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Circle of Friends
问题描述 :
After measuring the strength of friendships between different Navi, Grace wants to find groups of Navi who form close-knit friendships. A group of friends has strength k if each Navi in the group has at least k friends within the group. Your goal is to help Grace find the strongest, largest circle of friends for individual Navi.
输入:
Connections between Navi are described beginning with the line “GRAPH BEGIN”. Additional lines lists individual Navi, followed (on the same line) by their friends. The line ”GRAPH END” ends the list of connection descriptions. The next lines describe individual Navi to be analyzed, each on a single line. Following these lines, a completely new instance of the problem can be given, starting from scratch.
Some Navi may be only be listed as friends of other Navi (i.e., not all Navi will have their connections listed on a separate line).
输出:
Connections between Navi are described beginning with the line “GRAPH BEGIN”. Additional lines lists individual Navi, followed (on the same line) by their friends. The line ”GRAPH END” ends the list of connection descriptions. The next lines describe individual Navi to be analyzed, each on a single line. Following these lines, a completely new instance of the problem can be given, starting from scratch.
Some Navi may be only be listed as friends of other Navi (i.e., not all Navi will have their connections listed on a separate line).
样例输入:
GRAPH BEGIN a b c b c d e c d e e d f GRAPH END a b c d e f
样例输出:
a 2 a b c d e b 3 b c d e c 3 b c d e d 3 b c d e e 3 b c d e f 1 a b c d e f
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快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
快让开！三胖开二档了。。。。
这配图…..
很好。代码比书上的简练！
I go through some of your put up and I uncovered a good deal of expertise from it. Many thanks for posting this sort of exciting posts
递归实现的代码部分
14句和18句的 wt[n - 1]是不是应该改为 wt[ n ] ?
很赞的解答
漏了一个"不"，已修正:)
这个问题别太纠结了，不同的编译器结果不一样
这道题目的核心一句话是：取还是不取。
如果当前取，则index+1作为参数。如果当前不取，则任用index作为参数。
已更正。
3，求得所有的为的总和sum—->所有数的总和
printf( "Not Possible" );—->printf("impossible");
对吗？
scanner改用StreamTokenizer就不超时了
这是研发的在线笔试题吗?发现很多C啊，阿里不是JAVA多么？
给力，赞一个
嗯，尽量吧。题目太多了，很多解题报告是用程序自动发布的，所以就只有代码了


| I l@ve RuBoard |
The C++ standard library provides the template class complex<> to operate on complex numbers. Just to remind you: Complex numbers are numbers that have two parts — real and imaginary. The imaginary part has the property that its square is a negative number. In other words, the imaginary part of a complex number is the factor i, which is the square root of minus 1.
The class complex is declared in the header file <complex>:
#include <complex>
In <complex>, the class complex is defined as follows:
namespace std { template <class T> class complex; }
The template parameter T is used as the scalar type of both the real and the imaginary parts of the complex number.
In addition, the C++ standard library provides three specializations for float, double, and long double:
namespace std { template<> class complex<float>; template<> class complex<double>; template<> class complex<long double>; }
These types are provided to allow certain optimizations and some safer conversions from one complex type to the other.
The following program demonstrates some of the abilities of class complex to create complex numbers, print different representations of complex numbers, and perform some common operations on complex numbers.
// num/complex1.cpp #include <iostream> #include <complex> using namespace std; int main() { /*complex number with real and imaginary parts *-real part: 4.0 *-imaginary part: 3.0 */ complex<double> c1(4.0,3.0); /*create complex number from polar coordinates *-magnitude:5.0 *-phase angle:0.75 */ complex<float> c2(polar(5.0,0.75)); // print complex numbers with real and imaginary parts cout << "c1: " << c1 << endl; cout << "c2: " << c2 << endl; //print complex numbers as polar coordinates cout << "c1: magnitude: " << abs (c1) << " (squared magnitude: " << norm(c1) << ") " << " phase angle: " << arg(c1) << endl; cout << "c2: magnitude: " << abs(c2) << " (squared magnitude: " << norm (c2) << ") " << " phase angle: " << arg(c2) << endl; //print complex conjugates cout << "c1 conjugated: " << conj(c1) << endl; cout << "c2 conjugated: " << conj(c2) << endl; //print result of a computation cout << "4.4 + c1 * 1.8: " << 4.4 + c1 * 1.8 << endl; /*print sum of c1 and c2: *-note: different types */ cout << "c1 + c2: " << c1 + complex<double>(c2.real(),c2.imag()) << endl; // add square root of c1 to c1 and print the result cout << "c1 += sqrt(c1): " << (c1 += sqrt(c1)) << endl; }
The program might have the following output (the exact output depends on the implementation specific properties of the type double):
c1: (4,3) c2: (3.65844,3.40819) c1: magnitude: 5 (squared magnitude: 25) phase angle: 0.643501 c2: magnitude: 5 (squared magnitude: 25) phase angle: 0.75 c1 conjugated: (4,-3) c2 conjugated: (3.65844,-3.40819) 4.4 + c1 * 1.8: (11.6,5.4) c1 + c2: (7.65844,6.40819) c1 += sqrt(c1): (6.12132,3.70711)
A second example contains a loop that reads two complex numbers and processes the first complex number raised to the power of the second complex number:
// num/complex2.cpp #include <iostream> #include <complex> #include <cstdlib> #include <limits> using namespace std; int main() { complex<long double> c1, c2; while (cin.peek() != E0F) { // read first complex number cout << "complex number c1: "; cin >> c1; if (!cin) { cerr << "input error" << endl; return EXIT_FAILURE; } //read second complex number cout << "complex number c2: "; cin >> c2; if (!cin) { cerr << "input error" << endl; return EXIT.FAILURE; } if (c1 == c2) { cout << "c1 and c2 are equal !" << endl; } cout << "c1 raised to the c2: " << pow(c1,c2) << endl << endl; // skip rest of line cin.ignore (numeric_limits<int>::max(),'\n'); } }
Table 12.1 shows some possible input and output of this program.
| c1 | c2 | Output |
|---|---|---|
| 2 | 2 | c1 raised to c2: (4,0) |
| (16) | 0.5 | c1 raised to c2: (4,0) |
| (8,0) | 0.333333333 | c1 raised to c2: (2,0) |
| 0.99 | (5) | c1 raised to c2: (0.95099,0) |
| (0,2) | 2 | c1 raised to c2: (-4,4.89843e-16) |
| (1.7,0.3) | 0 | c1 raised to c2: (1,0) |
| (3,4) | (-4,3) | c1 raised to c2: (4.32424e-05,8.91396e-05) |
| (1.7,0.3) | (4.3,2.8) | c1 raised to c2: (-4.17622,4.86871) |
Note that you can input a complex number by passing only the real part as a single value with or without parentheses or by passing the real and imaginary parts separated by a comma in parentheses.
The template class complex provides the operations described in the following subsections.
Table 12.2 lists the constructors and assignment operations for complex. The constructors provide the ability to pass the initial values of the real and the imaginary parts. If they are not passed, they are initialized by the default constructor of the value type.
The assignment operators are the only way to modify the value of an existing complex number. The computed assignment operators +=, -=, *=, and /= add, subtract, multiply, and divide the value of the second operand to, from, by, and into the real part of the first operand. The imaginary part of both operands is left unchanged.
The auxiliary polar() function provides the ability to create a complex number that is initialized by polar coordinates (magnitude and phase angle in radians):
// create a complex number initialized from polar coordinates std::complex<double> c2(std::polar(4.2,0.75));
A problem exists when you have an implicit type conversion during the creation. For example, this notation works:
std::complex<float> c2(std::polar(4.2,0.75)); // OK
However, the following notation with the equal sign does not:
std::complex<float> c2 = std::polar(4.2,0.75); // ERROR
| Expression | Effect |
|---|---|
| complex c | Creates a complex number with 0 as the real part and 0 as the imaginary part (0 + 0i) |
| complex c(1.3) | Creates a complex number with 1.3 as the real part and 0 as the imaginary part (1.3 + 0i) |
| complex c(1.3,4.2) | Creates a complex number with 1.3 as the real part and 4.2 as the imaginary part (1.3 + 4.2i) |
| complex c1(c2) | Creates c1 as a copy of c2 |
| polar (4. 2) | Creates a temporary complex number from polar coordinates (4.2 as magnitude rho and 0 as phase angle theta) |
| polar (4. 2, 0.75) | Creates a temporary complex number from polar coordinates (4.2 as magnitude rho and 0.75 as phase angle theta) |
| conj (c) | Creates a temporary complex number that is the conjugated complex number of c (the complex number with the negated imaginary part) |
| c1 = c2 | Assigns the values of c2 to c1 |
| c1 += c2 | Adds the value of c2 to c1 |
| c1 -= c2 | Subtracts the value of c2 from c1 |
| c1 *= c2 | Multiplies the value of c2 by c1 |
| c1 /= c2 | Divides the value of c2 into c1 |
This problem is discussed in the next subsection.
The auxiliary conj() function provides the ability to create a complex number that is initialized by the conjugated complex value of another complex number (a conjugated complex value is the value with a negated imaginary part):
std::complex<double> c1(1.1,5.5); std::complex<double> c2(std::conj (c1)) ; // initialize with // complex<double>(1.1,-5.5)
The constructors of the specializations for float, double, and long double are designed in such a way that safe conversions such as complex<float> to complex<double> are allowed to be implicit, but less safe conversions such as complex<long double> to complex<double> must be explicit (see page 542 for the declarations in detail):
std::complex<float> cf; std::complex<double> cd; std::complex<long double> cld; ... std:: complex<double> cd1 = cf; // OK: safe conversion std::complex<double> cd2 = cld; // ERROR: no implicit conversion std::complex<double> cd3(cld); // OK: explicit conversion
In addition, there are no constructors from any other complex type defined. In particular, you can't convert a complex with an integral value type into a complex with value type float, double, or long double. However, you can convert the values by passing the real and imaginary parts as separate arguments:
std::complex<double> cd; std::complex<int> ci; ... std::complex<double> cd4 = ci; // ERROR: no implicit conversion std::complex<double> cd5(ci); // ERROR: no explicit conversion std::complex<double> cd6(ci.real(), ci.imag()); // OK
Unfortunately, the assignment operators allow less safe conversions. They are provided as template functions for all types. So, you can assign any complex type as long as the value types are convertible[1] :
[1] The fact that constructors for the complex specializations allow only safe implicit conversions, whereas the assignment operations allow any implicit conversion, is probably a mistake in the standard.
std::complex<double> cd; std::complex<long double> cld; std::complex<int> ci; ... cd = ci; // OK cd = cld; // OK
This problem also relates to polar() and conj(). For example, the following notation works fine:
std::complex<float> c2(std::polar(4.2,0.75)); // OK
But, the notation with the equal sign does not:
std::complex<float> c2 = std::polar(4.2,0.75); // ERROR
The reason for this is that the expression
std::polar(4.2,0.75)
creates a temporary complex<double> and the implicit conversion from complex<double> to complex<float> is not defined.[2]
[2] There is a minor difference between
X x; Y y(x); // explicit conversion
and
X x; Y y = x; // implicit conversion
The former creates a new object of type Y by using an explicit conversion from type X, whereas the latter creates a new object of type Y by using an implicit conversion.
Table 12.3 shows the different functions provided to access the attributes of complex numbers.
| Expression | Effect |
|---|---|
| c.real() | Returns the value of the real part (as a member function) |
| real(c) | Returns the value of the real part (as a global function) |
| c.imag() | Returns the value of the imaginary part (as a member function) |
| imag(c) | Returns the value of the imaginary part (as a global function) |
| abs(c) | Returns the absolute value of c |
| norm(c) | Returns the squared absolute value of c(c.real()2 + c.imag()2) |
| arg(c) | Returns the angle of the polar representation of c (equivalent to atan2(c.imag(), c.real()) as phase angle) |
Note that real() and imag() provide only read access to the real and the imaginary parts. To change only the real part or only the imaginary part you must assign a new complex number. For example, the following statement sets the imaginary part of c to 3.7:
std::complex<double> c; ... c = std::complex<double>(c.real(),3.7);
To compare complex numbers, you can only check for equality (Table 12.4). The operators == and != are defined as global functions so that one of the operands may be a scalar value. If you use a scalar value as the operand it is interpreted as the real part, with the imaginary part having the default value of its type (which is usually 0).
| Expression | Effect |
|---|---|
| c1 == c2 | Returns whether c1 is equal to c2 (c1.real()==c2.real() && c1.imag()==c2. imag()) |
| c == 1.7 | Returns whether c is equal to 1.7 (c.real()==1.7 && c.imag()==0.0) |
| 1.7 == c | Returns whether c is equal to 1.7 (c.real()==1.7 && c.imag()==0.0) |
| c1 != c2 | Returns whether c1 differs from c2 (c1.real()!=c2.real() || c1.imag() !=c2 imag()). |
| c != 1.7 | Returns whether c differs from 1.7 (c.real() !=1.7 || c.imag() !=0.0) |
| 1.7 != c | Returns whether c differs from 1.7 (c.real() !=1.7 || c.imag() !=0.0) |
Other comparison operations, such as operator <, are not defined. Although it is not impossible to define an ordering for complex values, such orderings are neither very intuitive nor very useful. Note, for example, that the magnitude of complex numbers by itself is not a good basis to order complex values because two complex values can be very different and yet have identical magnitude (1 and -1 are two such numbers). An add hoc criterion can be added to create a valid ordering. For example, given two complex values c1 and c2, you could deem c1 < c2 when |c1| < |c2| or, if both magnitudes are equal, when arg(c1) < arg(c2). However, such a criterion invariably has little or no mathematical meaning.[3]
[3] Thanks to David Vandevoorde for pointing this out.
As a consequence, you can't use complex as the element type of an associative container (provided you use no user-defined sorting criterion). This is because associative containers use the function object less<>, which calls operator <, to be able to sort the elements (see Section 5.10.1,).
By implementing a user-defined operator < you could sort complex numbers and use them in associative containers. Note that you should be very careful not to pollute the standard namespace. For example:
template <class T> bool operator< (const std::complex<T>& c1, const std::complex<T>& c2) { return std::abs(c1)<std::abs(c2) || (std::abs(c1)==std::abs(c2) && std::arg(c1)<std::arg(c2)); }
Complex numbers provide the four basic arithmetic operations and the negative and positive signs (Table 12.5).
| Expression | Effect |
|---|---|
| c1 + c2 | Returns the sum of c1 and c2 |
| c + 1.7 | Returns the sum of c and 1.7 |
| 1.7 + c | Returns the sum of 1.7 and c |
| c1 - c2 | Returns the difference between c1 and c2 |
| c - 1.7 | Returns the difference between c and 1.7 |
| 1.7 - c | Returns the difference between 1. 7 and c |
| c1 * c2 | Returns the product of c1 and c2 |
| c * 1.7 | Returns the product of c and 1.7 |
| 1.7 * c | Returns the product of 1.7 and c |
| c1 / c2 | Returns the quotient of c1 and c2 |
| c / 1.7 | Returns the quotient of c and 1.7 |
| 1.7 / c | Returns the quotient of 1.7 and c |
| - c | Returns the negated value of c |
| + c | Returns c |
| c1 += c2 | Equivalent to c1 = c1 + c2 |
| c1 -= c2 | Equivalent to c1 = c1 - c2 |
| c1 *= c2 | Equivalent to c1 = c1 * c2 |
| c1 /= c2 | Equivalent to c1 = c1 / c2 |
Class complex provides the common I/O operators << and >> (Table 12.6).
| Expression | Effect |
|---|---|
| strm << c | Writes the complex number c to the ostream strm |
| strm >> c | Reads the complex number c from the istream strm |
The output operator writes the complex number with respect to the actual stream state with the format:
(realpart, imagpart)
In particular, the output operator is defined as equivalent to the following implementation:
template <class T, class charT, class traits> std::basic_ostream<charT, traits>& operator<< (std::basic_ostream<charT, traits>& strm, const std::complex<T>& c) { // temporary value string to do the output with one argument std::basic_ostringstream<charT, traits> s; s.flags (strm.flags()); // copy stream flags s.imbue (strm.getloc()); // copy stream locale s.precision(strm.precision()); // copy stream precision // prepare the value string s << '(' << c.real() << ',' << c.imag() << ')' << std::ends; // write the value string strm << s.str(); return strm; }
The input operator provides the ability to read a complex number with one of the following formats:
(realpart, imagpart) (realpart) realpart
If none of the formats fits according to the next characters in the input stream, the ios::failbit is set, which might throw a corresponding exception (see Section 13.4.4,).
Unfortunately, you can't specify the separator of complex numbers between the real and the imaginary parts. So if you have a comma as a "decimal point" (as is the case in German), I/O looks really strange. For example, a complex number with 4.6 as the real part and 2.7 as the imaginary part would be written as
(4,6,2,7)
See page 532 for an example of how to use the I/O operations.
Table 12.7 lists the transcendental functions (trigonometric, exponential, and so on) for complex.
| Expression | Effect |
|---|---|
| pow(c, 3) | Complex power c3 |
| pow(c, 1.7) | Complex power c1.7 |
| pow(c1, c2) | Complex power c1c2 |
| pow(1.7, c) | Complex power 1.7C |
| exp(c) | Base e exponential of c (ec) |
| sqrt(c) | Square root of c () |
| log(c) | Complex natural logarithm of c with base e (ln c) |
| log10(c) | Complex common logarithm of c with base 10 (lg c) |
| sin(c) | Sine of c (sin c) |
| cos(c) | Cosine of c (cos c) |
| tan(c) | Tangent of c (tan c) |
| sinh(c) | Hyperbolic sine of c (sinh c) |
| cosh(c) | Hyperbolic cosine of c (cosh c) |
| tanh(c) | Hyperbolic tangent of c (tanh c) |
This subsection describes all operations of class complex<> in detail. In the following definitions, T is the template parameter of class complex<>, which is the type of the real and the imaginary parts of the complex value.
complex:: value_type
The type of the real and the imaginary parts.
complex::complex ()
The default constructor.
Creates a complex value in which the real and the imaginary parts are initialized by an explicit call of their default constructor. Thus, for fundamental types, the initial value of the real and the imaginary parts is 0 (see page 14 for the default value of fundamental types).
complex::complex (const T& re)
Creates a complex value in which re is the value of the real part, and the imaginary part is initialized by an explicit call of its default constructor (0 for fundamental data types).
This constructor also defines an automatic type conversion from T to complex.
complex::complex (const T& re, const T& im)
Creates a complex value, with re as the real part and im as the imaginary part.
complex polar (const T& rho)
complex polar (const T& rho, const T& theta)
Both forms create and return the complex number that is initialized by polar coordinates.
rho is the magnitude.
theta is the phase angle in radians (default: 0).
complex conj (const complex& cmplx)
Creates and returns the complex number that is initialized by the conjugated complex value (the value with the negated imaginary part) of cmplx.
complex :: complex (const complex& cmplx)
The copy constructor.
Creates a new complex as a copy of cmplx.
Copies the real and imaginary parts.
In general, this function is provided as both a nontemplate and a template function (see page 11 for an introduction to member templates). Thus, in general, automatic type conversions of the element type are provided.
However, the specializations for float, double, and long double restrict copy constructors, so the less safe conversions from double and long double to float, as well as from long double to double, must be explicit and allow no other element type conversions:
namespace std { template<> class complex<float> { public: explicit complex(const complex<double>&); explicit complex(const complex<long double>&); // no other kinds of copy constructors ... }; template<> class complex<double> { public: complex(const complex<float>&); explicit complex(const complex<long double>&); // no other kinds of copy constructors ... }; template<> class complex<long double> { public: complex(const complex<float>&); complex(const complex<double>&); // no other kinds of copy constructors ... }; }
See page 534 for more information about the implications from this.
complex& complex::operator = (const complex& cmplx)
Assigns the value of complex cmplx.
Returns *this.
This function is provided as both a nontemplate and a template function (see page 11 for an introduction to member templates). Thus, automatic type conversions of the element type are provided. (This is also the case for the specializations that are provided by the C++ standard library.)
complex& complex::operator += (const complex& cmplx)
complex& complex::operator -= (const complex& cmplx)
complex& complex::operator *= (const complex& cmplx)
complex& complex::operator /= (const complex& cmplx)
These operations add, subtract, multiply, and divide the value of cmplx to, from, by, and into *this respectively and store the result in *this.
They return *this.
These operations are provided as both a nontemplate and a template function (see page 11 for an introduction to member templates). Thus, automatic type conversions of the element type are provided. (This is also the case for the specializations that are provided by the C++ standard library.)
Note that the assignment operators are the only functions that allow you to modify the value of an existing complex.
T complex :: real () const
T real (const complex& cmplx)
T complex::imag () const
T imag (const complex& cmplx)
These functions return the real or imaginary part respectively.
Note that the return value is not a reference. Thus, you can't use these functions to modify the real or the imaginary parts. To change only the real part or only the imaginary part you must assign a new complex number (see page 536).
T abs (const complex& cmplx)
Returns the absolute value (magnitude) of cmplx.
The absolute value is
T norm (const complex& cmplx)
Returns the squared absolute value (squared magnitude) of cmplx.
The squared absolute value is cmplx.real()2 + cmplx.imag()2.
T arg (const complex& cmplx)
Returns the angle of the polar representation of cmplx in radians.
It is equivalent to atan2(cmplx.imag(), cmplx.real()) as the phase angle.
ostream& operator << (ostream& strm, const complex& cmplx)
Writes the value of cmplx to the stream strm in the format (realpart, imagpart)
See page 539 for the exact behavior of this operation.
istream& operator >> (istream& strm, complex& cmplx)
Reads a new value from strm into cmplx.
Valid input formats are
(realpart, imagpart)
(realpart)
realpart
See page 539 for the exact behavior of this operation.
complex operator+ (const complex& cmplx)
The positive sign.
Returns cmplx.
complex operator- (const complex& cmplx)
The negative sign.
Returns the value of cmplx with the negated real and the negated imaginary parts.
complex binary-op (const complex& cmplx1, const complex& cmplx2)
complex binary-op (const complex& cmplx, const T& value)
complex binary-op (const T& value, const complex& cmplx)
All forms return a complex number with the result ofbinary-op.
binary-op may be any of the following:
operator + operator - operator * operator /
If a scalar value of the element type is passed, it is interpreted as the real part, with the imaginary part having the default value of its type (which is 0 for fundamental types).
bool comparison (const complex& cmplx1, const complex&, cmplx2)
bool comparison (const complex& cmplx, const T& value)
bool comparison (const T& value, const complex& cmplx)
Returns the result of the comparison of two complex numbers or the result of the comparison of a complex number with a scalar value.
comparison may be any of the following:
operator == operator !=
If a scalar value of the element type is passed, it is interpreted as the real part, with the imaginary part having the default value of its type (which is 0 for fundamental types).
Note that no operators <, <=, >, and >= are provided.
complex pow (const complex& base, int exp)
complex pow (const complex& base, const T& exp)
complex pow (const complex& base, const complex& exp)
complex pow (const T& base, const complex& exp)
All forms return the complex power of base raised to the expth power, defined as exp (exp*log(base)).
The branch cuts are along the negative real axis.
The value returned for pow (0,0) is implementation defined.
complex exp (const complex& cmplx)
Returns the complex base e exponential of cmplx.
complex sqrt (const complex& cmplx)
Returns the complex square root of cmplx in the range of the right halt plane.
If the argument is a negative real number, the value returned lies on the positive imaginary axis.
The branch cuts are along the negative real axis.
complex log (const complex& cmplx)
Returns the complex natural base e logarithm of cmplx.
When cmplx is a negative real number, imag(log(cmplx)) is pi.
The branch cuts are along the negative real axis.
complex log10 (const complex& cmplx)
Returns the complex base 10 logarithm of cmplx.
It is equivalent to log(cmplx)/log(10).
The branch cuts are along the negative real axis.
complex sin (const complex& cmplx)
complex cos (const complex& cmplx)
complex tan (const complex& cmplx)
complex sinh (const complex& cmplx)
complex cosh (const complex& cmplx)
complex tanh (const complex& cmplx)
These operations return the corresponding complex trigonometric operation on cmplx.
| I l@ve RuBoard |


#Genuary2021
January 8th
Prompt
Curve only.
Interpretation
There's nothing like a real straight line in nature; just curves. So the one content to go for, is something natural. And as a big thank you to my loving wife I use her favorite flower - the tulip - for today's prompt.
An interesting effect with this prompt is, that the plingo result seems to find a stable (yet swinging) end configuration.


burn a CD
`Prev `__
B
`Next `__
--------------
**burn a CD**: v.
To write a software or document distribution on a CDR. Coined from the
fact that a laser is used to inscribe the information by burning small
pits in the medium, and from the fact that disk comes out of the drive
warm to the touch. Writable CDs can be done on a normal desk-top machine
with a suitable drive (so there is no protracted release cycle
associated with making them) but each one takes a long time to make, so
they are not appropriate for volume production. Writable CDs are
suitable for software backups and for short-turnaround-time low-volume
software distribution, such as sending a beta release version to a few
selected field test sites. Compare `*cut a
tape* <../C/cut-a-tape.html>`__.
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EFA enquiries
Contact form https://form.education...
For all enquiries for the Education Funding Agency
Guidance
Information on the large programme uplift for academic year 2016 to 2017 and beyond.
This note sets out the conditions under which the EFA will pay a large programme uplift. It provides further information to institutions to support them in understanding and planning for the large programme uplift.
It also sets out the requirements for study programmes to meet the large programme uplift, that is, to be of high quality, and to provide students with substantial stretch and challenge.
The introduction of study programmes in academic year 2013 to 2014 funded full time programmes at an average of 600 hours. At that time Ministers recognised that there were a small number of study programmes that were necessarily much larger than 600 hours, in order to prepare students for work or some university courses.
A ministerial announcement in July 2014 set out the policy for a large programme uplift for the start of academic year 2016 to 2017. It was timed so that institutions would be aware of the arrangements when offering study programmes for the start of the academic year 2014 to 2015.
The purpose of the large programme uplift is to contribute to the costs of necessarily large study programmes where they are of high quality and provide substantial stretch and challenge.
Further information on the background to large programmes is below . The full ministerial statement can be found on GOV.UK.
The large programme uplift reflects that some study programmes are necessarily much larger than 600 hours.
The large programme uplift is by exception and is only available for high quality study programmes providing students with substantial stretch and challenge. For example programmes of 4 or more full A levels, the full level 3 International Baccalaureate (IB), and some large, level 3, Technical Baccalaureate (TechBacc) programmes. The uplift is paid where a set quality threshold is met.
Details about programmes which meet the TechBacc measure can be found on GOV.UK.
An uplift of either 10% or 20% to the full time national funding rate per student will be applied to large programmes that meet the criteria set out in this note. The 10% and 20% uplifts will be calculated based on the national funding rate for the relevant academic year.
The uplift is only paid for 2 years for each student aged 16 and 17, that is academic years 12 and 13 only. Those large programmes taking longer than 2 years generate no additional uplift.
The large programme uplift only applies to those 16 and 17 year olds studying on large programmes that meet the size and achievement criteria set out in this note.
Students aged 19 to 24 who have an Education Health and Care Plan (EHCP) can qualify for a large programme uplift.
Students on traineeships, apprenticeships, and supported internships do not qualify for a large programme uplift.
Large A level programmes (identified by A2 qualifications and the new 2 year linear A level qualifications) will attract an uplift.
AS levels do not count towards the large programme uplift. A2 levels or linear A levels in General Studies and Critical Thinking are also not included. Other than advising these 2 subjects are excluded, we do not expect to give detailed advice on the content or delivery of large programmes.
A Pre U Principal or Research subject certificate graded at M1 or higher (not including 1 year short programmes) is equivalent to 1 A level for the purpose of the uplift. The Pre U certificate has to be part of a programme that is equivalent to 4 A levels or more to qualify.  Pre Us are listed on Learning Aims Reference Service (LARS) and can be found by searching for “ Pre U ”.
Students who achieve 4 full A2 or linear A level qualifications at grade B or better, in each A level, will qualify for an uplift of 10% to the full time national funding rate for the academic year in which the allocation is made.
Students who achieve 5 full A2 or linear A level qualifications at grade B or better, in each A level, will qualify for an uplift of 20% to the full time national funding rate for the academic year in which the allocation is made.
A student who is enrolled on a study programme of 5 full A levels but only achieved grade B or better in 4 of them will attract the 10% uplift.
The full level 3 International Baccalaureate Diploma is necessarily a large programme as the International Baccalaureate Organisation (IBO) stipulates that the teaching time for the IB must add up to 1450-1500 hours across the 2 years of the programme.
Students who complete the full level 3 Diploma and achieve 28 or more points will attract a 20% uplift to the full time national funding rate for the year in which the allocation is made. 28 points is broadly equivalent to grade B at A level.
If a student achieves a pass with 24 points, but does not achieve 28 points, then no uplift will be paid.
The combination of qualifications recognised by the TechBacc performance tables measure can attract an uplift.
The uplift applies to large TechBacc programmes which include a qualification in the Tech level performance table category, a level 3 maths qualification and an Extended Project Qualification.
Details of programmes which meet the TechBacc measure are available on GOV.UK.
There will be a 10% uplift to the national funding rate per student for full TechBacc programmes that are the equivalent of 4 A levels in size.
A 10% uplift to the full time national funding rate, for the academic year in which the allocation is made, will be paid for students who successfully complete TechBacc programmes that include the extended project qualification and either
Note that GLH (guided learning hours) are awarding body recommended hours and are only used for the purpose of identifying large programmes, funding is based on planned hours.
There will be a 20% uplift to the national funding rate per student for full TechBacc programmes that are the equivalent of the full level 3 IB or larger.
A 20% uplift to the full time national funding rate, for the academic year in which the allocation is made will be paid for students who successfully complete TechBacc programmes that include the extended project qualification and either
Note that GLH (guided learning hours) are awarding body recommended hours and are only used for the purpose of identifying large programmes, funding is based on planned hours.
The Tech level performance table category covers rigorous advanced technical qualifications at level 3, on a par with A levels and recognised by employers. They equip students with specialist knowledge and skills, enabling entry to an Apprenticeship, other skilled employment or a technical degree.
The qualifications falling within this category are published annually by DfE .
For programmes taught from September 2014 (such as reported in performance tables in 2016), the TechBacc measure includes the following maths qualifications
For programmes taught from academic year 2015 to 2016 (reported in the 2017 performance tables published in early 2018), the following maths qualifications will be included in the TechBacc measure
The list of approved core maths qualifications can be found on GOV.UK
We are not planning to take into account the grade achieved for any of the elements of the TechBacc until grading is a requirement for all 3 types of qualification within the TechBacc measure.
Attainment data arising from the examination of these qualifications in academic year 2017 to 2018 will be used to calculate allocations from academic year 2020 to 2021, as the attainment data from academic year 2016 to 2017 will not be available until early 2019. This is too late for the 2019 to 2020 allocations. Prior to 2020 to 2021 allocations payment will be calculated on the number of students passing all 3 qualifications.
General information about the TechBacc policy is available in the TechBacc policy statement .
16-19 performance table measures can be found within the accountability measures via this link to the Technical Guidance .
| Uplift % | Applies to |
|---|---|
| 10% | the base funding rate per student where the student passes 4 A2 or full linear A levels (other than General Studies and Critical Thinking) at grade B or above |
| 20% | the base funding rate per student where the student passes 5 A2 or full linear A levels (other than General Studies and Critical Thinking) at grade B or above |
| 20% | to the base funding rate per student for the full level 3 International Baccalaureate Diploma where the student achieves 28 points or above |
| 10% | the base funding rate per student for large TechBacc programmes that are the equivalent of 4 A levels in size, where the student passes all of the qualifications, and include a level 3 maths qualification and extended project such as a) A level Maths and a Tech level that is a minimum of 900 GLH or b) AS/Core Maths and a Tech level that is a minimum of 1050 GLH |
| 20% | the base funding rate per student for large TechBacc programmes that are the size of the full level 3 International Baccalaureate, where the student passes all of the qualifications, and include a level 3 maths qualification and extended project such as a) A level Maths and a Tech level that is a minimum of 1020 GLH or b) AS/Core Maths and a Tech level that is a minimum of 1170 GLH |
The uplift will operate in the existing lagged system, that is, lagged student numbers based on the previous academic year as recorded in the autumn school census, ILR R04 and end year HESA data.
The students attracting the large programme uplift will be separately identified from the last full year for which we have historic attainment data and split into those attracting the 10% uplift and those attracting the 20% uplift. Students will be identified through their learning aims recorded for year 12 and the uplift will be doubled to apply the uplift for 2 years.
From this data a total uplift funding value will be calculated and added to the end of the funding formula. The uplift will be applied after retention, programme cost weighting and disadvantage has been applied to the national funding rate per student. The uplift will attract the area cost uplift where it applies.
Figure 1 – Example: How the uplift relates to the funding formula
MS Word Document , 34.9KB
If you use assistive technology (eg a screen reader) and need a version of this document in a more accessible format, please email<EMAIL_ADDRESS>. Please tell us what format you need. It will help us if you say what assistive technology you use.
As the criteria for implementation of the uplift includes student attainment, which will rely on data matched in from the National Pupil Database, there will be a 3 year lag. This means, for example, that for allocations for the academic year 2016 to 2017 we will use attainment data from 2013 to 2014.
Institutions will receive detailed advice applicable to each academic year in the general advice note supplied with their allocation.
There are no additional data collection requirements for the large programme uplift. All large programmes must be accurately recorded in funding data to meet the criteria for the uplift in future funding allocations. This is because funding of large programmes is based on prior years’ data. Therefore aims must be entered accurately. There is no additional data checking process for the large programme uplift.
Institutions that believe this methodology does not reflect their delivery will be able to submit business cases in the allocations window (announced each year). Successful challenge to a large programme uplift must demonstrate that the EFA has not correctly interpreted historical attainment data. Incorrect recording of data is not grounds for a successful challenge.
Funding for 16-19 year olds changed from academic year 2013 to 2014 with the introduction of study programmes and funding per student, as recommended by Professor Alison Wolf in her review of vocational education , which can be viewed on GOV.UK.
600 hours per academic year is the average number of hours in a full time study programme. However there have been concerns that some programmes over 600 hours would be discontinued due to funding not being sufficient for institutions to continue to teach programmes necessarily much larger than 600 hours.
It is important to note that the concern was for a specific set of programmes that would be lost, not for all programmes larger than 600 hours. At that time Ministers recognised that there were a small number of study programmes that were necessarily much larger than 600 hours, in order to prepare students for work or some university courses. It was also recognised that some careers, such as medicine, physics/maths/engineering and some skills/technically based careers demand stretching entry standards.
The July 2014 announcement by Minister of State for Skills and Equalities Nick Boles MP said additional funding would be available to institutions to fund programmes that stretch and challenge their most able students.
In his ministerial statement on 22 July Nick Boles said
“Our funding should support all young people to fulfil their potential. And it is vital that schools are encouraged to offer their brightest students the broadest possible range of qualifications at age 16.
“Alongside reforms to academic and technical qualifications, this announcement demonstrates our support for schools and colleges to stretch and challenge all their students.”
Contact form https://form.education...
For all enquiries for the Education Funding Agency
Published: 15 December 2014
Updated: 23 September 2016


Renting is a big decision and it’s important to know what it will mean for you. Even if you’re just exploring the idea, having an estimate of your rent proceeds can help with your decision. Our net proceeds calculator gives you an estimate of how much cash in hand you will have when you rent your home and factors in the various inputs that are included when calculating the bottom line.


ENQUIRE
QUIZ CLUB
THE OFFICIAL QUIZZING, TECH AND TRIVIA CLUB OF NIT CALICUT.
contact usFrequently organised many quizzes with contemporary ideas to attract the participants and entertain them. Interaction with the world and the enthusiasts was highly successful through online and offline modes.
Gained huge participation and popularity through our social media and honoured our winners with many supreme prizes and innovative rewards..
We are the brainchild of a dedicated group of quizzers at NIT Calicut. Established in 2002, we are synonymous with our signature events during Tathva and Ragam, and Enquire Quiz Leagues. We conduct about 15 quizzes every year. Enquire Quiz Club, being the quiz club of NITC, holds quizzes across the state and works to expand its frontier every year. Besides the presence of alumni in IIMs and other national level institutes, Enquire has also consistently maintained its position as the biggest quiz club in the state.
Read More


Starting XI: Barca v Celta Vigo
by SL InternationalLaLiga
Teams: Barcelona v Celta Vigo
Date: 09 November 2019
Venue: Camp Nou
After being jeered by the own supporters this week, LaLiga leaders FC Barcelona aim to get back on the winning trail with the visit of Celta Vigo on Saturday evening - Here's how they line up.
The match is scheduled to get underway at 22h00.
The Catalan giants endured a frustrating evening on Tuesday after being held to a goalless draw by Slavia Praha in the UEFA Champions League, which left the home crowd unhappy.
The stalemate comes after a disappointing 3-1 loss at the hands of Levante last weekend, which saw Real Madrid and Sociedad move level on points with the Catalan outfit.
Celta Vigo, meanwhile, will be eager to back to winning ways as they come into the encounter on the back of a four successive loss in the Spanish top flight.
When these two sides last met, it was Celta who claimed a 2-0 victory at the Abanca-Balaídos although Ernesto Valverde's claimed the spoils in this fixture last season.
Here's how they line up:
FC Barcelona: Ter Stegen; Junior, Umtiti, Piqué, Semedo; Sergi Roberto, De Jong, Arthur; Ansu Fati, Griezmann, Messi.
Celta Vigo: Blanco, Juncà, Mallo, Aidoo, Olaza, Araujo, Beltrán, Diop, Lobotka, Aspas, Sisto.


Students
| Getting Started | |
| Don't worry, it's light reading. |
| Install Hypervisor | |
| You need something to run your virtual machines. |
| Download VM image | |
| Get your course specific virtual machines here! |
| Help | |
| Didn't go like in the movies? Try here! |


Company profile - Canadian Company Capabilities
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BC Contacts Directory
Mailing Address:
2225 Holdom AveBurnaby, British Columbia
V5B 0A1
Location Address:
2225 Holdom AveBurnaby, British Columbia
V5B 0A1
Tel.:<PHONE_NUMBER>
Fax:
Company Profile
BC Contacts is a British Columbia, Canada business directory & company/contact research software tool enabling you as a CASL (Canada Anti-Spam Legislation) compliant business developer to save time identifying and qualifying prospective clients, their pain points and business needs.
Find companies by industry, company name, street address, city, postal code, etc. Find contacts by industry, contact name, company name, title, email and phone number. Contact titles include Owner, Founder, President, VP, CEO, CFO, CIO, COO, CTO, Director of Marketing, Executive Director, General Manager, Marketing Manager, Sales Manager, etc.
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BC Contacts frees you from having to contact prospective clients or business partners at random so that you can instead concentrate on those predisposed to doing business with you.
Find new contacts and business leads in more than 100 business sectors, including:
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CASL (Canada Anti-Spam Law) Compliant Marketing Resource
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Computer Retailer / Computer Service / Computer Repair
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Conference, Trade Show, Convention, Exhibition Services
Construction / General Contractor / Builder / Property Developer
Consulting
Co-op / Internship / Practicum Placement
Dental Laboratory / Dental Supplies / Dental Ceramics
Dentist / Dental Clinic / Dental Hygienist / Dental Assistant / Dental Technician
Doctor / Physician / Surgeon / Medical Clinic / Surgeon / Hospital
Education / Education Management
Educational Institution
e-Learning / Online Training / Online Course
Electronics / Electrical
Energy
Engineering
Engineering / Construction / Architectural Design Project Management
English School / ESL Class / English Tutoring / ESL Education
Entertaining / Exciting / Fun
Environmental Conservation, Defense, Research / Ecological Protection
Environmental Consulting, Assessment, Testing
Environmentally Friendly, Non-Toxic / Less Toxic, Safer Products
Eye Care / Vision Care / Eyeglasses / Contact Lens / Eye Exam / Optometrist
Film / Video Production
Financial Services / Financial Management / Financial Planning Consultant / Fundraising
First Aid and Safety Training, Products, Attendants / Emergency Management
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Fitness Centre / Gym / Fitness Training / Personal Training
Flooring / Floor Coverings / Floor Supplies /
Flowers / Floral Distributor / Flower Shop / Floriculture
Food Production, Processing and Distribution
Forest Products / Wood Products / Wood Working
Funeral Home / Funeral Services / Cemetery / Cremation / Crematorium
GIS / GPS / Geospatial Data, Mapping
Glass - Architectural, Auto, Commercial and Residential Glass Repair and Installation
Golf Course / Golf Club / Golfing
Government / Government Agency
Graphic Design
Health Care - Private, For-Profit
Health Care - Public, Non-Profit
Hotel, Hotel Management, Motel, Resort, Apartment, Housing
HVAC, Heating, Ventilation, Air Conditioning, Refrigeration
Immigration Consulting / Immigrant Settlement Services
Information Systems Security / Compliance Auditing
Information Technology / IT Services
Insurance / Insurance Broker
Interior Design / Office Design
Internet Service Provider (ISP)
Interpretation / Translation
ISO 27001, ISO 9001, ISO 14001 Compliance Auditor / Consultant
ISO 27001, ISO 9001, ISO 14001 Compliant
Job Seeker Support / Employment Services / Career Development Practitioner Resources
Law Firms and Legal Services
Lighting Supplies, Service, Design, Manufacturing
Linen / Laundry / Uniform Service
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Marketing / Market Research / Promotional Services
Mining / Mine Operator, Mining Equipment, Expertise and Supplies
Municipality / Municipal Affairs / Local Government
Non-Profit / Volunteer / Charitable / Non-profit Organization Management
Office Equipment and Supplies including Printers
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Retailer, Wholesaler or other Distributor
Roofing Contractor / Commercial and Residential Roof Repair and Construction
Security Systems Sales, Support and Services
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Wireless and Wired (including fibre) Telecommunications
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Full profile
Full profile
Contact information
Company description
519130 - Internet Publishing and Broadcasting, and Web Search Portals
561490 - Other Business Support Services
Product / Service / Licensing
* Sales and Marketing Professionals / Service Providers and Distributors needing the most up to date information for British Columbia companies and their key decision makers.
* Investors or Workers to find a BC based company to partner with or employ them
* Purchasing Agents to track down a local supplier
BC Contacts positions you to find better sales leads faster by providing you with the information you need to find and qualify prospects.
BC Contacts is top-rated companies and contacts business development resource.
Better Quality Company & Contact Information => More Qualified Leads => Increased Sales
Please see www.bccontacts.net for details, and to obtain a free evaluation copy.
Technology profile
Sector information
Total plant size:
Distribution of employees:
100% in Vancouver, British ColumbiaThird-Party Information Liability Disclaimer
Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.
Contacts
Contact information
Description
Company description
519130 - Internet Publishing and Broadcasting, and Web Search Portals
561490 - Other Business Support Services
Products, services and licensing
Product / Service / Licensing
* Sales and Marketing Professionals / Service Providers and Distributors needing the most up to date information for British Columbia companies and their key decision makers.
* Investors or Workers to find a BC based company to partner with or employ them
* Purchasing Agents to track down a local supplier
BC Contacts positions you to find better sales leads faster by providing you with the information you need to find and qualify prospects.
BC Contacts is top-rated companies and contacts business development resource.
Better Quality Company & Contact Information => More Qualified Leads => Increased Sales
Please see www.bccontacts.net for details, and to obtain a free evaluation copy.


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BM25()
BM25(doc, k, b)
- k (number, optional): calibrates the text term frequency scaling, the default is
1.2. A k value of 0 corresponds to a binary model (no term frequency), and a large
value corresponds to using raw term frequency
- b (number, optional): determines the scaling by the total text length, the default
is 0.75. At the extreme values of the coefficient b, BM25 turns into ranking
functions known as BM11 (for b =
1
, corresponds to fully scaling the term weight by
the total text length) and BM15 (for b = 0
, corresponds to no length normalization)
Sorts documents using the
Best Matching 25 algorithm.
See the
BM25()
section in ArangoSearch Scorers
for details.


Finally, an app where you can rent and lend out the items you own. Introducing Use My Tech , the newest and most easiest to use peer-to-peer rental market place .
Browse through tons of items for rent.
Schedule rental for as long as you need.
Enjoy your rental as you please.
Return item in its original conditions


Modi invites Hasina to watch India-Bangladesh Test at Eden Gardens
by bdnews24.comIndian Prime Minister Narendra Modi has invited his Bangladesh counterpart Sheikh Hasina to watch a Test match between India and Bangladesh in Kolkata
The first-ever pink-ball day-night Test between the two nations is scheduled to start on Nov 22 at the Eden Gardens.
Modi formally wrote to Hasina inviting her to attend the inaugural event of the match on Wednesday night, Foreign Minister AK Abdul Momen told a news conference in Dhaka on Thursday.
Hasina agreed to attend the event and she would return home the same night, Momen said.
However, Modi will not be able to attend the event due to his-prescheduled programme, he said.
Earlier, Hasina had shown interest to attend the match at the invitation of Sourav Ganguly, now president of India's cricket board.


{% if portfolio_items %} {% for portfolio_item in portfolio_items %} {% load wagtailcore_tags wagtailimages_tags %}
Nothing here yet. I'm probably updating it right now. Please try back later :D


At the initial 'Main Menu' screen tap the button titled 'Play'
This will bring to a menu that will allow you to choose between 'Single Player,' '2P Pass&Play,' 'Quick Mission,' or returning back to the main menu.
In the future an online multiplayer option will be present.
You will be playing alone against the computer AI.
The difficulty you have set in options will determine the maximum number of an enemy aliens that will spawn per turn.
One player will control the humans and the other player will control the aliens.
Difficulty settings will also effect the number of spawns the alien player will receive per turn.
A single player option in which you will be dropped into a randomly selected mission either from the stock maps that ship with Intrinisic Violence or from your custom maps collection.
The first option you can configure is your player name. This is used for tagging your custom maps as having been created by you and will also be used in the future if online multiplayer support is added.
Your difficulty settings modifies the number of alien spawns that are allowed per turn. Easy is -1 from the map specified amount, Normal makes no changes, Hard adds +1 spawn, and Elite adds +2 spawns per turn from the number specified for that map.
No matter the map settings the number of alien spawns will never be less than 1 per turn and never exceed 5 per turn.
There are three settings available for lighting.
OFF (Fasted): turns off lighting calculations, which will increase performance marginally on devices with less processing power.
Flat Shading: will shade each cell on the map consistently across that cell, performance impact is mostly negligible even for Android 2.3.3 era devices.
Smooth Shading: is the slowest setting in which the lighting attributes of a cell are smoothed across the area of that cell. It produces the most visually appealing results but is the slowest performance-wise.
You may turn SFX on or off. The volume is controlled via your device's media volume settings.
You may turn Music OFF, specify low volume, or specify normal volume. 'Low' volume will play at half of your media volume settings to provide just ambience. 'Normal' will play at the volume of your media volume settings.
Intrinsic Violence is a turn-based strategy game,
The first key item to point out is that each turn is limited in length, at 3 minutes to complete your turn. While often more than enough time, you will find yourself periodically having to make decisions quickly against the clock. You may manually end your turn by pressing the 'End Turn' button in the bottom right of the screen.
Each 'piece' on the board gets a certain number of 'Action Points' which are spent performing actions such as moving, shooting, operating doors, or unjamming weapons.
A human piece will normally have 4 action points while an alien piece will normally have 6 action points.
You are not required to spend all of your action points for a particular piece in a single sitting, you may freely change piece selections at any time and resume control of the previous piece - ie. you may first move one piece out of the way of another so it can move past, and then move that original piece back into position.
During your turn either tap on a piece of yours on the in-game map, or on the listing card for it in your roster on the left.
The roster lets you know whose selected by highlighting them in GREEN and showing those that are dead in RED. You may still tap on a dead roster card to find the corpse should you want to send a medic.
You can also see what weapon/s they have equipped and how much ammunition they have in their current magazine and know what how many of what kind of grenade they are carrying.
Notes: There are buttons for 'View Info' and 'View Inventory' for human characters in a roster. 'View Info' will give you a summary of that unit's skills. 'View Inventory will let you see what gear they have with them and what is equipped.
This will bring up a list of actions (listed with their cost to perform as well) that the piece may perform in the top-right.
Additionally, on the map will be displayed indicated cells which you may tap to move, turn, or perform special actions.
A square with a 'straight arrow' icon idicates that you tap there to move your piece into that position.
A square with a 'circular arrow' icon indicates that you may tap there to turn your selected piece to face that direction.
Example special actions would include 'Vault' which allows your piece to jump over a piece blocking its' way, and 'Demolish' which will destroy alien map entrance points to prevent them from spawning at that point in the future.
The actions that are not map related are displayed in a list at the top right.
Only those Actions your piece has Action Points to afford will be displayed.
Burn - 2AP: a piece with a flamethrower may perform this action to fire without having a target. Use this to block directions of approach preemptively.
Close Door - 1AP: closes any open doors in squares neighboring the selected piece.
Reload Weapon - 2AP: reloads ammunition for active weapon. Depletes 1 ammo magazine as well.
Unjam Weapon - 1AP: unjams a weapon that has jammed (refer to the following section for status indicators.
Revive Fallen - 4AP: if the piece has the 'Medical' skill he may revive dead comrades in neighboring squares with a 50% success rate.
Ready Grenades - 0AP: shows 'bomb' indicators on the map at places where you may toss a grenade by tapping the indicator.
Putaway Grenades - 0AP: stops showing the 'bomb' indicators on the map at places where may toss a grenade by tapping the indicator.
 This allows you to double up your firepower.
Stand Up - 0AP: remove the crouching status of the piece.
Stand Guard - 2AP: the piece will enter guard mode. While in guard mode it will open fire on any enemy piece that moves/turns/attacks within it's line of sight. Any non-firing action will terminate guard mode automatically.
Stop Guard - 0AP: generally unnecessary, as movement and other actions will cease guard mode automatically.
Note that if a piece starts the turn in guard mode, and then unjams or reloads its' weapon, it will no longer be in guard mode and you will have to spend 2 Action Points to put the piece back into guard mode.
Be careful with grenades, you may accidentally kill a few of your own pieces that are in proximity of the blast sight.
Shooting: With a piece selected tap on an enemy piece to shoot at it. The selected piece must have an unblocked line of sight with a 90 degree arc from it's current facing.
Melee: you cannot shoot at pieces which are in direct contact on the N/S/W/E axes. Tapping on the piece will result in a melee combat. This is not advised when playing as a human, with the exception of certain pieces with melee focused load-outs.
Melee is the only means most aliens have to attack, while it is the least desireable situation to attack in for most humans.
Every UNIQUE attacker who attacks a piece in melee combat during a turn will reduce the results of the victim's close combat rolls by -1.
This means if engaged by a second alien from another direction, the defending human will receive a -1 to his 1d6 close combat roll.
If engaged from the front, melee combat goes both ways and the attacker has a chance of being killed. If attacked from any other side the defender may not attack back, but if the defender survives he will be reoriented to face that attacker should it attack again.
If engaged from the back-side, the defender gets an additional -1 to their close combat roll, on top of any other penalties for multiple attackers that turn.
Weapons come in several different classes and are all have randomly generated attributes. This may be a close combat bonus, ammo clip size, bonus damage, etc./p>
Light Machine Gun Class Weapons: The standard class of equipment. No real perks. Magazine sizes will vary per model.
Heavy Machine Gun Class Weapons: The advantage of a HMG is that is designed for sustained rapid fire. Therefore any shots fired that hit the target will not cost any Action Points.
However, once you've fired a heavy machine gun, the piece will no longer be able to move, aside from turning in place.
You can gun down a whole lot of targets around you, but you become an almost sitting duck.
Flamethrower Class Weapons: unleash a short distance cone of fire that will persist for 2-3 turns depending on the model received. Has tactical significance for clearing rooms, blocking enemy approach, blocking enemy Line of Sight, and sometimes completing objectives.
Pistol Class Weapons: their small size confers a +1 bonus in melee combat. Not very common typically.
Sword Class Weapons: derived from monomolecular utility blades. Adds a bonus dice-roll to close combat and a chance to 'block' enemy attacks in melee combat. Makes close combat less suicidal.
Ripper Class Weapons: similar to the 'Katar daggers' of ancient earth. Provides 2 bonus dice-rolls in close combat and a +1 to the final result. This is the best way to engage in close combat. However, they cannot be wielded along with a firearm.
Frag Grenades: thrown via 'Readying Grenades' from the action list and tapping a valid square with the bomb icon displayed.
Smoke Grenades: thrown via 'Readying Grenades' from the action list and tapping a valid square with the bomb icon displayed. The target square and the neighboring squares will be consumed with smoke. Smoke blocks Line of Sight, so should only be used against enemies with ranged combat capabilities.
Incediary Grenades: throw via 'Readying Grenades' from the action list and tapping a valid square with the bomb icon displayed. The target square and the neighboring squares will be set on fire. Fire prohibits safe movment (3+ on a d6 chance of being wounded) and blocks Line of Sight.
In the roster list on the left, there is a button for 'Inventory' which will bring up a list of what gear your piece is carrying.
Items that are equipped with be highlighted in GREEN.
You may unequip these by tapping the unequip button beside the label
You may also equip an item that isn't equipped by tapping the 'Equip' beside the label.
Gear conflicts are resolved automatically in the simplest manner possible. So you need not unequip in order to equip something else.
There is also an 'Info' button for each item which will bring up a textual description of the item. This description will cover information such as magazine size, number of clips left, bonus, and detriments.
You may loot on squares that contain either a human corpse or contains a depiction of firearms / alien relics within the tile.
When looting from a corpse be aware that if you take their weapons they will not be eligible for 'Revive Fallen' from someone with the 'Medical' ability. You're safe to just take their grenades though.
The option to loot appears in the Actions Menu in the upper right when you are standing on a square that you may loot.
Tapping the 'Loot' button will bring up a list of items that you may take from the square
To take an item just tap the 'Take' button to the right of the listed item.
Human characters will receive between 2 and 3 randomly selected skills.
Close Combat: +1 to close combat rolls per level.
Marksmanship: + 1 to hit when shooting per level.
Medical: receives the 'Revive Fallen' Action which can be used to revive dead pieces. Base 50% chance, +10% per level
Agile: receives the 'Vault' action which is a map action that is used to 'jump' over pieces in the way of this piece.
Efficiency: gets +1 AP per level, for 5 Action Points added max.
Survival: works in tandem with Medical skill, increases the odds of successfully being revived significantly.
Piloting: may activate and use power-suit armor if available.
Demolitions: adds the Demolish map action to this piece, which allows it to destroy alien spawn points. Pretty risky getting that close to a spwan though.
Science Engineering: this piece will repair generators much more quickly than others.
Science Alien: may equip alien relics as a powerful weapon.
Scavenger: gets improved results from looting tiles with loot.
Robotics: this piece is able activate robotic drones to join the team. If this piece is lost, all active drones will cease operation unless someone else also has Robotics lvl1+. 1 drone per level.
At the top of the roster is a button labeled 'Objectives.' Clicking this will bring up a list of conditions which you much satisfy to be deemed the victor of the mission.
Some objectives will have a 'Show On Map' options beside them, this will center your view at least one instance of a target for that objective and also show objectives of the type as markers on the in-game map.
It's advised to take advantage of the first turn to review your objectives thoroughly if they were not covered in the mission description. The first turn is generally the safest in most cases and will be more about moving into an initial position than anything else.
The game will start as the human player's turn. Once the player has completed their turn by either time-out or manually ending the turn a message box will appear telling the human player to pass the device to the alien player.
The alien player's turn is split into two parts discussed below.
The alien player plays what may be called a sort of '2 turns.'/p>
The first stage of the alien player's turn is to place new alien spawns, spawn points will be indicated in green and show a 'cracked egg' icon.
Once all aliens are spawned, or there are no 'un-blocked' available spawn points (those that have been destroyed or have an alien already standing their recently spawned) the next stage will begin.
The second stage is identical to playing as a human player in regards to moving pieces and engaging in combat.
Once the alien player is done or time has run out, a message will appear telling the player to pass the device to the human player.
This will repeat until someone wins


Why take so much pressure?
When you can do so much the next day
The sun will shine for a reason
What must wake up is you!
The moment is now, the moment to live
Why worry when you are the one?
There is enough time per second
What must rise is the will in you!
I take nothing for granted
Why take a risk when unnecessary
There is life occupied in you
What must be broken is the walls!
The game is for the winners
Why lose the game when you can win
Sometimes, losers has the greatest spirit
What must be taken is the teachings!
--> Tags


Combine brown rice and quinoa; divide among 4 single-serving containers with lids. Top with chicken, cilantro and scallions, dividing evenly. Seal containers and refrigerate for up to 4 days.


Apache HTTP Server 版本2.2
| 说明 | 提供文件描述符缓存支持，从而提高Apache性能 |
|---|---|
| 状态 | 实验(X) |
| 模块名 | file_cache_module |
| 源文件 | mod_file_cache.c |
mod_file_cache
, so read this document
carefully.
Caching frequently requested files that change very
infrequently is a technique for reducing server load.
mod_file_cache
provides two techniques for caching
frequently requested static files. Through configuration
directives, you can direct mod_file_cache
to either
open then mmap()
a file, or to pre-open a file and save
the file's open file handle. Both techniques reduce server
load when processing requests for these files by doing part of the work
(specifically, the file I/O) for serving the file when the
server is started rather than during each request.
注意：You cannot use this for speeding up CGI programs or other files which are served by special content handlers. It can only be used for regular files which are usually served by the Apache core content handler.
This module is an extension of and borrows heavily from the
mod_mmap_static
module in Apache 1.3.
mod_file_cache
caches a list of statically
configured files via MMapFile
或CacheFile
directives in the main server configuration.
Not all platforms support both directives. For example, Apache
on Windows does not currently support the MMapStatic
directive, while
other platforms, like AIX, support both. You will receive an error
message in the server error log if you attempt to use an
unsupported directive. If given an unsupported directive, the
server will start but the file will not be cached. On platforms
that support both directives, you should experiment with both to
see which works best for you.
MMapFile
directive of mod_file_cache
maps a list of
statically configured files into memory through the system call
mmap()
. This system call is available on most modern
Unix derivates, but not on all. There are sometimes system-specific
limits on the size and number of files that can be
mmap()
ed, experimentation is probably the easiest way
to find out.
This mmap()
ing is done once at server start or
restart, only. So whenever one of the mapped files changes on the
filesystem you have to restart the server (see the Stopping and Restarting documentation).
To reiterate that point: if the files are modified in place
without restarting the server you may end up serving requests that
are completely bogus. You should update files by unlinking the old
copy and putting a new copy in place. Most tools such as
rdist
和mv
do this. The reason why this
modules doesn't take care of changes to the files is that this check
would need an extra stat()
every time which is a waste
and against the intent of I/O reduction.
CacheFile
directive of mod_file_cache
opens an active
handle或file descriptor to the file (or files)
listed in the configuration directive and places these open file
handles in the cache. When the file is requested, the server
retrieves the handle from the cache and passes it to the
sendfile()
(or TransmitFile()
on Windows),
socket API.
This file handle caching is done once at server start or
restart, only. So whenever one of the cached files changes on
the filesystem you have to restart the server (see the
Stopping and Restarting
documentation). To reiterate that point: if the files are
modified in place without restarting the server you
may end up serving requests that are completely bogus. You
should update files by unlinking the old copy and putting a new
copy in place. Most tools such as rdist
和mv
do this.
Don't bother asking for a directive which recursively
caches all the files in a directory. Try this instead... See the
Include
directive, and consider
this command:
find /www/htdocs -type f -print \
| sed -e 's/.*/mmapfile &/' > /www/conf/mmap.conf
| 说明 | Cache a list of file handles at startup time |
|---|---|
| 语法 | CacheFile file-path [file-path] ... |
| 作用域 | server config |
| 状态 | 实验(X) |
| 模块 | mod_file_cache |
CacheFile
directive opens handles to
one or more files (given as whitespace separated arguments) and
places these handles into the cache at server startup
time. Handles to cached files are automatically closed on a server
shutdown. When the files have changed on the filesystem, the
server should be restarted to to re-cache them.
Be careful with the file-path arguments: They have
to literally match the filesystem path Apache's URL-to-filename
translation handlers create. We cannot compare inodes or other
stuff to match paths through symbolic links etc.
because that again would cost extra stat()
system
calls which is not acceptable. This module may or may not work
with filenames rewritten by mod_alias
或mod_rewrite
.
CacheFile /usr/local/apache/htdocs/index.html
| 说明 | Map a list of files into memory at startup time |
|---|---|
| 语法 | MMapFile file-path [file-path] ... |
| 作用域 | server config |
| 状态 | 实验(X) |
| 模块 | mod_file_cache |
MMapFile
directive maps one or more files
(given as whitespace separated arguments) into memory at server
startup time. They are automatically unmapped on a server
shutdown. When the files have changed on the filesystem at
least a HUP
或USR1
signal should be send to
the server to re-mmap()
them.
Be careful with the file-path arguments: They have
to literally match the filesystem path Apache's URL-to-filename
translation handlers create. We cannot compare inodes or other
stuff to match paths through symbolic links etc.
because that again would cost extra stat()
system
calls which is not acceptable. This module may or may not work
with filenames rewritten by mod_alias
或mod_rewrite
.
MMapFile /usr/local/apache/htdocs/index.html


|
|
flag | inerr |
| |
|
ftnint | inunit |
| |
|
char * | infile |
| |
|
ftnlen | infilen |
| |
|
ftnint * | inex |
| |
|
ftnint * | inopen |
| |
|
ftnint * | innum |
| |
|
ftnint * | innamed |
| |
|
char * | inname |
| |
|
ftnlen | innamlen |
| |
|
char * | inacc |
| |
|
ftnlen | inacclen |
| |
|
char * | inseq |
| |
|
ftnlen | inseqlen |
| |
|
char * | indir |
| |
|
ftnlen | indirlen |
| |
|
char * | infmt |
| |
|
ftnlen | infmtlen |
| |
|
char * | inform |
| |
|
ftnint | informlen |
| |
|
char * | inunf |
| |
|
ftnlen | inunflen |
| |
|
ftnint * | inrecl |
| |
|
ftnint * | innrec |
| |
|
char * | inblank |
| |
|
ftnlen | inblanklen |
| |
Definition at line 90 of file f2c.h.
The documentation for this struct was generated from the following file:


Data table sorted on Gender and Birthyear.
Page 1
Id
Name
Developer
Publisher
Release date
Number sold
Data table sorted on Gender and Birthyear.
Page 2
Id
Name
Developer
Publisher
Release date
Number sold


Zumo E2E Test App - JS
App URL:
Save App Info
App Key:
Load App Info
Test Groups
Tests for group: XXX
Run Tests
Reset
Send logs to:


| DOSE: |
1 tablet |
insufflated |
Valerian |
(ground / crushed) |
Late at night I was cruising the web, and saw a report about snorting Nutmeg. Since I haven't got any Nutmeg, I decided to try snorting Valerian instead. I took one tablet of a Swedish brand, and scraped off the outer wax/something else coating. After that I crushed the tablet up inside a plastic bag, accidentally dropping some of the powder on the floor, where I let it lay. The powder I had left was put on a paper on my desk and crushed even finer with a spoon. I took a pinch of the powder and snorted it. It burned some, but not much. The drip tasted, well, Valerian.
I proceeded to sniff pinches of the stuff, and then I switched to bumping it off the blade of a knife. Getting a bit bolder, I tried to smoke some in a spoon. After trying to inhale the smoke directly from the spoon, I started using a straw instead. Now the smoke didn't sting in my eyes anymore, now it stung in the back of my throat. After deciding that Valerian is not a good smoke, I proceeded to snort some more, this time through an improvised 'snorting pipe' consisting of a straw with a joint where it could bend, and a funnel of paper down one end. I put some of the powder in the funnel, and snorted it through the other end of the straw. After a while I had snorted all there was left, and I still wasn't feeling anything.
I put on some music and got a couple of interesting space-distortion effects with my eyes closed. The most noticable was the feeling that sometimes my chest didn't rise upwards when I breathed, but that it rather first moved out to my left, and then the sensation travelled across my chest slowly, so that when I exhaled I felt it on my right side. Otherwise I felt no mental effects. My stomach seems to have gotten a bit upset, and I'll probably have increased salivation tomorrow (one of the strange after-effects Valerian has on me). But for now I conclude that I'll try two tablets or more next time.
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.


« CSS « CSS Reference
The CSS box-direction
property specifies whether a box lays out its contents normally (from the top or left edge), or in reverse (from the bottom or right edge).
display
value of
box
or
inline-box
visual
box-direction: normal | reverse | inherit /* As specified */ -moz-box-direction: normal | reverse | inherit /* Mozilla */ -webkit-box-direction: normal | reverse | inherit /* WebKit */
normal
reverse
.example { /* bottom-to-top layout */ box-direction: reverse; /* As specified */ -moz-box-direction: reverse; /* Mozilla */ -webkit-box-direction: reverse; /* WebKit */ }
The edge of the box designated the start for layout purposes depends on the box's orientation:
| Horizontal | left |
|---|---|
| Vertical | top |
The edge opposite to the start is designated the end.
If the direction is set using the element's dir
attribute, then the style is ignored.
Flexible Box Layout Module (W3C Working Draft)
Old Flexible Box Layout Module


three.js
- indexed instancing (single box), dynamic updates
Sorry your graphics card + browser does not support hardware instancing


| Class | ActiveSupport::Cache::Store |
| In: |
vendor/rails/activesupport/lib/active_support/cache.rb
|
| Parent: | Object |
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 105 105: def decrement(key, amount = 1) 106: log("decrementing", key, amount) 107: if num = read(key) 108: write(key, num - amount) 109: else 110: nil 111: end 112: end
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 84 84: def delete(key, options = nil) 85: log("delete", key, options) 86: end
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 88 88: def delete_matched(matcher, options = nil) 89: log("delete matched", matcher.inspect, options) 90: end
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 92 92: def exist?(key, options = nil) 93: log("exist?", key, options) 94: end
Pass :force => true to force a cache miss.
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 53 53: def fetch(key, options = {}) 54: @logger_off = true 55: if !options[:force] && value = read(key, options) 56: @logger_off = false 57: log("hit", key, options) 58: value 59: elsif block_given? 60: @logger_off = false 61: log("miss", key, options) 62: 63: value = nil 64: seconds = Benchmark.realtime { value = yield } 65: 66: @logger_off = true 67: write(key, value, options) 68: @logger_off = false 69: 70: log("write (will save #{'%.5f' % seconds})", key, nil) 71: 72: value 73: end 74: end
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 96 96: def increment(key, amount = 1) 97: log("incrementing", key, amount) 98: if num = read(key) 99: write(key, num + amount) 100: else 101: nil 102: end 103: end
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 76 76: def read(key, options = nil) 77: log("read", key, options) 78: end
# File vendor/rails/activesupport/lib/active_support/cache.rb, line 46 46: def threadsafe! 47: @mutex = Mutex.new 48: self.class.send :include, ThreadSafety 49: self 50: end


Image module.
MIT. See LICENSE for full details.
Construct the image.
| string file | The file name of the image to load. |
Select the index if a multi-indexed gif. If you select an idex which doesn't exist in the image an error will occur.
| int index | The index to select. |
This image to aid method chaining.
Helper class to quickly create an embedded Gif format image.
| file | The file name of the image to embed. |


lib\BrowserID\secrets.php
- author
- Benjamin Krämer<EMAIL_ADDRESS>- copyright
- Alien-Scripts.de Benjamin Krämer
- license
- http://www.opensource.org/licenses/mit-license.html MIT License
- package
- BrowserID
- subpackage
- Secrets
- Classes
- Secrets
Description
Secret credentials
Some helping function to access the credentials of the identity provider. These can be used to verify own signed assertions or to sign identity certificates for principals.
LICENSE: Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
\Secrets
- author
- Benjamin Krämer<EMAIL_ADDRESS>- package
- BrowserID
- subpackage
- Secrets
- version
- 1.0.0
- Methods
- checkDir
- checkName
- getPathPublicKey
- getPathSecretKey
- loadPublicKey
- loadSecretKey
- readAndParseCert
Description
Secret credentials
Some helping function to access the credentials of the identity provider. These can be used to verify own signed assertions or to sign identity certificates for principals.
Methods
checkDir
checkDir(
\optional $dir
=
null
)
:
string
Get the directory where the certificates are stored or use the default path defined in the configuration as 'var_path'
Arguments
- $dir
- \optional
string $dir Directory to use or null
Output
- string
- Directory to use
Details
- visibility
- public
- final
- false
- static
- true
checkName
checkName(
\optional $name
=
null
)
:
string
Get the base name of the certificate to use if given or use the default name 'root'
Arguments
- $name
- \optional
string $name Name to use or null
Output
- string
- Name to use
Details
- visibility
- public
- final
- false
- static
- true
getPathPublicKey
getPathPublicKey(
\optional $name
=
null, \optional $dir
=
null
)
:
string
Get the complete path to the public key of the identity provider
Arguments
- $name
- \optional
string $name The basename of the certificate or null for default - $dir
- \optional
string $dir The directory to the certificate or null for default
Output
- string
- The path to the public key
Details
- visibility
- public
- final
- false
- static
- true
getPathSecretKey
getPathSecretKey(
\optional $name
=
null, \optional $dir
=
null
)
:
string
Get the complete path to the secret key of the identity provider
Arguments
- $name
- \optional
string $name The basename of the certificate or null for default - $dir
- \optional
string $dir The directory to the certificate or null for default
Output
- string
- The path to the secret key
Details
- visibility
- public
- final
- false
- static
- true
loadPublicKey
loadPublicKey(
\optional $name
=
null, \optional $dir
=
null
)
:
\AbstractPublicKey
Gets an instance of the public key of the identity provider
Arguments
- $name
- \optional
string $name The basename of the certificate or null for default - $dir
- \optional
string $dir The directory to the certificate or null for default
Output
- \AbstractPublicKey
- The public key
Details
- visibility
- public
- final
- false
- static
- true
loadSecretKey
loadSecretKey(
\optional $name
=
null, \optional $dir
=
null
)
:
\AbstractSecretKey
Gets an instance of the secret key of the identity provider
Arguments
- $name
- \optional
string $name The basename of the certificate or null for default - $dir
- \optional
string $dir The directory to the certificate or null for default
Output
- \AbstractSecretKey
- The secret key
Details
- visibility
- public
- final
- false
- static
- true
readAndParseCert
readAndParseCert(
\optional $name
=
null, \optional $dir
=
null
)
:
object
Get the public key of the basic support document of the identity provider
Arguments
- $name
- \optional
string $name The basename of the certificate or null for default - $dir
- \optional
string $dir The directory to the certificate or null for default
Output
- object
- An instance of the basic support document containing the public key or null
Details
- visibility
- public
- final
- false
- static
- true


--- title: Word online | A free online editor for your microsoft office documents description: Want an online editor with no shenanigans? You're just one click away layout: landing tags: tool permalink: /word-online.html language: en ---
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Filestash connects to your existing cloud storage and let you manage all your data from a single web interface


Filter
The filter message page is displayed when the user has set a filter and there are no results. This message then
prompts the user to remove or re-evaluate the filter they set for the page.
Search
The search message page is displayed when a user has searched for something, but there are no results for that
inquiry.
No Items
Message page displays a message indicating that there are no items when the user attempts to view a page that is
supposed to contain items, but they are either not available or do not exist.
Error
The error message page is displayed when the user attempts to view a page but an error has occurred, resulting in no
available content. If you can, provide a link to the app start screen in the error message
Formatted text and buttons
The message page with formatted text and buttons is useful for when you want to add formatted text (bold, italic,
underline and/or bullet points) and buttons to the action area. It's highly recommended not to add more than two
buttons.
In this example the type is not specified and the default icon 'documents' is applied.
Custom Icon
To customize the icon of the Message Page use the glyph
input property and pass the icon value. Note
that the type of the Message Page should not be set. When the type is set to 'filter', 'search', 'no-items' or
'error', the icon is assigned automatically and cannot be overwritten.
No Icon
To remove the icon set the hasIcon
input property to false.


REALTIME RECOGNIZATION
Home
SUPRISE
Show The Background
Start your speech
Start
SUPRISE!
Start
Stop
Clear
Init
Config
Clear log


{{'Lists' | translate}}
{{"LIST_TAGS."+tag | translate}}
-1"
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| < Day Day Up > |
3.1 Standard AlgorithmThe standard pattern movement algorithm uses lists or arrays of encoded instructions, or control instructions, that tell the computer-controlled character how to move each step through the game loop. The array is indexed each time through the loop so that a new set of movement instructions gets processed each time through. Example 3-1 shows a typical set of control instructions. Example 3-1. Control instructions data structureControlData { double turnRight; double turnLeft; double stepForward; double stepBackward; }; In this example, turnRight and turnLeft would contain the number of degrees by which to turn right or left. If this were a tile-based game in which the number of directions in which a character could head is limited, turnRight and turnLeft could mean turn right or left by one increment. stepForward and stepBackward would contain the number of distance units, or tiles, by which to step forward or backward. This control structure also could include other instructions, such as fire weapon, drop bomb, release chaff, do nothing, speed up, and slow down, among many other actions appropriate to your game. Typically you set up a global array or set of arrays of the control structure type to store the pattern data. The data used to initialize these pattern arrays can be loaded in from a data file or can be hardcoded within the game; it really depends on your coding style and on your game's requirements. Initialization of a pattern array, one that was hardcoded, might look something such as that shown in Example 3-2. Example 3-2. Pattern initializationPattern[0].turnRight = 0; Pattern[0].turnLeft = 0; Pattern[0].stepForward = 2; Pattern[0].stepBackward = 0; Pattern[1].turnRight = 0; Pattern[1].turnLeft = 0; Pattern[1].stepForward = 2; Pattern[1].stepBackward = 0; Pattern[2].turnRight = 10; Pattern[2].turnLeft = 0; Pattern[2].stepForward = 0; Pattern[2].stepBackward = 0; Pattern[3].turnRight = 10; Pattern[3].turnLeft = 0; Pattern[3].stepForward = 0; Pattern[3].stepBackward = 0; Pattern[4].turnRight = 0; Pattern[4].turnLeft = 0; Pattern[4].stepForward = 2; Pattern[4].stepBackward = 0; Pattern[5].turnRight = 0; Pattern[5].turnLeft = 0; Pattern[5].stepForward = 2; Pattern[5].stepBackward = 0; Pattern[6].turnRight = 0; Pattern[6].turnLeft = 10; Pattern[6].stepForward = 0; Pattern[6].stepBackward = 0; . . . In this example, the pattern instructs the computer-controlled character to move forward 2 distance units, move forward again 2 distance units, turn right 10 degrees, turn right again 10 degrees, move forward 2 distance units, move forward again 2 distance units, and turn left 10 degrees. This specific pattern causes the computer-controlled character to move in a zigzag pattern. To process this pattern, you need to maintain and increment an index to the pattern array each time through the game loop. Further, each time through the loop, the control instructions corresponding to the current index in the pattern array must be read and executed. Example 3-3 shows how such steps might look in code. Example 3-3. Processing the pattern arrayvoid GameLoop(void) { . . . Object.orientation + = Pattern[CurrentIndex].turnRight; Object.orientation -- = Pattern[CurrentIndex].turnLeft; Object.x + = Pattern[CurrentIndex].stepForward; Object.x -- = Pattern[CurrentIndex].stepBackward; CurrentIndex++; . . . } As you can see, the basic algorithm is fairly simple. Of course, implementation details will vary depending on the structure of your game. It's also common practice to encode several different patterns in different arrays and have the computer select a pattern to execute at random or via some other decision logic within the game. Such techniques enhance the illusion of intelligence and lend more variety to the computer-controlled character's behavior. |
| < Day Day Up > |


I have packed my pippy bag and will be off on my travels first thing tomorrow morning. Postages at Hooting Yard will thus be sparse, or perhaps non-existent, for the next couple of weeks. You can stave off hysteria by rummaging in the archives, or buying the books. Speaking of which, almost as soon as I return to Blighty in the second week of December, a brand new Hooting Yard book will be published, thus solving your Christmas gift problems!


SKY UX is more than a set of user interface components. Equally important for a consistent experience, it includes guidelines to describe how to apply components and the context for when to use them.


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Andre Weiner, Tom Krogmann, Janis Geise
TU Braunschweig, Institute of Fluid
Mechanics
Goals of flow control:
Categories of flow control:
Active flow control can be more effective but requires energy.
Categories of active flow control:
Closed-loop flow control can be more effective but defining the control law is extremely challenging.
Closed-loop flow control with variable Reynolds number; source: F. Gabriel 2021.
How to find the control law?
Favorable attributes of DRL:
Why CFD-based closed-loop control via DRL?
Main challenge: CFD environments are expensive!
Create an intelligent agent that learns to map states to actions such that cumulative rewards are maximized.
Flow past a cylinder benchmark.
Experience tuple:
$$ \left\{ S_t, A_t, R_{t+1}, S_{t+1}\right\} $$
Trajectory:
$ \left\{S_0, A_0, R_1, S_1\right\} $
$ \left\{S_1, A_1, R_2, S_3\right\} $
$\left\{ ...\right\} $
$r=3-(c_d + 0.1 |c_l|)$
Long-term consequences:
$$ G_t = \sum\limits_{l=0}^{N_t-t} \gamma^l R_{t+l} $$
DRL learning objective:
maximize expected cumulative rewards.
Refer to R. Paris et al. 2021 and the references therein for similar works employing PPO.
Proximal policy optimization (PPO) workflow (GAE - generalized advantage estimate).
Policy network predicts probability density function(s) for action(s).
Comparison of Gauss and Beta distribution.
learning what to expect in a given state - value function loss
$$ L_V = \frac{1}{N_\tau N_t} \sum\limits_{\tau = 1}^{N_\tau}\sum\limits_{t = 1}^{N_t} \left( V(s_t^\tau) - G_t^\tau \right)^2 $$
Was the selected action a good one?
$$\delta_t = R_t + \gamma V(s_{t+1}) - V(s_t) $$ $$ A_t^{GAE} = \sum\limits_{l=0}^{N_t-t} (\gamma \lambda)^l \delta_{t+l} $$
make good actions more likely - policy objective function
$$ J_\pi = \frac{1}{N_\tau N_t} \sum\limits_{\tau = 1}^{N_\tau}\sum\limits_{t = 1}^{N_t} \left( \frac{\pi(a_t|s_t)}{\pi^{old}(a_t|s_t)} A^{GAE,\tau}_t\right) $$
Tom Krogmann, Github, 10.5281/zenodo.7636959
Fluidic pinnball setup.
Mean lift $\mu_{c_L}$ over the Reynolds number $Re$.
Challenge with optimal sensor placement and flow control:
actuation changes the dynamical system
Idea: include sensor placement in DRL optimization via attention
Attention: encoder-decoder structure with softmax
Time-averaged attention weights $\bar{\kappa}$.
Results obtained with top 7 sensors (MDI - mean decrease of impurity, modes - QR column pivoting).
Janis Geise, Github, 10.5281/zenodo.7642927
Idea: replace CFD with ROM in regular intervals
Challenge: automated creation of accurate models.
More time savings possible!


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