Why Anime Stimulates Me Intellectually.
This is what’s going through my head when I watch TV, commercials and movies. Also, when I think about businesses and read articles online, I’m considering these dimensions of the topic at hand. I’m constantly mulling over these points and expanding my minds understanding of these aspects for pretty much everything.
★ How was this made?
★ How did they market this?
★ Who is their audience?
★ What inspired someone to create this?
★ Why are they passionate about these themes?
★ Why do they want these themes to be associated with their brand?
★ What is left out of the message?
★ What am I missing?
★ Why were these actors interested in this project?
★ What technology did they use to create this?
★ What projects are eclipsed by this project?
★ Why did they choose that location or setting?
★ Why is the english voice acting so bad? Is that just inherent in the American voice acting industry? lulz..
Concept => Manga => Anime
Some aren’t very familiar with the production process for anime. It starts out as a concept. Maybe it’s a project that someone has been working on for years. Maybe it’s a mixture of failed projects and only came together as several talented people decided to work together.
Regardless, the work progresses from concept to manga, only becoming anime after it’s been vetted twice. It’s not easy for your work to become manga, but the barrier to entry for a work to proceed from concept to manga is very small. This is because it doesn’t take too much investment to get the project started, in comparison to a major motion picture or a comic book in the US.
Kanban and The Lean Startup
Here’s where the parallels to the Lean Startup process begin. An idea is fleshed out as quickly as possible. Avid readers and passionate fans are able to vet the work almost immediately. The content is published periodically, in magazines that contain lots of various mangas. Because the content reaches such a niche, passionate audience so fast, these otaku are able to vet new series.
This process allows the creators to respond to their biggest, most passionate fans as the series is being conceptualized. This means the writers can make subtle changes to their character development, to their scenearios, themes and plot lines as the series is being written. While this process is not exactly new – much 18th century english literature was produced periodically – in today’s literature world it is best exemplified in anime.
The Lean Startup drew inspiration from Kanban, a design & manufacturing methodology originally popularized in Japan. Companies would focus on getting products to market as quickly as possible and focus on enabling a malleable production process. This allowed Japanese hardware companies to vet products, measure market demand and remain agile. After I spent much time this summer watching anime, I thought more about their process and realized it closely resembled Kanban.
This is very exciting. Just trust me.
Focusing on what matters.
Just. The. Content.
The best part of this process is that, though the works retain their flexibility to change in subsequent media, most of the details are locked down in the manga. This is the most flexible step of the process and it is incredibly simple. Most manga is black and white. There’s no special effects to worry about, nor massive teams to manage with even larger budgets.
Instead of focusing on all that without knowing whether or not people will invest in your work, the artists are able to produce original work with few restraints on creativity. Even better, this lightweight flexible process doesn’t change much after the work is vetted and it becomes anime: it’s still cheap to produce. And while it might not cost much to produce, it is rich in what matters most to literature & entertainment.
Three Dimensional Characters in 2D
The proportion of time & effort spent on imagining characters, themes, plot twists and scenarios is maximized, while what makes American media generic is left out. For example, the artists won’t be limited with special effects production cost or time because all they have to do is draw. So the content is not restricted by arbitrary limitations imposed by budgets and resources.
One of the best aspects of anime are the characters. If you pay close attention, you’ll notice that they are not just what they seem on the surface. There’s something deeper to them. In the best work, you can notice that someone spent a lot of time thinking about this character’s motivations and emotions, even though they’re just animated.
Aldnoah Zero’s Chess Scene
The scenarios are well thought out as well. In the most recent episode of Aldnoah Zero, one of my favorite simulcast anime’s at the moment, there’s a great chess scene that only lasts a minute. If you haven’t seen the show yet, watch it from the beginning – otherwise, you’ll ruin the plot for yourself! However, it’s in Season 2, Episode 15 and if you don’t pay attention, you’ll miss it.
Two of the characters are playing chess on a table-computer, similar to a Microsoft Surface. The chess board display is powered off initially and the characters are just calling out moves, like Knight D4, etc. In one of the first moves, you hear that Inaho loses his Queen to Magbaraedge’s King. If you’ve played chess, then you know that scenario won’t arise very often, which is what clued me in to pay more attention to the scene. You would almost have to intentionally do this, so I wondered if Magbaraedge had lost her queen yet, but the display was still powered off.
Magbaraedge responds. Then Inaho moves again. They play a few moves, then they power the display and you can see the board. Magbaraedge indeed still has her queen, but Inaho has been mostly keeping her in check. However, he opts to make another risky move, where he chooses to allow Magbaraedge out of check. This move confused me significantly, as Inaho had several safe moves available that would keep her in check. Instead he moves his bishop from behind his ranks to behind her pawns. It does not put additional pressure on her pieces.
At this point, it’s important to also note that her King was also out in front of her pawns, near G5. It took me a few minutes to realize why he made this move: he gave up the check on her King in order to cut of the King from retreat. He was playing the long game and slowly cutting off her options.
It was about this time when I started looking at how Inaho stacked his pieces: each of his Bishop/Knight/Rook pieces in play in the center of the board were backing up at least two other pieces and pressuring her pieces. His pawns were all diagonal and backing up his pieces in the center. Her pieces were not so well structured.
It turns out this scene was very important in order to cast light on other events in the episode. Best episode so far in a stellar series. This scene is amazing because it reveals the forethought placed into a seemingly simple scene. After all, it mostly took just a minute or two, but it took me ten minutes or more to watch, rewatch and reflect.
How did the producer’s come up with such a great scene? I suspect that a few of the artists were chess players and perhaps played chess games just to come up with the scene. Or maybe even searched through famous games to find one that helped accentuate the developments in the episode. Regardless, it’s an amazing level of detail for something that may have been overlooked by many viewers.
Marketing and Negotiation Tactics in Log Horizon
Another series I’m currently watching is Log Horizon. It’s pretty good so far. I’m not sure why it took me so long to start watching it. It involves players getting stuck inside an MMORPG game. I haven’t finished watching Sword Art Online and while both series are very good, these virtual world stories just didn’t immediately appeal to me for some reason.
In S1E7, one group of players has discovered how to make real food that actually has a taste in the world, whereas most of the virtual food is tasteless. They also have a need to make a lot of money, so they pull together and decide to launch a restaurant business. The episode is mostly about how they market their business, protect intellectual property (the means of making tasty food), estimate profits, and discuss pursuing investment from the three biggest merchant guilds in Akihabara. Again, there’s a surprising level of depth behind the decisions characters make and it exposes their thought process to you.
In the next episode, S1E8, the same group of players begins deliberation with the merchant guilds and the episode deals with negotiation tactics, a subject with many subtleties and paradoxes. For example, you need to withhold information, but be honest with your partners at the same time, while balancing that with your partners’ motivation for success. There are a lot of mistakes you could make and you not only have to understand the reasoning behind negotiation tactics, but your team needs to be able to pull it off too. If someone on your team is a weak link, they could ruin it by unintentionally disclosing information. The main character skillfully leads his other capable team members through the negotiations and they develop a beneficial partnership with said merchant guilds.
Intellectual Content
These are the kinds of intelligent subjects and themes anime shows seem to be able pull off – in a fantasy world setting, no less – while remaining entertaining. Not exactly the go to source of information for negotiation tactics, but still very thought provoking if you’re interested in it. Or perhaps an episode like this will introduce you to thinking about subjects like these.
And I haven’t even touched on the quality of sci-fi material in Anime. Shows like Ghost in the Shell and Lain are classics. They explore extremely deep themes regarding the impact technology would have on our lives. Ghost in the Shell originally came out in 1995, but has only become more relevant in 20 years, due to the insightful manner in which technology was portrayed. The best works are timeless: they gain meaning with age, but they always manage to stay relevant.
Not Too Short, Not Too Long, Just Right
If a TV show was four or five episodes long would you emotionally invest yourself in the characters? How about a movie? That’s about the same length right? You simply can’t accomplish in a movie what you can in a TV series. Some movies around 3 hours actually do manage to do well with this. If you notice, the works that win Oscars are usually around this length.
You could argue that a trilogy like Lord of the Rings has more play time. Yes, but as a movie being released in theaters, it takes too long to produce: 3 to 10 years. That kind of production time would have negatively impacted the reception of the Harry Potter movies. Usually long running book series like that can’t be transitioned to film without sacrificing content.
You’ll notice most anime shows only last one or two seasons, besides the mainstream ones like Hunter x Hunter or Naruto, which I haven’t watched yet, mostly because I don’t want to commit myself to watching hundreds of episodes. The pacing is crucial to anime and this length helps maintain pace for the show so that it remains exciting. Also, this length is perfect because the shows always end on a high note, in terms of quality. You know, like Seinfeld – they might be successful, but they know to stop when they’re ahead. After about 25 episodes, you get the feeling that you’ve gotten to know the characters and you’ve seen how they developed through the series.
From Light Novels and Visual Novels to Anime
Spending a lot of time watching anime this summer got me thinking a lot about how this content is produced. I’ve even got a few scenarios I’d like to combine for an epic sci-fi story. However, I think a video game would be the best setting for this. I doubt I’ll ever get around to it. It’s set slightly in the future (20 to 50 years) and deals with an version of reality similar to our own, but one that will likely never occur because of certain alternate developments in technology.
It’s also important to note that there are other starting points for anime, not just manga. A lot of series start out as Light Novels, such as Tokyo Ravens. A lot of particularly good stories start off as Visual Novels, such as Fate: Stay Night. However, you notice that these mediums still place the focus on characters and story.
By the way, I highly recommend Fate: Zero and Fate: Unlimited Blade Works. I’d recommend watching Fate: Zero first. Fate: Stay Night is also good, but 10 years old. It was the first anime produced for the series, but the series’ original animation may turn some people off. Fate: UBW is mostly the same story, but also completely different. These stories started off as Visual Novels, similar to RPG’s like Final Fantasy, but with more of a focus on choosing your own adventure. Because of this, they have mutliple storylines, adding an extra dimension of depth that is impossible to reproduce in anime. I really like these stories because they remind me of my favorite RPG’s Chrono Trigger and Chrono Cross. However, these anime’s based on visual novels don’t completely translate to the screen.
Retelling A New Story
I like the idea of iterating on the same story and producing similar versions, similar to how the Legend of Zelda series always takes you to a different version of the world. This keeps things interesting and offers new developments. This occurs occasionally in western literature, but mostly older stuff and sometimes it’s not officially the same story. For example, Romeo and Juliet is based on another story with the same title and it’s very similar, or so I’m told. This idea of retelling the same story in various ways seems to occur a lot in Eastern media.
Some people get very offended when details in a story are changed or altered across different media or when a series is rebooted. However, I think this is one of the greatest strenths of transitioning from manga to anime. Usually most of the changes aren’t significant, but occasionally they are. This can occasionally be negative, as most fans responded poorly to changes in story for Black Lagoon: Roberta’s Blood Trail. But IMO, it seems that the anime is the more polished, final vision of these manga.
This is just another way that anime ends up being more polished. I would bet that American media would be better if it followed some of the same process, jumping from Comics to TV. You could even transition from comics to live action and I think that would work. Obviously, this occurs in a lot of cases, but that’s not the intention; it just so happens that the comic book would be profitable to produce as a TV show or movie. However, I’ve heard that the US comic industry chokes out competition and that it’s very difficult for independent stories to get picked up.
Cosplaying FTW
I’m starting to get very interested in Cosplay as well. It seems like a great hobby to pick up that would not only introduce you to many materials design techniques, but it would also walk you through the creative process of pursuing a project from inception to design to realization. I’m sure it’s extremely competitive, but it seems like a lot of fun. Plus, I mean, how can you not? LOL
WCW: Maridah Cosplay as Asuna from Horizon in the Middle of Nowhere, this creative anime about a future society that must reenact history. Seriously, where do they come up with this stuff? [Correction: It’s actually Asuna from SAO and not Horizon]


Hey there! I'm James Zhong (or Thebitspud), a high school student with a love for computers and all things code. On this website, you will find links to projects I have worked on in the past as well as sneak peaks of my upcoming releases. To learn more about me, click the button below!
I recently started a personal blog called Digital Tater that revolves around coding and the various programming projects that I am currently working on. Additionally, I occasionally upload posts that focus on other subjects such as video games, advice, or pop culture.
This is a web development tutorial website that I use as a reference and teaching tool at Vikings Dev. I have been periodically working on and updating the lessons since the end of October 2018.
To see more of what I've done, be sure to check out my portfolio!


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Bucketing users in two groups is a key part in A/B testing. We need to randomly assign users to a bucket. And in practice, we need to make sure a user is assigned to the same bucket consistently.
First, we need a user identifier.
Database Solution
We want to store a variation per user in a database. Hence we have key-value store with the user-identifier as key and the variation as value.
The code then is as follows:
import random
from typing import Dict
def get_variation(user_id: int) -> str:
# Some initialization / connection with a key_value_store
variation = key_value_store.get(user_id)
if variation is None:
# The user_id was not in the key_value_store
variation = assign_user_to_variant(user_id, {"A": 0.6, "B": 0.4})
return variation
def assign_user_to_variant(user_id: int, distribution: Dict[str, float]) -> str:
"""
Assign the user_id to a variant.
Parameters
----------
user_id : int
distribution : Dict[str, float]
Maps the name of a variant to a float. The sum of all should be 1.
Returns
-------
variant : str
"""
assert sum(distribution.values()) == 1.0
user_number = random.random() # in the interval [0, 1]
prob_sum = 0.0
for variant, prob in sorted(distribution.items()):
if prob_sum <= user_number < prob_sum + prob:
return variant
prob_sum += prob
return variant
In case the user_id
is not an integer, you have two ways to assign one:
- Have another table mapping the strings to the numbers, counting up from 0.
- Use a hash (e.g. MD5) and convert the hexstring to a number (base 16 conversion). Optimizely uses a MurmurHash (Python: mmh3)
Seeding Solution
The above solution is nice, because it is absolutely clear how it works. It is not so nice that you need to access a database.
Instead, you can play around with the seed of the random number generator. This makes the database call obsolete. By seeding we can guarantee the output of the random number generator while still having (pseudo) random numbers.
import random
from typing import Dict
def assign_user_to_variant(user_id: int, distribution: Dict[str, float]) -> str:
"""
Assign the user_id to a variant.
Parameters
----------
user_id : int
distribution : Dict[str, float]
Maps the name of a variant to a float. The sum of all should be 1.
Returns
-------
variant : str
"""
assert sum(distribution.values()) == 1.0
random.seed(user_id)
user_number = random.random() # in the interval [0, 1]
prob_sum = 0.0
for variant, prob in sorted(distribution.items()):
if prob_sum <= user_number < prob_sum + prob:
return variant
prob_sum += prob
return variant
Please note that this has another nice property: If you change the distribution slightly, then as many users as possible keep what they have.
A potential problematic property: Always the same users get to be in the "A" variant. So if you always choose the names "current" vs. "new", then some users will always end up in A/B tests. This is not good as the new variant might be brittle or have flaws.
Instead, we can give the test an unique name and thus do:
import random
from typing import Dict
import mmh3
def assign_user_to_variant(
user_id: str, test_name: str, distribution: Dict[str, float]
) -> str:
"""
Assign the user_id to a variant.
Parameters
----------
user_id : str
test_name : str
distribution : Dict[str, float]
Maps the name of a variant to a float. The sum of all should be 1.
Returns
-------
variant : str
"""
assert sum(distribution.values()) == 1.0
seed = mmh3.hash(user_id + test_name)
random.seed(user_id)
user_number = random.random() # in the interval [0, 1]
prob_sum = 0.0
for variant, prob in sorted(distribution.items()):
if prob_sum <= user_number < prob_sum + prob:
return variant
prob_sum += prob
return variant
Random Number Generators
We might want to generate the variations across multiple systems. Most of the
code above is trivial to execute in any programming language. However, the
output of random.seed(0); random.random()
might differ between programming
languages or even versions of a programming language. The reason are
differences in the random number generators.
A Pseudo-Random Number Generator (RNG) is a key component for the described solution. In the following is a list of the components:
| Name | Seed | Neighboring Seeds | Used By |
|---|---|---|---|
| Mersenne Twister | ✔ | Different results | Python 2.3 to 3.8, R |
| Linear congruential generator | ✔ | Similar results | Java 8, C++, PHP?, Perl |
| Permuted Congruential Generator 2 | ✔ | ? | Numpy |
| ChaCha20 | ? | ? | Rust |
| xorshift128+ | ? | ? | JavaScript (V8) |
| Xoroshiro128+ | ✔ | Different results | |
| Threefry / Philox | ✔ | Different results |
I cannot properly judge the statistical quality of those, but I recommend reading 1 and 2.
However, I tried java-random
and
visualized the results (code).
What you see is 1000 random numbers generated. The colum is the seed, the row
are 1000 consecutive random numbers. Clearly, the numpy and the Python version
look better:
| Java | Python | Numpy (PCG64) |
|---|---|---|
| Do you see the stripes? This means neighboring seeds lead to similar sequences. Kudos to my colleague James Blewitt who made me aware of this problem. | This is how it should look like - no pattern to be seen. | |
| MT19937 | Philox | Xoroshiro128 |
| SFC64 | Xorshift1024 | ThreeFry |
Security in the sense of predictability of the sequence is also an important property in many contexts. In the context of A/B-Testing, however, it does not matter. State size is also interesting.
PHP and Golang do either not at all or at least not clearly state what the default random number generator is.
TL;DR
Bucketing is easy as long as you have one system (OS and Programming language /
library) where you execute the bucketing. Once you have more, you need to take
care of how random.random()
actually works
See also
-
Melissa E. O'Neill: PCG: A Family of Simple Fast Space-Efficient Statistically Good Algorithms for Random Number Generation, 2014. ↩
-
Babu, Thomas: Freestyle, a randomized version of ChaCha for resisting offline brute-force and dictionary attacks, 2018. ↩
-
Optimizely: How bucketing works ↩
-
Dario Gieselaar: The Engineering Problem of A/B Testing, 2019. - Just a nice post about A/B Testing in general. ↩
-
Wikipedia: List of random number generators ↩


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Iman Rappetti brings new SA Documentary on abuse to DSTV
by Algoa FMVeteran journalist Iman Rappetti is the host of a once-off documentary focusing on high profile abusive relationships that is to air on DSTV in December.
Titled Loved Like Crazy, relationships under the spotlight will include Oscar Pistorius and Reeva Steenkamp, Sandile Mantsoe and Karabo Mokoena and Mampintsha and Babes Wodumo.
The producer of the show, Penny Peppa, told the Sunday Times that they hoped it would deepen the understanding around partner abuse.
The documentary airs on DSTV's Lifetime channel December 9.(channel 131) It will also air on the Crime and Investigation Channel on AETV.


|
Android
|
Represents a collection of resource IDs. More...
Public Member Functions | |
| Word (int stringResourceId) | |
| Constructor. More... | |
| Word (int stringResourceId, int imageResourceId) | |
| Constructor. More... | |
| int | getStringResourceId () |
| int | getImageResourceId () |
| boolean | hasImage () |
Private Attributes | |
| int | mStringResourceId |
| int | mImageResourceId = NO_IMAGE_PROVIDED |
Static Private Attributes | |
| static final int | NO_IMAGE_PROVIDED = -1 |
Represents a collection of resource IDs.
It contains resource IDs for Strings and optional Images
| com.example.choturemote.ui.main.Word.Word | ( | int | stringResourceId | ) |
Constructor.
A constructor that only takes in a String resourceID. Not used. Kept for later use.
| stringResourceId | is the string resource ID for the text associated with a Word |
Definition at line 45 of file Word.java.
References com.example.choturemote.ui.main.Word.mStringResourceId.
| com.example.choturemote.ui.main.Word.Word | ( | int | stringResourceId, |
| int | imageResourceId | ||
| ) |
Constructor.
A constructor that only takes in a String resourceID and an Image resourceId
| stringResourceId | is the string resource ID for the text associated with a Word |
| imageResourceId | is the drawable resource ID for the image associated with the Word |
Definition at line 56 of file Word.java.
References com.example.choturemote.ui.main.Word.mImageResourceId, and com.example.choturemote.ui.main.Word.mStringResourceId.
| int com.example.choturemote.ui.main.Word.getImageResourceId | ( | ) |
Get the image resource ID for the image associated with the Word
Definition at line 74 of file Word.java.
References com.example.choturemote.ui.main.Word.mImageResourceId.
Referenced by com.example.choturemote.ui.main.ExpressionsWordAdapter.getView(), and com.example.choturemote.ui.main.LocomotionWordAdapter.getView().
| int com.example.choturemote.ui.main.Word.getStringResourceId | ( | ) |
Get the string resource ID for the text associated with the Word
Definition at line 65 of file Word.java.
References com.example.choturemote.ui.main.Word.mStringResourceId.
Referenced by com.example.choturemote.ui.main.ExpressionsWordAdapter.getView(), com.example.choturemote.ui.main.ExpressionsFragment.onCreateView(), and com.example.choturemote.ui.main.SpeakingFragment.onCreateView().
| boolean com.example.choturemote.ui.main.Word.hasImage | ( | ) |
Returns whether or not there is an image for this word.
Definition at line 82 of file Word.java.
References com.example.choturemote.ui.main.Word.mImageResourceId, and com.example.choturemote.ui.main.Word.NO_IMAGE_PROVIDED.
Referenced by com.example.choturemote.ui.main.ExpressionsWordAdapter.getView(), and com.example.choturemote.ui.main.LocomotionWordAdapter.getView().
|
private |
Optional image resource ID for the image associated with a Word
Definition at line 35 of file Word.java.
Referenced by com.example.choturemote.ui.main.Word.getImageResourceId(), com.example.choturemote.ui.main.Word.hasImage(), and com.example.choturemote.ui.main.Word.Word().
|
private |
String resource ID for the text associated with a Word
Definition at line 32 of file Word.java.
Referenced by com.example.choturemote.ui.main.Word.getStringResourceId(), and com.example.choturemote.ui.main.Word.Word().
|
staticprivate |
Constant value that represents no image was provided for this word
Definition at line 38 of file Word.java.
Referenced by com.example.choturemote.ui.main.Word.hasImage().


National Knife Hunting Association
Real hunters don't need guns, just a sturdy knife!
Ever since 1889, members of the NKHA have hunted deer, bears and wolves with nothing but knives. Keep this honorable tradition alive by wearing your membership proudly.


Zoinks!
A bit of a false start this week, eh? Some of you received an empty email and others received nothing. There are a couple of kinks still to be worked out, and I'm looking at those now.
This should be back on autopilot again as it was before. Thanks for your patience as I make the transition over to the new infrastructure.
Cheers.
Greg Tracy
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Whether it’s ringing in kegs and eggs at a house party or getting a morning pick-me-up at Donkey Coffee, here is where you should celebrate Homecoming weekend, based on your horoscope:
Aries (March 21- April 19): North End
The new moon moves into Libra this week on Wednesday, which could mean a chance for you to re-evaluate your love life. Take this newfound energy and channel it into that special someone you’re interested in.
Celebrate at North End! Aries are known for being social, and there’s no better place to do so than at one of the most social bars and restaurants. Start the celebration with a margarita pitcher that’s easily split between you and whoever that special someone is.
Taurus (April 20- May 20): Bagel Street Deli
Before you can celebrate, you must take this week to grind on work as the Libra sun is in conjunction with Mars starting early this week. Whether it’s just a discussion post or a full-blown midterm, make sure to finish your work so you can enjoy all the festivities.
Carb-load this weekend at Bagel Street. Not only is it a great treat after all of that hard work, but you also want to make sure you’re not celebrating too hard on an empty stomach.
Gemini (May 21-June 21): Donkey Coffee
Venus enters your romance sector on Thursday, perfect for some one-on-one encounters this weekend. Homecoming brings so many people together, so be open to the idea of meeting someone during this time.
This weekend can definitely be exhausting. Before you go out and celebrate, grab a coffee at Donkey with someone you’re interested in. It will wake you up and give you the opportunity to sit and get to know a new potential partner.
Cancer (June 22- July 22): Fluff Bakery
After the stress of midterms during Homecoming week, make sure to take some self-care time this week. It can be doing a face mask, meditation or even indulging in some Athens cuisine that helps you keep a balanced mindset before heading into the weekend.
During this needed time of self-care, take home a sweet treat from Fluff Bakery. With so many delicious options for fall, the difficulty will be picking just one treat to buy.
Leo (July 23- August 22): Big Mamma’s Burritos
Mars is in Libra during the middle of the week. This directly impacts your house of vehicles and transportation. Be careful parking on campus during this week’s festivities; you don’t want to end up getting a ticket!
Ring in Homecoming with Big Mamma’s Burritos. Not only will it fill you up and keep you energized for the busy weekend, but it’s also right next to the Athen’s parking garage.
Virgo (August 23- September 22): Red Brick
This week brings about concerns in your financial sector. Before going on a spending frenzy this weekend, reflect on your past financial decisions. You don’t have to break the bank to have a good time with friends.
With cheap drink deals , celebrating Homecoming doesn’t have to hurt your wallet. Try spending some time at Red Brick and see how you can still have fun and save money.
Libra (September 23- October 23): Lucky’s Sports Tavern
With Mercury still in retrograde this month, your own sign being in Libra means fun and adventure in your future. Enjoy this week as a break away from the stress of college, as we didn’t get to last year because of COVID-19. Just remember to not have too much fun and enjoy it responsibly if you’re of age.
Lucky’s may be an older favorite compared to other bars, but it’s still a fun place to spend Homecoming with friends and past alumni. Take a chance and try a new place. It might just become your new hangout spot.
Scorpio (October 24- November 21): Court Street Coffee
Mercury retrograde in Libra will hit your house of intuition hard this week, Scorpio. Take time for yourself before celebrating this weekend so you don’t get tired too quickly. The weekend can be a lot for some people, and this should be a positive experience for everyone involved.
Make sure to hit Court Street Coffee this week for a quick pick-me-up in-between activities. With all of the events such as the parade and the football game, you’re definitely going to need it.
Sagittarius (November 22- December 21): Stephen’s On Court
Saturday’s Sun-Mercury conjunction in Libra will reunite you to celebrate with past friends. Call up an old friend from class or even an alumni that may be coming up to campus to visit for the weekend. Homecoming is the best time to bring people together.
Stephen’s is where you’ll meet some fun alumni, while still managing to stay trendy with current college students. Grab a mimosa on Saturday and ring in the festivities with both old and new friends.
Capricorn (December 22- January 19): El Tenampa
With Mars in Libra starting on Wednesday, your house of risk-taking is directly impacted. Spend Homecoming trying a new bar, a new restaurant or just a new food choice on your favorite’s menu. While Homecoming is about tradition, the best part about it is that you can create new ones.
El Tenampa is the perfect way to try something new on Court Street this weekend. Full of delicious menu options, El Tenampa is a great place to start a new tradition with close friends while celebrating old ones.
Aquarius (January 20- February 18): Jackie O’s
Wednesday’s New Moon in Libra encourages you to set your intentions and manifest them throughout the week. Whatever they may be, bring this positive energy into the week’s celebration to truly experience the community and belonging that Homecoming can bring.
While you may be on-the-go this weekend, stop and sit down in Jackie O’s. It’s a community favorite, and it supports community partners, further encouraging this sense of togetherness. Homecoming is about spending time with the people in your community, and there is no better to do that than over a nice meal.
Pisces (February 19- March 20): The Pub
Venus enters your career zone on Thursday, which could mean making future connections to help your future. With past alumni coming down to celebrate, take the time to find one who you can look up to and speak with them on your goals and future plans. Bobcats always help Bobcats.
So many alumni come back and visit The Pub on their visit back to Athens. Come here and you’ll be sure to connect with someone you can relate to while sharing a drink and a laugh.


Hi. I'm Vladimir Ibazeta
, or better known as Drakantas, Drak, or Draku over the internet.
Follow me


If you don't know already, my name is Dan Goresht, but don't ask me how to pronounce my last name because I honestly can't tell you.
I have a degree in computer science, I once was diamond rank in League of Legends, I have played on the Magic the Gathering Pro Tour and I will never decline a game of Super Smash Bros.
Magic the Gathering is my main hobby, and I have been playing competitively since Return to Ravnica. It didn’t take me long before I starting playing UW control decks, and now I have this website where I write all my opinions about the architype. If you haven’t noticed I named this website “You2You”, that’s a sorta play on words to represent “UW” which stands for “Blue White” in magic lingo.
Don’t get me wrong, I love UW, but you might catch me on other decks at time to time. I play pretty much exclusively in paper, and try to play 2-4 times a week. I wouldn’t ever consider myself a pro, but I am a local grinder and I try to put out consistent results at every event.
I enjoy standard and legacy, but modern is my favorite format.


Ensamblado: Assembly-CSharp (in Assembly-CSharp.dll)
Public Class MainCameraMimic
Inherits MonoBehaviour
Este idioma no es compatible o no hay ningún ejemplo de código disponible.
public class MainCameraMimic : MonoBehaviour
Este idioma no es compatible o no hay ningún ejemplo de código disponible.
public ref class MainCameraMimic : public MonoBehaviour^
Este idioma no es compatible o no hay ningún ejemplo de código disponible.
| Nombre | Descripción | |
|---|---|---|
| animation |
Obsoleto.
The Animation attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| audio |
Obsoleto.
The AudioSource attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| camera |
Obsoleto.
The Camera attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| collider |
Obsoleto.
The Collider attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| collider2D |
Obsoleto.
The Collider2D component attached to the object. (Se hereda de Component). |
|
| constantForce |
Obsoleto.
The ConstantForce attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. (Se hereda de Behaviour). |
|
| gameObject |
The game object this component is attached to. A component is always attached to a game object. (Se hereda de Component). |
|
| guiElement | Obsoleto. (Se hereda de Component). | |
| guiText |
Obsoleto.
The GUIText attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| guiTexture |
Obsoleto.
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). (Se hereda de Component). |
|
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? (Se hereda de Object). |
|
| hingeJoint |
Obsoleto.
The HingeJoint attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| isActiveAndEnabled |
Has the Behaviour had enabled called. (Se hereda de Behaviour). |
|
| light |
Obsoleto.
The Light attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| name |
The name of the object. (Se hereda de Object). |
|
| networkView |
Obsoleto.
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). (Se hereda de Component). |
|
| particleEmitter |
Obsoleto.
The ParticleEmitter attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| particleSystem |
Obsoleto.
The ParticleSystem attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| renderer |
Obsoleto.
The Renderer attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| rigidbody |
Obsoleto.
The Rigidbody attached to this GameObject. (Null if there is none attached). (Se hereda de Component). |
|
| rigidbody2D |
Obsoleto.
The Rigidbody2D that is attached to the Component's GameObject. (Se hereda de Component). |
|
| runInEditMode |
Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). (Se hereda de MonoBehaviour). |
|
| tag |
The tag of this game object. (Se hereda de Component). |
|
| transform |
The Transform attached to this GameObject. (Se hereda de Component). |
|
| useGUILayout |
Disabling this lets you skip the GUI layout phase. (Se hereda de MonoBehaviour). |
| Nombre | Descripción | |
|---|---|---|
| BroadcastMessage(String, Object) |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. (Se hereda de Component). |
|
| BroadcastMessage(String) |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. (Se hereda de Component). |
|
| BroadcastMessage(String, SendMessageOptions) |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. (Se hereda de Component). |
|
| BroadcastMessage(String, Object, SendMessageOptions) |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. (Se hereda de Component). |
|
| CancelInvoke |
Cancels all Invoke calls on this MonoBehaviour. (Se hereda de MonoBehaviour). |
|
| CancelInvoke(String) |
Cancels all Invoke calls with name methodName on this behaviour. (Se hereda de MonoBehaviour). |
|
| CompareTag(String) |
Is this game object tagged with tag ? (Se hereda de Component). |
|
| Equals(Object) | (Se hereda de Object). | |
| Finalize | (Se hereda de Object). | |
| GetComponent<T> | (Se hereda de Component). | |
| GetComponent(String) |
Returns the component with name type if the game object has one attached, null if it doesn't. (Se hereda de Component). |
|
| GetComponent(Type) |
Returns the component of Type type if the game object has one attached, null if it doesn't. (Se hereda de Component). |
|
| GetComponentInChildren(Type) |
Returns the component of Type type in the GameObject or any of its children using depth first search. (Se hereda de Component). |
|
| GetComponentInChildren<T> | (Se hereda de Component). | |
| GetComponentInChildren<T>(Boolean) | (Se hereda de Component). | |
| GetComponentInChildren(Type, Boolean) | (Se hereda de Component). | |
| GetComponentInParent(Type) |
Returns the component of Type type in the GameObject or any of its parents. (Se hereda de Component). |
|
| GetComponentInParent<T> | (Se hereda de Component). | |
| GetComponents<T>(List<T>) | (Se hereda de Component). | |
| GetComponents(Type, List<Component>) | (Se hereda de Component). | |
| GetComponents(Type) |
Returns all components of Type type in the GameObject. (Se hereda de Component). |
|
| GetComponents<T> | (Se hereda de Component). | |
| GetComponentsInChildren(Type, Boolean) |
Returns all components of Type type in the GameObject or any of its children. (Se hereda de Component). |
|
| GetComponentsInChildren<T>(Boolean) | (Se hereda de Component). | |
| GetComponentsInChildren<T>(Boolean, List<T>) | (Se hereda de Component). | |
| GetComponentsInChildren<T>(List<T>) | (Se hereda de Component). | |
| GetComponentsInChildren<T> | (Se hereda de Component). | |
| GetComponentsInChildren(Type) |
Returns all components of Type type in the GameObject or any of its children. (Se hereda de Component). |
|
| GetComponentsInParent<T> | (Se hereda de Component). | |
| GetComponentsInParent<T>(Boolean) | (Se hereda de Component). | |
| GetComponentsInParent(Type, Boolean) |
Returns all components of Type type in the GameObject or any of its parents. (Se hereda de Component). |
|
| GetComponentsInParent(Type) | (Se hereda de Component). | |
| GetComponentsInParent<T>(Boolean, List<T>) | (Se hereda de Component). | |
| GetHashCode | (Se hereda de Object). | |
| GetInstanceID |
Returns the instance id of the object. (Se hereda de Object). |
|
| GetType | (Se hereda de Object). | |
| Invoke(String, Single) |
Invokes the method methodName in time seconds. (Se hereda de MonoBehaviour). |
|
| InvokeRepeating(String, Single, Single) |
Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. (Se hereda de MonoBehaviour). |
|
| IsInvoking(String) |
Is any invoke on methodName pending? (Se hereda de MonoBehaviour). |
|
| IsInvoking |
Is any invoke pending on this MonoBehaviour? (Se hereda de MonoBehaviour). |
|
| MemberwiseClone | (Se hereda de Object). | |
| SendMessage(String, Object) |
Calls the method named methodName on every MonoBehaviour in this game object. (Se hereda de Component). |
|
| SendMessage(String) |
Calls the method named methodName on every MonoBehaviour in this game object. (Se hereda de Component). |
|
| SendMessage(String, SendMessageOptions) |
Calls the method named methodName on every MonoBehaviour in this game object. (Se hereda de Component). |
|
| SendMessage(String, Object, SendMessageOptions) |
Calls the method named methodName on every MonoBehaviour in this game object. (Se hereda de Component). |
|
| SendMessageUpwards(String, SendMessageOptions) |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. (Se hereda de Component). |
|
| SendMessageUpwards(String, Object) |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. (Se hereda de Component). |
|
| SendMessageUpwards(String, Object, SendMessageOptions) |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. (Se hereda de Component). |
|
| SendMessageUpwards(String) |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. (Se hereda de Component). |
|
| StartCoroutine(IEnumerator) |
Starts a coroutine. (Se hereda de MonoBehaviour). |
|
| StartCoroutine(String, Object) |
Starts a coroutine named methodName. (Se hereda de MonoBehaviour). |
|
| StartCoroutine(String) |
Starts a coroutine named methodName. (Se hereda de MonoBehaviour). |
|
| StartCoroutine_Auto(IEnumerator) | Obsoleto. (Se hereda de MonoBehaviour). | |
| StopAllCoroutines |
Stops all coroutines running on this behaviour. (Se hereda de MonoBehaviour). |
|
| StopCoroutine(IEnumerator) |
Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. (Se hereda de MonoBehaviour). |
|
| StopCoroutine(String) |
Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. (Se hereda de MonoBehaviour). |
|
| StopCoroutine(Coroutine) |
Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. (Se hereda de MonoBehaviour). |
|
| ToString |
Returns the name of the game object. (Se hereda de Object). |
|
| UpdateCameraRef() |
| Nombre | Descripción | |
|---|---|---|
| UpdateMainCameraRef(this MainCameraMimic[]) | (Definido por MainCameraMimicExtension). |
| Nombre | Descripción | |
|---|---|---|
| mainCamera |


In this webpage, I will be documenting all the projects that I will be doing in Engineering Academy in SP.
Hope you enjoy!


Controller class for spawning, deleting and modifying obstacle models. Will be wrapped in ROS services to allow Python calls from neural network.
More...
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void | Init (gazebo::physics::WorldPtr _world) |
| |
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void | ExecuteAction (const voxel_grid_plugin::ModelControlGoalConstPtr &command) |
| |
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| bool | CheckModelExists (const std::string &model_name) |
| | Checks if model with given name exists in Gazebo world. More...
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gazebo::physics::WorldPtr | world |
| |
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const std::string | action_name |
| |
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ros::NodeHandle | nh |
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actionlib::SimpleActionServer< voxel_grid_plugin::ModelControlAction > | as |
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voxel_grid_plugin::ModelControlFeedback | feedback |
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voxel_grid_plugin::ModelControlResult | result |
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RobotUtils | utils |
| |
Controller class for spawning, deleting and modifying obstacle models. Will be wrapped in ROS services to allow Python calls from neural network.
| bool ModelControlInterface::CheckModelExists |
( |
const std::string & |
model_name | ) |
|
|
inlineprivate |
Checks if model with given name exists in Gazebo world.
- Parameters
-
| model_name | - Name of model to check for |
- Returns
- True if model exists, False if it doesn't
The documentation for this class was generated from the following file:


{% extends 'django_registration/base.html' %} {% load bootstrap4 %} {% load static %} {% block content %}
Password or Username is incorrect
If you don't have an account, click here.


Namespace Noise
Classes
CipherFunction
Constants representing the available cipher functions.
DhFunction
Constants representing the available DH functions.
HandshakePattern
A handshake pattern consists of a pre-message pattern for the initiator, a pre-message pattern for the responder, and a sequence of message patterns for the actual handshake messages.
HashFunction
Constants representing the available hash functions.
KeyPair
A Diffie-Hellman private/public key pair.
MessagePattern
A message pattern is some sequence of tokens from the set ("e", "s", "ee", "es", "se", "ss", "psk").
PreMessagePattern
A pre-message pattern is one of the following sequences of tokens: "e", "s", "e, s", or empty.
Protocol
A concrete Noise protocol (e.g. Noise_XX_25519_AESGCM_SHA256 or Noise_IK_25519_ChaChaPoly_BLAKE2b).
ProtocolConfig
A set of parameters used to instantiate an initial HandshakeState from a concrete Protocol.
Interfaces
HandshakeState
A HandshakeState object contains a SymmetricState plus the local and remote keys (any of which may be empty), a boolean indicating the initiator or responder role, and the remaining portion of the handshake pattern.
Transport
A pair of CipherState objects for encrypting transport messages.
Enums
PatternModifiers
Pattern modifiers specify arbitrary extensions or modifications to the behavior specified by the handshake pattern.
Token
The smallest unit of the Noise handshake language.


Chances are you have multiple email client programs on your computer. Dispatcher always communicates with the default email client and passes it all outgoing messages. If Code Co-op Scripts are not sent out using your favourite email program that means they were passed to another email program. You need to make sure that the email client that you want to use with Code Co-op is set as the default.
More information: Set up your default email client program.


It is good to be reminded not to get caught up in minor details at this point. Getting an understanding of fundamental aspects of programming and the layers we must use is the key right now for learning this vast amount of information in a short time.
I am very familiar with meditation and different techniques as I have done a lot of study and practice in this area due to my background in Buddhism. I know it is amazing and incredibly beneficial and it is great to see it being spoken about in the tech world.
I have learnt more about how it activates the brain and the immune system. I knew about this vaguely before but it was interesting and very encouraging to be presented with the results of research in the area.
I found the concept of waiting a few breaths between experiencing a stimulus, and reacting very interesting and positive. I have not come across this method before and feel that it is a very good habit for people to form, especially those who are quick to react in regretful ways.


Class BehaviorComponent
Behavior related classes and functions.
Behaviors represent a complex task which requires Vector’s internal logic to determine how long it will take.This may include combinations of animation, path planning or other functionality.
For commands such as GoToPose(Pose, Boolean, Int32), DriveOnCharger() and DockWithCube(LightCube, Nullable<Single>, AlignmentType, Single, Int32), Vector uses path planning, which refers to the problem of navigating the robot from point A to B without collisions. Vector loads known obstacles from his map, creates a path to navigate around those objects, then starts following the path. If a new obstacle is found while following the path, a new plan may be created.
Implements
Inherited Members
Namespace: Anki.Vector
Assembly: Anki.Vector.dll
Syntax
public class BehaviorComponent : Component, INotifyPropertyChanged
Fields
| Improve this Doc View SourceMaxHeadAngle
The maximum head angle in radians
public const float MaxHeadAngle = 45F
Field Type
| Single |
MinHeadAngle
The minimum head angle in radians
public const float MinHeadAngle = -22F
Field Type
| Single |
Properties
| Improve this Doc View SourceIsBusy
Gets a value indicating whether Vector is busy performing a behavior.
public bool IsBusy { get; }
Property Type
| Boolean |
MotionProfile
Gets the motion profile that tells Vector how to drive when receiving navigation and movement actions such as GoToPose(Pose, Boolean, Int32) and DockWithCube(LightCube, Nullable<Single>, AlignmentType, Single, Int32).
public MotionProfile MotionProfile { get; }
Property Type
| MotionProfile |
Methods
| Improve this Doc View SourceAppIntent(String, String)
Submit an intent for Vector to carry out.
public Task<StatusCode> AppIntent(string intent, string param = "")
Parameters
| Type | Name | Description |
|---|---|---|
| String | intent | The intent for Vector carry out. |
| String | param | Any extra parameters. |
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation. |
Remarks
Since AppIntents are run by Vector's AI; this method will automatically release control.
Cancel()
Cancel the currently active behavior
public Task<StatusCode> Cancel()
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation. |
DockWithCube(LightCube, Nullable<Single>, AlignmentType, Single, Int32)
Tells Vector to dock with a light cube, optionally using a given approach angle and distance.
While docking with the cube, Vector will use path planning.
public Task<ActionResult> DockWithCube(LightCube lightCube, float? approachAngle = default(float? ), AlignmentType alignment = AlignmentType.LiftPlate, float distanceFromMarker = 0F, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| LightCube | lightCube | The light cube. |
| Nullable<Single> | approachAngle | The approach angle in radians. |
| AlignmentType | alignment | Which part of the robot to align with the object. |
| Single | distanceFromMarker | The distance from marker in mm (0 to dock). |
| Int32 | numRetries | Number of times to re-attempt action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
DriveOffCharger()
Drive Vector off the charger
public Task<BehaviorResult> DriveOffCharger()
Returns
| Type | Description |
|---|---|
| Task<BehaviorResult> | A task that represents the asynchronous operation. |
Remarks
Requires behavior control; see RequestControl(Int32).
DriveOnCharger()
Drive Vector onto the charger
Vector will attempt to find the charger and, if successful, he will back onto it and start charging. Vector’s charger has a visual marker so that the robot can locate it for self-docking.
public Task<BehaviorResult> DriveOnCharger()
Returns
| Type | Description |
|---|---|
| Task<BehaviorResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
DriveStraight(Single, Single, Boolean, Int32)
Tells Vector to drive in a straight line. Vector will drive for the specified distance(forwards or backwards). Vector must be off of the charger for this movement action.
public Task<ActionResult> DriveStraight(float distanceMm, float speedMmps, bool shouldPlayAnimation = true, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Single | distanceMm | The distance in mm. (positive for forwards, negative for backwards) |
| Single | speedMmps | The speed mm/s. |
| Boolean | shouldPlayAnimation | Whether to play idle animations whilst driving |
| Int32 | numRetries | Number of times to re-attempt action in case of a failure |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
Exceptions
| Type | Condition |
|---|---|
| NotSupportedException | The action result is not supported |
FindCube()
Requests that Vector finds his cube.
public Task<StatusCode> FindCube()
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
This method will automatically release control.
FindFaces()
Look around for faces
Turn in place and move head to look for faces.
public Task<BehaviorResult> FindFaces()
Returns
| Type | Description |
|---|---|
| Task<BehaviorResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
GoToCube(Single, Int32)
Tells Vector to drive to his Cube.
public Task<ActionResult> GoToCube(float distanceFromCube, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Single | distanceFromCube | The distance from the cube to stop in mm. This is the distance between the origins. For instance, the distance from the robot's origin (between Vector's two front wheels) to the cube's origin (at the center of the cube) is ~40mm. |
| Int32 | numRetries | Number of times to reattempt action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
Exceptions
| Type | Condition |
|---|---|
| InvalidOperationException | Light Cube must have been seen by Vector to run this command. |
GoToPose(Pose, Boolean, Int32)
Tells Vector to drive to the specified pose and orientation.
In navigating to the requested pose, Vector will use path planning.
public Task<ActionResult> GoToPose(Pose pose, bool relativeToRobot = false, int retries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Pose | pose | The pose. |
| Boolean | relativeToRobot | Whether the given pose is relative to the robot's pose. |
| Int32 | retries | The retries. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
ListenForBeat()
Request that Vector listens for a beat.
public Task<StatusCode> ListenForBeat()
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
This method will automatically release control.
ListenForQuestion()
Requests that Vector listen for a knowledge question and provide response.
public Task<StatusCode> ListenForQuestion()
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
This method will automatically release control.
LookAroundInPlace()
Look around in place
Turn in place and move head to see what's around Vector.
public Task<BehaviorResult> LookAroundInPlace()
Returns
| Type | Description |
|---|---|
| Task<BehaviorResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
PickupObject(LightCube, Boolean, Int32)
Instruct the robot to pick up his LightCube.
While picking up the cube, Vector will use path planning.
Note that actions that use the wheels cannot be performed at the same time, otherwise you may see a TRACKS_LOCKED error.
public Task<ActionResult> PickupObject(LightCube lightCube, bool usePreDockPose = true, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| LightCube | lightCube | The light cube. |
| Boolean | usePreDockPose | Whether or not to try to immediately pick up an object or first position the robot next to the object. |
| Int32 | numRetries | Number of times to reattempt action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
Exceptions
| Type | Condition |
|---|---|
| ArgumentException | Light cube object must be provided. - lightCube |
PlaceObjectOnGroundHere(Int32)
Ask Vector to place the object he is carrying on the ground at the current location.
public Task<ActionResult> PlaceObjectOnGroundHere(int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Int32 | numRetries | Number of times to reattempt action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
Exceptions
| Type | Condition |
|---|---|
| InvalidOperationException | Light Cube must have been seen by Vector to run this command. |
PopAWheelie(Nullable<Single>, Int32)
Tells Vector to "pop a wheelie" using his light cube.
public Task<ActionResult> PopAWheelie(float? approachAngle = default(float? ), int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Nullable<Single> | approachAngle | The angle to approach the cube from in radians. For example, 180 degrees will cause Vector to drive past the cube and approach it from behind. |
| Int32 | numRetries | Number of times to reattempt action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
Exceptions
| Type | Condition |
|---|---|
| InvalidOperationException | Light Cube must have been seen by Vector to run this command. |
RollCube(Nullable<Single>, Int32)
Tells Vector to roll a specified cube object.
public Task<ActionResult> RollCube(float? approachAngle = default(float? ), int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Nullable<Single> | approachAngle | The angle to approach the cube from in radians. For example, 180 degrees will cause Vector to drive past the cube and approach it from behind. |
| Int32 | numRetries | Number of times to reattempt action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
Exceptions
| Type | Condition |
|---|---|
| InvalidOperationException | Light Cube must have been seen by Vector to run this command. |
RollVisibleCube()
Roll a cube that is currently known to the robot.
This behavior will move into position as necessary based on relative distance and orientation. Vector needs to see the block for this to succeed.
public Task<BehaviorResult> RollVisibleCube()
Returns
| Type | Description |
|---|---|
| Task<BehaviorResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
SayName()
Request that Vector looks for a face and say the associated name.
public Task<StatusCode> SayName()
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
This method will automatically release control.
SayText(String, Boolean, Single, Single)
Make Vector speak text.
public Task<StatusCode> SayText(string text, bool useVectorVoice = true, float duration = 1F, float pitch = 0F)
Parameters
| Type | Name | Description |
|---|---|---|
| String | text | The words for Vector to say. |
| Boolean | useVectorVoice | Whether to use Vector’s robot voice (otherwise, he uses a generic human male voice). |
| Single | duration | Adjust the relative duration of the generated text to speech audio; 0.05 (fast) to 20.0 (slow). |
| Single | pitch | Adjust the relative pitch of the generated text to speech audio; -1.0 (low) to +1.0 (high) |
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation. |
Remarks
Requires behavior control; see RequestControl(Int32).
SetEyeColor(Single, Single)
Set Vector’s eye color.
public Task<StatusCode> SetEyeColor(float hue, float saturation)
Parameters
| Type | Name | Description |
|---|---|---|
| Single | hue | The hue. |
| Single | saturation | The saturation. |
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
SetHeadAngle(Single, Single, Single, Single, Int32)
Tell Vector's head to move to a given angle.
public Task<ActionResult> SetHeadAngle(float angle, float acceleration = 10F, float maxSpeed = 10F, float duration = 0F, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Single | angle | Desired angle for Vector’s head. Clamped to MinHeadAngle and MaxHeadAngle. |
| Single | acceleration | Acceleration of Vector’s head in radians per second squared. |
| Single | maxSpeed | Maximum speed of Vector’s head in radians per second. |
| Single | duration | Time for Vector’s head to move in seconds. A value of zero will make Vector try to do it as quickly as possible. |
| Int32 | numRetries | Number of times to re-attempt the action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
SetLiftHeight(Single, Single, Single, Single, Int32)
Tell Vector’s lift to move to a given height.
public Task<ActionResult> SetLiftHeight(float height, float acceleration = 10F, float maxSpeed = 10F, float duration = 0F, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Single | height | Desired height for Vector’s lift clamped to 0.0 (bottom) to 1.0 (top). |
| Single | acceleration | Acceleration of Vector’s lift in radians per second squared. |
| Single | maxSpeed | Maximum speed of Vector’s lift in radians per second. |
| Single | duration | Time for Vector’s lift to move in seconds. A value of zero will make Vector try to do it as quickly as possible. |
| Int32 | numRetries | Number of times to re-attempt the action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
Sleep()
Requests that Vector goes to sleep
public Task<StatusCode> Sleep()
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
This method will automatically release control.
StartExploring()
Request that Vector start's exploring. Vector reacts but doesn't seem to actually start exploring with this method.
public Task<StatusCode> StartExploring()
Returns
| Type | Description |
|---|---|
| Task<StatusCode> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
This method will automatically release control.
TurnInPlace(Single, Single, Single, Single, Boolean, Int32)
Turn the robot around its current position.
Vector must be off of the charger for this movement action.
public Task<ActionResult> TurnInPlace(float angle, float speed = 0F, float acceleration = 0F, float angleTolerance = 0F, bool isAbsolute = false, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Single | angle | The angle to turn. Positive values turn to the left, negative values to the right. |
| Single | speed | Angular turn speed (per second). |
| Single | acceleration | Acceleration of angular turn (per second squared). |
| Single | angleTolerance | angular tolerance to consider the action complete (this is clamped to a minimum of 2 degrees internally). |
| Boolean | isAbsolute | True to turn to a specific angle, False to turn relative to the current pose. |
| Int32 | numRetries | Number of times to re-attempt the turn in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).
TurnTowardsFace(Face, Int32)
Tells Vector to turn towards this face.
public Task<ActionResult> TurnTowardsFace(Face face, int numRetries = 0)
Parameters
| Type | Name | Description |
|---|---|---|
| Face | face | The face Vector will turn towards. |
| Int32 | numRetries | Number of times to reattempt the action in case of a failure. |
Returns
| Type | Description |
|---|---|
| Task<ActionResult> | A task that represents the asynchronous operation; the task result contains the result from the robot. |
Remarks
Requires behavior control; see RequestControl(Int32).


SAKURA STATS ©
Project Sakura got downloaded
times.
Note: These stats are only for official downloads, unofficial numbers are unknown.
SUPPORTED DEVICES
DEVICES
DOWNLOADS
Percentage
TOP COUNTRIES
SERIAL NUMBER
COUNTRY NAME
DOWNLOADS
OS USED TO DOWNLOAD SAKURA
SERIAL NUMBER
OS NAME
DOWNLOADS


m.module
A module is an Object with two keys: controller
and view
. Each of those should point to a Javascript function. Note that the name of both properties should be lower-cased.
//a valid module
{controller: function() {}, view: function() {}}
When using m.module
, Mithril instantiates controllers as if they were class constructors. However, controllers may return objects if you want to use that Javascript feature to have more fine-grained control over a controller's lifecycle.
Conceptually, the easiest way to think of a module is as a logical namespace with which to organize applications. For example, an app might have a dashboard module, a userEditForm module, an autocompleter module, a date formatting module, etc
In the context of single page applications (SPA), a module can often be thought of as the code for a single "page", i.e. a visual state that is bookmarkable. Module can, however, also represent parts of pages.
Note that a module might have external dependencies and that the dependencies aren't considered part of the module.
In more complex applications, modules can be nested in a hierarchical MVC pattern. Nested reusable modules that have views are called Components.
Modules and namespaces are often used interchangeably, but namespaces that do not implement the module interface (that is, objects that do not have a property called controller
and a property called view
) cannot be activated with m.module
. For example, a namespace for date formatting utilities could be labeled a "module" (in the generic sense of the word) but it would not contain a view class, and therefore attempting to initialize it via m.module
would result in undefined behavior.
Usage
You can make anonymous modules out of existing classes
//model object
var dashboardViewModel = {};
dashboardViewModel.init = function() {
this.greeting = "Hello";
};
//controller class
var dashboardController = function() {
dashboardViewModel.init();
};
//view class
var dashboardView = function() {
return m("h1", dashboardViewModel.greeting);
};
//initialize an anonymous module
m.module(document.body, {controller: dashboardController, view: dashboardView});
Typically, however, modules and namespaces are used interchangeably.
//`dashboard` is both a namespace and a module
var dashboard = {}
//view-model
dashboard.vm = {}
//controller
dashboard.controller = function() {
dashboard.vm.greeting = "Hello";
};
//view
dashboard.view = function(vm) {
return m("h1", dashboard.vm.greeting);
};
//initialize it
m.module(document.body, dashboard);
Modules can also be used as components in order to assemble bigger systems. You can read more about componentization here
Unloading modules
If a module's controller implements an instance method called onunload
, this method will be called when a new m.module
call updates the root DOM element tied to the module in question.
var module1 = {};
module1.controller = function() {
this.onunload = function() {
console.log("unloading module 1");
};
};
module1.view = function() {};
m.module(document, module1);
var module2 = {};
module2.controller = function() {};
module1.view = function() {};
m.module(document, module2); // logs "unloading module 1"
This mechanism is useful to clear timers and unsubscribe event handlers. If you have a hierarchy of components, you can recursively call onunload
on all the components in the tree or use a pubsub library to unload specific components on demand.
You can also use this event to prevent a module from being unloaded (e.g. to alert a user to save their changes before navigating away from a page)
var module1 = {}
module1.controller = function() {
this.onunload = function(e) {
if (!confirm("are you sure you want to leave this page?")) e.preventDefault()
}
}
Signature
Object module(DOMElement rootElement, Module module)
where:
Module :: Object { Controller, void view(Object controllerInstance) }
Controller :: void controller() | void controller() { prototype: void unload(UnloadEvent e) }
UnloadEvent :: Object {void preventDefault()}
DOMElement rootElement
A DOM element which will contain the view's template.
Module module
A module is supposed to be an Object with two keys:
controller
andview
. Each of those should point to a Javascript class constructor functionThe controller class is instantiated immediately and a reference is returned upon calling
m.module
.Once the controller code finishes executing (and this may include waiting for AJAX requests to complete), the view class is instantiated, and the instance of the controller is passed as an argument to the view's constructor.
Note that controllers can manually instantiate child controllers (since they are simply Javascript constructors), and likewise, views can instantiate child views and manually pass the child controller instances down the the child view constructors. You should avoid instantiating controllers from views, since views can be rendered many times across the lifecycle of a page, and a redraw might wipe out sub-controller data, if it houses any.
This "turtles all the way down" approach is the heart of Mithril's component system.
Components are nothing more than decoupled classes that can be dynamically brought together as required. This permits the swapping of implementations at a routing level (for example, if implementing widgetized versions of existing components), and class dependency hierarchies can be structurally organized to provide uniform interfaces (for unit tests, for example).
returns Object controllerInstance
An instance of the controller constructor


Noting the simple fact that
|
(251) |
where is a constant, we conclude that
|
(252) |
(since
, where the part
acts as a constant when we hold and
constant), i.e., the symmetry property with respect to the new
toroidal angle is identical with the one with respect to the old
toroidal angle . On the other hand, generally we have
|
(253) |
and
|
(254) |
In the special case that is axisymmetric (i.e., is independent of
in
coordinates), then two sides of Eqs.
(253) and (254) are equal to each other. Note that the
partial derivatives
and
in Sec. 7.1 and 7.2 are taken in
coordinates. Because the quantities involved in Sec. 7.1 and
7.2 are axisymmetric, these partial derivatives are equal to their
counterparts in
coordinates.
yj
2018-03-09


What Is Pair Programming?
- Working together to find a solution to coding issues
- The ability to work remotely with others
What To Do.
- Link up online
- Check in
- Discuss the work or any issues
- Start doing the work
Why Do It?
- It's effective
- Things are done quicker
- Raises productivity so that not just one person is trying to solve a problem