Imitation Learning
It is often more intuitive to simply demonstrate the behavior we want an agent to perform, rather than attempting to have it learn via trial-and-error methods. Consider our running example of training a medic NPC : instead of indirectly training a medic with the help of a reward function, we can give the medic real world examples of observations from the game and actions from a game controller to guide the medic's behavior. More specifically, in this mode, the Brain type during training is set to Player and all the actions performed with the controller (in addition to the agent observations) will be recorded and sent to the Python API. The imitation learning algorithm will then use these pairs of observations and actions from the human player to learn a policy.
Using Behavioral Cloning
There are a variety of possible imitation learning algorithms which can be used, the simplest one of them is Behavioral Cloning. It works by collecting training data from a teacher, and then simply uses it to directly learn a policy, in the same way the supervised learning for image classification or other traditional Machine Learning tasks work.
- In order to use imitation learning in a scene, the first thing you will need is to create two Brains, one which will be the "Teacher," and the other which will be the "Student." We will assume that the names of the brain
GameObject
s are "Teacher" and "Student" respectively. - Set the "Teacher" brain to Player mode, and properly configure the inputs to map to the corresponding actions. Ensure that "Broadcast" is checked within the Brain inspector window.
- Set the "Student" brain to External mode.
- Link the brains to the desired agents (one agent as the teacher and at least one agent as a student).
- Build the Unity executable for your desired platform.
- In
trainer_config.yaml
, add an entry for the "Student" brain. Set thetrainer
parameter of this entry toimitation
, and thebrain_to_imitate
parameter to the name of the teacher brain: "Teacher". Additionally, setbatches_per_epoch
, which controls how much training to do each moment. Increase themax_steps
option if you'd like to keep training the agents for a longer period of time. - Launch the training process with
python3 python/learn.py <env_name> --train --slow
, where<env_name>
is the path to your built Unity executable. - From the Unity window, control the agent with the Teacher brain by providing "teacher demonstrations" of the behavior you would like to see.
- Watch as the agent(s) with the student brain attached begin to behave similarly to the demonstrations.
- Once the Student agents are exhibiting the desired behavior, end the training process with
CTL+C
from the command line. - Move the resulting
*.bytes
file into theTFModels
subdirectory of the Assets folder (or a subdirectory within Assets of your choosing) , and use withInternal
brain.
BC Teacher Helper
We provide a convenience utility, BC Teacher Helper
component that you can add to the Teacher Agent.
This utility enables you to use keyboard shortcuts to do the following:
To start and stop recording experiences. This is useful in case you'd like to interact with the game but not have the agents learn from these interactions. The default command to toggle this is to press
R
on the keyboard.Reset the training buffer. This enables you to instruct the agents to forget their buffer of recent experiences. This is useful if you'd like to get them to quickly learn a new behavior. The default command to reset the buffer is to press
C
on the keyboard.


-
Frontend creates json file and sends it to the mallcloud servers.
{ "parameters" : { "mallcloudid" : "productid", "transactionid" : "our_transactionid", "lineitemnumber" : "itemnumber" }, "templates" : { "M_Helmets" : { "DEFAULT" }, "M_Helmets_F" : { "DEFAULT" }, "Nxt_Thrty_Days" : { "CUSTOM" }, "Lng_Time_No_See" : { "DISABLE" } }, "Nxt_Thrty_Days" : { "Algorithms" : ['NeuralNet', 'RidgeRegression', 'SVM', 'RandomForest'], "Parameters" : ['productid', 'itemnumber'] } }
-
Parameters refer to mapping between names of columns in internal system vs user’s system. Users can let the templates stay enabled or disable certain templates according to their needs. User can either use default system which chooses the algorithms and parameters for them or Customize the system and use different algorithms and/or parameters used.
-
After the mallcloud servers get the json file, they break it down into pieces according to Templates needed. The format is converted to the tensorflow supported ProtocolBuffer system. The templates are created by taking algorithm definitions from models available, parameter list and algorithm list from ProtocolBuffer defined for that particular template(ProtocolBuffers are extracted from JSON provided by user as mentioned).
-
The system computes templates and provides json based interaction between templates and the user.
-
After all templates are done internally ie, each template has created predictions using multiple algorithms and superlearner has chosen the best prediction values, the results are sent to the Deep Neural Network.
-
Deep Neural Network will provide final results. Results of all templates can be extracted by user upon demand using the JSON api from
point 3
. This JSON api also provides graphs in order to observe the templates’ results and each algorithm’s results from a particular template. User is allowed to tweak almost everything in the system or just use the default values. -
Proper logging and error api has been created to provide instructions and help get back to a working system.


| First Name | Last Name | ID | Title | Annual Salary | |
|---|---|---|---|---|---|
| Stephen | Semprevivo | #91210 | Arrested | $0 | |
| Bill | Gates | #2148 | Microsoft Founder | $12000 | |
| Justin | Namustin | #01219 | Celebrity Heart Throb | $100 |
| First Name | Last Name | ID | Title | Annual Salary | |
|---|---|---|---|---|---|
| Stephen | Semprevivo | #91210 | Arrested | $0 | |
| Bill | Gates | #2148 | Microsoft Founder | $12000 | |
| Justin | Namustin | #01219 | Celebrity Heart Throb | $100 |


Death toll of migratory birds in Rajasthan’s Sambhar lake reaches 17,000
The deaths were reported in Jaipur, Nagaur and Ajmer districts of Rajasthan, a forest official said.
by PTINearly 17,000 migratory birds have died so far at the country’s largest inland water saltwater lake near Jaipur due to botulism, a serious and fatal illness that affects the nerves, a forest official said on Monday.
The deaths were reported in Jaipur, Nagaur and Ajmer districts of Rajasthan, he said.
“The death toll has increased to nearly 17,000,” Chief Wildlife Warden of the Forest Department, Arindam Tomar, said. Jaipur collector Jagroop Singh Yadav informed that carcasses have been disposed of
Nearly 8,500 birds have died so far in Jaipur itself, Mr. Yadav said.
Watch | Botulism kills migratory birds at Sambhar lake
Initially, it was suspected that the birds died due to avian flu but the report from a laboratory in Bhopal has ruled this out. On November 10, thousands of birds, including Northern Shoveler, Ruddy Shelduck, Plovers, Avocets, were found were found dead in the 5-7km area around Sambhar lake. This was the second such incident in the State within a week. On November 7, 37 demoiselle cranes were found dead in Jodhpur’s Khinchan area.


Product Owner for one of the leading insurance companies in the Philippines.
Previously an Android developer with over 5 years of practice in the
Information Technologies Industry whose background is primarily on developing solutions for the mobile platform and integrating with
third-party service providers to deliver high quality products with emphasis on customer experience and satisfaction.
Able to provide insight in every phase of the SDLC. Proactive and self-driven capable of producing results while learning.
Works with stakeholders in ensuring that the needs of the business are met. Creates and maintains user stories and functionalities of
the digital assets of the company. Ensures that all effort done by the scrum teams add value to the business as a whole.
Ensures timely and efficient delivery for the digital assets of the company. Coordinates with cross functional teams
to support and remove impediments to the success of development. Coaches team members and stakeholders on how to properly enact scrum
and have an agile mindset.
Primarily concerned with designing and implementing solutions for both mobile and web.
Other responsibilities include planning and designing solutions, research and development, information and
requirements gathering.
Experienced in SDLC and Agile methodologies.
Primarily concerned with designing and implementing solutions for the mobile platform to address client requirements.
Other responsibilities include planning and designing solutions, research and development work, pre-sales work, information and
requirements gathering and strategic sourcing.
Experienced in SDLC and Agile methodologies.
Primarily concerned with implementing solutions for the mobile platform to address client requirements..
Apart from being an Android developer, I enjoy most of my time being indoors. I follow a number of tech-related channels and news sites and spend most of my time following the trends and the up and coming technologies.
When forced outdoors, I generally spend most of my time out and about eating(who doesn't love eating, right?). I also enjoy playing basketball, badminton and table tennis. And whenever I get the chance, I try to listen to some music as well.


Polite
: distinguish informal and polite registers
Various languages have various means to express politeness or respect; some of the means are morphological.
In quite a few languages the polite mode involves changing pronoun, person or number when addressing or talking about a respectable person. In Czech, 2nd person plural is used instead of singular; this involves both the pronoun and the finite verb but not a participle, which remains in singular. In this case, different words are selected but all of them also exist in the informal mode. The change is that morphological plural may now be either semantic singular or plural.
In German, Spanish or Hindi, both number and person are changed (morphological 3rd person is used as semantic 2nd person) and in addition, special pronouns are used that do not appear in the informal register ([de] Sie; [es] usted, ustedes; [hi] आप āpa).
In Japanese, verbs and other words have polite and informal forms but the polite register is not restricted to addressing people.
Inf: informal register
Usage varies but if the language distinguishes levels of politeness, then the informal register is usually meant for communication with family members and close friends.
Examples: [cs] ty jdeš / vy jdete (you go.Sing/Plur); [de] du gehst / ihr geht (you go.Sing/Plur); [es] tú vas / vosotros vais (you go.Sing/Plur); [ja] 行かない ikanai (will not go).
Pol: polite register
Usage varies but if the language distinguishes levels of politeness, then the polite register is usually meant for communication with strangers and people of higher social status than the one of the speaker.
Examples: [cs] vy jdete (you go.Sing/Plur); [de] Sie gehen (you go.Sing/Plur); [es] usted va / ustedes van (you go.Sing/Plur); [ja] 行きません ikimasen (will not go).


FF\Forms\Fields\AbstractField::__call
Magic wrapper for adding constraints to a field
Use the first part of the constraints class name (stripping the 'Constraint' suffix) with a lower-cased first letter as magic method. Any additional arguments passed to the magic method will be passed to the constraint's constructor in the given order. Examples: <code> $myField->required() <=> $myField->addConstraint(new \FF\Forms\Constraints\RequiredConstraint()) $myField->minLength(8) <=> $myField->addConstraint(new \FF\Forms\Constraints\MinLengthConstraint(8)) </code> Can be chained. Example: <code> $myField->required()->minLength(8); </code>
Signature
public function __call(string
$method,
array
$args )
Parameters
$method
— string$args
— array
Returns
- $this
Test Coverage
Information
- Coverage: / Lines (%)
- Tests: 0
- Passed: 0 (0%)


|
FY - 2017 DND PROPER |
| 502300000 | Suplies and Materials Expenses | |||
| 502031000 - A | Office Supplies Expenses | |||
| 502031000 - B | Computer Supplies Expenses | |||
| 502031000 - C | Janitorial Supplies Expenses |
| Endorsed By: ERNESTO D. BOAC Asst Secretary for Financial Management |
RAYMUND JOSE G. QUILOP Chairperson, DND Proper BAC Asst Secretary for Strategic Assessment |
Recommended By: FELICITO VIRGILIO M. TRINIDAD DR. Chairperson, DND Proper BAC Asst. Secretary for Human Resource |


Data Engineering Infrastructure Lead
Engaged to help Vanquis transform the business to a cloud delivered, automated, scalable and agile technology model while adopting agile/devops methodologies for prioritising and delivering banking systems to rival the challenger banks. Building new teams to enable full stack support for the most key area of the bank – the data solutions for Customers and Business Intelligence
• Re-architect hastily implemented single environment cloud solution into a security conscious design and future proofed for multi cloud
• Infrastructure and Deployment evolved into git pull triggered CD/CD pipelines using VSTS CI/CD, Azure Devops, Microsoft Flows and Azure CLI (Terraform/Ansible)
• Build and upskill engineers so that they can support a IaaS service
• Extrapolated stateless services into serverless provisioned servics
• Develop and roll-out a planning and delivery strategy through standard component blueprints and easily adaptable infrastructure by leveraging Terraform
• Planned and rolled out secure segregated development and staging areas to replicate complexity of production at lower cost scale
• Responsible for all data projects from design and architecture, security, CI, deployment, monitoring and support and cost saving exercises dropping ~10% of cloud cost annually
• Implementation of Azure QnA Knowledge systems reducing escalated issues
• 180+ pages of design and 8+ projects implemented in first 12 months
• 30 separated convergent delivery pipelines allowing autonomous development streams


[gecode-users] FlatZincGecode::runEngine
Fred Spiessens
fred at evoluware.eu
Fri Oct 2 16:55:36 CEST 2009
Wow, I'm impressed. The speed of this reaction!
thanks Guido, cheers,
Fred.
> Fred Spiessens wrote:
>> I'm building an interface to Gecode from Smalltalk via FlatZinc,
>> using Gecode Version 3.1.0. (on Mac OSX 10.5 Intel)
>> FlatZincGecode::runEngine uses "std::cout" to print statistics
>> information while it uses "out" (the outstream provided as
>> parameter) to print the results.
>> Is this on purpose or by mistake?
>
> The latter...
>
>> The reason I want to no is: I would like to get the the statistics
>> back into the Smalltalk-shared output stream somehow.
>
> Sure, that's how it was meant to be. Thanks for the report! The
> FlatZinc interpreter will be part of the main Gecode distribution
> starting with Gecode 3.2.0, and I've just fixed the bug there.
>
> Cheers,
> Guido
>
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{% extends "zinnia/entry_list.html" %} {% load i18n %} {% load zinnia %} {% block meta-description %}{% blocktrans with year=week|date:"Y" week_number=week|week_number %}Archives week {{ week_number }} of {{ year }}{% endblocktrans %}{% endblock meta-description %} {% block title %}{% blocktrans with year=week|date:"Y" week_number=week|week_number %}Archives week {{ week_number }} of {{ year }}{% endblocktrans %}{% endblock title %} {% block body-class %}{{ block.super }} archive date week year-{{ week|date:"Y" }} month-{{ week|date:"m" }} week-{{ week|week_number }}{% endblock body-class %} {% block content-title %}


Founding Engineer at @Luna.
Previously: Software Engineer @Ethos && Fraud & Risk product team @Uber.
Software engineer with experience using React, Javascript, Node, NextJs, Python, Django. >10 years of experience in tech on early stage, growth companies.
React/Redux, Ruby on Rails, PostgreSQL, Action Cable
MongoDB, ExpressJS, React/Redux, NodeJS, Socket.IO
In my personal life, I'm a bit of a gym rat and love to ski. I've completed a handful of marathons and it's not uncommon to find me at the gym or out running. When I'm indoors, I spend a lot of time on Hacker News & Reddit and, when I find the time, love to play video games (anything from PC to consoles to VR).
My current bucket list includes:
I've recently caught the travel bug and am looking for new places to check out (open to suggestions -- easily accessible skiing is major plus).
A few of the places on my list:


{%extends "layout.html"%} {%block content%}
We built an Auxiliary-Classifier GAN (arXiv:1610.09585) that produces lung x-rays with or without COVID-19 properties based on an inputted condition. After the generator has been trained, an inputted healthy lung x-ray is encoded into a latent vector via gradient descent with a VGG perceptual loss (arXiv:1802.05701, arXiv:1603.08155). Then, a condition vector is concatenated with this latent vector and run through the generator to produce the same lung x-ray but with COVID-19 ground glass opacities. This model was written in Pytorch. Hyperparameters and code can be found at the following GitHub. The training data included around 2000 total 64x64 COVID positive and negative x-rays.
X-Ray image successfully scanned!
Your current lungs
Covidified lungs


BackoffRetryStrategy
open class BackoffRetryStrategy: JobRetryStrategy
Will retry the job every N seconds, scaling at a power of 2, until a max number of seconds is reached, at which point the queue will try to re-process the job at that max time interval.
MaxRetryStrategy is appropriate for situations wherein failure may decrease over time. A good example would be a Processor which is attempting to upload data to a server, but the server is down. We don’t want to continuously ping the server, rather we want to gradually back off more and more over time until the server is back online.
-
Initializes this strategy for a given job and the max number of attempts
Declaration
Swift
public convenience init(maxBackoff: TimeInterval)
Parameters
handling
The type of job this strategy is handling
maxAttempts
The maximum number of times a job should be attempted to be processed, including the initial attempt to process. If, for example, maxAttempts is 5, then a job will be retried a maximum number of 4 times.
-
Retries the job. If the maximum number of attempts has been reached for the job then the job will not be retried and will be purged from the queue.
Declaration
Parameters
job
The job that failed
queue
The queue on which the job failed


# -*- coding: utf-8 -*-
"""Module containing methods useful for analyzing umbrella sampling
calculations that do not rely directly on the EMUS estimator.
"""
import numpy as np
[docs]def neighbors_harmonic(centers,fks,kTs=1.,period=None,nsig=4):
"""Calculates neighborlist for harmonic windows. Neighbors are chosen
such that neighboring umbrellas are no more than nsig standard
deviations away on a flat potential.
Parameters
----------
centers : 2darray
The locations of the centers of each window. The
first dimension is the window index, and the second
is the collective variable index.
fks : 2darray or scalar
If array or list, data structure where the first dimension
corresponds to the window index and the second corresponds to the
collective variable. If scalar, windows are assumed to have that
force constant in every dimension.
kTs : 2darray or float
1D array with the Boltzmann factor or
a single value which will be used in all windows. Default
value is the scalar 1.
period : 1D array-like or float
Period of the collective variable
e.g. 360 for an angle. If None, all collective variables are
taken to be aperiodic. If scalar, assumed to be period of each
collective variable. If 1D iterable with each value a scalar or
None, each cv has periodicity of that size.
nsig : scalar
Number of standard deviations of the gaussians to
include in the neighborlist.
Returns
-------
nbrs : 2d list
List where element i is a list with the indices of all
windows neighboring window i.
"""
L = len(centers) # Number of Windows
# Enforce Typing
if not hasattr(kTs,'__getitem__'): # Check if kTs is a scalar
kTs = kTs*np.ones(L)
if not hasattr(fks,'__getitem__'): # Check if force constant is a scalar
fks = fks*np.ones(np.shape(centers))
rad = nsig*np.sqrt(kTs/np.amax(fks,axis=1)) #TIGHTEN UP Neighborlisting?
if period is not None:
if not hasattr(period,'__getitem__'): # Check if period is scalar
period = [period]
# Iterate through window centers and find neighboring umbrellas.
nbrs = []
for i,cntr_i in enumerate(centers):
rad_i = rad[i]
nbrs_i = []
for j, cntr_j in enumerate(centers):
rv = cntr_j-cntr_i
if period is not None:
for compi, component in enumerate(rv):
if (period[compi] is not 0.0) or (period[compi] is not None):
rv[compi] = _minimage(component,period[compi])
if np.linalg.norm(rv) < rad_i:
nbrs_i.append(j)
nbrs.append(nbrs_i)
[docs]def unpackNbrs(compd_array,neighbors,L):
"""Unpacks an array of neighborlisted data. Currently, assumes axis 0
is the compressed axis.
Parameters
----------
compd_array : array-like
The compressed array, calculated using neighborlists
neighbors : array-like
The list or array of ints, containing the indices of the neighboring windows
L : int
The total number of windows.
Returns
-------
expd_array : array-like
The expanded array of data
"""
axis=0
expd_shape = list(np.shape(compd_array))
expd_shape[axis] = L
expd_array = np.zeros(expd_shape)
for n_ind, n_val in enumerate(neighbors):
expd_array[n_val] = compd_array[n_ind]
return expd_array
[docs]def calc_harmonic_psis(cv_traj, centers, fks, kTs, period = None):
"""Calculates the values of each bias function from a trajectory of points
in a single state.
Parameters
----------
cv_traj : array-like
Trajectory in collective variable space. Can be 1-dimensional (one cv) or 2-dimensional (many cvs). The first dimension is the time index, and (optional) second corresponds to the collective variable.
centers : array-like
The locations of the centers of each window. The first dimension is the window index, and the (optional) second is the collective variable index.
fks : scalar or 2darray
If array or list, data structure where the first dimension corresponds to the window index and the second corresponds to the collective variable. If scalar, windows are assumed to have that force constant in every dimension.
kTs : scalar or 2darray
1D array with the Boltzmann factor or a single value which will be used in all windows. Default value is the scalar 1.
period : 1D array-like or float, optional
Period of the collective variable e.g. 360 for an angle. If None, all collective variables are taken to be aperiodic. If scalar, assumed to be period of each collective variable. If 1D iterable with each value a scalar or None, each cv has periodicity of that size.
Returns
-------
psis : 2D array
The values of the bias functions at each point in the trajectory evaluated at the windows given. First axis corresponds to the timepoint, the second to the window index.
"""
L = len(centers)
if not hasattr(kTs,'__getitem__'): # Check if kTs is a scalar
kTs = kTs*np.ones(L)
forceprefacs = -0.5*np.array([fks[i]/kTs[i] for i in xrange(L)])
# SEE IF IT IS POSSIBLE TO SPEED THIS UP VIA NUMPY TRICKS, OR MOVE IT INTO CYTHON/C/JULIA
psis = [_get_hpsi_vals(coord,centers,forceprefacs,period) for coord in cv_traj]
return psis
def _get_hpsi_vals(coord,centers,forceprefacs,period=None):
"""Helper routine for calc_harm_psis. Evaluates the value of the bias
function for each harmonic window at the coordinate coord.
Parameters
----------
coord : 1d array
Coordinate to evaluate the harmonics at.
centers : array-like
Array of centers for the windows.
forceprefacs : array-like
Force constants for the windows divided by -kT.
period : 1D array-like or float, optional
Period of the collective variables. See documentation for calc_harmonic_psis.
Returns
-------
psivals : 1d array
Value of :math:`\psi_{ij}(x)` evaluated at the center of each window provided.
"""
rv = np.array(coord)-np.array(centers)
if period is not None:
rvmin = _minimage(rv,period)
else:
rvmin = rv
try:
return np.exp(np.sum(forceprefacs*rvmin*rvmin,axis=1))
except:
return np.exp(forceprefacs*rvmin*rvmin)
def _minimage(rv,period):
"""Calculates the minimum vector.
Parameters
----------
rv : array-like or scalar
Minimum image vector
period : array-like or scalar
Periodicity in each dimension.
Returns
-------
minimage : array-like or scalar
minimum image vector.
"""
return rv - period * np.rint(rv/period)


1.1 - Buttons
Use any of the available button classes to quickly create a styled button.
Default styling |
|
Default |
.btn-default |
Provides extra visual weight and identifies the primary action in a set of buttons |
.btn-primary |
Indicates a successful or positive action |
.btn-success |
Contextual button for informational alert messages |
.btn-info |
Indicates caution should be taken with this action |
.btn-warning |
Indicates a dangerous or potentially negative action |
.btn-danger |
Deemphasize a button by making it look like a link while maintaining button behavior |
.btn-link |
<button type="button" class="btn {$modifiers}">Click me</button>


Eggometer
Please select your preferred yolk and prepare your eggs for a dive
Tick tock
Let's boil
Reset


--- layout: post status: publish published: true title: Serialization Formatters - Part 2 author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 410 wordpress_url: http://winterdom.com/2002/04/serializationformatterspart2 date: '2002-04-29 19:15:05 +0000' date_gmt: '2002-04-29 19:15:05 +0000' categories: - ".NET" tags: [] comments: [] ---
Scheduling Objects
Serialization Formatters are supposed to be able to serialize a graph of
objects correctly. This implies it has to be able to cope with a graph in which
two different objects A and B reference a third one, C, without
writing C twice to the stream. This is very important because when the graph is
deserialized again, you must guarantee the identity of the reinflated C, and
the references to it.
This can be fairly easily done via a simple process called scheduling,
which consists of the following elements:
These two requirements are fairly easy to deal with since the .NET framework
already supports them. Generating object IDs is done with the ObjectIDGenerator
class, which takes care of identifying objects for you and keeps track of which
objects you've already dealt with. IDs generated with it are all positive
64-bit integral values. To generate an ID for an object, all you need to do is
call the GetId()
method which will give you a new ID if this is
the first time the object has been seen, or the original ID if it isn't, and
tell you so (via de firstTime out argument).
The second requirement, queuing, can be dealt with by using the
System.Collections.Queue
class.
You can find an example of a simple class that does both of these
things here. As you will
see, it's extremely easy to do so.


Name:
Tell us your name.
Email:
Tell us your email.
This is not a valid email.
user={{user|json}}
master={{master|json}}


Conventional microcrystalline YSZ has been used for decades as a implant material (e.g. dental crowns and femoral caps for total hip replacement), due to its combination of biocompatibility and mechanical toughness (greater than that of bone). While its biocompatibility has been widely studied, the nanocrystalline structure of our YSZ must be independently confirmed. For example, nanoscale materials have a much greater surface area to volume ratio, making them more reactive than bulk counterparts. Further, the micro- and nano-scale surface texture can have a significant impact on how cells respond to the material. For our application, we are most interested in the response of fibroblasts and osteocytes, as these are the cell types which are likely to come into contact with the WttB implant. Osteo-integration with the skull is desired, as well as a minimal fibrotic response.
To assess these biological responses to the various compositions of our WttB implant, we are conducting in vitro cytocompatibility studies in mesenchymal bone marrow stem cell cultures and fibroblast cultures.
Further, while we have previously confirmed biocompatibility of the nanocrystalline transparent YSZ in vivo, we have not yet assessed the tolerance in the cranial environment specifically. Implants in various parts of the body can result in significantly different biological responses. In addition to the tolerance of the cranial implant by the host organism (mouse), we will also be assessing how the anticipated fibrotic response affects the transparency of the implant, and methods to control and/or mitigate this fibrotic deposition.


This example demonstrates how to customize Edit and Insert inline forms. You need to override templates forms/form.tpl and forms/inline_form.tpl and then bind them with the OnGetCustomTemplate event. Click the button to see how to do it.


Galaxy Quest (1999) 2 1/2 stars out of 4. Starring Tim Allen, Sigourney Weaver, Alan Rickman, Tony Shalhoub, Sam Rockwell and Daryl Mitchell.
Imagine that the cast of the original "Star Trek" series were recruited by a group of aliens who thought what they saw on TV was the real thing to help them battle an evil alien menace.
How do you think William Shatner, Leonard Nimoy, James Doohan and the rest would react?
Well, that is the one-joke premise of "Galaxy Quest," a movie that is funnier than its flimsy concept.
The humor of "Galaxy Quest" is not so much in the situations, but in the recognition.
The story by David Howard, who co-authored the screenplay with Robert Gordon, relies on our familiarity not so much with "Star Trek" but with a culture that blurs the line between reality and fiction as well as the concept of cultdom and fanaticism.
The funniest scenes in "Galaxy Quest" are not those in space, but the ones on Earth in which the "crew" of the NSEA Protector attend an annual convention and are besieged by fans who ask questions about minutiae concerning that old TV series that the bored and humiliated actors don't know or even care about.
The cast is headed by Tim Allen as Jason Nesmith, alias Commander Peter Quincy Taggart, who is abducted by the childlike Thermians from the Klatu Nebula to help them defeat the evil Sarris.
Allen does not do a Shatner impersonation, but he exudes the right amount of ego and hambone to remind you of the flamboyant "Star Trek" actor.
Nesmith then recruits his co-stars to help out. His crew is played by Sigourney Weaver, Alan Rickman, Tony Shalhoub, Daryl Mitchell and Sam Rockwell.
Shalhoub and Rockwell walk away with the film. Shalhoub is Fred Kwan, alias Tech. Sgt. Chen, a laid-back kind of guy who goes along with the flow. For the most part he remains cool and unflustered by the extraordinary circumstances in which he his thrown.
Rockwell, seen recently as the psychotic killer Billy the Kid in "The Green Mile", plays Guy, who appeared in one episode of the "Galaxy Quest" TV show and was killed off in the first five minutes.
He fears that real life will imitate art during this mission and that he will be the one to die in battle with the Sarris. After all, he reasons, his character didn't even have a last name.
The entire cast seems to have fun with their roles. Rickman as the resident alien continually complains about how he used to be a serious actor. And, shades of "Star Trek," he always carps about Allen's Nesmith/Taggart stealing his best lines and earning all the glory.
"Galaxy Quest" is an enjoyable movie. The special effects are so-so, but this is more of a character-driven science fiction comedy than one relying on lasers and explosions to entertain.
"Star Trek" fans will recognize some of the veiled references and situations, but you needn't be a Trekker (or even a Trekkie) to have fun with "Galaxy Quest."
It may be a bit too violent for the very young moviegoers, but older children and parents may have a good time together watching some make-believe heroes transform themselves into the real McCoys.
Bob Bloom is the film critic at the Journal and Courier in Lafayette, IN. He can be reached by e-mail at<EMAIL_ADDRESS>or at<EMAIL_ADDRESS>The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


The plants are probably hungry for some sun, so let's begin by having some fun.
Create a Robot Farmer and store it in a variable. The variable name can be anything you want ex: myRobotFarmer, alexsRobotFarmer, etc, but it can not be named robotFarmer
Now turn the farm uv lights on
Type the two lines of code above into the editor below...then click run.
That was easy, now lets try turning those lights back off
Create a Robot Farmer and store it in a variable. The variable name can be anything you want ex: myRobotFarmer, alexsRobotFarmer, etc, but it can not be named robotFarmer
Now turn the farm lights off
Type the two lines of code above into the editor below...then click run.
Let's begin by having some fun. Create a Robot Farmer and store it in a variable. The plants are probably hungry for some sun, so let's turn the UV lights on too.
Create a Robot Farmer and store it in a variable. The variable name can be anything you want ex: myRobotFarmer, alexsRobotFarmer, etc, but it can not be named robotFarmer
Now turn the farm lights on
Type the two lines of code above into the editor below...then click run.
Let's begin by having some fun. Create a Robot Farmer and store it in a variable. The plants are probably hungry for some sun, so let's turn the UV lights on too.
Create a Robot Farmer and store it in a variable. The variable name can be anything you want ex: myRobotFarmer, alexsRobotFarmer, etc, but it can not be named robotFarmer
Now turn the farm lights on
Type the two lines of code above into the editor below...then click run.
Let's begin by having some fun. Create a Robot Farmer and store it in a variable. The plants are probably hungry for some sun, so let's turn the UV lights on too.
Create a Robot Farmer and store it in a variable. The variable name can be anything you want ex: myRobotFarmer, alexsRobotFarmer, etc, but it can not be named robotFarmer
Now turn the farm lights on
Type the two lines of code above into the editor below...then click run.


Only works online and using Opera Next or Chrome Canary, use this page to take your picture!


Class NVSync
- java.lang.Object
-
- org.lwjgl.egl.NVSync
-
public class NVSync extends java.lang.Object
Native bindings to the NV_sync extension.This extension introduces the concept of "sync objects" into EGL.  This extension borrows heavily from the GL_ARB_sync extension, and like that extension, introduces only a single type of sync object, the "fence sync object." Additional types of sync objects may be introduced in later extensions.
Fence sync objects have corresponding fences, which are inserted into client API command streams. A sync object can be queried for a given condition, such as completion of the corresponding fence. Fence completion allows applications to request a partial Finish of an API command stream, wherein all commands issued in a particular client API context will be forced to complete before control is returned to the calling thread.
Requires
EGL L.1
.
-
-
Field Summary
Fields Modifier and Type Field and Description static int
EGL_ALREADY_SIGNALED_NV
EGL_CONDITION_SATISFIED_NVstatic long
EGL_FOREVER_NV
EGL_NO_SYNC_NVstatic int
EGL_SIGNALED_NV
EGL_SYNC_CONDITION_NV
EGL_SYNC_FENCE_NV
EGL_SYNC_FLUSH_COMMANDS_BIT_NV
EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV
EGL_SYNC_STATUS_NV
EGL_SYNC_TYPE_NV
EGL_TIMEOUT_EXPIRED_NV
EGL_UNSIGNALED_NV
-
Method Summary
All Methods Static Methods Concrete Methods Modifier and Type Method and Description static int
eglClientWaitSyncNV(long sync, int flags, long timeout)
static long
eglCreateFenceSyncNV(long dpy, int condition, int[] attrib_list)
Array version of:CreateFenceSyncNV
static long
eglCreateFenceSyncNV(long dpy, int condition, java.nio.IntBuffer attrib_list)
static boolean
eglDestroySyncNV(long sync)
static boolean
eglFenceNV(long sync)
static boolean
eglGetSyncAttribNV(long sync, int attribute, int[] value)
Array version of:GetSyncAttribNV
static boolean
eglGetSyncAttribNV(long sync, int attribute, java.nio.IntBuffer value)
static boolean
eglSignalSyncNV(long sync, int mode)
-
-
-
Field Detail
-
EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV
public static final int EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV
- See Also:
- Constant Field Values
-
EGL_SYNC_STATUS_NV
public static final int EGL_SYNC_STATUS_NV
- See Also:
- Constant Field Values
-
EGL_SIGNALED_NV
public static final int EGL_SIGNALED_NV
- See Also:
- Constant Field Values
-
EGL_UNSIGNALED_NV
public static final int EGL_UNSIGNALED_NV
- See Also:
- Constant Field Values
-
EGL_SYNC_FLUSH_COMMANDS_BIT_NV
public static final int EGL_SYNC_FLUSH_COMMANDS_BIT_NV
- See Also:
- Constant Field Values
-
EGL_ALREADY_SIGNALED_NV
public static final int EGL_ALREADY_SIGNALED_NV
- See Also:
- Constant Field Values
-
EGL_TIMEOUT_EXPIRED_NV
public static final int EGL_TIMEOUT_EXPIRED_NV
- See Also:
- Constant Field Values
-
EGL_CONDITION_SATISFIED_NV
public static final int EGL_CONDITION_SATISFIED_NV
- See Also:
- Constant Field Values
-
EGL_SYNC_TYPE_NV
public static final int EGL_SYNC_TYPE_NV
- See Also:
- Constant Field Values
-
EGL_SYNC_CONDITION_NV
public static final int EGL_SYNC_CONDITION_NV
- See Also:
- Constant Field Values
-
EGL_SYNC_FENCE_NV
public static final int EGL_SYNC_FENCE_NV
- See Also:
- Constant Field Values
-
EGL_FOREVER_NV
public static final long EGL_FOREVER_NV
- See Also:
- Constant Field Values
-
EGL_NO_SYNC_NV
public static final long EGL_NO_SYNC_NV
- See Also:
- Constant Field Values
-
-
Method Detail
-
eglCreateFenceSyncNV
public static long eglCreateFenceSyncNV(long dpy, int condition, java.nio.IntBuffer attrib_list)
-
eglDestroySyncNV
public static boolean eglDestroySyncNV(long sync)
-
eglFenceNV
public static boolean eglFenceNV(long sync)
-
eglClientWaitSyncNV
public static int eglClientWaitSyncNV(long sync, int flags, long timeout)
-
eglSignalSyncNV
public static boolean eglSignalSyncNV(long sync, int mode)
-
eglGetSyncAttribNV
public static boolean eglGetSyncAttribNV(long sync, int attribute, java.nio.IntBuffer value)
-
eglCreateFenceSyncNV
public static long eglCreateFenceSyncNV(long dpy, int condition, int[] attrib_list)
Array version of:CreateFenceSyncNV
-
eglGetSyncAttribNV
public static boolean eglGetSyncAttribNV(long sync, int attribute, int[] value)
Array version of:GetSyncAttribNV
-
-


Latisha McCullum
Contact
(current)
Portfolio
About
Portfolio
My First Collaborated Project
Deployed Project
GitHub Repo
The Ultimate Quiz
Deployed Quiz
GitHub Repo
Day Planner
Deployed Planner
GitHub Repo
Logo I Created
Project 2
Deployed Project
GitHub Repo
Budget Tracker
Deployed Tracker
GitHub Repo
@Copyright 2020 Latisha McCullum


Roberto Santana
Department of Computer Science and Artificial Intelligence
University of the Basque Country
M. Abadi et al. Tensorflow: Large-scale machine learning on heterogeneous distributed systems. arXiv preprint arXiv:1603.04467. 2016.
P. Goldsborough A Tour of Tensorflow. arXiv preprint arXiv:1610.01178. 2016.
import tensorflow as tf
c1 = tf.constant(10)
c2 = tf.constant(5)
mat1 = tf.constant([[4., 3.]])
mat2 = tf.constant([[1., 5.]])
mat_product = tf.matmul(mat1, mat2)
with tf.Session() as sess:
result = sess.run(mat_product)
sess.run(c1)
sess.run(c2)
sum = sess.run(c1+c2)
print(c1,c2,result,sum)
Computation graph for the addition of two variables \(c1\) and \(c2\).
Each node represents an operation which is express the combination or transformation of data.
Edges represent data flowing between operations .
In a typical situation, the graph of a machine learning model is. executed from start to end multiple times.
.
Example of a graph for computing a logistic regression variable \( \hat{y} \) for some example vector \(x\), weight vector \(w\), as well as a scalar \(b\).
\( \hat{y} \) is the result of the sigmoid or logistic function \(\sigma\).
P. Goldsborough A Tour of Tensorflow. arXiv preprint arXiv:1610.01178. 2016.


WITNESS LIST
Energy Resources Committee
May 14, 2019 - 8:30 AM
For:
Drieling, Vince (Self; Ameresco, Inc.)
Fleming, John (Texaas Mortgage Bankers Association)
Flippin, Kenneth (Self)
Hall, John (Environmental Defense Fund)
Heydinger, Charlene (Self; Keeping PACE in Texas)
Hines, James (Texas Association of Business)
Matiella, David (Self; U.S. Green Building Council Texas Chapter)
Redington, Penny (Self; Texas PACE Authority)
Reed, Cyrus (Lone star chapter sierra club)
Against:
Canady, Kristene (Simon Property Group)
Ghori, Mansoor (Petros Pace Finance)
Joski, Shannon (Denton County)
Kellogg, Cliff (C-PACE Alliance)
McCormick, Lee (Lone Star PACE)
Rodgers, Mark (National Disaster Mitigation Alliance)
On:
Taylor, Dub (Comptroller of Public Accounts (Resource Witness))
Registering, but not testifying:
For:
Brooks, Allison (Texas Solar Power Association)
Brooks, Allison (United Parcel Service)
Cardwell, Margo (Conservative Texans for Energy Innovation Foundation)
Choate, Michael (SPEER)
Embrey, Celeste (Texas Bankers Association)
Engelke, Tommy (Texas Agricultural Cooperative Council)
Fairbanks, Lauren (Texas Association of Manufacturers)
Jackson, Kyle (Texas Apartment Association)
Kelly, Bill (Mayor’s Office, City of Houston)
Klock, William (Self; ASHRAE,on behalf of the Society President)
Lacy, Sarah (Texas Building Owners and Managers Association (Texas BOMA))
Metzger, Luke (Environment Texas)
Mitchell, Jamie (Austin Energy)
Neeley, Josiah (R Street Institute)
Reihl, Keith (Self; Reihl engineering)
Reyes, Deborah (Self)
Romo, Joel (Nueces County)
Schaffner, Russell (Tarrant County)
Scurlock, Stephen (Independent Bankers Association of Texas)
Sparks, Clifford (City of Dallas)
1
WITNESS LIST
For:
Swank, Amy (Texas Economic Development Council)
Tatum, Alexis (Travis County Commissioners Court)
Walker, Becky (Texas Society of Architects)
Wright, Christine (City of San Antonio)
Against:
Canady, Kristene (Self)
Grace Jr., James (Steve Burris - Capstone Commercial Real Estate Group)
Grace Jr., James (Arzu Molubhoy - Atlantic Hotels)
Grace Jr., James (Philip Mango - Energy Select)
Grace Jr., James (Michael Carnes)
Grace Jr., James (Brion Sargent - Gensler)
Grace Jr., James (Jim Gandy - JLG Investments)
Grace Jr., James (Bill Woodard)
Grace Jr., James (Chuck Wright - Lone Star Wealth Strategies)
Grace Jr., James (Hunt Reifschneider - HuntLeigh Care Homes)
Grace Jr., James (Voranique Simon - Simon Engineering & Consulting Inc.)
Grace Jr., James (Gregg Gamble)
Griffith, Idona (Self)
Guy, Linda (Self)
MacDougal, Vanessa (Self)
Mayfield, Kara (Self; Asociation of rural communities in texas)
Shields, Sarah (Self)
Simon, Arthur (Self)
Vunderink, Gregg (Self)
2


?6
7
8
9
10
'
w
v
The
Newark
copyright
reserved
botanical
Garden
BOTANICAL
GARDE**
NEW
YORK
BOTANICAL
GARDEN
0
500395
INSTITUTE
OF
JAMAICA
FLORA
OF
JAMAICA
Parish:
ST*
ELIZABETH
Name:
HyiHoghYHuw
pinnatum
(lilalt*)
BăS,P╚
Locality:
Upper
course
of
the
Broad
River,
c.
1
mile
due
uest
of
BURNT
SAVANNA*
Altitude:
Sea**level
Date;
Duly
25,
1978
Habitat:
Clear,
slowly-flowing
river.
Notes:
(Locally
common
in
dense
stands;
plants
{submerged
with
erect
emergent
inflă
Collector:
George
R.
Proctor
No.
37925
01500395
Legend -
Level of confidence that token is an accurately-transcribed word
extremely low
very low
low
undetermined
medium
high
very high


An investment in knowledge pays the best interest
Back
{{ selected.name }}
Predicted rental time:
Data used to build the model:
{{ line.name }}


I'm Laia Martínez and I've been part of the art team.
During the first stages of the project, I've worked creating the concepts art of the different enemies implemented in the game.
Afterwards I focused on the development of 2D and 3D particles, used for the ambientation of the different levels and the characters attacks.
My main contributions on the project have been:
Extra work:
First of all, my main job was to create the Concepts Art for all the enemies that we have implemented in the game.
Each one of them has passed throw a lot itinerations and modifications in order to achive the final result.
In order to improve the environment of the game, I've created different 2D particles inclued in the different parts of the levels.
I've made 5 different types of sprites in order to give feedback of what realic is the player using.
To improve the characters habilities I've developed different 2D particles to give more feedback to the player


FileWriter
Writes Summary
protocol buffers to event files.
The FileWriter
class provides a mechanism to create an event file in a
given directory and add summaries and events to it. The class updates the
file contents asynchronously. This allows a training program to call methods
to add data to the file directly from the training loop, without slowing down
training.
When constructed with a tf.compat.v1.Session
parameter, a FileWriter
instead forms a compatibility layer over new graph-based summaries
(tf.contrib.summary
) to facilitate the use of new summary writing with
pre-existing code that expects a FileWriter
instance.
__init__
__init__( logdir, graph=None, max_queue=10, flush_secs=120, graph_def=None, filename_suffix=None, session=None )
Creates a FileWriter
, optionally shared within the given session.
Typically, constructing a file writer creates a new event file in logdir
.
This event file will contain Event
protocol buffers constructed when you
call one of the following functions: add_summary()
, add_session_log()
,
add_event()
, or add_graph()
.
If you pass a Graph
to the constructor it is added to
the event file. (This is equivalent to calling add_graph()
later).
TensorBoard will pick the graph from the file and display it graphically so you can interactively explore the graph you built. You will usually pass the graph from the session in which you launched it:
...create a graph... # Launch the graph in a session. sess = tf.compat.v1.Session() # Create a summary writer, add the 'graph' to the event file. writer = tf.compat.v1.summary.FileWriter(<some-directory>, sess.graph)
The session
argument to the constructor makes the returned FileWriter
a
compatibility layer over new graph-based summaries (tf.contrib.summary
).
Crucially, this means the underlying writer resource and events file will
be shared with any other FileWriter
using the same session
and logdir
,
and with any tf.contrib.summary.SummaryWriter
in this session using the
the same shared resource name (which by default scoped to the logdir). If
no such resource exists, one will be created using the remaining arguments
to this constructor, but if one already exists those arguments are ignored.
In either case, ops will be added to session.graph
to control the
underlying file writer resource. See tf.contrib.summary
for more details.
logdir
: A string. Directory where event file will be written.graph
: A Graph
object, such as sess.graph
.max_queue
: Integer. Size of the queue for pending events and summaries.flush_secs
: Number. How often, in seconds, to flush the
pending events and summaries to disk.graph_def
: DEPRECATED: Use the graph
argument instead.filename_suffix
: A string. Every event file's name is suffixed with
suffix
.session
: A tf.compat.v1.Session
object. See details above.RuntimeError
: If called with eager execution enabled.FileWriter
is not compatible with eager execution. To write TensorBoard
summaries under eager execution, use tf.contrib.summary
instead.
__enter__
__enter__()
Make usable with "with" statement.
__exit__
__exit__( unused_type, unused_value, unused_traceback )
Make usable with "with" statement.
add_event
add_event(event)
Adds an event to the event file.
event
: An Event
protocol buffer.add_graph
add_graph( graph, global_step=None, graph_def=None )
Adds a Graph
to the event file.
The graph described by the protocol buffer will be displayed by TensorBoard. Most users pass a graph in the constructor instead.
graph
: A Graph
object, such as sess.graph
.global_step
: Number. Optional global step counter to record with the
graph.graph_def
: DEPRECATED. Use the graph
parameter instead.ValueError
: If both graph and graph_def are passed to the method.add_meta_graph
add_meta_graph( meta_graph_def, global_step=None )
Adds a MetaGraphDef
to the event file.
The MetaGraphDef
allows running the given graph via
saver.import_meta_graph()
.
meta_graph_def
: A MetaGraphDef
object, often as returned by
saver.export_meta_graph()
.global_step
: Number. Optional global step counter to record with the
graph.TypeError
: If both meta_graph_def
is not an instance of MetaGraphDef
.add_run_metadata
add_run_metadata( run_metadata, tag, global_step=None )
Adds a metadata information for a single session.run() call.
run_metadata
: A RunMetadata
protobuf object.tag
: The tag name for this metadata.global_step
: Number. Optional global step counter to record with the
StepStats.ValueError
: If the provided tag was already used for this type of event.add_session_log
add_session_log( session_log, global_step=None )
Adds a SessionLog
protocol buffer to the event file.
This method wraps the provided session in an Event
protocol buffer
and adds it to the event file.
session_log
: A SessionLog
protocol buffer.global_step
: Number. Optional global step value to record with the
summary.add_summary
add_summary( summary, global_step=None )
Adds a Summary
protocol buffer to the event file.
This method wraps the provided summary in an Event
protocol buffer
and adds it to the event file.
You can pass the result of evaluating any summary op, using
tf.Session.run
or
tf.Tensor.eval
, to this
function. Alternatively, you can pass a tf.compat.v1.Summary
protocol
buffer that you populate with your own data. The latter is
commonly done to report evaluation results in event files.
summary
: A Summary
protocol buffer, optionally serialized as a string.global_step
: Number. Optional global step value to record with the
summary.close
close()
Flushes the event file to disk and close the file.
Call this method when you do not need the summary writer anymore.
flush
flush()
Flushes the event file to disk.
Call this method to make sure that all pending events have been written to disk.
get_logdir
get_logdir()
Returns the directory where event file will be written.
reopen
reopen()
Reopens the EventFileWriter.
Can be called after close()
to add more events in the same directory.
The events will go into a new events file.
Does nothing if the EventFileWriter was not closed.


CMCM is a simple sexy content manager for designers, built with PHP and Javascript, and a database-less storage tactic. That means you can download, drag the folders to your server, and your ready to go!
Frunt is the Front end counterpart to CMCM, and is included. It is a toolkit for developers and template makers to quickly develop dope boy websites. Frunt includes core access methods to your CMCM files, but also useful widgets like menus, slideshows, scrollers, modals, and more. Consider it the bootstrap for cmcm.


𝒢ee Diaries
How's your heart?
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Portfolio
𝒲elcome ℋome
And now she learned that goodbyes are not all so bad and love always takes
time.
We found each other
There are billion of things you could have been doing
but you are here.
Right here.
Reading and Knowing.
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Main features of EasyMesh:
- Generates two dimensional, unstructured, Delaunay and constrained Delaunay
triangulations in general domains.
- Handles holes in the domain.
- Local refining/coarsening can be achieved easily with different techniques.
- Handles domains composed of more than one material.
- Performs renumeration of nodes, elements and sides in order to decrease
the bandwidth of discretized set of equations (wherever you place
the unknowns). This renumeration is invoked by default, and cannot be switched
off by the command line option.
- Has a built-in function for relaxation of grid, in order to avoid the
creation of nodes surrounded with more than 7 and less than 5 elements.
The result of this technique, combined with Laplacian smoothing, is a grid
of high quality.
- Performs Laplacian smoothing.
- Uses very simple ASCII file as input.
- Creates three different ASCII output files
with all the data which a numerical analysist might need.
- If specified by a command line switch, creates a drawing with Delaunay
and Voronoi mesh in DXF or fig
format, so the results of triangulation can be viewed with any graphical
tool which supports these formats.
Return to EasyMesh
home page.
niceno@univ.trieste.it


Coffee Guard CAAT Jessie
Kickstart HTML5 project bundling
CAAT,
CoffeeScript,
Jessie and
Guard.
Use arrows (or accelerometer) to move.
Switch to Canvas version
SCORE:
TOP SCORE:
0


WITNESS LIST Land & Resource Management Committee February 15, 1999-8:00A HB 52 For: Quintero, Brian (Self and El Paso County Attorney's Office) Tiffin, Rhonda M. (Self and Webb County Planning Advisory Board) On: Pedersen, Craig D. (Texas Water Development Board) HB 52ommittee Substitute (Crabb) For: Lee, Donald (Conference of Urban Counties)


Imperial Mountains [an70], mountain, in Imperia, wilderness
Last updated Turn #140
Imperial Mountains [an70], mountain, in Imperia, wilderness
------------------------------------------------------------------------
7: Stack of nazgul [eu4q], nazgul, number: 3, went north.
11: Stack of nazgul [iw9q], nazgul, number: 3, arrived from the south.
12: Band of thieves [hf8z], bandits, number: 25, arrived from the west.
13: Stack of nazgul [iw9q], nazgul, number: 3, went north.
14: Band of thieves [hf8z], bandits, number: 25, went east.
21: Stack of nazgul [ag3m], nazgul, number: 2, arrived from the east.
22: Stack of nazgul [dd1u], nazgul, number: 2, arrived from the east.
22: Stack of nazgul [iw9q], nazgul, number: 3, arrived from the north.
23: Stack of nazgul [ag3m], nazgul, number: 2, went west.
24: Stack of nazgul [dd1u], nazgul, number: 2, went west.
24: Stack of nazgul [iw9q], nazgul, number: 3, went south.
25: Pete Townshend [t3r], refugee, arrived from the south.
25: Michael Michaels [m6h], refugee, with one peasant, arrived from the
25: south.
27: Pete Townshend [t3r], refugee, went north.
28: Michael Michaels [m6h], refugee, with one peasant, went east.
Routes leaving Imperial Mountains:
North, plain, to Endless Plains [am70], 7 days
East, mountain, to Imperial Mountains [an71], 10 days
South, mountain, to Imperial Mountains [ao70], 10 days
West, mountain, to Imperial Mountains [an69], 10 days
Inner locations:
An Orc Stronghold [u66], orc-stronghold, defense 25, owner:
Stack of orcs [cy3a], orcs, number: 403
Seen here:
Stack of nazgul [hr8w], nazgul, number: 3
Pete Townshend [t3r], refugee
Michael Michaels [m6h], refugee, "Flying a banner-shaped banner", with
one peasant


BUILT WITH BY FELIX
Wepspection is a NodeJS web security learning platform. Its main goals are to aid teachers and students to learn web application security in a class room environment.
Copyright © Enabled - . All Rights Reserved


- get(Object) - Method in class edu.monash.fit2099.simulator.util.BiMultiMap
-
- getActions() - Method in class edu.monash.fit2099.simulator.matter.Actor
-
Returns an ArrayList
containing references to all the Actions
this Actor
can currently
perform.
- getActions() - Method in class starwars.SWActor
-
Returns an ArrayList containing this Actor's available Actions, including the Affordances of items
that the Actor is holding.
- getActionsFor(Actor<A>) - Method in class edu.monash.fit2099.simulator.matter.EntityManager
-
Returns a list of Actions
available to the given Actor
.
- getAffordances() - Method in class edu.monash.fit2099.simulator.matter.Entity
-
- getAffordances() - Method in interface edu.monash.fit2099.simulator.matter.EntityInterface
-
Generate and return an array of references to the Affordances
of this Entity
.
- getAngle() - Method in enum edu.monash.fit2099.gridworld.Grid.CompassBearing
-
Getter for the angle
of this CompassBearing
.
- getBenKenobi(MessageRenderer, SWWorld, Direction[], int) - Static method in class starwars.entities.actors.BenKenobi
-
Singleton to make sure to instantiate ONLY ONE Ben in the game.
- getCanUseForce() - Method in class starwars.SWActor
-
Give a boolean value to show whether the SWActor can use Force
- getCooldown() - Method in class edu.monash.fit2099.simulator.matter.Action
-
Returns the cooldown
of this Action
- getDelay() - Method in class edu.monash.fit2099.simulator.matter.Action
-
Returns the delay
of this Action
- getDescription() - Method in class edu.monash.fit2099.simulator.matter.Action
-
- getDescription() - Method in interface edu.monash.fit2099.simulator.matter.ActionInterface
-
Returns a description of the Action
suitable for display.
- getDescription() - Method in class starwars.actions.Absorb
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Attack
-
A String describing what this Attack
action will do, suitable for display on a user interface
- getDescription() - Method in class starwars.actions.Buy
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Dip
-
- getDescription() - Method in class starwars.actions.Enter
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Exit
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Fill
-
- getDescription() - Method in class starwars.actions.GetMoney
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Leave
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Move
-
Returns a String describing this Move
, suitable for display to the user.
- getDescription() - Method in class starwars.actions.Take
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Thrown
-
A String describing what this action will do, suitable for display in a user interface
- getDescription() - Method in class starwars.actions.Train
-
A String describing what this action will do, suitable for display in a user interface
- getDuration() - Method in class edu.monash.fit2099.simulator.matter.Action
-
- getDuration() - Method in interface edu.monash.fit2099.simulator.matter.ActionInterface
-
Returns the length of time the Action
will take.
- getDuration() - Method in class starwars.actions.Attack
-
Returns the time is takes to perform this Attack
action.
- getDuration() - Method in class starwars.actions.Dip
-
- getDuration() - Method in class starwars.actions.Move
-
Returns the time taken to perform this Move
action.
- getDuration() - Method in class starwars.actions.Transfer
-
Returns the time taken to perform this Exit
action.
- getDuration() - Method in class starwars.SWAffordance
-
- getEmptySymbol() - Method in class starwars.SWLocation
-
Returns a character that represents an empty space in this SWLocation
.
- getEntitymanager() - Static method in class starwars.SWAction
-
Returns the EntityManager
which keeps track of SWEntities
and their SWLocation
s
- getEntityManager() - Method in class starwars.SWWorldBase
-
This is only here for compliance with the abstract base class's interface and is not supposed to be
called.
- getEntitymanager() - Static method in class starwars.SWWorldBase
-
Returns the EntityManager
which keeps track of the SWEntities
and
SWLocations
in SWWorld
.
- getExitCoordinates() - Method in class starwars.SWInnerWorld
-
getter of Exit Door
- getForcepoints() - Method in class starwars.entities.Force
-
- getForcepoints() - Method in class starwars.SWActor
-
return the force points the SWActor has
- getGrid() - Method in class starwars.SWWorldBase
-
Accessor for the grid.
- getHeight() - Method in class edu.monash.fit2099.gridworld.Grid
-
Returns for the height of this Grid
.
- getHeight() - Method in class edu.monash.fit2099.simulator.space.LocationContainer
-
Returns the height of this LocationContainer
- getHitpoints() - Method in class starwars.SWActor
-
Returns the hit points of this SWActor
.
- getHitpoints() - Method in class starwars.SWEntity
-
- getHitpoints() - Method in interface starwars.SWEntityInterface
-
Returns the hitpoints of this SWEntity
or SWActor
.
- getInnerworld() - Method in class starwars.SWActorWorldable
-
getter for returning the reference of Sandcrawler
inner world
- getItemCarried() - Method in class starwars.SWActor
-
Returns the item carried by this SWActor
.
- getLocationByCoordinates(int, int) - Method in class edu.monash.fit2099.gridworld.Grid
-
Method that returns the Location
at the given coordinates (x
, y
) of this Grid
.
- getLongDescription() - Method in class edu.monash.fit2099.simulator.matter.Entity
-
- getLongDescription() - Method in interface edu.monash.fit2099.simulator.matter.EntityInterface
-
Returns the long description of the Entity
.
- getLongDescription() - Method in class starwars.entities.actors.Droid
-
- getLongDescription() - Method in class starwars.entities.actors.Sandcrawler
-
- getLongDescription() - Method in class starwars.entities.actors.TuskenRaider
-
- getLongDescription() - Method in class starwars.entities.Canteen
-
- getLongDescription() - Method in class starwars.entities.Reservoir
-
- getLongDescription() - Method in class starwars.SWLocation
-
Returns the long description of this SWLocation
.
- getMaker() - Static method in class starwars.SWLocation
-
A factory of a factory.
- GetMoney - Class in starwars.actions
-
- GetMoney(SWEntityInterface, MessageRenderer) - Constructor for class starwars.actions.GetMoney
-
Constructor for the GetMoney
Class.
- getMoney() - Method in class starwars.entities.actors.Player
-
- getName() - Method in class starwars.entities.actors.Droid
-
- getName() - Method in class starwars.entities.actors.Sandcrawler
-
- getNeighbour(Direction) - Method in class edu.monash.fit2099.simulator.space.Location
-
Finds and returns neighbouring location of this Location
in the specified direction, or null if no such neighbour exists
- getNext() - Method in class starwars.entities.actors.behaviors.Patrol
-
- getPriority() - Method in class edu.monash.fit2099.simulator.matter.Action
-
- getPriority() - Method in interface edu.monash.fit2099.simulator.matter.ActionInterface
-
Returns the priority of the Action
.
- getPriority() - Method in class starwars.actions.Dip
-
- getRandomBearing() - Static method in enum edu.monash.fit2099.gridworld.Grid.CompassBearing
-
This method will return a random CompassBearing
.
- getScheduler() - Static method in class starwars.SWActor
-
- getSelection(ArrayList<ActionInterface>) - Method in interface edu.monash.fit2099.gridworld.GridRenderer
-
Method that presents the user the list of commands (cmds
) in a suitable form (either text or graphical) and
returns the command selected by the user.
- getSelection(ArrayList<ActionInterface>) - Method in class starwars.swinterfaces.SWGridTextInterface
-
- getShortDescription() - Method in class edu.monash.fit2099.simulator.matter.Entity
-
- getShortDescription() - Method in interface edu.monash.fit2099.simulator.matter.EntityInterface
-
Returns the short description of the Entity
- getShortDescription() - Method in class starwars.entities.actors.Droid
-
- getShortDescription() - Method in class starwars.entities.actors.Sandcrawler
-
- getShortDescription() - Method in class starwars.entities.actors.TuskenRaider
-
- getShortDescription() - Method in class starwars.entities.Canteen
-
- getShortDescription() - Method in class starwars.entities.Reservoir
-
- getShortDescription() - Method in class starwars.SWLocation
-
Returns the short description of this SWLocation
.
- getSymbol() - Method in class starwars.entities.Blaster
-
A symbol that is used to represent the Blaster on a text based user interface
- getSymbol() - Method in class starwars.entities.Force
-
A symbol that is used to represent the Force on a text based user interface
- getSymbol() - Method in class starwars.entities.Grenade
-
A symbol that is used to represent the Grid on SWWorld
- getSymbol() - Method in class starwars.entities.LightSaber
-
A symbol that is used to represent the LightSaber on a text based user interface
- getSymbol() - Method in class starwars.entities.Money
-
A symbol that is used to represent the Grid on SWWorld
- getSymbol() - Method in class starwars.entities.Shop
-
A symbol that is used to represent the Grid on SWWorld
- getSymbol() - Method in class starwars.SWActor
-
- getSymbol() - Method in class starwars.SWEntity
-
Returns a String symbol representing this SWEntity
.
- getSymbol() - Method in interface starwars.SWEntityInterface
-
Returns a string symbol that represents this SWEntity
or SWActor
.
- getSymbol() - Method in class starwars.SWLocation
-
Returns a character that represents this SWLocation
.
- getTeam() - Method in class starwars.SWActor
-
Returns the team to which this SWActor
belongs to.
- getUserDecision(SWActor) - Static method in class starwars.swinterfaces.SWGridController
-
Will return a Action selected by the user.
- getUserDecision(SWActor) - Static method in class starwars.userinterfaces.TextInterface
-
Display a menu and receive user input.
- getWaittime() - Method in class edu.monash.fit2099.simulator.matter.Actor
-
Returns the waittime
of this Actor
.
- getWhichDirection() - Method in class starwars.actions.Move
-
Returns the Direction
in which this Move
is directed.
- getWidth() - Method in class edu.monash.fit2099.gridworld.Grid
-
Returns for the width of this Grid
- getWidth() - Method in class edu.monash.fit2099.simulator.space.LocationContainer
-
Returns the width of this LocationContainer
- getWorld() - Method in class starwars.SWActor
-
getter for return the reference of the world.
- Grenade - Class in starwars.entities
-
- Grenade(MessageRenderer, int) - Constructor for class starwars.entities.Grenade
-
Constructor for the Grenade
class.
- Grid<T extends Location> - Class in edu.monash.fit2099.gridworld
-
Grid
is a base class for a 2D array of Locations
.
- Grid(int, int, LocationMaker<T>) - Constructor for class edu.monash.fit2099.gridworld.Grid
-
Constructor that instantiates a Grid
and sets up neighbour relationships
between the Locations
it contains.
- Grid.CompassBearing - Enum in edu.monash.fit2099.gridworld
-
Class that manages the direction in which an Entity
is heading as shown by a compass.
- GridController - Interface in edu.monash.fit2099.gridworld
-
Interface for the Controller of the Model View Controller design pattern.
- GridRenderer - Interface in edu.monash.fit2099.gridworld
-
Interface for the View/User Interface of the Model View Controller design pattern.


--- layout: post esbma_id: 1686 title: 2: Transparency date: 2007-07-14 16:11:49 ---
This entry is part 2 of a 12-part series on WPF 3D.
I love transparency in 3D graphics. For example, in this picture of my workbench, I have made one foot transparent so it is easier to see the mortise and tenon joint used to attach the leg to the foot.
Unfortunately, transparency in WPF 3D doesn't work quite the way I would have expected.
The drawing model for WPF 3D is called a "retained scene". Basically, this means that you need to gather up all the triangles necessary to draw your scene and stuff them into a data structure which is owned by WPF. WPF will take responsibility for drawing the scene based on the information you gave it.
This is actually quite nice. The alternative is a lot more work. I started learning Windows programming in 1992. I still remember feeling sort of cheated when I first realized that Windows wasn't going to draw my objects for me. You mean just because somebody covered up my window and then uncovered it, now I have to handle WM_PAINT if I want my stuff drawn back the way it was? Why can't I just build a list of objects and let Windows handle all the redraws whenever they're needed? I was young and inexperienced. I eventually came to "get it". Nonetheless, fifteen years later, WPF is giving me what I wanted.
And WPF does this very well. I can add all my triangles in whatever order I want. WPF figures out which triangles are in front and which ones are hidden.
However, in WPF 3D, the proper functioning of transparency is dependent on the order in which the objects are drawn. This is a little disappointing. Certainly I know how to cope with such things. I just don't want to. I'm spoiled. I thought those days were behind me.
Luckily, the impact of this problem is minor. Basically, when you are building the scene for your Viewport3D, add all the opaque objects first. Then add all the transparent objects.
But this still leaves one problem: What happens if your app has an interactive way to select an opaque object and make it transparent? For example, suppose I select an object which happens to be the very first GeometryModel3D in my scene. If I simply grab its brush and set the Opacity to less than one, the object will turn transparent, but the objects behind it will not show through as they should. WPF 3D wants transparent objects to be drawn after opaque objects.
The solution to this problem is rather simple as well. Just move it to the end. The code looks something like this:
DiffuseMaterial mat = (DiffuseMaterial)myGeometryModel3D.Material;
SolidColorBrush br = (SolidColorBrush)mat.Brush;
br.Opacity = 0.3;
myModel3DGroup.Children.Remove(myGeometryModel3D);
myModel3DGroup.Children.Add(myGeometryModel3D);
Bottom line: I wish WPF 3D handled transparency without caring about the ordering, but once you know how to deal with the problem, it's not that big of a deal.


Note: Open up your browser's Developer Tools, as the demo makes use of console.log() events.
Log in using WebID+TLS:
Enter a WebID Profile URI (yours or someone else's).


# 32022-10-15T17:14:12+03:00
|
Lower Bound |
Estimate |
Upper Bound |
| Value: |
149.23ns |
149.79ns |
150.36ns |
| Throughput: |
325.93MiB/s |
324.70MiB/s |
323.47MiB/s |
| Change in Value: |
-6.4470% |
-5.5461% |
-4.8651% |
| Change in Throughput: |
+6.8913% |
+5.8717% |
+5.1139% |
No change in performance detected.
# 22022-10-15T16:49:24+03:00
|
Lower Bound |
Estimate |
Upper Bound |
| Value: |
158.19ns |
159.57ns |
162.15ns |
| Throughput: |
307.46MiB/s |
304.81MiB/s |
299.96MiB/s |
| Change in Value: |
+0.8048% |
+1.3434% |
+2.1358% |
| Change in Throughput: |
-0.7984% |
-1.3256% |
-2.0912% |
No change in performance detected.
# 12022-10-08T17:26:10+03:00
|
Lower Bound |
Estimate |
Upper Bound |
| Value: |
156.30ns |
156.55ns |
156.80ns |
| Throughput: |
311.19MiB/s |
310.68MiB/s |
310.20MiB/s |
| Change in Value: |
-3.3177% |
-2.4511% |
-1.7093% |
| Change in Throughput: |
+3.4315% |
+2.5127% |
+1.7390% |
No change in performance detected.
# 02022-10-08T17:07:08+03:00
|
Lower Bound |
Estimate |
Upper Bound |
| Value: |
159.11ns |
159.84ns |
160.71ns |
| Throughput: |
305.69MiB/s |
304.28MiB/s |
302.65MiB/s |


--- layout: archive title: Zulip Chat Archive permalink: /stream/113488-general/topic/show.20in.20conv.20mode.html ---
I have some goal of the form X = Y
where Y
is one of these annoying terms that I can't cut and paste from pretty printer output (in this case, I believe, because it has replaced a proof with _
). I want to use show
to rewrite X
as X'
but I can't write show X'=Y
because my problems with Y. I could prove X=X'
using rfl and then use a rewrite. But it would be cool to use conv mode, use to_lhs
to restrict to X
and then use some conv version of show to replace X
with X'
. Can this be done?
Last updated: Apr 24 2020 at 19:02 UTC


Set up:
Each player must have an Index card with a color on it. Every player needs $200 to begin the game each player rolls a six-sided dice and the player who rolls the highest number goes first and so on…
Players:
Game is for 2-3 players. Ages 10+
Getting the Game Started:
The first player will have someone else pick up a blue card for them and the player who picks it up will read the question to them, they will then have to answer the question to their best ability if they get it right the card says what they can do, if they get it wrong then they will have to roll the six-sided dice and move back however many times it says to.
Meanings:
Steal - take someone else’s Amusement park but you have to pay at least $50 or more.
Moving Back - Going backward rather than being able to move forward.
Moving forward - Keep on going the way you were going.
Playing the Whole Game:
First playing chooses someone to grab the top card for them and that player reads the card out loud and the first player must try their hardest to answer the question if they get it right they do what the card says to do if the player gets it wrong then they have to roll a six-sided dice and move back however many times it says to and do that action if they land on a place that they want to buy they can buy it for how much it says on the placemat, However, if someone owns that place you have to pay a $50 fee and the next player does the same thing. The game ends when every place is sold and the person with the most places wins.


We now turn to the conditional expectation $E(Y \mid X)$ viewed as an estimate or predictor of $Y$ given the value of $X$. As you saw in Data 8, the mean squared error of prediction can be used to compare predictors: those with small mean squared errors are better.
In this section we will identify least squares predictors, that is, predictors that minimize mean squared error among all predictors in a specified class.
Suppose you are trying to estimate or predict the value of $Y$ based on the value of $X$. The predictor $E(Y \mid X) = b(X)$ seems to be a good one to use, based on the scatter plots we examined in the previous section.
It turns out that $b(X)$ is the best predictor of $Y$ based on $X$, according the least squares criterion.
Let $h(X)$ be any function of $X$, and consider using $h(X)$ to predict $Y$. Define the mean squared error of the predictor $h(X)$ to be
$$ MSE(h) ~ = ~ E\Big{(}\big{(}Y - h(X)\big{)}^2\Big{)} $$We will now show that $b(X)$ is the best predictor of $Y$ based on $X$, in the sense that it minimizes this mean squared error over all functions $h(X)$.
To do so, we will use a fact we proved in the previous section:
The calculations in this section include much of the theory behind least squares prediction familiar to you from Data 8. The result above shows that the least squares predictor of $Y$ based on $X$ is the conditional expectation $b(X) = E(Y \mid X)$.
In terms of the scatter diagram of observed values of $X$ and $Y$, the result is saying that the best predictor of $Y$ given $X$, by the criterion of smallest mean squared error, is the average of the vertical strip at the given value of $X$.
Given $X$, the root mean squared error of this estimate is the SD of the strip, that is, the conditional SD of $Y$ given $X$:
$$ SD(Y \mid X) ~ = ~ \sqrt{Var(Y \mid X)} $$This is a random variable; its value is determined by the variation within the strip at the given value of $X$.
Overall across the entire scatter diagram, the root mean squared error of the estimate $E(Y \mid X)$ is
$$ RMSE(b) ~ = ~ \sqrt{E\Big{(}\big{(}Y - b(X)\big{)}^2\Big{)}} ~ = ~ \sqrt{E\big{(} Var(Y \mid X) \big{)}} $$Notice that the result makes no assumption about the joint distribution of $X$ and $Y$. The scatter diagram of the generated $(X, Y)$ points can have any arbitrary shape. So the result can be impractical, as there isn't always a recognizable functional form for $E(Y \mid X)$.
Sometimes we want to restrict our attention to a class of predictor functions of a specified type, and find the best one among those. The most important example of such a class is the set of all linear functions $aX + b$.
Let $h(X) = aX + b$ for constants $a$ and $b$, and let $MSE(a, b)$ denote $MSE(h)$.
$$ MSE(a, b) ~ = ~ E\big{(} (Y - (aX + b))^2 \big{)} ~ = ~ E(Y^2) + a^2E(X^2) + b^2 -2aE(XY) - 2bE(Y) + 2abE(X) $$To find the least squares linear predictor, we have to minimize this MSE over all $a$ and $b$. We will do this using calculus, in two steps:
Fix $a$ and minimize $MSE(a, b)$ with respect to $b$.
$$ \frac{d}{db} MSE(a, b) ~ = ~ 2b - 2E(Y) + 2aE(X) $$Set this equal to 0 and solve to see that the minimizing value of $b$ for the fixed value of $a$ is
$$ b_a^* ~ = ~ E(Y) - aE(X) $$Now we have to minimize the following function with respect to $a$:
\begin{align*} E\big{(} (Y - (aX + b_a^*))^2 \big{)} ~ &= ~ E\big{(} (Y - (aX + E(Y) - aE(X)))^2 \big{)} \\ &= ~ E\Big{(} \big{(} (Y - E(Y)) - a(X - E(X))\big{)}^2 \Big{)} \\ &= ~ E\big{(} (Y - E(Y))^2 \big{)} - 2aE\big{(} (Y - E(Y))(X - E(X)) \big{)} + a^2E\big{(} (X - E(X))^2 \big{)} \\ &= ~ Var(Y) - 2aCov(X, Y) + a^2Var(X) \end{align*}The derivative with respect to $a$ is $2Cov(X, Y) + 2aVar(X)$. Thus the minimizing value of $a$ is
$$ a^* ~ = ~ \frac{Cov(X, Y)}{Var(X)} $$The least squares straight line is called the regression line.You now have a proof of its equation, familiar to you from Data 8. The slope and intercept are given by
\begin{align*} \text{slope of regression line} ~ &= ~ \frac{Cov(X,Y)}{Var(X)} ~ = ~ r(X, Y) \frac{SD(Y)}{SD(X)} \\ \\ \text{intercept of regression line} ~ &= ~ E(Y) - \text{slope} \cdot E(X) \end{align*}To derive the second expression for the slope, recall that in exercises you defined the correlation between $X$ and $Y$ to be
$$ r(X, Y) ~ = ~ \frac{Cov(X, Y)}{SD(X)SD(Y)} $$If both $X$ and $Y$ are measured in standard units, then the slope of the regression line is the correlation $r(X, Y)$ and the intercept is 0.
In other words, given that $X = x$ standard units, the predicted value of $Y$ is $r(X, Y)x$ standard units. When $r(X, Y)$ is positive but not 1, this result is called the regression effect: the predicted value of $Y$ is closer to 0 than the given value of $X$.
It is important to note that the equation of the regression line holds regardless of the shape of the joint distribution of $X$ and $Y$. Also note that there is always a best straight line predictor among all straight lines, regardless of the relation between $X$ and $Y$. If the relation isn't roughly linear you won't want to use the best straight line for predictions, because the best straight line is best among a bad class of predictors. But it exists.


Class PaintTo3D
Some static helper methods
Inheritance
System.Object
PaintTo3D
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: CADability
Assembly: CADability.dll
Syntax
public class PaintTo3D
Methods
| Improve this Doc View SourceArrow(IPaintTo3D, GeoPoint, GeoPoint, GeoPoint)
Declaration
public static void Arrow(IPaintTo3D paintTo3D, GeoPoint base1, GeoPoint base2, GeoPoint apex)
Parameters
| Type | Name | Description |
|---|---|---|
| IPaintTo3D | paintTo3D | |
| GeoPoint | base1 | |
| GeoPoint | base2 | |
| GeoPoint | apex |
Arrow1(IPaintTo3D, GeoPoint, GeoPoint, GeoPoint)
Declaration
public static void Arrow1(IPaintTo3D paintTo3D, GeoPoint base1, GeoPoint base2, GeoPoint apex)
Parameters
| Type | Name | Description |
|---|---|---|
| IPaintTo3D | paintTo3D | |
| GeoPoint | base1 | |
| GeoPoint | base2 | |
| GeoPoint | apex |
PaintHandle(IPaintTo3D, PointF, Int32, Color)
Declaration
public static void PaintHandle(IPaintTo3D paintTo3D, PointF pf, int width, Color color)
Parameters
| Type | Name | Description |
|---|---|---|
| IPaintTo3D | paintTo3D | |
| System.Drawing.PointF | pf | |
| System.Int32 | width | |
| System.Drawing.Color | color |
PaintHandle(IPaintTo3D, Int32, Int32, Int32, Color)
Declaration
public static void PaintHandle(IPaintTo3D paintTo3D, int x, int y, int width, Color color)
Parameters
| Type | Name | Description |
|---|---|---|
| IPaintTo3D | paintTo3D | |
| System.Int32 | x | |
| System.Int32 | y | |
| System.Int32 | width | |
| System.Drawing.Color | color |
PointSymbol(IPaintTo3D, GeoPoint, Double, PointSymbol)
Declaration
public static void PointSymbol(IPaintTo3D paintTo3D, GeoPoint location, double size, PointSymbol symbol)
Parameters
| Type | Name | Description |
|---|---|---|
| IPaintTo3D | paintTo3D | |
| GeoPoint | location | |
| System.Double | size | |
| PointSymbol | symbol |
PreparePointSymbol(IPaintTo3D, PointSymbol)
Declaration
public static void PreparePointSymbol(IPaintTo3D paintTo3D, PointSymbol symbol)
Parameters
| Type | Name | Description |
|---|---|---|
| IPaintTo3D | paintTo3D | |
| PointSymbol | symbol |


Features:
- As-you-type, input formatting
- Form field validation (also as you type)
- Graceful error feedback for declined card, etc
- AJAX form submission w/ visual feedback
- Creates a Stripe credit card token
Be sure to replace the dummy API key with a valid Stripe API key.
Built upon: Bootstrap, jQuery,
jQuery Validation Plugin,
jQuery.payment library,
and Stripe.js


{% extends "header.html" %} {% block body %}
In this PyGame video, we cover how to add a start menu to your game, which we'll be building on in the next few tutorials. First, we need to add a sort of "mini-sequence," then we can give it some functionality and have it lead into the game or quit.
Here's the full code:
import pygame import time import random pygame.init() display_width = 800 display_height = 600 black = (0,0,0) white = (255,255,255) red = (255,0,0) block_color = (53,115,255) car_width = 73 gameDisplay = pygame.display.set_mode((display_width,display_height)) pygame.display.set_caption('A bit Racey') clock = pygame.time.Clock() carImg = pygame.image.load('racecar.png') def things_dodged(count): font = pygame.font.SysFont(None, 25) text = font.render("Dodged: "+str(count), True, black) gameDisplay.blit(text,(0,0)) def things(thingx, thingy, thingw, thingh, color): pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh]) def car(x,y): gameDisplay.blit(carImg,(x,y)) def text_objects(text, font): textSurface = font.render(text, True, black) return textSurface, textSurface.get_rect() def message_display(text): largeText = pygame.font.Font('freesansbold.ttf',115) TextSurf, TextRect = text_objects(text, largeText) TextRect.center = ((display_width/2),(display_height/2)) gameDisplay.blit(TextSurf, TextRect) pygame.display.update() time.sleep(2) game_loop() def crash(): message_display('You Crashed') def game_intro(): intro = True while intro: for event in pygame.event.get(): print(event) if event.type == pygame.QUIT: pygame.quit() quit() gameDisplay.fill(white) largeText = pygame.font.Font('freesansbold.ttf',115) TextSurf, TextRect = text_objects("A bit Racey", largeText) TextRect.center = ((display_width/2),(display_height/2)) gameDisplay.blit(TextSurf, TextRect) pygame.display.update() clock.tick(15) def game_loop(): x = (display_width * 0.45) y = (display_height * 0.8) x_change = 0 thing_startx = random.randrange(0, display_width) thing_starty = -600 thing_speed = 4 thing_width = 100 thing_height = 100 thingCount = 1 dodged = 0 gameExit = False while not gameExit: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: x_change = -5 if event.key == pygame.K_RIGHT: x_change = 5 if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT: x_change = 0 x += x_change gameDisplay.fill(white) things(thing_startx, thing_starty, thing_width, thing_height, block_color) thing_starty += thing_speed car(x,y) things_dodged(dodged) if x > display_width - car_width or x < 0: crash() if thing_starty > display_height: thing_starty = 0 - thing_height thing_startx = random.randrange(0,display_width) dodged += 1 thing_speed += 1 thing_width += (dodged * 1.2) if y < thing_starty+thing_height: print('y crossover') if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width: print('x crossover') crash() pygame.display.update() clock.tick(60) game_intro() game_loop() pygame.quit() quit()
The main change to the code is here:
def game_intro(): intro = True while intro: for event in pygame.event.get(): print(event) if event.type == pygame.QUIT: pygame.quit() quit() gameDisplay.fill(white) largeText = pygame.font.Font('freesansbold.ttf',115) TextSurf, TextRect = text_objects("A bit Racey", largeText) TextRect.center = ((display_width/2),(display_height/2)) gameDisplay.blit(TextSurf, TextRect) pygame.display.update() clock.tick(15)
So here, we're just defining a variable of "intro" as True, and calling a while loop to run until the variable is no longer true.
Within that loop, we have created a mini-pygame instance, which is currently just displaying a title at 15 frames per second. From here, we can, and will, add some actual functional buttons for the player to use and click to play or quit.


{% extends 'base.html'%} {% load crispy_forms_tags%} {% block content%}
{{business.description}}
{{business.email}}


| joint_params[0].param.kp | SET | |
| joint_params[0].param.ki | SET | |
| joint_params[0].param.kd | SET | |
| joint_params[0].param.max_i | SET | |
| joint_params[0].param.max_pwm | SET | |
| joint_params[0].param.min_pwm | SET | |
| joint_params[0].param.max_speed | SET | |
| joint_params[0].param.slope | SET | |
| joint_params[0].param.h_bridge_type | SET | |
| joint_params[0].param.h_bridge_pins[0] | SET | |
| joint_params[0].param.h_bridge_pins[1] | SET | |
| joint_params[0].param.h_bridge_pins[2] | SET |


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