful convergent being birthed by technology, that circumvents the need for faith which Nietzsche noticed as waning in the age of science. Therefore:
God Is NOT Dead!
Yet, I’m wary of the arguments above – first of all, I don’t believe faith is precluded – as I don’t want people blindly chasing some artificial entity as though it were God or forget that technology has consequences when implemented without forethought or patience. Maybe that sounds ironic coming from me, but look at where I am in life. Please, tell me how my skills and muse deserve to be so poorly positioned. The truth is, the more life sought my diminishment, the hotter my passion burned to share my creativity.
Exponential Progress of Science
As I will continue to demonstrate in this article, there are a plethora of more appealing arguments indicating that religion will regain prominence. The exponential progress wherein science contributed so greatly then yields subsequent generations more vulnerable to detachment from previous generations. The fabric holding us together begins to fray, weakening interpersonal and interfamily support networks. And each decade that goes by, fewer cultural artifacts remain steady and most evolve or dissipate with technology. Furthermore, the more visibly changes take place, the less we pay attention to everything that remains steady. For things that shift beneath our feet, resulting in negative change at a slow rate, we may not notice until it’s too late.
I don’t mean to completely attack atheism, as it doesn’t do anything wrong. Nor do most non-political atheists. It is that we are in dire need of stable social structures over the next twenty years. We cannot count on the government first to fulfill these needs for us. There has been a ton of progress on the social front over the past few years.
Science Can Be Manipulated to Control Policy, Too
Science is just as vulnerable to manipulation as any human institution, perhaps moreso because it doesn’t have a permanent foundation. Science is amazing for explaining the material world, but that’s just about it. It easily describes human and social behavior, but provides no mechanism for accumulating transgenerational knowledge or embuing ethics in our youth. Instead, in the place of no other mechanism, this is left almost entirely to our education system, which is so busy teaching to the test that it, in many cases, doesn’t have a snowball’s chance in hell to fulfill that need. IMO, it’s frustrating that religious schools are mostly only available for wealthy families, although I’m not sure how to work the legal logistics fairly on that one.
It turned out Nietzche feared nihilism as much as I. His work covered the creeping nihilism encroaching on Western society, as God’s impending “death” drew nearer. However, I feel Nietzche jumped the gun on this. Here are a few articles that further describe the metaphysical ideas above.
Neural Networks and Spider Brains
Epistemology, Category Theory and Cognition
Benefits of Social Institutions
In this part, I make an argument for religion’s value and ask how atheism fulfills its roles. I understand that atheism’s fulfillment of the social responsibilities of an ideology are possible. Yet, since it is defined as the absence of religion and mostly decentralized, atheism doesn’t actually have any embedded mechanisms for passing knowledge through ten or more generations. So, yes, it is possible for other cultural mechanisms besides the non-ideology of atheism to incidentally fulfill that role. I also compare atheism to the inversion of religion, instead of the absence of it. In the second part, I refute a few common arguments of atheism. In the final part, I describe some of my own religious or spiritual beliefs. To clarify, I don’t think atheism is inherently wrong. People are free to choose for themselves, obviously. I just think believe it to be a short-sighted ideology.
Obviously, humanity has struggled to define the world for tens of thousands of years. Mythology and religion enable us to piece together a more robust frame. Often, detractors point out that elements of a story are logically fallible. Yet, These critics miss the mark: these stories attempt to explain the what and how in the world, but lose power when interpreted using a singular, literal interpretation. That said, to those with a strict religious background, some of these arguments could be offensive, though I aim to defend religion and myth.
Cracks and faults in these stories and traditions can be found. Yet far more important, especially for our ancient ancestors striving to survive, myth encoded information vital to that struggle. Even today, myth, whether it is religious or not, encodes vital lessons in these fables. Whether or not you take them to be fact, there is value and to totally disregard it on the basis of factuality is lunacy. For religious proponents, it’s a self-invalidating argument for religion, since to be most effective, a religion must to be taken as absolute truth in all ways, literal and symbolic. It is especially important for those who are too young to understand these concepts to take a religion’s word as truth so that the concepts encoded can inculcate positive values.
Our Irreplaceable Golden Dies
Myth and religion have irrefutable value as tools which act as a cultural loom, with which we can weave accumulated knowledge to shape our youth. You simply cannot deny that a good story can be formative in how the next generation constructs their lens and perspective. Myth and religion can act as moulds and dies from which our minds are cast. Our psyche arises from forms emerging from combinated and amalgamated archetypes, acting as fixpoints.
“A fixed point of a function f is a value that doesn’t change under the application of the function f.” - Fixpoint (Wikipedia)
A Fixpoint, from lambda calculus, is a good math metaphor for an archetype, which is like a metaphysical apex that is prototypical for some concept. An archetype can be referenced by, compared with, or meshed with other concepts, yet never equated to or surpassed by a concept, with regard to what that archetype represents. For example, the flood is an archetype for calamity and disaster.
Myth and religion shape how these archetypes are woven together and, in doing so, mould our minds and embed invaluable artifacts and wisdom. It is lunacy to deny the capacity of legend and art as formative, psychologically and sociologically. Though, I’m leaving myself wide open to the argument of whether one should have have the choice over how their minds develop, instead of developing in accord with religion or myth. Yet, at the age where myth has the greatest effect, people are too young to understand that choice. By disregarding religion’s formative capacity or repudiating it throughout our culture, we preclude ourselves from many of the benefits. Just to clarify, I’m not saying that everyone should be indoctrinated to a specific religion. I am making the argument that organized attempts to subdue religion are misguided because there is tremendous social value to be obtained from the embedded wisdom of dozens of generations.
Let Me Rephrase My Argument
If you would dismantle religion, then what other vehicle would you suggest? How many generations of knowledge have been embedded in the content and culture surrounding it?
Politically Motivated Atheism…
It’s horrifying to see a concerted effort to discredit religion and its institutions over the course of several generations. This is an effort to disempower the common man by robbing him of the collective knowledge and wisdom accumulated over generations. By studying and adhering to a belief system and code of ethics established by religion, one augments our ability to build a resilient livelihood. In anticipation of an unprecedented storm, the man, woman or family who built the strongest house can rest assured that his/her family will sleep at night.
To disempower religion and its institutions is not simply negligent. It degrades the tools and social networks that help families support each other. And by disempowering religion, you are actually disempowering family and local community. It is an assault on the resilience of social fabric supporting individuals, families and communities.
Yes, these institutions and belief systems are vulnerable to abuse. No, religious institutions are not perfect, but neither could be anything created by man. To their credit, the propensity for benefit is immeasureable to any acclaimed problems.
Foundations for Belief Systems
While atheism is not science and vice versa, we all have a need to explain the world around us. And I’m going to assume that, if atheism is defined as “a lack of belief system,” that an athiest likely seeks out the sciences to understand their world.
Belief systems based on science and the institutions built around them also have flaws and vulnerabilities. The set of knowledge from which other beliefs are extrapolated – the basis – depends on individual knowledge and varies widely. There is also dissonance between what is accepted by the establishment, the individuals within it and sets of those people.
Science today is completely different from science a decade ago. Furthermore, both to the establishment and the individuals, the knowledge sets forming each basis are constantly shifting to include new information, both a strength and a flaw of science. By understanding the dissonance, some groups can choose to suppress information that would lead other groups to wildly different conclusions from each of their bases.
Another problem is that it becomes more complex to discover and manage information about the belief systems of others, since you have to assert what another individual knows to imagine the related beliefs they might hold. Which, I guess, is just true about life in general. But it means if a religion forms the core of someone’s belief systems, instead of science, there is less propensity for variation and fewer assertions required to pick up on how someone views the basics. In this way, a religion instills a schema of beliefs in its followers. Without being able to assert a schema of information, any assertions of an individuals beliefs in a social situation become intractibly inefficient. This is social physics and religion serves to render both the assertion and consequences of individuals’ belief to be tractible problems by providing a schema for the data structure of beliefs.
It’s interesting to observe how wildly different the core of these belief systems behave. Another difference from science is that religions are more likely to form a basis for how a person views the world and their relationship to it.
One last difference is that, for the most part, the knowledge that forms a religion’s basis won’t change. This makes them both more and less resillient to changing cultural conditions than science, which ostensibly can adapt. Yet, it also makes a person’s basis formed from a religion a bit easier to understand. They are likely to share much of that basis with other believers. Or they could; obviously it’s best not to label anyone. Every person is an individual. And I should note that it is horrible to contort someone’s religious views against them.
Because an individual’s personal system of belief that is extrapolated from a basis can rapidly change in many ways upon the introduction of new knowledge, it’s complex to predict how those beliefs will change. If you can reliably do so, you can capture opportunity and reduce risk in business and politics. If you can control how information is published, disseminated or interpreted, you can control how opportunity and risk are signaled within the system. Larger religious organizations suffer some of the same flaws as science in this regard, where people try to contort publication of information to acquire or preserve power. Both science and religion can be misused, yet I think science has the propensity for being misused in subtle, hard to control ways.
Atheism Is An Ideology
Atheism has a myriad of philosophic consequences for ethics, morality and public policy. The conclusions stemming from atheism include that it is unfair to base policy decisions on religion and that it is misguided to judge others on religious beliefs. This is hypocritical because atheism itself is a belief system. From a Hegelian perspective on metaphysics, it is the minimalist belief system. These consequential beliefs are reached solely by believing that there is no god. Quite simply, atheism is an ideology.
But, if you would argue that “atheism is the absence of any beliefs,” I would say that is false. Atheism requires the belief that there are no god(s) – this is a belief in itself. Therefore, regardless of the philosophic conclusions that one may reach from this single belief, atheism is still a belief system.
And a very shifty belief system at that. Since atheism attests that it is composed of no beliefs and is therefore not a belief system, the philosophy of atheism appears to be irreproachable. This would make atheism moreso the inversion of a religion. A religion where the the handful of adherents seek to dismantle, disempower and destroy all other religions, while maintaining rhetorical invulnerability through statements like “atheism is not a religion,” “atheism is not an ideology,” and “atheism is not a belief system.”
⅀ From Deconstruction to Demoralization
And after zealot-level atheists have dismantled other religions, they do not replace it with anything, for they do not and cannot understand the value of religion. This is disheartening, since atheism, in itself, is incapable of accumulating and propagating transgenerational wisdom. Atheism completely lacks those mechanisms. So does science, outside the educational system, which is specialized towards the development of secular knowledge. This corrodes some cultures that blindly march on, oblivious to the successive demoralization of each generation. We can see this demoralization all around us:
⊅ People are easily distracted from their dreams and goals
⊅ People are quicker to give up on long-term relationships
⊅ They form weaker bonds with their families
⊅ Friendships become more superficial
⊅ Communication with others becomes shallow
⊅ They avoid planning for the future out of fear or thoughtlessness
⊅ With technology, they seek to escape what they don’t understand
⊅ As people drift apart, they become more fearful of each other
⊅ Friendship and family is commoditized and can easily be replaced
⊅ They become drawn to influential people for quick benefit
⊅ They can’t cope when it gets tough
⊅ They don’t think to ask for help or don’t know where to look
⊅ They are less likely to help others in need or care
(Yes, this piece is fairly opinionated)
We’re approaching the extremes of Nietzche’s baseless society haunted by nihilism. God has been declared dead for over a century. We’re seeing a huge shift in culture and IMO it is incredibly negative. Many people might not consider me to be the most moral person, depending on their definition of morality, yet I don’t think you could find anyone that could argue I’m unethical.
The major world religions are waning away via science’s influence, which seems much more capable of demonstrating truth and mastery over the world. Maybe God really did die – but people faintly feel something missing, but can’t really put their finger on it. God will return. By 2030 or 2040, religion will bounce back and become more influential than it has in a hundred years. The next generation of ours will wake up and understand that their unknown missing piece is cultivation of their connection to God or to spirituality or to the cultivation of Atman.
Part 2: Of God and Atheisms
The next section I’ll briefly describe religion’s role in providing the long-term cultural stability which fermented the Renaissance and the Age of Enlightenment in the West. I’ll describe why society needs the notion of a set of inviolable tenets, which restrain the worst and even the best of mankind. Then I’ll refute several of atheism’s common arguments against religion.


What is all the hype about responsive design?
Today, people use an increasing array of devices to access the web. In order to make your website or pages accessible to as many people as possible it is important that your website is not fixed to a single screen width.
In simple terms this means that the website will work the way it was designed to work regardless of the device that you are using.
What is grid-based design?
Grid based design is all about website layout. Grid based design is an idea used in many areas of visual design. The idea is that a grid which is a series of intersecting horizontal and vertical lines can be used to layout the different elements on a webpage which makes it not only more visually appealing but easier to navigate; it creates a sense of visual order.
What is Semantic Structure?
Semantic structure refers to how the structure of a document gives and is necessay for meaning. Just as formating elements such as title pages, headings and paragraphs etc enable a reader to make sense of a book, report or newspaper the same applies in web development. The difference is that in web development these different elements are called tags and the content of a document is marked up with these tags so that the browser and the end user can make sense of it.


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Papers
AMLB: an AutoML Benchmark
Comparing different AutoML frameworks is notoriously challenging and
often done incorrectly. We introduce an open and extensible benchmark
that follows best practices and avoids common mistakes when comparing
AutoML frameworks. We conduct a thorough comparison of 9 well-known
AutoML frameworks across 71 classification and 33 regression tasks.
The differences between the AutoML frameworks are explored with a
multi-faceted analysis, evaluating model accuracy, its trade-offs with
inference time, and framework failures. We also use Bradley-Terry
trees to discover subsets of tasks where the relative AutoML framework
rankings differ. The benchmark comes with an open-source tool that
integrates with many AutoML frameworks and automates the empirical
evaluation process end-to-end: from framework installation and
resource allocation to in-depth evaluation. The benchmark uses public
data sets, can be easily extended with other AutoML frameworks and
tasks, and has a website with up-to-date results.
@misc{https://doi.org/10.48550/arxiv.2207.12560,
doi = {10.48550/ARXIV.2207.12560},
url = {https://arxiv.org/abs/2207.12560},
author = {Gijsbers, Pieter and Bueno, Marcos L. P. and Coors, Stefan and LeDell, Erin and Poirier, S\'{e}bastien and Thomas, Janek and Bischl, Bernd and Vanschoren, Joaquin},
keywords = {Machine Learning (cs.LG), Machine Learning (stat.ML), FOS: Computer and information sciences, FOS: Computer and information sciences},
title = {AMLB: an AutoML Benchmark},
publisher = {arXiv},
year = {2022},
copyright = {Creative Commons Attribution 4.0 International}
}
doi = {10.48550/ARXIV.2207.12560},
url = {https://arxiv.org/abs/2207.12560},
author = {Gijsbers, Pieter and Bueno, Marcos L. P. and Coors, Stefan and LeDell, Erin and Poirier, S\'{e}bastien and Thomas, Janek and Bischl, Bernd and Vanschoren, Joaquin},
keywords = {Machine Learning (cs.LG), Machine Learning (stat.ML), FOS: Computer and information sciences, FOS: Computer and information sciences},
title = {AMLB: an AutoML Benchmark},
publisher = {arXiv},
year = {2022},
copyright = {Creative Commons Attribution 4.0 International}
}
An Open Source AutoML Benchmark
In recent years, an active field of research has developed around
automated machine learning (AutoML). Unfortunately, comparing
different AutoML systems is hard and often done incorrectly. We
introduce an open, ongoing, and extensible benchmark framework which
follows best practices and avoids common mistakes. The framework is
open-source, uses public datasets and has a website with up-to-date
results. We use the framework to conduct a thorough comparison of 4
AutoML systems across 39 datasets and analyze the results.
@article{amlb2019,
title={An Open Source AutoML Benchmark},
author={Gijsbers, P. and LeDell, E. and Poirier, S. and Thomas, J. and Bischl, B. and Vanschoren, J.},
journal={arXiv preprint arXiv:1907.00909 [cs.LG]},
url={https://arxiv.org/abs/1907.00909},
note={Accepted at AutoML Workshop at ICML 2019},
year={2019}
}
title={An Open Source AutoML Benchmark},
author={Gijsbers, P. and LeDell, E. and Poirier, S. and Thomas, J. and Bischl, B. and Vanschoren, J.},
journal={arXiv preprint arXiv:1907.00909 [cs.LG]},
url={https://arxiv.org/abs/1907.00909},
note={Accepted at AutoML Workshop at ICML 2019},
year={2019}
}


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Mandatory 1 in Node.js
Mandatory assignment for the Node.js elective course..
March 15th 2020


Puppy Dies From Heart Attack During Firework Display
by George PavlouIn an absolute tragedy, an 18-week-old puppy has died from a heart attack due to the loud noises caused by fireworks.
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Molly, a young terrier, was only 18 weeks old when fireworks and loud bangs in the Wombwell and lower Darfield area in South Yorkshire caused a fright that would result in her untimely and tragic death.
A woman called Susan Paterson shared the devastatingly sad news in a Public Facebook group called Wombwell Wise, and urged people to ‘please think of the animals’.
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She then urged people to follow the FAB Anti random Firework page and sign their petition calling for a full review of laws around fireworks in order to protect animals from injury and distress.
Julie Doorne, who began the petition, wrote:
They don’t only suffer psychologically, but also physically as many attempt to run away from, or hide from, the bangs.
With extreme noise levels and people being able to let off fireworks any time of year, it’s difficult for those who care for animals to be able to put measures in place to protect their animals.
It is for that reason Julie is calling for an urgent review of firework regulations to restrict use and prevent needless animal suffering.
The petition, which has nearly 500,000 signatures already, states around 40% of all dogs are fearful of loud noises (RSPCA stats say 45%), like those that come from fireworks, meaning thousands of animals’ lives are ‘made a misery by random fireworks’.
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It also says dogs, cats, other pets, livestock and wildlife are all affected, and that the RSPCA have had frequent reports of horses harming themselves by crashing into stable doors and fences because ‘these poor animals don’t understand what is causing the loud bangs and bright flashes’.
The petition calls for the 2003 Fireworks Act and the 2004 Fireworks Regulations should now encompass:
– Restricting private use, not just purchase, of fireworks to traditional dates (November 5th, New Year’s Eve, Chinese New Year, Diwali)
– Reduce maximum permitted decibels for private use fireworks from 120, which is above the human pain threshold, to 97.
– Require public firework displays to be licensed
– Require firework packaging to be labelled indicating noise level
– Restricting private use, not just purchase, of fireworks to traditional dates (November 5th, New Year’s Eve, Chinese New Year, Diwali)
– Reduce maximum permitted decibels for private use fireworks from 120, which is above the human pain threshold, to 97.
– Require public firework displays to be licensed
– Require firework packaging to be labelled indicating noise level
Since a debate in parliament in January 2018 on the issue of firework safety, there has been little movement from the UK Government on the issue.
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Julie signed off the petition saying:
When it comes to fireworks, animals need protecting.
The RSPCA website has hints and tips about how to keep your pets feeling safe and calm during fireworks including walking them during daylight hours to avoid when fireworks are likely to be set off, closing windows and curtains to muffle sound, put on music or the TV to mask firework sounds, creating quiet spaces where your dog can feel in more control and creating hiding places around the home.
For cats, the RSPCA recommend microchipping in case they’re startled and escape, or simply making sure your cat is inside during fireworks.
Smaller animals should have their cages partly covered with blankets to muffle sound as well as providing bedding they can burrow into.
For the sake of saving animal lives, like that of poor Molly, we need to all be more conscious of the effects of fireworks on animals. Only once we have an understanding will we be able to protect animals from needless death.
Taking the idea of ‘being woke’ to a whole new level over a decade-long career in sport, court and online news, George has worked for titles and agencies including ESPN FC, Eurosport, LADbible and Court News UK. He may not have a degree but does have an unhealthy obsession with Lord of the Rings.


Preparation time
less than 30 mins
Cooking time
less than 10 mins
Serves
Makes enough paste for 8 servings
Dietary
Fresh curry paste will put the wow-factor into your homemade curries. Plus, it's easy to put together and keeps well.
Put the seeds and peppercorns into a dry frying pan over a medium heat. Cook for about three minutes, stirring often, until the mustard seeds start to pop and the seeds turn golden and aromatic. Tip into a bowl and allow to cool for a few minutes.
Add the turmeric, cinnamon, paprika and dried chillies to a pestle and mortar. Add the cooled toasted spices and grind everything together into a fine powder. Add the salt.
Add grated ginger, garlic, tomato purée and white wine vinegar and mix well to make a paste.
Use immediately, or spoon the paste into a jar, cover with a layer of oil, seal with a lid and store in the fridge for up to a week.


HaTruong
Hà Văn Trường
<EMAIL_ADDRESS>0395142808
26 / 08 / 1999
Wood is a familiar material and close to the life of the Vietnamese from past to present. Therefore, decorating the interior space is beautiful with ...
With only a few more months to end, this is the time when people care about the interior and everything around ...

LIVING ROOM DESIGN TOWARDS sophistication and luxury for homeowners Living room design solutions: ...
If the house is a certain instance, the living room space is the appearance and the interior of the living room shows ...
Feng shui of the kitchen is very important for the promotion, fortune and health of family members.
Coppyright belongs to MewTheme . Provided by Sapo


A employee named 'Ryan' Who can not work on Friday but is free every other day.
Click the button below to test the creation of a new employee object,
and the functions getName() and getAvail().
Unit Test 2:
An employee named 'Dan' working on Friday from 9 am to 6 pm.
Click the button below to test the creation of a new shift object,
and the functions getEmployee().


Importance of Lunch.......
According to Mental Healthy, lunch is important because it provides nourishment to the body and brain and reduces stress. Eating lunch provides a break from the activities of the day and gives energy for the afternoon. Eating at regular intervals is also important for a healthy diet.
Alkalising Green Soup
- Add oil into a deep saucepan
- Add garlic, ginger, coriander, tumeric and salt (all chopped) and fry for 2mins on a medium heat
- Add the courgettes and then add 400ml of stock and leave to simmer for 3mins.
- Next add the brocolli, kale, and lime juice with the remaining stock and leave for another 3-4mins
- Finally take off the heat and add some chopped parsley, pour everything into a blender and blend until smooth
Spicy Chicken/Avocado Wraps
- Mix the chicken with lime juice, chili powder and garlic.
- Heat the oil in a frying pan, then fry the chicken for a couple of mins.
- Meanwhile warm the wraps up following the pack instructions.
- Squash half an avocado onto each wrap.
- Add peppers to the pan, and fry until cooked. Once Everything is cooked, add the chicken on the top of the avocado. Add some herbs for extra flavour if you want.
- Roll up and cut in half.
Easy Noodle Soup
- Put stock, ginger, garlic, soy sauce and sugar into a saucepan, then heat.
- Simmer for approximately 5mins.
- Take off the heat and then pour into a microwave safe bowl.
- Fry off some chicken and once cooked add it into the stock you have already made.
- Once you are ready to eat, boil the noodles (2mins).
- Add the chicken/stock to the noodles and sprinkle some spring onions and lime juice over the top.


Discover hidden places in the world around you
Download Excursion (Coming Soon)
Your personal travel guide
Excursion remembers the places you like, and recommends new points of interest around you.
Coming Soon for iPhone and Android
Download Excursion (Coming Soon)


Logic and Math Nodes
The animation controller provides a couple of nodes to evaluate basic arithmatic and logic. This is meant for very simple use cases and for quick prototyping. Often animation logic requires much more complex rules than what would be feasible to express in the animation controller graph. Instead use custom code to decide which animation should run under which circumstances, and pass the result to the animation controller via a blackboard. The animation controller can then simply read the state for each animation using the blackboard nodes.
Logic AND Node
This node sets its output pin to triggered when all incoming connections on the input pin are triggered at the same time. Note that even though there is only a single input pin, it can be connected to multiple sources.
Node Properties
- NegateResult: If set, the output value will be negated. This effectively turns it into a
NAND
logic node.
Logic OR Node
This node sets its output pin to triggered when any incoming connections on the input pin are triggered. Note that even though there is only a single input pin, it can be connected to multiple sources.
Node Properties
- NegateResult: If set, the output value will be negated. This effectively turns it into a
NOR
logic node.
Logic NOT Node
This node sets its output pin to triggered when the input pin is not triggered and vice versa.
As with the other nodes, you can connect multiple sources to this input pin. In this case, if any of those connections is triggered, the entire input pin is considered to be in the triggered state, and the output will be the opposite.
Compare Value Node
This node can be used to check whether a number value compares in a certain way against a reference value. For example whether some input value is larger than 0.5. If this is the case, the output pin will be triggered.
Node Properties
- ReferenceValue: The reference value to compare the incoming value against.
- Comparison: The mathematical operation with which to compare the two values.
Input Pins
- Number: The number to compare against the reference value.
Output Pins
- Active: The output pin is triggered whenever the comparison is successful.
Math Expression Node
The math expression node takes up to four different numbers as its input, plugs them into a user provided expression and outputs the result.
The expression must be syntactically correct, otherwise the node prints an error to the log.
Node Properties
Expression: The expression can use the following:
- Numbers in floating point format (e.g.
1
,2.3
,-78
) +
,-
,*
,/
,%
(modulo)- Parenthesis
(
and)
to specify precedence - The variables
a
,b
,c
andd
representing the input pin values - The functions
abs
andsqrt
Examples:
a * 0.5 - b
abs(a) + abs(b)
(a + 1) % 2
Input Pins
- a, b, c and d: Input values to the mathematical expression. Unconnected pins are treated as having the value zero.
Output Pins
- Result: Outputs the result of the evaluated expression.


qwerasdf qwerqwer asdf asdf dsf asdf asdf asdf asdf
Project link
"Here is some more information about this project that is only revealed once clicked on."


Pat's Salmon Cookie Stand
The Original Salmon Cookies
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Lorem Ipsum is simply dummy text of the printing and typesetting industry. Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries Lorem Ipsum is simply dummy text of the printing and typesetting industry.
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| Authors: | Jochen Bekmann
Michael Lancaster Soren Lassen David Wang |
|---|---|
| Version: | 1.0 - May 2009 |
This whitepaper is part of a series. All of the whitepapers can be found on Google Wave Federation Protocol site.
This document describes the Google Wave data model and the protocol by which a wave client communicates with a wave server in order to create, read, and modify waves.
The unit of sharing is a wavelet. In the first version of this protocol, all participants on a wavelet have full access to modify the contents and participant list of that wavelet.
Heterogeneous sharing within a wave is achieved by having differing participant lists on wavelets within the wave. Currently, the two primary uses of this are user-data and private replies.
User-data wavelets are used to store information which is private to an individual user (that is, the user is the sole participant), such as read/unread state.
A private reply is a wavelet whose participant list is a subset of that of the parent wave.
This section assumes an elementary understanding of the theory of Operational Transformation (OT).
Operations are mutations on wavelets. The state of a wavelet is entirely defined by a sequence of operations on that wavelet.
Clients and servers exchange operations in order to communicate modifications to a wavelet. Operations propagate through the system to all clients and servers interested in that wavelet. They each apply the operation to their own copy of the wavelet. In order for the wavelet state to be consistent throughout the system, all communication participants (clients and servers) must apply operations identically.
In a typical configuration, a wavelet it hosted by a master server - all clients interested in a particular wavelet send operations to the hosting wave server. The wave server acts as communication hub, storing operations and echoing them to clients which are connected and 'interested' in that wavelet (see "opening a wavelet" below). Wavelets may be federated, meaning that wavelet servers can exchange operations about wavelets amongst themselves. For more details see the Google Wave Federation Architecture whitepaper.
Operational Transformation requires that the operations transmitted between client and server be ordered. In Wave OT, the client never sends a "delta" (a sequence of one or more operations) until the previous one has been acknowledged by the server. The client is responsible for ordering the operations that were received from the server before applying them to its local copy of the wavelet copy. Operations are ordered according to a version number provided by the server.
A client and server can verify that they are referring to the same wavelet state by exchanging a version number and a "wavelet history hash". The latter is a rolling hash over the sequence of operations between version zero and the provided version number.
A communication participant has a wavelet "open" if it is actively exchanging operations pertaining to that wavelet. For the purposes of communication, wavelets are grouped into a "wave-view", which is the set of wavelets on a wave visible to a given user. To open a wavelet, the client sends an Open Request containing:
The server then responds with: * A snapshot - the serialized state of the wavelet * History hash at that version
The server sends:
The client sends:
The server acknowledges the delta with:
The server can continue to send operations to the client while the client is waiting for an acknowledgement. The client is responsible for transforming the server operation and locally cached client operations (please refer to the Google Wave Operational Transformation paper). The client sends the transformed local operations to the server.
When client-server communications fail, the client and server need to agree on a common state of the wavelet upon reconnecting. The client reopens the wavelet, sending a list of history hashes previously received from the server.
The client sends:
The server then responds with:
If the last known history hash (1) is the last history hash sent by the client, and is equal to the most recent history hash (2), then the client and server are in synch, and the client may resume receiving and sending deltas with no further recovery.
If the last known history hash sent by the server does not match the last known history hash sent by the client, or the server does not recognize any of the client-provided hashes, the client and server have failed to agree on a common state of the wavelet. The client must reload the wave at the server's current state (the client-side state may be preserved for manual / prompted recovery of data with the user).
The Google Wave Protocol contains optimizations to this recovery protocol that reduce the number of cases requiring a complete state reset, but these are beyond the scope of this document.
David A. Nichols, Pavel Curtis, Michael Dixon, and John Lamping: High-latency, low-bandwidth windowing in the Jupiter collaboration system, UIST '95: Proceedings of the 8th annual ACM symposium on User interface and software technology, pp.111-120. ACM, 1995.


Module input
Input management facilities.
The module returns a single function, input.
You can find in the module uqt.input.default
(in file input/default.lua
) some common input configuration for
2D movement, confirmation and cancellation (for both keyboard and joystick). Feel free to
use them as-is, or as a base for your own inputs.
Requires ubiquitousse.signal.
Usage:
local input = require("ubiquitousse.input") -- Joystick-only control for player 1 local player1 = { move = { -- 2D movement, clamped on a circle "clamped(child.right - child.left, child.down - child.up)", dimension = 2, -- All the directions we can go, using both the left joystick and the D-pad right = { "axis.leftx.p", "button.dpright" }, left = { "axis.leftx.n", "button.dpleft" }, down = { "axis.lefty.p", "button.dpdown" }, up = { "axis.lefty.n", "button.dpup" } }, fire = { "button.a" } } -- Only consider inputs from the first joystick (in practice you will want to check if the joystick exists before running this line) player1:setJoystick(love.joystick.getJoysticks()[1]) -- Player 2, using a second gamepad! local player2 = player1:clone() player2:setJoystick(love.joystick.getJoysticks()[2]) -- Define input callbacks. player1.fire.event:bind("pressed", function() print("player 1 starts firing!") end) player1.fire.event:bind("released", function() print("player 1 stop firing...") end) function love.update() -- Get player 1's 2D movement local x, y = player1.move:value() movePlayer1(x, y) -- Check current state of the firing input if player1.fire:down() then -- currently firing! end -- Update inputs. player1:update() player2:update() end
Functions
| input ([config]) | Make a new input object. |
Input expressions
| floor (x) | Same as Lua’s math.floor. |
| floor (x) | Same as Lua’s math.ceil. |
| floor (x) | Same as Lua’s math.abs. |
| clamp (x, xmin, xmax) | Clamp x between xmin and xmax. |
| min (x, y, ...) | Returns the minimal value among all parameters. |
| max (x, y, ...) | Returns the maximal value among all parameters. |
| deadzone (x, deadzone) | If x < deadzone, returns 0; otherwise returns the value. |
| normalize (x, y) | Returns a normalized version of the vector (x,y), i.e. |
| passive (source) | Mark an input source as passive. |
| passive (source) | Mark an input source as active. |
Input objects
| Input.config | Input configuration table. |
| Input.children [read-only] | List and map of children Inputs. |
| Input.name [read-only] | Name of the input. |
| Input.enabled [read-only] | false if the input is disabled, true otherwise. |
| Input.grabbed [read-only] | false if the input is currently not grabbed, the grabbing Input otherwise. |
| Input.grabbing [read-only] | false if the input is not grabbing another input, the Input it is grabbing from otherwise. |
| Input.event | Input event registry. |
| Input:update () | Update the input and its children. |
| Input:clone ([copyState=false]) | Create a new input object based on this input config data. |
| Input:reload () | Reload the input config, and do the same for its children. |
| Input:disable () | Disable the input and its children, preventing further updates and events. |
| Input:enable () | Enable the input and its children, allowing further updates and events. |
| Input:onNextActiveSource (fn[, filter]) | Will call fn(source) on the next activated source (including sources not currently used by this input). |
| Input:grab () | Grab the input and its children and returns the resulting grabbing input. |
| Input:release () | Release an input that is currently grabbing another and its children. |
| Input:neutralize () | Set the state of this input and its children to a neutral position (i.e. |
| Input:set (...) | Manually set the state of this input. |
| Input:setJoystick (joystick) | Set the joystick associated with this input. |
| Input:getJoystick () | Returns the currently selected joystick. |
| Input:down () | Returns true if the input is currently down, false otherwise. |
| Input:pressed () | Returns true if the input has just been pressed, false otherwise. |
| Input:released () | Returns true if the input has just been released, false otherwise. |
| Input:value () | Returns the current value of the input. |
| Input:delta () | Returns the delta value of the input since the last call to update. |
Input sources
| key.X | Keyboard input: 1 if the key X is down, 0 otherwise. |
| scancode.X | Keyboard input: 1 if the key with scancode X is down, 0 otherwise. |
| text.X | Text input: 1 if the text X was entered, 0 otherwise. |
| mouse | Mouse input: mouse[N] is 1 if the mouse button is down, 0 otherwise. |
| mouse.x | Mouse input: X position of the mouse cursor in the game window. |
| mouse.y | Mouse input: Y position of the mouse cursor in the game window. |
| mouse.dx | Mouse input: latest X movement of the mouse cursor. |
| mouse.dy | Mouse input: latest Y movement of the mouse cursor. |
| wheel.dx | Mouse input: latest X movement of the mouse wheel. |
| wheel.dy | Mouse input: latest Y movement of the mouse wheel. |
| button.X | Gamepad input: 1 if the button X is down, 0 otherwise. |
| axis.X | Gamepad input: current value of the gamepad axis (between -1 and 1). |
| dt | On new frame: current delta time value since last frame. |
| child.X | Children inputs: current value of a child input of the current input. |
| value | Current input: current value of the current input. |
Functions
- input ([config])
-
Make a new input object.
This constructor is returned by the
uqt.input
module.Parameters:
- config table input configuration table, see Input.config (optional)
Returns:
-
Input
Input object
Usage:
local player = uqt.input { fire = { "key.a" }, jump = { "key.space" } } player.fire.event:bind("pressed", function() print("pew pew") end)
Input expressions
An input expression is a string representing a valid Lua expression. These Lua expressions are used to compute the values returned by the input. An input expression should returns as many values as the dimension of its input.
When referring to a variable in an expression, it will be interpreted as an input source.
An input source is where the initial input data comes from: for example, an input source could be the current state of
the Q key: "key.q"
(=1 when the key is down, 0 otherwise).
See sources for details on how to define sources and built-in sources.
When a source that is present is the expression is updated, the input will be automatically updated in a reactive way, unless the input is passive – that is, it can not trigger input update.
Additionally, you can also define your own variables to be used in input expression by giving arguments.
In input expression, you have no access to the Lua standard library; some other, more specific functions are available instead and described below.
Usage:
-- Example input configs for various input expression features. fire = { -- Basic input expression: 1 when Q is pressed, 0 otherwise. Will automatically update when Q is pressed. "key.q", -- Example using two inputs sources: when either A or Q is pressed, this will update, and returns 1 is at least one of them is pressed. "max(key.q, key.a)", -- This input has two input expression: it will be updated when either of them is updated and keep the value of the expression that was updated last. } horizontal = { -- Another example, typically used to define an input for horizontal movement: returns 1 when pressing only right, -1 when pressing only left, and 0 otherwise. "key.right - key.left", } arguments = { -- You can give arguments to an expression by wrapping the expression in a table containing the arguments. { "axis.leftx + offset", offset = 1 } } passive = { -- Same as the example above, but this will only update when Q is pressed - pressing A will not update the input on its own. -- Passive input are typically used for modifiers keys (shift, alt, etc.) that should not trigger an update when pressed on their own. "max(key.q, passive(key.a))" } dimension = { -- A two-dimensional input should have input expressions that return two values. -- Here a common example that could be used to move something in 2D. "key.right - key.left, key.down - key.up", dimension = 2 } mouse = { -- Example input that returns the position of the mouse cursor, that can be controlled both using an actual mouse or -- through a joystick. dimension = 2, "mouse.x, mouse.y", { "value[1] + axis.leftx * speed * dt, value[2] + axis.lefty * speed * dt", speed = 300 } -- contains dt, so updated only once per frame. Thus speed here is the speed in pixel/second, as expected. } mouse = { -- A special case: if the dt source is present in an expression, it will make every other input source passive by default in the expression. -- This is the case since dt will trigger an update every frame, and is therefore mostly relevant for input that is used once per frame only -- (while other input sources might cause the input to update several times per frame). "axis.leftx * dt" } child = { -- Children input can be used as input sources using thechild.name
syntax. -- If the children input has more than one dimension, you will need to specify it using a numeric index likechild.fire[2]
(for the dimension 2 of the child). "child.fire", fire = { "key.q" } }
- floor (x)
-
Same as Lua’s math.floor.
Parameters:
- x number number to round
Returns:
-
number
floored value
- floor (x)
-
Same as Lua’s math.ceil.
Parameters:
- x number number to round
Returns:
-
number
ceiled value
- floor (x)
-
Same as Lua’s math.abs.
Parameters:
- x number number to absolute
Returns:
-
number
absolute value
- clamp (x, xmin, xmax)
-
Clamp x between xmin and xmax.
Parameters:
- x number number clamp
- xmin number minimal value
- xmax number maximal value
Returns:
-
number
clamped value
- min (x, y, ...)
-
Returns the minimal value among all parameters.
Parameters:
- x number first value
- y number second value
- ... number other values
Returns:
-
number
smallest value among the arguments
- max (x, y, ...)
-
Returns the maximal value among all parameters.
Parameters:
- x number first value
- y number second value
- ... number other values
Returns:
-
number
biggest value among the arguments
- deadzone (x, deadzone)
-
If x < deadzone, returns 0; otherwise returns the value.
Parameters:
- x number value
- deadzone number deadzone
Returns:
-
number
0 if x < deadzone; x otherwise
- normalize (x, y)
-
Returns a normalized version of the vector (x,y), i.e. “clamp” the returned x,y coordinates into a circle of radius 1.
Typically used to avoid faster movement on diagonals, as if both horizontal and vertical values are 1, the (1,1) vector has √2 magnitude, higher than the 1 magnitude of a purely vertical or horizontal movement.
Parameters:
- x number value
- y number value
Returns:
- number clamped x value
- number clamped y value
- passive (source)
-
Mark an input source as passive.
Parameters:
- source InputSource input source to mark as passive
Returns:
-
InputSource
the same input source
- passive (source)
-
Mark an input source as active.
Note that input sources are active by default in most cases.
Parameters:
- source InputSource input source to mark as active
Returns:
-
InputSource
the same input source
Input objects
Methods and attributes available on Input objects. See input to create such an object.
- Input.config
-
Input configuration table.
It can be used to recreate this input object later (by passing the table as an argument for the input constructor). This table does not contain any userdata and should be easily serializable (e.g. to save custom input binding config). This doesn’t include input state, grab state, the event registry and the selected joystick since they may change often during runtime.
Can be changed anytime, but you will need to call reload to apply changes.
See expressions for an explanation on how to write input expressions.
Usage:
player.config = { -- list of input sources expressions: either a string, or a table to specify some arguments for the expression "key.a", "key.d - key.a", {"key.left + x", x=0.5}, -- children input: the table take the same fields as this jump = {...}, -- The deadzone for analog inputs (e.g. joystick axes): if the input absolute value is strictly below this, it will be considered as 0. 0.05 by default. -- This is applied automatically after the evaluation of input expressions. deadzone = 0.05, -- The pressed threshold: an input is considered down if above or equal to this value. 0.05 by default. -- This is considered when determining if the input is pressed, odwn and released. threshold = 0.05, -- Dimension of the input (i.e. the number of values returned by this input). 1 by default. dimension = 1 }
- Input.children [read-only]
-
List and map of children Inputs.
Takes the form
{[child1.name]=child1, [child2.name]=child2, child1, child2…}
. Each child input is present both an element of this list and as the value associated with its name in the table.Note that children are also set directly on the input object for easier access.
Usage:
local player = input{ fire = "button.a" } local fire = player.fire -- Is the same as: local fire = player.children.fire
- Input.name [read-only]
-
Name of the input.
Defined on children inputs only.
Type:
string
- Input.enabled [read-only]
-
false
if the input is disabled,true
otherwise. If the input is disabled, its children are also disabled. - Input.grabbed [read-only]
-
false
if the input is currently not grabbed, the grabbing Input otherwise. - Input.grabbing [read-only]
-
false
if the input is not grabbing another input, the Input it is grabbing from otherwise. - Input.event
-
Input event registry. The following events are available:
"moved"
: called when the input value change, with arguments(new value, delta since last event)
. For inputs with dimension > 1, arguments are(new value[1], new value[2], …, delta[1], delta[2], …)
."pressed"
: called when the input is pressed, with arguments(1, new value, delta since last event)
. For inputs with dimension > 1, arguments are(dimensions that was pressed, new value[1], new value[2], …, delta[1], delta[2], …)
."released"
: called when the input is released, with arguments(1, new value, delta since last event)
. For inputs with dimension > 1, arguments are(dimensions that was pressed, new value[1], new value[2], …, delta[1], delta[2], …)
.
- Input:update ()
-
Update the input and its children.
Should be called every frame, typically after you've done all your input handling
(otherwise pressed and released may never return true and delta might be wrong).
If the input is grabbed, will update the input that grabbed it instead.
(Note: this do not need to be called on inputs that are grabbing another input as the grabbed input will update it automatically)
- Input:clone ([copyState=false])
-
Create a new input object based on this input config data.
Unless
copyState
is set, the clone will only keep the config data and the input name; other state will be set to the default values.Parameters:
- Input:reload ()
- Reload the input config, and do the same for its children.
- Input:disable ()
- Disable the input and its children, preventing further updates and events. The input can be reenabled using enable.
- Input:enable ()
- Enable the input and its children, allowing further updates and events. The should be called after disabling the input using disable.
- Input:onNextActiveSource (fn[, filter])
-
Will call
fn(source)
on the next activated source (including sources not currently used by this input). Typically used to detect an input in your game input binding settings.Parameters:
- fn function that will be called on the next activated source matching the filter
- filter
list of string patterns that sources must start with (example
{"button", "key"}
to only get buttons and key sources) (optional)
- Input:grab ()
-
Grab the input and its children and returns the resulting grabbing input.
Grabbed inputs are set to a neutral position and disabled (will no longer update) and will instead pass all new updates to the grabbing input.
This is typically used for contextual action or pause menus: by grabbing the player input, all the direct use of this input in the game will stop (can’t move caracter, …) and instead you can use the grabbing input to handle input in the pause menu. To stop grabbing an input, you will need to call release on the grabbing input.
The grabbing input is created by cloning the current input and starts with the same state as the input when it was grabbed.
- Input:release ()
- Release an input that is currently grabbing another and its children. The parent grabbed input will be re-enabled (will update again). This grabbing input will be reset to a neutral position and disabled when released.
- Input:neutralize ()
- Set the state of this input and its children to a neutral position (i.e. value = 0 for every dimension).
- Input:set (...)
-
Manually set the state of this input.
Parameters:
- ...
- Input:setJoystick (joystick)
-
Set the joystick associated with this input.
This input will then ignore every other joystick.
Set joystick to
nil
to disable and get input from every connected joystick.Parameters:
- joystick LÖVE jostick object to associate
- Input:getJoystick ()
-
Returns the currently selected joystick.
Returns:
-
joystick
LÖVE jostick object
- Input:down ()
-
Returns
true
if the input is currently down,false
otherwise.Returns:
-
boolean
if input is down on at least one dimensions
- Input:pressed ()
-
Returns
true
if the input has just been pressed,false
otherwise.Returns:
-
boolean
if input has just been pressed on at least one dimensions
- Input:released ()
-
Returns
true
if the input has just been released,false
otherwise.Returns:
-
boolean
if input has just been released on at least one dimensions
- Input:value ()
-
Returns the current value of the input.
If dimension > 1, this will return several values, one per dimension.
Returns:
-
number,...
current value of the input for every dimension
- Input:delta ()
-
Returns the delta value of the input since the last call to update.
If dimension > 1, this will return several values, one per dimension.
Returns:
-
number,...
delta of the input for every dimension
Input sources
Input sources are provided for common input methods (keyboard, mouse, gamepad) by default; see below for a list of built-in input sources.
Additionally, you can define your own input sources, by emitting events in the SignalRegistry returned by uqt.input.event
.
See the file input/event.lua
to see a description of the events you will need to emit. The file also contains the definition
of the built-in input sources that you may use as an example.
- key.X
- Keyboard input: 1 if the key X is down, 0 otherwise. X can be any of LÖVE’s KeyConstant.
- scancode.X
- Keyboard input: 1 if the key with scancode X is down, 0 otherwise. X can be any of LÖVE’s Scancode.
- text.X
- Text input: 1 if the text X was entered, 0 otherwise. X can be any text.
- mouse
-
Mouse input:
mouse[N]
is 1 if the mouse button is down, 0 otherwise. N is either 1 for the primary mouse button, 2 for secondary or 3 for middle button.- mouse
mouse[N]
- mouse
- mouse.x
- Mouse input: X position of the mouse cursor in the game window.
- mouse.y
- Mouse input: Y position of the mouse cursor in the game window.
- mouse.dx
-
Mouse input: latest X movement of the mouse cursor.
mouse.dx.p
andmouse.dx.n
will respectively only report movement in the positive or negative direction and return absolute value. - mouse.dy
-
Mouse input: latest Y movement of the mouse cursor.
mouse.dy.p
andmouse.dy.n
will respectively only report movement in the positive or negative direction and return absolute value. - wheel.dx
-
Mouse input: latest X movement of the mouse wheel.
wheel.dx.p
andwheel.dx.n
will respectively only report movement in the positive or negative direction and return absolute value. - wheel.dy
-
Mouse input: latest Y movement of the mouse wheel.
wheel.dy.p
andwheel.dy.n
will respectively only report movement in the positive or negative direction and return absolute value. - button.X
- Gamepad input: 1 if the button X is down, 0 otherwise. X can be any of LÖVE’s GamepadButton.
- axis.X
-
Gamepad input: current value of the gamepad axis (between -1 and 1).
X can be any of LÖVE’s GamepadAxis.
axis.X.p
andaxis.X.n
will respectively only report movement in the positive or negative direction and return absolute value. - dt
-
On new frame: current delta time value since last frame. Updated on each call to
love.update
. Note that if this input source is present in an expression, the other input sources in the same expression will be set as passive by default.- dt
- child.X
-
Children inputs: current value of a child input of the current input.
For child inputs of dimension 1.
Replace X with the name of the child input.
If the child input is of dimension at least 2, instead use
child.X[N]
, which gives the current value of the Nth dimension of a child input of the current input. Replace X with the name of the child input, and N with the index of the dimension you want. - value
-
Current input: current value of the current input.
For inputs of dimension 1.
If the input is of dimension at least 2, instead use
value[N]
, which gives the current value of the Nth dimension of the current input. Replace N with the index of the dimension you want.Note that is input is passive by default. Think twice before marking it active as this may create a feedback loop (the input being updated will trigger it to be updated again, and so on).
- value


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| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object java.util.EventObject apollo.editor.FeatureChangeEvent
public abstract class FeatureChangeEvent
A controller managed event class which signals when a change is made to a set of features and what type of change occurred. Objects interested in listening for these event should implement the FeatureChangeListener interface and register with the controller.
| Field Summary | |
|---|---|
static int |
ADD
Replace these with TransactionOperation! |
static int |
DELETE
|
protected static org.apache.log4j.Logger |
logger
|
static int |
MERGE
|
protected SeqFeatureI |
parentFeature
parent only explictly set for deletes |
static int |
REDRAW
|
static int |
REPLACE
Replace means rip out the old, put in new feat |
static int |
SPLIT
|
static int |
SYNC
|
| Fields inherited from class java.util.EventObject |
|---|
source |
| Constructor Summary | |
|---|---|
protected |
FeatureChangeEvent(java.lang.Object source)
For edit session done event. |
protected |
FeatureChangeEvent(java.lang.Object source,
SeqFeatureI changedFeature)
No subpart |
|
FeatureChangeEvent(java.lang.Object source,
SeqFeatureI changeTop,
int operation,
SeqFeatureI feature1,
SeqFeatureI feature2)
This constructor needs to be vanquished i think. |
protected |
FeatureChangeEvent(java.lang.Object source,
SeqFeatureI changedFeature,
TransactionSubpart subpart)
With subpart |
| Method Summary | |
|---|---|
SeqFeatureI |
getAddedFeature()
Convenience. |
SeqFeatureI |
getChangedFeature()
This is the feature that has been added,deleted,updated,... |
SeqFeatureI |
getChangeTop()
|
int |
getOperation()
|
protected java.lang.String |
getOperationAsString()
|
SeqFeatureI |
getParentFeature()
|
AnnotatedFeatureI |
getReplacedFeature()
Returns feature replaced for replace event. |
java.lang.Object |
getSource()
|
TransactionSubpart |
getSubpart()
Returns null if no subpart |
UpdateDetailsI |
getUpdateDetails()
Update event has a bunch of stuff - need to be able to acces this from superclass - separate UpdateDetail class with update stuff? EventDetail? for now just get the update event |
boolean |
hasSubpart()
|
boolean |
isAdd()
|
boolean |
isCompound()
whether event is a compound event - ie contains child transactions/events. |
boolean |
isDelete()
|
boolean |
isEndOfEditSession()
once compound transactions are fully in place i think this can be phased out essentially this can be seen as a hack around a lack of compound transactions. |
boolean |
isExonChange()
Replaces Object Class EXON |
boolean |
isMerge()
|
boolean |
isMove()
Move is a special case of UPDATE - updating parent subpart AnnotationUpdateEvent overrides this |
boolean |
isRootAnnotChange()
This takes place of ObjectClass ANNOTATION |
boolean |
isSplit()
|
boolean |
isSync()
|
boolean |
isTranscriptChange()
Replaces Object Class TRANSCRIPT |
boolean |
isUpdate()
Default false - overridden by AnnotationUpdateEvent |
protected void |
setChangeTop(SeqFeatureI changeTop)
|
void |
setParentFeature(SeqFeatureI parent)
Set the parent of the edited feature. |
protected void |
setReplacedFeature(AnnotatedFeatureI replacedFeature)
|
java.lang.String |
toString()
|
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait |
| Field Detail |
|---|
protected static final org.apache.log4j.Logger logger
public static final int ADD
public static final int DELETE
public static final int REDRAW
public static final int SYNC
public static final int SPLIT
public static final int MERGE
public static final int REPLACE
protected SeqFeatureI parentFeature
| Constructor Detail |
|---|
public FeatureChangeEvent(java.lang.Object source, SeqFeatureI changeTop, int operation, SeqFeatureI feature1, SeqFeatureI feature2)
protected FeatureChangeEvent(java.lang.Object source, SeqFeatureI changedFeature)
protected FeatureChangeEvent(java.lang.Object source, SeqFeatureI changedFeature, TransactionSubpart subpart)
protected FeatureChangeEvent(java.lang.Object source)
| Method Detail |
|---|
public boolean isEndOfEditSession()
public java.lang.Object getSource()
getSource
in class java.util.EventObject
public SeqFeatureI getChangeTop()
protected void setChangeTop(SeqFeatureI changeTop)
public int getOperation()
public boolean isRootAnnotChange()
public boolean isTranscriptChange()
public boolean isExonChange()
protected java.lang.String getOperationAsString()
public boolean isAdd()
public SeqFeatureI getAddedFeature()
public SeqFeatureI getChangedFeature()
public void setParentFeature(SeqFeatureI parent)
public SeqFeatureI getParentFeature()
public boolean isDelete()
public boolean isMerge()
public boolean isSplit()
public boolean isMove()
public AnnotatedFeatureI getReplacedFeature()
protected void setReplacedFeature(AnnotatedFeatureI replacedFeature)
public boolean isSync()
public boolean isUpdate()
public UpdateDetailsI getUpdateDetails()
public boolean hasSubpart()
public TransactionSubpart getSubpart()
public boolean isCompound()
public java.lang.String toString()
toString
in class java.util.EventObject
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Fiat Punto Rendering Proposes Supermini's Rebirth Thanks To PSA
The Peugeot 208 with an Italian flair.
by Adrian PadeanuFCA CEO Mike Manley strongly suggested during the company’s third-quarter earnings call that Fiat will likely abandon the minicar segment and try to shift customers to the larger “B” segment. That would effectively spell the end of the 500 and Panda, despite the fact the latter was the best-selling car in its segment during the first half of the year in Europe. The 500 will live on as an EV with the 500e due in 2020, but people looking for a small Fiat with a combustion engine will probably have to look elsewhere.
The problem with FCA’s plan to shift buyers to the larger B-segment is that Fiat does not have subcompact car on sale today in Europe following the demise of the Punto last year. However, that could change seeing as how FCA is merging with PSA as one plausible scenario is the return of the Punto using the same CMP platform as the new Opel Corsa, Peugeot 208, and the DS3 Crossback.
Gallery: Next-generation Fiat Punto rendering
For this reason, our rendering for this week proposes a hypothetical fourth generation of the Italian supermini with styling cues borrowed from the Fiat Argo, a subcompact hatchback sold in South America and also available as the Cronos sedan. In order to avoid a possible product overlap with the Corsa and 208, a revived Punto could be the low-cost version of the trio and rival the next-generation Dacia Sandero planned for next year.
Could The FCA-PSA Merger Bring Back The Punto?
It’s too soon to say whether the Punto small hatchback is coming back taking into account the FCA-PSA merger has not been finalized, with the two automotive conglomerates only recently announcing plans to shake hands for a 50:50 deal. It would make sense for Fiat to revive the moniker since “Punto” means something to the automotive industry considering it was around for 25 years (1993 to 2018) and was sold in more than nine million examples. Then again, the Punto’s image took a hit at the end of 2017 when Euro NCAP labeled it as the first car to get a zero-star rating in the crash test, so maybe starting off with a clean slate would be the wiser decision.