Emotional Intelligence
17 September 2019
What is Emotional Intelligence?
Emotional intelligence (or Emotional Quotent - EQ) is defined as the ability to recognise, understand and manage our own emotions, as well as to recognise, understand and influence the emotions of others. This means being aware that emotions can power how we behave and that they can also impact others in both positive and negative ways. It means learning how to manage both our own and other's emotions in times that we are stressed or under pressure.
Emotional intelligence has been found to include at least three skills: emotional awareness, or the ability to identify and name your own emotions; the ability to control those emotions and apply them to tasks like thinking and problem solving; and the ability to manage emotions, which includes both regulating your own emotions and helping others to do the same.
How is it different to IQ?
Emotional intelligence refers to how a person understands their own emotions along with other's emotions, whereas, IQ stands for Intelligence Quotient and shows a person's intelligence level.
A person with good emotional intelligence can recognise, control and express their own emotion’s and assess other’s emotions. Whereas, a person with a high IQ can learn, understand and implement knowledge, and possesses logical reasoning and abstract thinking.
Why is it important?
Emotional intelligence is important as it can help us in a number of ways: from helping us look after our physical and mental health through to our ability to inspire and lead others. It's important when it comes to managing relationships effectively and also when it comes to conflict resolutions.


SCPLocalMobileConnectionConfiguration
Objective-C
@interface SCPLocalMobileConnectionConfiguration : SCPConnectionConfiguration
Swift
class LocalMobileConnectionConfiguration : ConnectionConfiguration
This class lets you set options that define local mobile reader behavior throughout a given reader-to-SDK connection session.
-
The ID of the Location which the reader should be registered to during connection. If the provided ID matches the location the reader is already registered to, the location field on the reader object will not be changed.
Declaration
Objective-C
@property (nonatomic, copy, readonly) NSString *_Nonnull locationId;
Swift
var locationId: String { get }
-
If your integration is creating destination charges and using
on_behalf_of
, you must provide theconnected_account_id
in theonBehalfOf
parameter as part of theSCPLocalMobileConnectionConfiguration
. Unlike other reader types which require this information on a per-transaction basis, the Apple Built-In reader requires this on a per-connection basis as well in order to establish a reader connection.Declaration
Objective-C
@property (nonatomic, copy, readonly, nullable) NSString *onBehalfOf;
Swift
var onBehalfOf: String? { get }
-
Optional cardholder facing merchant display name that will be used in the prompt for the cardholder to present their card. If this value is not provided, the merchant display name will be taken from the Terminal
Location.display_name
associated with the connection.Declaration
Objective-C
@property (nonatomic, copy, readonly, nullable) NSString *merchantDisplayName;
Swift
var merchantDisplayName: String? { get }
-
In order to connect to a reader, merchant-specific terms of service may need to be accepted. Presenting the flow requires iCloud sign-in and an authorized individual. This attribute determines how the connection process should proceed if this situation is encountered.
- If YES, the terms the terms of service should be presented during connection. If accepted successfully, the connection process will resume. If not accepted succesfully, the connection will fail with an error.
If NO, the terms of service will not be presented and the connection will fail with an error.
See
SCPErrorAppleBuiltInReaderTOSNotYetAccepted
Declaration
Objective-C
@property (nonatomic, assign, unsafe_unretained, readonly, getter=isTOSAcceptancePermitted) BOOL tosAcceptancePermitted;
Swift
var isTOSAcceptancePermitted: Bool { get }
-
Initialize ConnectionConfiguration with a location ID.
Declaration
Objective-C
- (nonnull instancetype)initWithLocationId:(nonnull NSString *)locationId;
Swift
convenience init(locationId: String)
Parameters
locationId
The ID of the location to be associated with the reader.
Return Value
A new instance of the receiver configured with a location ID.
-
Initialize ConnectionConfiguration with a location ID, custom merchant display name, and ‘on behalf of’ connected account ID.
Declaration
Objective-C
- (nonnull instancetype)initWithLocationId:(nonnull NSString *)locationId merchantDisplayName: (nullable NSString *)merchantDisplayName onBehalfOf:(nullable NSString *)onBehalfOf;
Swift
convenience init(locationId: String, merchantDisplayName: String?, onBehalfOf: String?)
Parameters
locationId
ID of the location to be associated with the reader.
merchantDisplayName
Cardholder facing merchant display name that will be used in the prompt for the cardholder to present their card.
onBehalfOf
Connected account id that the merchant is taking payments on behalf of.
Return Value
A new instance of the receiver configured with a location ID, merchant display name, and the ‘on behalf of’ connected account ID.
-
Initialize ConnectionConfiguration with a location ID, custom merchant display name, ‘on behalf of’ connected account ID and terms of service acceptance configuration.
Declaration
Objective-C
- (nonnull instancetype)initWithLocationId:(nonnull NSString *)locationId merchantDisplayName: (nullable NSString *)merchantDisplayName onBehalfOf:(nullable NSString *)onBehalfOf tosAcceptancePermitted:(BOOL)tosAcceptancePermitted;
Swift
init(locationId: String, merchantDisplayName: String?, onBehalfOf: String?, tosAcceptancePermitted: Bool)
Parameters
locationId
ID of the location to be associated with the reader.
merchantDisplayName
Cardholder facing merchant display name that will be used in the prompt for the cardholder to present their card.
onBehalfOf
Connected account id that the merchant is taking payments on behalf of.
tosAcceptancePermitted
Determines how to handle the situation where merchant-specific terms of service need to be presented in order to connect to a reader. @returns A new instance of the receiver configured with a location ID, merchant display name, ‘on behalf of’ connected account ID and terms of service acceptance configuration.


Nevertheless, this cup of cofee didn't help you that much. You think it's a better idea to ask Mr. Magoo.


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3+ years of experience designing mockups and prototypes for websites and landing pages. As well as providing maintenance and enhancements for various sites.
5+ years of experience designing and creating print and web material, including infographics, postcards, banners, badges, brochures, logos, etc.
SEO/SEM campaigns, including PPC, display ads, keyword research, content optimization, A/B testing, and analytics.
Great visual and technical photography skills as well as post-production experience from resizing/cropping to retouching pictures.
Front-End Developer - Design Strategist & Photographer
Design Strategist & Front-End Developer with 3+ years of experience in web design. Eager to develop and implement innovative designs across multiple platforms and frameworks. In search of challenging opportunities that can further my professional development in web management.


Hi there. My name's Anna
and I'm a self-taught Junior Front-End developer eager to learn new things.
As you've probably already guessed, I'm an aspiring Front-end Developer looking for the first job in the IT world. It's not a coincidence, although a way that has led me to this point isn't that obvious. I started my career as a SEO Assistant, later to become a Web Specialist working with corporate CMS, newsletters and website analytics. Knowledge of HTML, CSS and JS has become a handy tool in my everyday work, made me interested in User Experience, Agile methodologies and technology in general. That's when I discovered freeCodeCamp and sunk into coding for good.
I'd love to hear your thoughts on this website or the projects in the portfolio - as I'm at the beginning of my coding journey, each and every comment is very valuable for me.
Talk to you soon!
I'm at the beginning of my journey in the IT world, so I'm constantly learning new stuff. Apart from coding, I'm attending varius IT events, such as dev.js meetups, Geek Girls Carrots, Women in Technology and DevGirls Events, UX meetings and conferences. I'm also a big fan of Pluralsight, freeCodeCamp and Trailhead. Curious what skills I'm working on right now? Check out the links below!
I'm doing my best to master:
I'm Google and HubSpot certified. I have experience with Google Analytics, heatmapping, CMS (mainly Wordpress and Sitefinity), SEO, UX and site performace audits. I've also performed in-house training sessions and prepared service offers for potential clients.
Google Certified
HubSpot Certified
SEO
User Experience
Website Analytics
Wordpress
Heatmaps
Client Service
Training
Copywriting
Here's a couple of my projects to check out. I'm adding new ones from time to time. If you have any comments - don't hesitate to drop me an e-mail!


15 July 2018 / IDEAS
Hello there, I have started this blog during the summer of 2018 as a place to log my project.
I have a Bachelors degree in Technology in Electronics and Instrumentation Engineering, and having experience as a backend web developer, this blog is kinda documentation of all around anything the wrap myself into. So have a peek and nice to meet you ☺
Utsab Chowdhury
Read more posts by this author.


This application scans an Android and iOS phone for apps that can be used to spy, track, or monitor on a person without their knowledge.


---
layout: post
status: publish
published: true
title: Highlights of Jon Lester Press Conference
author:
display_name: Corey Fineran
login: Corey
email<EMAIL_ADDRESS>url: ''
author_login: Corey
author_email<EMAIL_ADDRESS>wordpress_id: 10677
wordpress_url: http://ivyenvy.com/?p=10677
date: '2014-12-15 13:45:01 +0000'
date_gmt: '2014-12-15 19:45:01 +0000'
categories:
- Starting Pitching
- The Cubs
tags:
- Theo Epstein
- Jon Lester
comments: []
---
[caption id="attachment_10682" align="alignright" width="300"] Photo from @Cubs Twitter[/caption]
In a televised press conference today, the Cubs introduce fans to their new ace, Jon Lester. The press conference was held Spiaggia restaurant on Michigan Avenue in downtown Chicago. Here are some of the highlights of the press conference:
- Theo Epstein mentions Lester makes the Cubs better on the field, better in the clubhouse and better in the community. This signing marks a transition, the start of a period where they are very serious about bringing a world series to the Cubs and their fans.
- Lester is presented a jersey, he will wear #34.
- Lester consulted with Jason Hammel and Jeff Samardzija (among others) about the city of Chicago and the Cubs organization.
- The fact the Cubs have not one in so long was enticing for Lester to sign with the Cubs.
- When asked about difficulty of decision to come to Cubs, "I believe in the plan these guys have."
- On challenges of pitching at Wrigley - "There are advantages and disadvantages and you just gotta roll with it as you go."
- On the free agency process, being courted by several teams - "That's the fun, exciting time. You get to hear different philosophies." Says the decision was made hours before it was announced.
- On filling role as leader on young team - "I'm never going to say 'Hey look at me, I'm your leader', I am going to put my head down and go to work and try to do everything to succeed. I want to lead this team the best I can, in the way that I know how."
- Bruce Levine asked how much of his decision was based on "blind faith" in Jed and Theo. "I think these guys did a good job of presenting me with all of the information and the information that was left out, I have people that filled those holes." "I believe in these guys."
- On extra scrutiny over size of contract - "I played in Boston for eight years. I think I'm pretty prepared for a lot of things."
- Lester invites his son to sit on his lap for remainder of the press conference.
- On transition to the NL - "It'll take me some while to get used to." "We'll figure it out as we go."
- According to Theo, if Cubs hadn't finished on a good note in 2014 and did not have some of the prospects they have, Lester may not have chosen the Cubs.
- Lester, more on the decision to come to the Cubs"It's not very often someone like me would come to a last place team. Our belief is they won't be in last place for very much longer and we're excited for that." "I wouldn't have come here if I didn't believe we're going to win in 2015 - that's the division, that's the World Series".
- Lester says that it would have been tougher for him to leave Boston if they hadn't traded him to the A's in 2014. "That broke that barrier of wondering if I can play for another team."


v1.6.3 (03/10/10)
+ Fixed fatal internal crashing of program that would disable downloads.
+ Download location carries over between updates again.
v1.6.2 (03/08/10)
+ User is now auto-notified of updates via a visual cue.
v1.6.1 (03/08/10)
+ Added error logging
v1.6.0 (03/07/10)
+ Installer now auto-prompts for reboot
+ Code cleanup; easier to fix errors now
v1.5.0 (03/06/10)
+ Enabled auto-refreshing for library lists
+ Fixed some disconnection errors
+ Added ability to download from wireless iDevices in Home Sharing in upcoming iOS 4.3
v1.3.0 (12/07/10)
+ Improved general compatibility
+ Better CPU usage
- Fixed "Windows cannot find 'aethyrHelper.exe'." bug for good
- Removed WinPcap dependency
v1.1.7 (11/24/10)
- Refixed v1.1.5 bug regarding non-mp3s due to data loss
- Fixed a bug when trying to download video files (which is unsupported)
- Fixed some bugs regarding other file formats
v1.1.6 (11/23/10)
+ Added support for non-Unicode characters in download folder name
+ Added better support for lower-end systems
- Fixed a bug when using "Automatically Add to iTunes" as download folder
- Fixed installer from 'completing' when aborting AIR/WinPcap installation
v1.1.5 (11/19/10)
- Fixed a bug regarding non-mp3s being saved with the wrong extension, this would prevent them from being added to iTunes
- Fixed a bug in UAC/download folder interactions
v1.1.4 (11/19/10)
- Fixed a few bugs regarding the download folder
v1.1.3 (11/19/10)
- Fixed an important bug regarding UAC
v1.1.2 (11/15/10)
- Fixed a few cosmetic bugs
v1.1.1 (11/15/10)
- Fixed an installer bug regarding AIR
v1.1.0 (11/15/10)
+ Added download directory
+ Improved library switching from a few seconds to instantaneous
v1.0.0 (11/15/10)
+ Initial Release


This plot shows how temperature changes with respect to latitude. The relationship between temperature and latitude looks like a downward-opening parabola with a peak maximum temperature of approximately 105 deg F at a latitude of about 35 degrees. However, looking at the general pattern of the temperature vs. latitude scatter plot points, they seem to reach consistent peak values at a latitude of approximately 20 degrees.
This plot can be further analyzed by splitting the data points by either northern/southern hemispheres (with all latitudes shown either above or below 0 degrees) to show the temperature trends above and below the equator, or it can be split by the tilt of the Earth's axis (approximately 23 degrees latitude). The latitude of the tilt of the Earth's axis shows the approximate maximums in peak temperatures for the cities observed, which makes sense, because the northern hemisphere is currently in summer, and the latitude that represents the closest points on earth to the sun is approximately 23 degrees.


YACOP - Yet Another Callout Plugin - JQuery
author: Alberto Lepe (www.alepe.com)Screenshot | Demo
Overview
Once upon a time there was a callout plugin for Jquery , which I never had the oportunity to meet. It seems that it went offline... So, as I needed that functionality I decided to build my own plugin (from scratch) and share it with the community.
Advantages
- Easy to use and implement
- Pure CSS+JQuery implementation (no images required).
- Highly customizable
- Minimal CSS properties required
Example:
//Javascript
$("#mydiv").callout("What is this?");
/* CSS */
.callout {
padding: 5px;
border: 1px solid #7992B0;
background-color: #8AA9B7;
}
GIT Repository: https://github.com/lepe/jquery-yacop
Download ( Updated: 2012-09-13 )
[12 Kb ] jquery.callout.src.js[ 5.4 Kb ] jquery.callout.min.js (minified version)
More Examples:
There are mainly 2 ways to use this plugin:
[1] Create the callouts and then show/hide them on event.[1] Create -> Show/Hide
$(function() {
$("#mydiv").callout({ show: false, msg:"What is this?" });
});
$("#mydiv").hover(function() {
$(this).callout("show");
},function() {
$(this).callout("hide");
});
[2] Create/Destroy
$("#mydiv").hover(function() {
$(this).callout("What is this?");
},function() {
$(this).callout("destroy");
});
You can use multiple elements for a single type of callout or set several callouts to a single element.
Multiple elements - one callout
$("a.hint").callout("Click here please!");
or:
$("a.hint").each(function() {
$(this).callout($(this).attr("title"));
});
Multiple callouts - one element
$("#special").callout({
position: "bottom",
align:"left",
pointer: "left",
msg: "Start here"
}).callout({
position: "top",
align:"right",
pointer: "right",
msg: "Ends here"
});
And of course, it can be chained with other JQuery functions:
$(".error").callout("Oops!").css("color",red);
Documentation
$(selector).callout( OPTIONS );
Options
msg [ ** required ** ]
The content of the message (text or html)
$("#mydiv").callout("What is this?");
//Or can be also specified as:
$("#mydiv").callout({ msg: "What is this?" });
//Passing other element content as message:
$("#mydiv").callout({ msg: $("#otherdiv").html() });
width [ default: auto ]
Callout width (without unit).height [ default: auto ]
Callout height (without unit).Note: It can be specified in the CSS file too. (see CSS section below)
$("#msg").callout({
width: 200,
msg:"What is this?"
});
$("#mydiv").callout({
width: 200,
height: 100,
msg:"What is this?"
});
position [ default : top ]
Callout position in relation to the selected element(s)Values: left | right | top | bottom
$("#mydiv").callout({
position: "top",
msg:"What is this?"
});
align [ default : center ]
Callout alignment in relation to the selected element(s)Values: left | right | top | bottom
Note: This is not text alignment. For text alignment use CSS
$("#mydiv").callout({
position: "top",
align : "left",
msg:"What is this?"
});
pointer [ default : center ]
Callout pointer alignment in relation to the callout element.(By "pointer" I mean the triangle used to point at the target element.)
Values: left | right | top | bottom | none
Note: When using "none" it will not display the pointer.
$("#mydiv").callout({
position: "top",
align : "left",
pointer: "right",
msg:"What is this?"
});
fadeIn , fadeOut [ default: 2000 , 1000 ]
$("#mydiv").callout({
msg:"What is this?",
fadeIn: 200,
fadeOut: 500
});
afterCreate, beforeShow, afterShow, beforeHide, afterHide, beforeDestroy, beforeReorder, afterReorder (Event Functions)
Functions to be executed on events (added in 20120913 version):
$(".hint1").callout({
show: false,
position: "top",
msg: "This is without any style, and starts hidden",
beforeShow: function() {
console.log("BEFORE SHOW");
}, afterShow: function() {
console.log("AFTER SHOW");
}, beforeHide: function() {
console.log("BEFORE HIDE");
}, afterHide: function() {
console.log("AFTER HIDE");
}, afterCreate: function() {
console.log("AFTER CREATE");
}, beforeDestroy: function() {
console.log("BEFORE DESTROY");
}, afterReorder: function() {
console.log("AFTER REORDER");
}, beforeReorder: function() {
console.log("BEFORE REORDER");
}
});
$("#mydiv").callout({
msg: "This is me",
afterCreate: function() {
console.log("Hello!");
}, beforeShow: function() {
console.log("Prepare to be amazed!");
}, afterShow: function() {
console.log("Applause!");
}, beforeHide: function() {
console.log("I'll be back!");
}, afterHide: function() {
console.log("Where am I?");
}, beforeDestroy: function() {
console.log("Bye Bye!");
}
});
NOTE: "beforeReorder" and "afterReoder" happen during window resize or during "show". The internal "Reorder" function calculates the correct position in which it has to be displayed.
Those events will be only called if the callout is visible, which will not be called during "show" unless the callout is already visible (like, for example when fixing its position when the target element position changes).
css [ no default value ]
Additional classname for the callout (see CSS section below)
CSS Customization
By default the callout has no style. It will use the class "callout" to give it style, for example, this is a basic callout:
.callout {
padding: 5px;
border: 1px solid #7992B0;
background-color: #8AA9B7;
}
That is all you need to specify. But if you want a nicer callout, you can add round corners and shadows:
.callout {
padding: 5px;
border: 1px solid #7992B0;
background-color: #8AA9B7;
border-radius: 8px;
-webkit-border-radius: 8px;
-moz-border-radius: 8px;
box-shadow: 5px 5px 10px rgba(0, 0, 0, 0.6);
-moz-box-shadow: 5px 5px 10px rgba(0, 0, 0, 0.6);
-webkit-box-shadow: 5px 5px 10px rgba(0, 0, 0, 0.6);
}
Using the above examples will apply the same style for all your callouts. You don't have to specify the "css" callout option. In order to have diferent styles of callouts in one page, use the "callout" class to specify common properties, for example:
.callout {
padding: 5px;
border-radius: 8px;
-webkit-border-radius: 8px;
-moz-border-radius: 8px;
}
Then, add other classes (you choose the name) to specify further properties, for example the color:
.callout.red {
border: 1px solid #EC2828;
background-color: #8D1010;
color: white;
}
.callout.yellow {
border: 1px solid #B98F0F;
background-color: #F7F3B1;
}
And as specified previously, set the class in the options, like:
$("#mydiv").callout({
css:"red",
msg:"What is this?"
 If you want to share your creation, please let me know to add it to the callouts gallery.
Adjusting style:
Optionally, you can adjust the margins, width and height of your callout directly in the CSS like:
.callout {
margin-left: 30px;
width: 200px;
height: 100px;
}
The plugin will automatically adjust accordingly.
Remember that you can use any CSS property inside your callouts, like aligning text, setting background images or gradients, etc.
NOTE:
The style of the pointer may not look correctly when using too much transparency, background images or border images.
Special CSS Customization:
If you need further customization, you can set additional properties to these classes:- callout_main: This is the main wrapper of the callout (usually it does not need style).
- callout_cont_* : This sets the additional style for "div.callout" according to the position.
- callout_*: This sets the additional style for "div.callout_main > div.callout_tri" which is the pointer (tri stands for triangle). You may need to set in this class mainly the "left" and "top" properties for fixing misalignment.
Compatibility:
JQuery:
* 1.3.x and UP
Supported Browsers:
* Firefox * Chrome * Safari * Opera * IE9 (Untested)
Development version
https://github.com/lepe/jquery-yacopCurrent version
2012-09-13Change log (links on dates will show source code of that version)
2012-09-13: Added events as suggested by Cemil Fidanlıgül2012-05-20 : The for loops were iterating through more properties than just the callouts and the callout property was removed upon destroy. Patch sent by: Conan C. Albrecht
2010-12-15: Class restructured
2010-12-14: if "title" is present, use that as content
2010-11-12: Added fadeIn/fadeOut as suggested by Donal Murtagh
2010-06-21: Shortcut for messages
2010-05-20 : First release
2010-05-19: Yacop was born!


Configure > Errordoc Directives
This document describes the configuration directives of the errordoc handler.
- Description:
-
Specifies the content to be sent when returning an error response (i.e. a response with 4xx or 5xx status code).
The argument must be a mapping containing following attributes, or if it is a sequence, every element must be a mapping with the following attributes.
status
- three-digit number indicating the status code (or sequence of that from version 2.3)url
- URL of the document to be served
URL can either be absolute or relative. Only
content-type
,content-language
,set-cookie
headers obtained from the specified URL are served to the client.error-doc: status: 404 url: /404.html
error-doc: - status: 500 url: /internal-error.html - status: 503 url: /service-unavailable.html
error-doc: status: [500, 502, 503, 504] url: /50x.html
- Level:
- global, host, path, extension


{% extends "base.html" %} {% comment %} Login page Author: Jonathan Karr<EMAIL_ADDRESS>Affiliation: Covert Lab, Department of Bioengineering, Stanford University Created: 2014-03-25 {% endcomment %} {% block content %}
Your username and password didn't match. Please try again.
{% endif %}


2 references to IsScript
System.Management.Automation (2)
engine\hostifaces\Command.cs (2)
599
bool isScript = RemotingDecoder.GetPropertyValue<bool>(commandAsPSObject, RemoteDataNameStrings.
IsScript
);
655
commandAsPSObject.Properties.Add(new PSNoteProperty(RemoteDataNameStrings.
IsScript
, this.IsScript));


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Sort by:
Population
Name
GDP
Life expectancy
Distance from equator
Sort intervals:
Uniform
Scaled
Scatter by:
Latitude and longitude
Population and GDP
Circle by:
Population
Name
GDP
Life expectancy
Distance from equator
Cluster:
Crowd
Strips
Wedges
Circles
Links:
Yes
Color-code by:
Continent
GDP quintile
Population quintile
Life expectancy quintile


Entity Classes Dialog
This dialog shows all entity classes (units, terrains, effects, and upgrades) in the current scenario.
- The Category box allows you to select an entity category.
- Choose Unit (Alt+U) to show all unit classes.
- Choose Terrain (Alt+T) to show all terrain classes.
- Choose Effect (Alt+E) to show all effect classes.
- Choose Upgrade (Alt+G) to show all upgrade classes.
- The Entity Class List shows all entity classes in the selected category.
- Left-click on an entry to select it. The remaining dialog controls reflect the selected entry.
- The Image box shows an image frame of the selected entity class.
- Use the scroll bar to browse through all frames of multi-frame images.
- Property List
- Below appears a description of the selected entity class, or a notice if the scenario does not define any classes in the selected category.
- Choose OK or press Enter or Escape to dismiss the dialog. Closing the window using X (Close) or Alt+F4 has the same effect.
- Choose Help or press F1 to show this help page.
Remarks
The Entity Class List may show multiple entries with identical names. This is not an error but an indication that the scenario designer considered different classes similar enough that they should share the same name. Such classes typically differ only in their images but have otherwise identical properties.
This list shows the properties of the selected entity class, i.e. numerical variables and ability flags.
- Column Category shows “Attribute”, “Resource”, or “Build Cost”, indicating the category of each variable.
- Column Property shows the name of each variable.
- Column Value shows the initial basic or modifier values for each variable.
- Left-click on an entry to display its Variables dialog.
Modifier values are displayed as in the standard Property List, except that Owner Units modifiers are always shown, even when identical to the corresponding Units modifiers.
Unit Classes
One additional “Ability” row appears for unit classes.
- Capture indicates that units of the selected class capture any map site they occupy. The site must contain at least one terrain of a class that also has the “Capture” ability. Units without this ability cannot claim sites, although they still benefit from any bonuses provided by the local terrain.
Terrain Classes
Two additional “Ability” rows appear for terrain classes.
- Can Capture indicates that map sites containing at least one terrain of the selected class can be captured by occupying units. At least one unit must be of a class that also has the “Capture” ability.
- Can Destroy indicates that the owner may destroy terrains of the selected class at will. Terrains without this ability are indestructible under the default rules.
Remarks
1. The current variable values of an individual entity may differ from the corresponding initial values of its entity class.
2. Build costs are expended by factions to build an instance of the selected entity class. Build costs never have modifier values, and they do not appear in an entity’s Property List.
3. Hexkit Editor defines a third variable category, “Counter”. Variables of this category are intended only for internal use by the rule script, and therefore do not appear in the Hexkit Game GUI.


At New Image Barbers, we embrace the art of traditional barbering. You can always expect the usual from us — a great, classic haircut and shave. But if you're looking for something different, we can do anything with a razor: artistic Fades, Pomps, Graphics, and Hair Bending.
We offer the amenities of a full service men's salon, along with the old school barber shop services your grandpa was familiar with. Whether you want to be pampered or take a step back in time, our barbers will have you looking your absolute best.
In order to mitigate the spread of COVID-19, we ask that you keep a your mask on for the duration of the time you are in the shop. No Mask, No Service!


East Tennessee band receives Grammy nomination
by WVLT NewsGATLINBURG, Tenn. (WVLT) -- East Tennessee's very own Po' Ramblin' Boys have been nominated in the 2020 Grammy Awards.
The band has been nominated for 'Best Bluegrass Album' along with four others who were also nominated.
The category is described as "albums containing at least 51% playing time of new vocal or instrumental bluegrass recordings," according to the Grammy's website.
According to the group's website they have recently signed a deal with Rounder Records while also taking their love for bluegrass across the world on tour.
For more information on the band and their background you can click here.


{% extends "pages/tickets.html" %} {% block finaid_info_text %} If money is the only factor stopping you from attending PyCon CZ you can apply for Financial Aid to cover your expenses. {% endblock %}


{{ partial "head_imports" .}}
Writer. Freelance iOS, Android and Web Developer.
Devoted husband. World's largest consumer of chocolate chip ice-cream.
I am a published author and a freelance iOS, Android and Web developer. I work with small and mid sized companies and agencies to bring ideas to life.
I am passionate about what I do and enjoy working with like-minded people who care about creating quality products. If this is something you are looking for then let's get talking.
Having run my own company in the past, I understand what my clients are looking for and I go the extra mile to appreciate and incorporate their business goals to make the company more successful.
The following are my life mantras:
Quality: Maintainable code, good user experience and performance.
Honesty: Will not promise more than I can offer.
Dependability: Treat each project as if it were my own.
Ambition: Desire to be the best at what I do.
Respect: Respectful in action and speech no matter what.
I’ve written two books on building iOS games and applications with the amazing folks at raywenderlich.com. Use the links below to check them out or get yourself a copy.


Milkshake is Google Reader and Feedly merged into one and then simplified and then revamped from the ground up focusing on readability and you, the user.
Tweet ThisThe main objective when creating Milkshake was to give the user a good experience and let them decide what to read and not force them into reading something that's not relevant to them. This isn't a discovery app, it's for reading.
Sign UpAdding your blogs URL's to Milkshake couldn't be easier, When using the pastebox modal, you can easily build a collection of your favourite articles and blogs.
Milkshake gives you the option of favouriting articles and blogs that you can keep coming back to again and again, extremely useful for reference guides and tutorials.
Read anywhere, everywhere and anyhow. Kindle, iOS, Android, Blackberry, Mac & PC. Milkshake even saves your articles offline for them No-Wi-Fi moments.
Milkshake is almost ready, If you’re interested in testing it out, then sign up below to get exclusive access.


{% extends 'base.html'%} {% block styles%} {{ super() }} {% endblock %} {% block content %}
"...To be successful, you have to have your heart in your business, and your business in your heart..."
 These things cannot be bought, they are earned..."
"...Hand in hand on the edge of sand, they danced by the light of moon..."
"...Teachers open the door, but you must enter..."


My Essays
My last posts depend on each other, and should be read in sequence. Articles not in bold are optional.
- Assignment Statement Considered Harmful. Pervasive Mutable state make programs more difficult to deal with. While this is old news, most programmers don't know or don't care. It's a pity, beacuase simple remedies exist.
- Defining Syntactic Sugar. I sometimes hear arguments about what is or is not syntactic sugar. This is an attempt at defining it.
- Class-based Programming as Syntactic Sugar. Most of the time, "Object Oriented" actually mean classes. Classes are nothing more than syntactic sugar, at least in statically typed languages such as Java and C++. Sugar is no useless, but seeing past it helps us understand classes better.
- Taboo "OO". The term "OO" is so overloaded that we should stop using it. Better substitutes are "classes" and "prototypes".
- How Class based Programming Sucks. Classes are vastly sub-optimal. Functionnal programming is far better.


{% extends "base.html" %} {% block css %} {{block.super}} {% endblock css %} {% block content %}
Stalkroid project deals with the need of understanding the path of asteroid, types and different sizes of asteroids as they not only possess the potential dangers for future human civilization but also bring about a chance to understand our neighbourhood, early solar system and for generating revenue and drive global economy in the information age.
Role of Asteroid:Asteroids impact have been known to wipe out civilizations, at least two evidence support this, one of the famous being of Dinosaurs. They have changed the course of evolution many times and are responsible for the diversity of life in planet as we know today. Not all asteroids possess the threat. It depends on the frequency and the magnitude of asteroid impact, and the orbital path it follows. We are still at amateur level as far as asteroid study is concerned. Everyday, we discover new families of asteroids and their orbital paths. Hence, it has to be studied with greater purpose.
The need of asteroid exploration is completely not based on the potential human threat. Asteroids have been known as life carrier in micro organic scale, for instance, Extremophiles. They not only export life, but also the rich chemistry of chemicals to construct the ecology for the planet making it a habitable zone. There are belts of asteroids carrying fossils and genetic code of micro-organisms. Different families of asteroids are made up of different elements and can be extracted for our own purpose. Hence, the deeper research on asteroid and the material they possess will enhance in transparent picture of the early solar system period.
Asteroid Zone:The most prominent zone for asteroid belt is in between Mars and Jupiter. Jupiter saves inner zone rocky planets from asteroid impact due to its prominent gravitational force. However, orbital resonance is the vital reason for the asteroids to be thrown out of their regular orbits and travel inside the inner planet zone as ballistic missiles. These are the most dangerous asteroids which need critical observation. There lies the underlying emerging need to launch more satellites in Mars orbit for better visualization, prediction and study of the orbits and asteroids itself. Henceforth, prediction of asteroids from Mars gives an added advantage of time in case of potential hazardous threat to Earth.
This picture of Eros, the first of an asteroid taken from an orbiting spacecraft, is a mosaic of four images obtained by NASA's NEAR mission immediately after the spacecraft's insertion into orbit.


Nowadays, everyone seems to have an opinion about everything! Kylie Jenner’s new product, or the results of the sports game, or the production of a new musical. Everyone wants their voice to be heard, and in today’s day and age, it has never been easier, yet more complex to do so. People have been reviewing things since the Stone Age, it’s just that they may not realize that they’re doing it. Films are no exception: every time someone posts a tweet or creates an Instagram poll, they’re gathering or putting out data. Social media is our generation’s platform to convey our opinions to a wider audience, yet it lacks professionalism.
I believe that we could encourage the involvement of young people in film criticism by creating a safe space for people to heighten their skills of articulation. So many people have opinions, but have no clue how to form them into coherent analysis. They want people to hear, but don’t know how to make them listen. Critiques can be one of the easiest and one of the most challenging forms of writing forms. On one hand, everything you write is based on data you gather and information you used to form your opinions, but on the other hand, so many people challenge and discredit your beliefs.
To spark interest in critique writing, I think that teaching people ways to respectfully express themselves, without the usage of the slander or cancel culture, is of the utmost importance.
Many people exercise their creative freedoms through platforms of social media, which is great, but then the only people who will take their opinions into account are like-minded friends and followers. Creating a well-thought-out publication that had the capability of reaching people such as the creators of a work would be astonishing, and show the youth of our generation that their opinions are valid and can be heard—if they strive to get their points across in a professional and clairvoyant manner.
Youth can still write with a satirical tone, but they should be granted time to ruminate and reflect upon the pieces they’ve seen, so they can put forward the most true assessment of their experience.
Teaching our generation to talk with substance, rather than just rattling off their opinions, can help build a more intellectual community. Critiques can help provide positive and useful feedback to fellow moviegoers on whether they should see the film or not. They also can help communicate with the filmmakers on how they are making people of our generation feel, in a thoughtful and efficient manner.
I personally prefer communicating things on a mature level over screaming it out in the comment section of an Instagram post. Teaching our generation to be articulate and knowledgeable in communication will help them craft their own narratives and viewpoints.


Copyright (c) 2016 Chenguang Liu. All rights reserved.
===============================
Kilobolt Android Game Framework
===============================
Copyright (c) 2014 Kilobolt, LLC. All rights reserved.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
===============================
Slick2D Path Finding
===============================
Copyright (c) 2013, Slick2D. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of the Slick2D nor the names of its contributors may be usedto endorse
or promote products derived from this software without specific prior written permission.


CAREER EXPERIENCE
Everspring Partners
Mar 2015 - PresentMarketing Developer Build and maintain lead acquisition services including CMS, Angular forms, and SalesForce integration. Assist with UI and JavaScript in other areas including Canvas.
PHP
Angular & Ember
WordPress
Bootstrap
Sass
StageBloc.com
Oct 2014 - Jan 2015Backend Developer Sourced data from other social network APIs including Twitter, Facebook and SoundCloud. Optimized and increased readability of old code. Debugged errors from monitoring software.
PHP
Symfony
JavaScript
Vagrant
Hanover Central HS
Aug 2012 - May 2014Graphic Arts Teacher Trained high school students in graphic design programs including Adobe Illustrator and Photoshop and related production techniques including printmaking, signmaking, and apparel printing.
Illustrator
Photoshop
InDesign
RECENT ACCOMPLISHMENTS
Code Reviews
Lead transition to BitBucket and asynchronous code reviews to improve team code quality and promote learning.
Lead Microservice
Designed, built and maintained a lightweight service to quickly connect lead forms and aggregators to the Marketo API.
Angular Lead Forms
Created a standardized form app to handle user form interactions. Persisted lead attribution and user behavior data in the browser (localStorage) to be submitted with the lead form.
Automated Testing
Proposed and built a bi-hourly automated testing suite to verify form functionality and test sites for cross-client contamination


{% extends "base.html" %} {% block title %}All Players{% endblock %} {% block content %} {% if compiled|length > 0 %}
Other player's submissions are below. I have a lot of helpful apprentices!
{{ what.adjective.title() }} {{ what.noun.title() }}
By: {{ what.user.title() }} ({{ what.score}})
{{ what.time }}
Apprentice, there are no successful submissions from any other apprentices (or you!). Be the first apprentice to help me!


Kildare Gardai catch speeding motorists using laser speed meters
High-tech gadgets
by Kim O'LearyRecently, Naas Roads Policing Unit detected numerous motorists speeding on R402 in Kilshanroe, Carbury using new high-tech laser speed meters.
Fixed charge penalty notices and penalty points were issued to several drivers caught speeding in the area over the weekend.
According to Gardai, one motorist was caught travelling at 148km/h in 80km/h zone using the new laser speed meters.
Gardai said that court proceedings for Dangerous Driving to follow.


| Lesson: 45 |
| One
of the largest goals of any 3d application is speed. You should always
limit the amount of polygons actually rendered, whether by sorting,
culling, or
level-of-detail algorithms. However, when all else fails and you simply
need raw polygon-pushing power, you can always utilize the
optimizations provided
by OpenGL. Vertex Arrays are one good way to do that, plus a recent
extension to graphics cards named Vertex Buffer Objects adds the FPS
boost everybody
dreams of. The extension, ARB_vertex_buffer_object, works just like
vertex arrays, except that it loads the data into the graphics card's
high-performance
memory, significantly lowering rendering time. Of course, the extension
being relatively new, not all cards will support it, so we will have to
write in
some technology scaling.
In this tutorial, we will
|
#define MESH_RESOLUTION 4.0f // Pixels Per Vertex #define MESH_HEIGHTSCALE 1.0f // Mesh Height Scale //#define NO_VBOS // If Defined, VBOs Will Be Forced Off
| The
first two constants are standard heightmap fare - the former sets the
resolution at which the heightmap will be generated per pixel, and the
latter
sets the vertical scaling of the data retrieved from the heightmap. The
third constant, when defined, will force VBOs off - a provision I added
so that
those with bleeding-edge cards can easily see the difference.
Next we have the VBO extension constant, data type, and function pointer definitions. |
// VBO Extension Definitions, From glext.h #define GL_ARRAY_BUFFER_ARB 0x8892 #define GL_STATIC_DRAW_ARB 0x88E4 typedef void (APIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); typedef void (APIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers); typedef void (APIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, int size, const GLvoid *data, GLenum usage); // VBO Extension Function Pointers PFNGLGENBUFFERSARBPROC glGenBuffersARB = NULL; // VBO Name Generation Procedure PFNGLBINDBUFFERARBPROC glBindBufferARB = NULL; // VBO Bind Procedure PFNGLBUFFERDATAARBPROC glBufferDataARB = NULL; // VBO Data Loading Procedure PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = NULL; // VBO Deletion Procedure
| I
have only included what will be necessary for the demo. If you need any
more of the functionality, I recommend downloading the latest glext.h
from
http://www.opengl.org and using the definitions there (it will be much cleaner for your code,
anyway). We will get into the specifics of those functions as we use them.
Now we find the standard mathematical definitions, plus our mesh class. All of them are very bare-bones, designed specifically for the demo. As always, I recommend developing your own math library. |
class CVert // Vertex Class { public: float x; // X Component float y; // Y Component float z; // Z Component }; typedef CVert CVec; // The Definitions Are Synonymous class CTexCoord // Texture Coordinate Class { public: float u; // U Component float v; // V Component }; class CMesh { public: // Mesh Data int m_nVertexCount; // Vertex Count CVert* m_pVertices; // Vertex Data CTexCoord* m_pTexCoords; // Texture Coordinates unsigned int m_nTextureId; // Texture ID // Vertex Buffer Object Names unsigned int m_nVBOVertices; // Vertex VBO Name unsigned int m_nVBOTexCoords; // Texture Coordinate VBO Name // Temporary Data AUX_RGBImageRec* m_pTextureImage; // Heightmap Data public: CMesh(); // Mesh Constructor ~CMesh(); // Mesh Deconstructor // Heightmap Loader bool LoadHeightmap( char* szPath, float flHeightScale, float flResolution ); // Single Point Height float PtHeight( int nX, int nY ); // VBO Build Function void BuildVBOs(); };
| Most
of that code is relatively self-explanatory. Note that while I do keep
the Vertex and Texture Coordinate data seperate, that is not wholly
necessary, as will be indicated later.
Here we have our global variables. First we have a VBO extension validity flag, which will be set in the initialization code. Then we have our mesh, followed by our Y rotation counter.  I decided to write in a FPS gauge to help display the optimization provided by this code. |
bool g_fVBOSupported = false; // ARB_vertex_buffer_object supported? CMesh* g_pMesh = NULL; // Mesh Data float g_flYRot = 0.0f; // Rotation int g_nFPS = 0, g_nFrames = 0; // FPS and FPS Counter DWORD g_dwLastFPS = 0; // Last FPS Check Time
| Let's
skip over to the CMesh function definitions, starting with
LoadHeightmap. For those of you who live under a rock, a heightmap is a
two-dimensional dataset, commonly an image, which specifies the terrain
mesh's vertical data. There are many ways to implement a heightmap, and
certainly no one right way. My implementation reads a three channel
bitmap and uses the luminosity algorithm to determine the height from
the
data. The resulting data would be exactly the same if the image was in
color or in grayscale, which allows the heightmap to be in color.
Personally, I recommend using a four channel image, such as a targa,
and using the alpha channel for the heights. However, for the purpose
of
this tutorial, I decided that a simple bitmap would be best.
First, we make sure that the heightmap exists, and if so, we load it using GLaux's bitmap loader. Yes yes, it probably is better to write your own image loading routines, but that is not in the scope of this tutorial. |
bool CMesh :: LoadHeightmap( char* szPath, float flHeightScale, float flResolution ) { // Error-Checking FILE* fTest = fopen( szPath, "r" ); // Open The Image if( !fTest ) // Make Sure It Was Found return false; // If Not, The File Is Missing fclose( fTest ); // Done With The Handle // Load Texture Data m_pTextureImage = auxDIBImageLoad( szPath ); // Utilize GLaux's Bitmap Load Routine
| Now
things start getting a little more interesting. First of all, I would
like to point out that my heightmap generates three vertices for every
triangle - vertices are not shared. I will explain why I chose to do
that later, but I figured you should know before looking at this code.
I start by calculating the amount of vertices in the mesh. The algorithm is essentially ( ( Terrain Width / Resolution ) * ( Terrain Length / Resolution ) * 3 Vertices in a Triangle * 2 Triangles in a Square ). Then I allocate my data, and start working my way through the vertex field, setting data. |
// Generate Vertex Field m_nVertexCount = (int) ( m_pTextureImage->sizeX * m_pTextureImage->sizeY * 6 / ( flResolution * flResolution ) ); m_pVertices = new CVec[m_nVertexCount]; // Allocate Vertex Data m_pTexCoords = new CTexCoord[m_nVertexCount]; // Allocate Tex Coord Data int nX, nZ, nTri, nIndex=0; // Create Variables float flX, flZ; for( nZ = 0; nZ < m_pTextureImage->sizeY; nZ += (int) flResolution ) { for( nX = 0; nX < m_pTextureImage->sizeX; nX += (int) flResolution ) { for( nTri = 0; nTri < 6; nTri++ ) { // Using This Quick Hack, Figure The X,Z Position Of The Point flX = (float) nX + ( ( nTri == 1 || nTri == 2 || nTri == 5 ) ? flResolution : 0.0f ); flZ = (float) nZ + ( ( nTri == 2 || nTri == 4 || nTri == 5 ) ? flResolution : 0.0f ); // Set The Data, Using PtHeight To Obtain The Y Value m_pVertices[nIndex].x = flX - ( m_pTextureImage->sizeX / 2 ); m_pVertices[nIndex].y = PtHeight( (int) flX, (int) flZ ) * flHeightScale; m_pVertices[nIndex].z = flZ - ( m_pTextureImage->sizeY / 2 ); // Stretch The Texture Across The Entire Mesh m_pTexCoords[nIndex].u = flX / m_pTextureImage->sizeX; m_pTexCoords[nIndex].v = flZ / m_pTextureImage->sizeY; // Increment Our Index nIndex++; } } }
| I finish off the function by loading the heightmap texture into OpenGL, and freeing our copy of the data. This should be fairly familiar from past tutorials. |
// Load The Texture Into OpenGL glGenTextures( 1, &m_nTextureId ); // Get An Open ID glBindTexture( GL_TEXTURE_2D, m_nTextureId ); // Bind The Texture glTexImage2D( GL_TEXTURE_2D, 0, 3, m_pTextureImage->sizeX, m_pTextureImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, m_pTextureImage->data ); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Free The Texture Data if( m_pTextureImage ) { if( m_pTextureImage->data ) free( m_pTextureImage->data ); free( m_pTextureImage ); } return true; }
| PtHeight is relatively simple. It calculates the index of the data in question, wrapping any overflows to avoid error, and calculates the height. The luminance formula is very simple, as you can see, so don't sweat it too much. |
float CMesh :: PtHeight( int nX, int nY ) { // Calculate The Position In The Texture, Careful Not To Overflow int nPos = ( ( nX % m_pTextureImage->sizeX ) + ( ( nY % m_pTextureImage->sizeY ) * m_pTextureImage->sizeX ) ) * 3; float flR = (float) m_pTextureImage->data[ nPos ]; // Get The Red Component float flG = (float) m_pTextureImage->data[ nPos + 1 ]; // Get The Green Component float flB = (float) m_pTextureImage->data[ nPos + 2 ]; // Get The Blue Component return ( 0.299f * flR + 0.587f * flG + 0.114f * flB ); // Calculate The Height Using The Luminance Algorithm }
| Hurray,
time to get dirty with Vertex Arrays and VBOs. So what are Vertex
Arrays? Essentially, it is a system by which you can point OpenGL to
your geometric data, and then subsequently render data in relatively
few calls. The resulting cut down on function calls (glVertex, etc)
adds a
significant boost in speed. What are VBOs? Well, Vertex Buffer Objects
use high-performance graphics card memory instead of your standard,
ram-allocated memory. Not only does that lower the memory operations
every frame, but it shortens the bus distance for your data to travel.
On my specs, VBOs actually triple my framerate, which is something not
to be taken lightly.
So now we are going to build the Vertex Buffer Objects. There are really a couple of ways to go about this, one of which is called "mapping" the memory. I think the simplist way is best here. The process is as follows: first, use glGenBuffersARB to get a valid VBO "name". Essentially, a name is an ID number which OpenGL will associate with your data. We want to generate a name because the same ones won't always be available. Next, we make that VBO the active one by binding it with glBindBufferARB. Finally, we load the data into our gfx card's data with a call to glBufferDataARB, passing the size and the pointer to the data. glBufferDataARB will copy that data into your gfx card memory, which means that we will not have any reason to maintain it anymore, so we can delete it. |
void CMesh :: BuildVBOs() { // Generate And Bind The Vertex Buffer glGenBuffersARB( 1, &m_nVBOVertices ); // Get A Valid Name glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices ); // Bind The Buffer // Load The Data glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*3*sizeof(float), m_pVertices, GL_STATIC_DRAW_ARB ); // Generate And Bind The Texture Coordinate Buffer glGenBuffersARB( 1, &m_nVBOTexCoords ); // Get A Valid Name glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords ); // Bind The Buffer // Load The Data glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*2*sizeof(float), m_pTexCoords, GL_STATIC_DRAW_ARB ); // Our Copy Of The Data Is No Longer Necessary, It Is Safe In The Graphics Card delete [] m_pVertices; m_pVertices = NULL; delete [] m_pTexCoords; m_pTexCoords = NULL; }
| Ok, time to initialize. First we will allocate and load our mesh data. Then we will check for GL_ARB_vertex_buffer_object support. If we have it, we will grab the function pointers with wglGetProcAddress, and build our VBOs. Note that if VBOs aren't supported, we will retain the data as usual. Also note the provision for forced no VBOs. |
// Load The Mesh Data g_pMesh = new CMesh(); // Instantiate Our Mesh if( !g_pMesh->LoadHeightmap( "terrain.bmp", // Load Our Heightmap MESH_HEIGHTSCALE, MESH_RESOLUTION ) ) { MessageBox( NULL, "Error Loading Heightmap", "Error", MB_OK ); return false; } // Check For VBOs Supported #ifndef NO_VBOS g_fVBOSupported = IsExtensionSupported( "GL_ARB_vertex_buffer_object" ); if( g_fVBOSupported ) { // Get Pointers To The GL Functions glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) wglGetProcAddress("glGenBuffersARB"); glBindBufferARB = (PFNGLBINDBUFFERARBPROC) wglGetProcAddress("glBindBufferARB"); glBufferDataARB = (PFNGLBUFFERDATAARBPROC) wglGetProcAddress("glBufferDataARB"); glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC) wglGetProcAddress("glDeleteBuffersARB"); // Load Vertex Data Into The Graphics Card Memory g_pMesh->BuildVBOs(); // Build The VBOs } #else /* NO_VBOS */ g_fVBOSupported = false; #endif
| IsExtensionSupported is a function you can get from OpenGL.org. My variation is, in my humble opinion, a little cleaner. |
bool IsExtensionSupported( char* szTargetExtension ) { const unsigned char *pszExtensions = NULL; const unsigned char *pszStart; unsigned char *pszWhere, *pszTerminator; // Extension names should not have spaces pszWhere = (unsigned char *) strchr( szTargetExtension, ' ' ); if( pszWhere || *szTargetExtension == '\0' ) return false; // Get Extensions String pszExtensions = glGetString( GL_EXTENSIONS ); // Search The Extensions String For An Exact Copy pszStart = pszExtensions; for(;;) { pszWhere = (unsigned char *) strstr( (const char *) pszStart, szTargetExtension ); if( !pszWhere ) break; pszTerminator = pszWhere + strlen( szTargetExtension ); if( pszWhere == pszStart || *( pszWhere - 1 ) == ' ' ) if( *pszTerminator == ' ' || *pszTerminator == '\0' ) return true; pszStart = pszTerminator; } return false; }
| It
is relatively simple. Some people simply use a sub-string search with
strstr, but apparently OpenGL.org doesn't trust the consistancy of the
extension string enough to accept that as proof. And hey, I am not
about to argue with those guys.
Almost finished now! All we gotta do is render the data. |
void Draw (void) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity (); // Reset The Modelview Matrix // Get FPS if( GetTickCount() - g_dwLastFPS >= 1000 ) // When A Second Has Passed... { g_dwLastFPS = GetTickCount(); // Update Our Time Variable g_nFPS = g_nFrames; // Save The FPS g_nFrames = 0; // Reset The FPS Counter char szTitle[256]={0}; // Build The Title String sprintf( szTitle, "Lesson 45: NeHe & Paul Frazee's VBO Tut - %d Triangles, %d FPS", g_pMesh->m_nVertexCount / 3, g_nFPS ); if( g_fVBOSupported ) // Include A Notice About VBOs strcat( szTitle, ", Using VBOs" ); else strcat( szTitle, ", Not Using VBOs" ); SetWindowText( g_window->hWnd, szTitle ); // Set The Title } g_nFrames++; // Increment Our FPS Counter // Move The Camera glTranslatef( 0.0f, -220.0f, 0.0f ); // Move Above The Terrain glRotatef( 10.0f, 1.0f, 0.0f, 0.0f ); // Look Down Slightly glRotatef( g_flYRot, 0.0f, 1.0f, 0.0f ); // Rotate The Camera
| Pretty
simple - every second, save the frame counter as the FPS and reset the
frame counter. I decided to throw in poly count for impact. Then
we move the camera above the terrain (you may need to adjust that if
you change the heightmap), and do a few rotations. g_flYRot is
incremented
in the Update function.
To use Vertex Arrays (and VBOs), you need to tell OpenGL what data you are going to be specifying with your memory. So the first step is to enable the client states GL_VERTEX_ARRAY and GL_TEXTURE_COORD_ARRAY. Then we are going to want to set our pointers. I doubt you have to do this every frame unless you have multiple meshes, but it doesn't hurt us cycle-wise, so I don't see a problem. To set a pointer for a certain data type, you have to use the appropriate function - glVertexPointer and glTexCoordPointer, in our case. The usage is pretty easy - pass the amount of variables in a point (three for a vertex, two for a texcoord), the data cast (float), the stride between the desired data (in the event that the vertices are not stored alone in their structure), and the pointer to the data. You can actually use glInterleavedArrays and store all of your data in one big memory buffer, but I chose to keep it seperate to show you how to use multiple VBOs. Speaking of VBOs, implementing them isn't much different. The only real change is that instead of providing a pointer to the data, we bind the VBO we want and set the pointer to zero. Take a look. |
// Set Pointers To Our Data if( g_fVBOSupported ) { glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh->m_nVBOVertices ); glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh->m_nVBOTexCoords ); glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffer } else { glVertexPointer( 3, GL_FLOAT, 0, g_pMesh->m_pVertices ); // Set The Vertex Pointer To Our Vertex Data glTexCoordPointer( 2, GL_FLOAT, 0, g_pMesh->m_pTexCoords ); // Set The Vertex Pointer To Our TexCoord Data }
| Guess what? Rendering is even easier. |
// Render glDrawArrays( GL_TRIANGLES, 0, g_pMesh->m_nVertexCount ); // Draw All Of The Triangles At Once
| Here
we use glDrawArrays to send our data to OpenGL. glDrawArrays checks
which client states are enabled, and then uses their pointers to
render. We tell it the geometric type, the index we want to start from,
and how many vertices to render. There are many other ways we can send
the data for rendering, such as glArrayElement, but this is the fastest
way to do it. You will notice that glDrawArrays is not within
glBegin / glEnd statements. That isn't necessary here.
glDrawArrays is why I chose not to share my vertex data between triangles - it isn't possible. As far as I know, the best way to optimize memory usage is to use triangle strips, which is, again, out of this tutorial's scope. Also you should be aware that normals operate "one for one" with vertices, meaning that if you are using normals, each vertex should have an accompanying normal. Consider that an opportunity to calculate your normals per-vertex, which will greatly increase visual accuracy. Now all we have left is to disable vertex arrays, and we are finished. |
// Disable Pointers glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays }
|
If you want more information on Vertex Buffer Objects, I recommend reading the documentation in SGI's extension registry -
http://oss.sgi.com/projects/ogl-sample/registry. It is a little
more tedious to read through than a tutorial, but it will give you much more detailed information.
Well that does it for the tutorial. If you find any mistakes or misinformation, or simply have questions, you can contact me at<EMAIL_ADDRESS>* DOWNLOAD Visual C++ Code For This Lesson. * DOWNLOAD Borland C++ Builder 6 Code For This Lesson. ( Conversion by Le Thanh Cong ) * DOWNLOAD Code Warrior 5.3 Code For This Lesson. ( Conversion by Scott Lupton ) * DOWNLOAD Delphi Code For This Lesson. ( Conversion by Michal Tucek ) * DOWNLOAD Dev C++ Code For This Lesson. ( Conversion by Gerald Buchgraber ) * DOWNLOAD Linux/SDL Code For This Lesson. ( Conversion by Ilias Maratos ) * DOWNLOAD Python Code For This Lesson. ( Conversion by Brian Leair ) * DOWNLOAD Visual Studio .NET Code For This Lesson. ( Conversion by Joachim Rohde )
|


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anki_vector.proximity¶
Support for Vector’s distance sensor.
Vector’s time-of-flight distance sensor has a usable range of about 30 mm to 1200 mm (max useful range closer to 300mm for Vector) with a field of view of 25 degrees.
The distance sensor can be used to detect objects in front of the robot.
Classes
ProximityComponent (robot) |
Maintains the most recent proximity sensor data |
ProximitySensorData (proto_data) |
A distance sample from the time-of-flight sensor with metadata describing reliability of the measurement |
-
class
anki_vector.proximity.
ProximityComponent
(robot)¶ Maintains the most recent proximity sensor data
- This will be updated with every broadcast RobotState, and can be queried at any time. Two sensor readings are made available:
- the most recent data from the robot
- the most recent data which was considered valid by the engine for usage
An example of how to extract sensor data:
import anki_vector with anki_vector.Robot() as robot: proximity_data = robot.proximity.last_sensor_reading if proximity_data is not None: print('Proximity distance: {0}, engine considers useful: {1}'.format(proximity_data.distance, proximity_data.is_valid))
-
close
()¶ Closing the touch component will unsubscribe from robot state updates.
-
last_sensor_reading
¶ anki_vector.proximity.ProximitySensorData
– The last reported sensor data.import anki_vector with anki_vector.Robot() as robot: last_sensor_reading = robot.proximity.last_sensor_reading
Return type: ProximitySensorData
-
last_valid_sensor_reading
¶ anki_vector.proximity.ProximitySensorData
– The last reported sensor data which is considered useful for object detection.import anki_vector with anki_vector.Robot() as robot: last_valid_sensor_reading = robot.proximity.last_valid_sensor_reading
Return type: ProximitySensorData
-
class
anki_vector.proximity.
ProximitySensorData
(proto_data)¶ A distance sample from the time-of-flight sensor with metadata describing reliability of the measurement
The proximity sensor is located near the bottom of Vector between the two front wheels, facing forward. The reported distance describes how far in front of this sensor the robot feels an obstacle is. The sensor estimates based on time-of-flight information within a field of view which the engine resolves to a certain quality value.
Four additional flags are supplied by the engine to indicate whether this proximity data is considered valid for the robot’s internal pathfinding. Respecting these is optional, but will help python code respect the behavior of the robot’s innate object avoidance.
-
distance
¶ The distance between the sensor and a detected object
import anki_vector with anki_vector.Robot() as robot: distance = robot.proximity.last_sensor_reading.distance
Return type: float
-
is_in_valid_range
¶ Whether or not the engine considers the detected signal is close enough to be considered useful. Past a certain threshold, distance readings become unreliable.
import anki_vector with anki_vector.Robot() as robot: is_in_valid_range = robot.proximity.last_sensor_reading.is_in_valid_range
Return type: bool
-
is_lift_in_fov
¶ Whether Vector’s lift is blocking the time-of-flight sensor. While the lift will send clear proximity signals, it’s not useful for object detection.
import anki_vector with anki_vector.Robot() as robot: is_lift_in_fov = robot.proximity.last_sensor_reading.is_lift_in_fov
Return type: bool
-
is_too_pitched
¶ Whether the engine considers the robot to be tilted too much up or down for the time-of-flight data to usefully describe obstacles in the driving plane.
import anki_vector with anki_vector.Robot() as robot: is_too_pitched = robot.proximity.last_sensor_reading.is_too_pitched
Return type: bool
-
is_valid
¶ Comprehensive judgment of whether the reported distance is useful for object proximity detection.
import anki_vector with anki_vector.Robot() as robot: is_valid = robot.proximity.last_sensor_reading.is_valid
Return type: bool
-
is_valid_signal_quality
¶ Whether the engine considers the detected signal to be reliable enough to be considered an object in proximity.
import anki_vector with anki_vector.Robot() as robot: is_valid_signal_quality = robot.proximity.last_sensor_reading.is_valid_signal_quality
Return type: bool
-
signal_quality
¶ The quality of the detected object.
The proximity sensor detects obstacles within a given field of view, this value represents the likelihood of the reported distance being a solid surface.
import anki_vector with anki_vector.Robot() as robot: signal_quality = robot.proximity.last_sensor_reading.signal_quality
Return type: float
-


Traditional collapsible menu (found on eCommerce websites)
** Expand 'Bangladesh' to explore multi-level
Australia
New South Wales
Queensland
South Australia
Tasmania
Victoria
Western Australia
Bangladesh
Barisal
Chittaong
Dhaka
Dhaka
Dhaka East
Educational Institutes
School
College
Madrashah
Hospitals
Govt. Office
Dhaka West
Faridpur
Gazipur
Gopalganj
Kishoreganj
Madaripur
Khulna
Mymensingh
Rajshahi
Rangpur
Sylhet
Canada
Canada
Simple Tree like View (found on
w3schools
)
Beverages
Water
Coffee
Tea
Black Tea
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Green Tea
Sencha
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Matcha
Pi Lo Chun


Thinking back about how I met Molly, I am truly amazed at how we got to where we are today. Who knew that two high school kids that couldn’t even drive yet would end up getting married 10 years later. A lot has changed over the 10 years since I met Molly: we broke up after I graduated high school so I could be a ‘cool college kid’ (turns out that was a terrible idea), we started talking again because of a misunderstanding by one of her friends 3 years later (thank you whoever you are), we somehow managed to survive a long distance relationship for 2 years (never again), and we bought a dog (love you Moose). I can tell you one thing though, I would not be the person I am today if I did not have her in my life.
When she’s not kicking butt in nursing school or saving lives as a nurse intern, Molly spends her time being an all around amazing woman. She’s a fantastic chef and her baking is incredible. I couldn’t ask for a better Euchre partner though I’m surprised she's kept me around this long after the number of times I’ve trumped her ace. She told me that we needed a dog and I thought she was crazy, that turned out to be one of the best decisions I’ve ever made (second to asking Molly to marry me of course). She’s also the most thoughtful and caring person I know, one time she surprised me with coffee and beer just because I did well in a job interview. You can’t not marry someone after they surprise you with two of the best things on the planet.
Did I mention that Molly makes me a better person? Who knows where I would be today had we not gone on our second first date.  I also wouldn’t know that apples, cinnamon, and applesauce are three of the best things you can combine in your morning oatmeal. Oatmeal I could probably live without, Molly I could not. I love her more than I can express in words, and I always will.
I have to be honest when putting this website together I saved this section for last because I wasn’t quite sure on how to give Alex justice. I could provide a laundry list of attributes to describe him but the list might be endless. I would say there a few things that stick out to me on why I love Alex so much. First, he is a huge family man. Doesn’t matter if it is my family or his he loves to spend time with them. He is often the one asking if we are having family dinner on Sunday and what to bring. I love that Alex is so connected with both of our families and willing to stop what he is doing to help any of us out.
Secondly, Alex might be the most selfless person I know. I do not think in the ten years I have known him he has made a decision solely based on his wants. He is constantly checking in and seeing how he can help take a burden off of me. He gets up early each morning to take care of Moose and is always willing to help clean or cook. His actions help teach me each day to be a little less selfish. Alex has provided me with countless amounts of laughter and great memories. I do not know anyone with a better sense of humor or willingness to laugh at himself. Without Alex I would not have nearly as much joy and humor in my life. He has taught me not take the world so seriously.
Without Alex, I would be lost on how to make the perfect cup of coffee nor be the person I am today. My favorite characteristic about Alex is his ability to make me a better person. He is constantly pushing me to achieve greatness or do the best I can. He is patient and kind but not afraid to encourage me to be or to do better. He is an amazing partner that can often finish my sentences and says exactly what I am thinking. He has an incredible work ethic that is apparent in all that he does.
Mary Catherine or MC as she is lovingly nicknamed in our home is my younger sister but I look up to her for so many reasons; she is honest, intelligent, and hilarious. Truthfully, I don’t have many memories in my life without her. One of my earliest childhood memories is taking her home from the hospital on a hot August day. My dad took my brothers to go get the car and I was instructed to wait patiently with my mom for them to come pick us up. Instead of waiting patiently I ran around the waiting area singing I am a big sister on repeat. As you can imagine my mom was livid with me. MC and I became fast friends and did just about everything together.
Josh is Alex's younger brother. They almost shared a birthday, but 8 year old Alex told his mom that he didn't want to share a birthday, so she waited until the next day to have Josh. Josh doesn't say much, but when he does, it's comedic gold. Josh likes video games as much as every other teenage boy does, and he's reached the point where he beats Alex in every game they play together (except Super Smash Bros). We are all looking forward to Josh's best man speech, but I don't think he is. From helping Alex move into his apartment, to watching the Moose when Alex and Molly cannot, Josh is an all around great guy and a fantastic brother.
Kalan and I met while we were studying at the University of Nebraska – Lincoln. She is one of the most compassionate and loving people I know. She is widely creative and decorated our house on Surfside perfectly. Kalan and I spent way too much time and money exploring local coffee shops and listening to John Mayer while in Lincoln. Kalan, I could not think of a better friend to support Al Pal and I on such a special day, your joy for life is contagious and I think everyone in the world would be better off if they had a Kalan by their side. Thanks for your continued friendship and moving to KC (wishful thinking?).
Jake is on of Alex's best friends. They met in college and have been friends ever since. Jake is a connoisseur of fine Canadian whiskey and holds a degree in Mechanical Engineering. Jake is also getting married this year and unfortunately the proposal for a joint wedding didn't go over well with the fiances. Jake and Alex have recently picked up a habit of intentionally sabotaging Molly and Gina when playing board games. The girls don't like it, but Jake and Alex do it anyways. Jake is a great guy and I am excited for him to be a part of our wedding.
Dani and I met for the first time many years ago when my brother Jonathan brought her home. Instantly, Dani and I hit it off and could talk for hours on end. She has been such a great role model in my life and really fits into the family. She has such an infectious laugh and is an even better mom. Dani, thank you for helping me through wedding planning your expertise has been invaluable.
Jon is Molly’s oldest brother and a fellow K-State graduate. We both share the belief we “bleed purple” although Molly frequently reminds us we actually bleed red. Jon has been welcoming to me and we are so happy he is taking part in our wedding. I am looking forward to spending more time with Jon and cheering on K-State.
Elyssa is Alex’s sister that I have had the joy of spending many hours with.  I have many great memories with Elyssa but I love nights that we sit around and play Euchre or enjoying a bottle of wine. She is always willing to help out and is such a positive influence on those around her. Elyssa, I am so blessed to be gaining another sister especially one as accepting as you. Thanks for your constant laughter and support throughout this wedding process.
Geoff is Molly’s second oldest brother and also a fellow K-State grad, though he would rather cheer for Nebraska any day. Geoff can drop great one liners and brings a lot of humor to the DiGiacinto home. Geoff, thanks for taking part in our wedding and celebrating with Molly and I.
Celie is vivacious and truly loves life. She is Molly’s cousin and they love spending time together. Celie is very active and loves playing sports. She has a great sense of humor and the best laugh. Celie, thanks for taking part in such a big day for Alex and I. We love you and can’t wait to have you as our flower girl.
Graham is Celie’s brother and absolutely loves Legos. He like his sister has a great sense of humor and loves to play games. Graham, Alex and I can’t wait to spend our special day with you as our ring bearer. You bring so much light to those around you and we love getting to spend time with you.
Henry is Molly’s favorite nephew and they both share a love of dogs. When Henry is not busy making friends with everyone he meets, you might find him enjoying books, eating just about anything, or chasing after his dog Cooper. Henry has been such a sweet addition to our family and we love watching him grow. Henry we are so thankful that you agreed to be part of our wedding (maybe your mom said yes for you) and love you very much.


--- layout: default ---
This will be the new wiki page for the winawerlab. We are transitioning from confluence.


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ISIS2 files often have the extension .cub, sometimes with an associated .lbl (label) file. When a .lbl file exists it should be used as the dataset name rather than the .cub file.
In addition to support for most ISIS2 imagery configurations, this driver also reads georeferencing and coordinate system information as well as selected other header metadata.
Implementation of this driver was supported by the United States Geological Survey.
ISIS2 is part of a family of related formats including PDS and ISIS3.
LABELING_METHOD=ATTACHED/DETACHED: Determines whether the header labeling should be in the same file as the imagery (the default - ATTACHED) or in a separate file (DETACHED).
IMAGE_EXTENSION=extension: Set the extension used for detached image files, defaults to "cub". Only used if LABELING_METHOD=DETACHED.


Articles
-
"isn't a title of this post" isn't a title of this post
January 20, 2020
[NOTE: This post originally appeared on deepsource.io, and has been posted here with due permission.]
In the early part of the last century, when David Hilbert was working on stricter formalization of geometry than Euclid, Georg Cantor had worked out a theory of different types of infinities, the theory of sets. This theory would soon unveil a series of confusing paradoxes, leading to a crisis in the Mathematics community regarding the stability of the foundational principles of the math of that time.
Central to these paradoxes was the Russell’s paradox (or more generally, as we’d talk about later, the Epimenides Paradox). Let’s see what it is.
-
A panegyric about my mentor, Omar Bhai
September 25, 2019
I was still up at this unearthly hour, thinking about life for a while now - fumbled thoughts about where I had come, where I started, and quite expectedly, Omar Bhai, your name popped in.
The stream continued. I started thinking about everything I’ve learned from you and was surprised with merely the sheer volume of thoughts that followed. I felt nostalgic!
I made a mental note to type this out the next day.
-
The [deceptive] power of visual explanation
July 22, 2019
-
My Experience with OBM
July 19, 2019
If you want an overview about OBM, please read my post on the same .
I’ve participated in three sprints until now, in which I’ve completely failed myself, but I’ve already experiencing a drastic changes in my habits, which is good.
Here is what I’ve learned from this short, but significant experience:
-
Operation Blue Moon
July 12, 2019
It’s been a couple of years since I read “i want 2 do project tell me wat 2 do”, which then landed me on the home page of Operation Blue Moon (OBM), a project run single-handedly by the author of the book - Shakthi Kannan (mbuf). It is aimed towards time management and getting things done.
The project not only borrows it’s name, but also the spirit of discipline, from our miliary counterparts. The practices here, built upon Shakthi’s years of experience of dealing with people trying, and failing, and learning from their mistakes, regarding time management.
-
Using Weechat with Glowing Bear for IRC
July 2, 2019
Last month, I had a new addition to my toolbox - Glowing Bear, which has been a really nice improvement, allowing me to access Weechat (hosted on a server) through my browser. Here’s how I set it up.
-
Silk Road, Revolutions and Systems
May 26, 2019
Today, I read the story of Silk Road: how the young idealist Ross Ulbricht, tired of chasing success the old school way, found his way around the darkweb to create an online As a part of the darkweb, it was operated as a Tor hidden service which protected the personal privacy of users by concealing their details from anyone - from the Government to their ISP - conducting network surveillance. Additionally, all payments were made using Bitcoin , a cryptocurrency which provides a certain degree of anonymity. bazaar for the trading of illicit materials, mainly drugs, which he named Silk Road.
The aim behind writing this blog post is to think out loud and try to gain insight into the oversights made by some of the most prominent revolutionaries in history.
-
Freedom of Speech, Authoritarianism, Freedom of Press and Faiz
May 22, 2019
Right to Free Speech is essential for a democracy. This blog post aims to shed some light on the recent authoritarian attempts made by hindutva-right-wing to curb free speech and how can we fight back.
-
A glimpse into the darkness: the 'Brutish' rule in India
May 18, 2019
A second-generation freeborn attempts to understand the impact and aftermath of colonization of India by British. It turns out that even an educated Indian of today is still not aware of the atrocities and turmoil it caused the country.
-
Do we really need to cover coverage with Vulture?
August 18, 2018
The team behind Vulture (a tool used for detecting unused Python code) decided not to integrate it with coverage (a tool for measuring code coverage of Python programs). Read why!
-
Dynamic code analysis with Vulture
June 27, 2018
This is a follow up post of Why use coverage to find which parts of a python code were executed? - there we discussed how we stumbled on this plan of dynamic code analysis with vulture. Here, we talk about the development process we (the Vulture team) underwent to integrate Vulture with coverage.py in order to automatically generate a whitelist of functions which Vulture reports as unused but are actually being used.
-
Google Summer of Code 2018 - Phase 1
June 14, 2018
Here’s my work progress with the first phase of Google Summer of Code 2018.
-
The story of Dead Code, Vulture and scavenging
May 30, 2018
It isn’t uncommon for software developers to encounter some code that they had written in the past and reflecting on it - the most common reaction would probably be “It must be the most horrible thing I wrote”. But sometimes, there’s that aha moment where you find something and you are instantly gratified and proud of yourself, “Oh, this is so beautiful, no wonder it took so many sleepless nights”. However glamorous it may sound, but it is indeed a difficult task to write and maintain such code, and this is where automatic tools come in to the picture. Let’s discuss about one such tool - Vulture, which helps discover unused stuff in Python code.
So, today we present to you the voodoo which throws out unused code.
-
Why use coverage to find which parts of a python code were executed?
May 19, 2018
In this post, I’ll walk you through the decision making process the team behind Vulture underwent to come up with a way to deal with false positives in it’s results.
-
A meeting with my GSoC'18 mentors
May 13, 2018
Tell me and I forget, teach me and I may remember, involve me and I learn. This blog post is a public memoir of an online meeting I had with my GSoC mentors. Kudos to me for having such awesome mentors! :P
-
GSoC 2018
May 10, 2018
“Good luck is a residue of preparation.” ― Jack Youngblood
Getting selected as a Google Summer of Code student with coala was a breakthrough for me. The coala community touched me on every aspect of open source software development, especially how to get along with peers (and troll them :-p). And it has happened again - I am a student with coala one more time, and I look forward to learn yet more from my dear mentors and the beloved coala community.
-
Statement of Chaos
March 30, 2018
Should I go for a job or an MS?
-
Organising the Mozilla visit
March 3, 2018
This blog post is about my experience with organising and attending a Mozilla session at my college.
-
How to get started with self driving cars
January 11, 2018
-
TMP Day 1: Introducing three months long backbreaking goals
August 24, 2017
Challenging my limits - Completing 4 ridiculously difficult programs in a year.
-
Phase-2
July 24, 2017
Phase 2 is coming to an end today (24’th of July, 11:30 PM IST). It had been an intensive and healthy work-period with a high steep-learning curve. Let me reflect on my journey throughout the month.
-
Phase-1
June 24, 2017
Phase 1 of the coding period ended on 26’th June 23:30 GMT+5:30. With this post, I would like to reflect upon the development progress so far and share some of the challenges I faced.
-
change
June 20, 2017
Trying to change my habits in a way it feels fun!
-
Meeting Jendrik
June 10, 2017
A meeting with my mentor, tweaking the VultureBear and my new laptop. Ahh, perfect!
-
coala - COde AnaLysis Application
June 1, 2017
How working with coala changed my life? :-)
-
GSoC Project Timeline
May 28, 2017
Here is a description of how I plan to manage my schedule during GSoC period.
-
GSoC Project
May 20, 2017
The project I will be working this (G) summer (oC)
-
Getting into GSoC
May 3, 2017
Hello, this post is a brief description of what is GSoC and how I wrote my project proposal for GSoC


Welcome to engineer gaming, we are gamers that are engineers that also engineer gaming engineer gamers.


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Espace Society is being migrated from its legacy PmWiki to Octopress. If you see any formatting errors, please be so kind as to make a comment on the page at the bottom. I will make the change promptly.
All past discussions have been lost due to the page name migration. Sorry for the inconvenience.
Thank you, and thanks for visiting EspaceSociety.


Introduction to Density Functional Theory¶
Density Functional Theory (DFT) is a quantum mechanical technique which solves the ground-state wavefunction of a many electron problem by solving electron density of the system and relying on the one-to-one correspondence between the electron density and the wavefunction.
The discussion of the subject here is not a rigorous explanation, but references to a more rigorous explanation for those interested in the subject is provided, including both original citations as well more modern references. Instead, an exposition which highlights fundamental assumptions and mathematical concepts are discussed to give an understanding of the sources of error due to convergence issues and fundamental sources of errors due to inadequate modelling assumptions.
To motivate the discussion of Density Functional Theory (DFT), let us first start with a discussion of quantum mechanics and solutions of Schroedingers equation to introduce the notation familiar with quantum mechanics. We explain the components of the Schroedinger’s equation as applied to to nuclear-electronic solutions pertinent to materials science.
The adibiatic approximation of the nuclear-electron problem allows the separation of the nuclear wavefunction from the electronic wavefunctions. The application of the Born-Oppenheimer approximation allows to solve the electronic wavefunction separately by treating the electrons where clamped nuclear positions produces potential which interacts with the electrons.
Next successive solutions of the these solutions are discussed with particular discussion to solutions of the Hartree-Roothan equations and Slater polynomials.
We then discuss the foundational Hohenberg-Kohn theorems and the Kohn-Sham equations which are the foundation of DFT. A discussion of solutions of the Kohn-Sham using orbital basis sets (more common for modelling molecules) and the plane wave basis sets (more common in modelling solids) and the ramification for computation.
Finally a discussion on the psuedopotentials, GGA and PBE.
Schroedinger equation¶
Single-particle¶
It is useful to step back and recall elementary quantum mechanics to both review concept and to introduce terminology required to understand Density Functional Theory. Let us consider the Schroedinger’s equation for a single-particle.
The Hamiltonian.
The wavefunction.
Multi-particle¶
http://www.reed.edu/physics/courses/P342.S10/Physics342/page1/files/Lecture.31.pdf In quantum mechanics, the information about a system is contained in a system’s wavefunction . Here we are concerned with the electronic structure of atoms, molecules, and solids. The degrees of freedom of the nuclei appear only in the form of a potential , so that the function depends only on the electronic coordinates, from the Born-Oppenheimer approximation which allows to use the time-independent version of the Schroedinger’s equation.
Zwiebach’s notes on wave mechanics, bras and kets, linear algebra, Dirac noation,
Consider a system with Hamiltonian and the time independent Schrodinger equation
by using the variational principle
Is an eigenvalue problem and be expressed through an eigenvalue eigenvector expansion
Is an eigenvalue eigenvalue expansion.
Born-Oppenheimer Approximation¶
Consider a system consisting of atoms. Let us denote the collection of the position of atoms by the set , and the collection of position of electrons by the set .
The Hamiltonian for this system is
Then ground state wavefunction, :math:Phi = Phileft(left{mathbf{r}_iright},left{mathbf{R}_nright}right)`, which solves the Schrodinger equation, .
Additional Resources¶
For standard references on quantum mechanics, the undergraduate textbook by Griffiths [Gri16], and the graduate textbooks by Shankar [Sha12], and Sakurai [SN14].
For an introduction to DFT, a gentle introduction to the subject which only requires a cursory understanding of quantum mechanics can be found in Capelle [Cap06]
Since the original paper on the Born-Oppenheimer approximation is in German, it is necessary to have an English language resource.
Bibliography¶
- Cap06
Klaus Capelle. A bird’s-eye view of density-functional theory. Brazilian Journal of Physics, 36(4A):1318–1343, 2006.
- Gri16
David J Griffiths. Introduction to quantum mechanics. Cambridge University Press, 2016.
- SN14
Jun John Sakurai and Jim J Napolitano. Modern quantum mechanics. Pearson Higher Ed, 2014.
- Sha12
Ramamurti Shankar. Principles of quantum mechanics. Springer Science & Business Media, 2012.


Class AbstractCollection
Created by PhpStorm. User: kayladnls Date: 1/19/15 Time: 12:03 AM
- IonAuth\IonAuth\Utilities\Collection\AbstractCollection implements Countable, ArrayAccess
Direct known subclasses
IonAuth\IonAuth\Utilities\Collection\GroupCollection
Namespace: IonAuth\IonAuth\Utilities\Collection
Located at src/Utilities/Collection/AbstractCollection.php
Located at src/Utilities/Collection/AbstractCollection.php
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Five tags used to describe the structure of academic text and the function of sections.
We could tag sections' function with these five tags, and a unified structure could be more meaningful.
Some applications: citation analysis with structure function; academic search with paper structure; even Mobile Reading!
We solve the recognition in three levels:
Sequence tagging
The section headers in a literature are viewed as a sequence with hidden structure function tags.
Text Categorization
Using the section content to improve the accuracy of header based method.
Two subtasks:
Text Categorization
Given a paragraph of a literature, to recognize which structure function it belong to.
Majority Voting
Recognize the function of section based on results of paragraph position recognition with majority voting.


Preparation time
30 mins to 1 hour
Cooking time
30 mins to 1 hour
Serves
Serves 4
Asparagus and parma ham is a great combination - only bettered with an additional dollop of homemade hollandaise sauce.
Preheat the oven to 180C/350F/Gas 4 and preheat the grill to high.
For the pancake batter, place the eggs into a mixing bowl and whisk in the flour. Add the salt and half of the milk. Finally, whisk in the butter and remaining milk to achieve a thin, pouring cream consistency. Chill in the fridge for 30 minutes.
Melt a small knob of butter in a 20cm/8in non-stick frying pan. Once it is hot and sizzling pour in enough batter to thinly cover the base of the pan. After 30 seconds you can lift the edge with a palette knife to see if it's tinged gold as it should be. Flip the pancake over, cook the other side for a few seconds, and then slide it out of the pan onto a plate.
Without greasing the pan again, repeat the process in stage three to make eight thin pancakes.
For the hollandaise sauce, whisk together the egg yolks with a tablespoon of water in a stainless steel saucepan set over a very low heat, until thick and smooth.
Remove the pan from the heat and continue to whisk while adding the melted butter in a thin stream, leaving behind the milky residue that has settled in the bottom of the butter pan. Season the sauce with salt and freshly ground black peper and sharpen with lemon juice, to taste. Keep warm.
Boil the asparagus in salted water until tender. Once cooked, refresh the asparagus in a bowl of iced water. Drain and pat dry.
To assemble the délices, place a slice of ham on top of a pancake, then arrange three asparagus spears upon it. Roll up and place into a lightly buttered baking dish. Repeat with the remaining pancakes, parma ham and asparagus. Bake in the oven for about 20 minutes, or until just beginning to crisp at the edges.
Serve the délices on a serving dish and coat each one carefully with a spoonful of hollandaise sauce, running it along their length. Very briefly flash the délices under the grill until only just gilded by the heat.


An overview of the features available in Plutonium can be found below. To those familiar with our now-deprecated Roll20 script "betteR20," we aim to expand on the feature set it provided, while improving user experience.
Please note that the GIFs on this page are updated much less frequently than the module itself. For a (more) complete list of Plutonium's features, see the wiki.
Importing
The module can import the following data to either the journal or directly to character/NPC sheets:
- Adventures
- Backgrounds
- Books
- Classes and Subclasses
- Conditions & Diseases
- Creatures (to the journal only)
- Feats
- Items
- Optional & Variant Rules (to the journal only)
- Psionics
- Races
- Spells
- Tables (to the journal only)
By default it imports data from 5etools, but also provides options to import from the homebrew repository, URLs, and file uploads.
Importing Creatures to the Journal
Importing Spells to a Character Sheet
Importing Tables
Rivet Browser Extension
With Rivet installed, and provided you have 5etools and Foundry open in the same browser, you can send content and rolls from 5etools straight to your Foundry game with the click of a button.
Send to Foundry
Art Browser
The Art Browser is integrated into the module, allowing tiles, tokens, and scenes to be drag-dropped from the vast collection available. Note that art can be drag-dropped from the Art Browser site itself with the same functionality.
Scene Creation
Quality of Life Tools
The module includes a selection of tools to streamline the VTT experience.
Journal Cleaner
Journal Bulk Item Mover
Mass "Spell Prepared" Toggler
Customization Options
Plutonium is designed to be easily configurable, and already contains a small selection of options enable user customization.
Import Folder Specification
Configuration Options
Foundry UI Enhancements
While overhauling the Foundry user experience is not one of Plutonium's goals, a few minor tweaks have been included. These include:
- The ability to close notifications ("toast" messages)
- Red colorization of "Delete" icons, improving glance value