Request No. : {{ctrl.req.sNo}}
Requested On : {{ctrl.req.reqDate | date:'medium'}}
Status : Pending RA Verification Pending RA Authorization Pending CA Verification Pending CA Authorization Pending Cert Generation Cert Ready to Download Request Rejected
| Distinguished Name | {{ctrl.req.csr.distinguishedName}} |
| Organization | {{ctrl.req.csr.organization}} |
| Organizational Unit | {{ctrl.req.csr.organizationalUnit}} |
| City | {{ctrl.req.csr.city}} |
| State | {{ctrl.req.csr.state}} |
| Country | {{ctrl.req.csr.country}} |
| {{ctrl.req.csr.email}} | |
| Class | {{ctrl.req.certClass}} |
| Validity | {{ctrl.req.validity}} Yr/Yrs |
| PAN | {{ctrl.req.pan}} |
| Comments | {{ctrl.req.other}} |
By {{ctrl.req.verifiedByRaEmail}} on {{ctrl.req.verifiedByRaOn | date:'medium'}}
By {{ctrl.req.verifiedByRaEmail}} on {{ctrl.req.verifiedByRaOn | date:'medium'}}
RA AuthorizationBy {{ctrl.req.authByRaEmail}} on {{ctrl.req.authByRaOn | date:'medium'}}
By {{ctrl.req.verifiedByRaEmail}} on {{ctrl.req.verifiedByRaOn | date:'medium'}}
RA AuthorizationBy {{ctrl.req.authByRaEmail}} on {{ctrl.req.authByRaOn | date:'medium'}}
CA VerificationBy {{ctrl.req.verifiedByCaEmail}} on {{ctrl.req.verifiedByCaOn | date:'medium'}}
By {{ctrl.req.verifiedByRaEmail}} on {{ctrl.req.verifiedByRaOn | date:'medium'}}
RA AuthorizationBy {{ctrl.req.authByRaEmail}} on {{ctrl.req.authByRaOn | date:'medium'}}
CA VerificationBy {{ctrl.req.verifiedByCaEmail}} on {{ctrl.req.verifiedByCaOn | date:'medium'}}
CA AuthorizationBy {{ctrl.req.authByCaEmail}} on {{ctrl.req.authByCaOn | date:'medium'}}
By {{ctrl.req.verifiedByRaEmail}} on {{ctrl.req.verifiedByRaOn | date:'medium'}}
RA AuthorizationBy {{ctrl.req.authByRaEmail}} on {{ctrl.req.authByRaOn | date:'medium'}}
CA VerificationBy {{ctrl.req.verifiedByCaEmail}} on {{ctrl.req.verifiedByCaOn | date:'medium'}}
CA AuthorizationBy {{ctrl.req.authByCaEmail}} on {{ctrl.req.authByCaOn | date:'medium'}}


A collection of utilities for navigating medical image data. The DICOM and NIfTI formats are supported. Functions provide simple interfaces to the data and metadata contained in these formats. A particular emphasis on metadata allows simple conversion of image metadata to familiar R data structures such as lists and data frames. Where possible, generic functions can silently process either DICOM or NIfTI data. Additionally, image data can be extracted and viewed.
| Version: | 1.0.0 |
| Depends: | R (≥ 3.4.0) |
| Imports: | oro.dicom, dplyr, Hmisc, oro.nifti, magrittr, methods |
| Suggests: | testthat, covr, knitr, rmarkdown, rvest, hashmap, stringr, xml2 |
| Published: | 2018-10-19 |
| Author: | Pamela Russell [aut, cre] |
| Maintainer: | Pamela Russell <pamela.russell at ucdenver.edu> |
| License: | MIT + file LICENSE |
| NeedsCompilation: | no |
| Materials: | README NEWS |
| CRAN checks: | radtools results |
| Reference manual: | radtools.pdf |
| Vignettes: |
Radtools usage |
| Package source: | radtools_1.0.0.tar.gz |
| Windows binaries: | r-devel: radtools_1.0.0.zip, r-release: radtools_1.0.0.zip, r-oldrel: radtools_1.0.0.zip |
| OS X binaries: | r-release: radtools_1.0.0.tgz, r-oldrel: radtools_1.0.0.tgz |
Please use the canonical form https://CRAN.R-project.org/package=radtools to link to this page.


--- layout: page title: "404: Page not found" permalink: /404.html redirect_from: - /norobots/ - /assets/ - /posts/ --- {% include lang.html %}
{{ site.data.locales[lang].not_found.statment }}
Fascinating. It seems you have ventured into uncharted territory.
I suggest returning to the home page where logic reigns supreme.


The Software Underground London Hackathon will be held on June 1st and 2nd 2019 at Work.Life @ Clerkenwell. Join the Software Underground group on Slack and help us in organizing the Hackathon!
The projects and sprints will take place during the whole time. This schedule mainly lists the tutorials, meals, and other non-coding related events.
| Time | Activity | Contact | Comments |
|---|---|---|---|
| 8-9 | Welcome & breakfast | @filippo82 | |
| 9-12:30 | PyTorch tutorial | @lmoss[ICL] | |
| 12:30-13:30 | Lunch | Elysia Catering | |
| 13-17:30 | Dask tutorial | Jacob Tomlinson | |
| 17:30-18 | Wrap up | @filippo82 |
| Time | Activity | Contact | Comments |
|---|---|---|---|
| 8-9 | Welcome & breakfast | @filippo82 | |
| 9-12:30 | Pangeo tutorial | Jacob Tomlinson | |
| 12:30-13:30 | Lunch | Elysia Catering | |
| 13-16 | Code! | ||
| 16-18 | Wrap up | @filippo82 |
We are open to suggestions and contributions. Please contact us if you want to propose a tutorial, a project, or if you want to lead a sprint!


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One email per week
tops, and we will never share your data.
What we do
Book an entire season of music in under one hour. After three months, tweak it to your liking or
simply hit repeat and our algorithms will do the rest.
Circuits are groups of similar venues (such as "Wineries of Colorado") who have joined together to share entertainment talent via the circuit - it works similar to joining a Meetup.com group.
If a band drops the ball with one venue it impacts their eligibility with another venue on the same circuit. We have algorithms in place via the "Band" app to ensure accountability and talent quality.
Bands can hop onto circuits and begin touring seamlessly without high commissions and no hunting for gigs.
Venues and bands can add team members to assist with managing gigs and circuit/tour configurations. This account
can be modified to fit your venue's entertainment needs.
The first account is free forever and comes with numerous free-to-use services. We value startups - so here's to an "always free" startup policy.
Bands can only enter a circuit via sponsorship. They are sponsored by venues as a voucher - think of sports labels such as surfing, skateboarding, etc - ensuring nothing other than top quality entertainment for the given circuit.
Some venues may be startups, or simply want to help developing bands. Our "Tuning" program assists budding bands who have their eyes set on a particular circuit. More to come on that later!
For a band to be accepted into a circuit, they must have a sponsor venue - which will be listed on the band's profile. It's like a badge of honor for earning their way into the circuit.
If this were Uber, the venues would be the passenger and the band would be the driver.
Basically, the venue asks for a performance (like a passenger asks for a ride) and the band simply delivers the service (like a driver simply drives you from A to B). Bands manage their gigs via our mobile app with a built in accountability system (just like Uber's "Driver" app).
What this means is that venues simply ask for a service, and bands deliver it. All the while, Bandbrew tracks and monitors band performance (just like Uber monitors their drivers) allowing managers to focus on what they do best - managing their venue.


{{ define "main" }}
Select Template
Select
MICROSOFT
Microsoft Database for Pet Management
SPLUNK
Splunk Database for Pet Management
AMAZON WEB SERVICES
AWS Database for Pet Management
Alooma can import files from an Amazon S3 Bucket
To begin importing events from S3, Configure the following details.


With eyes aflame, many crowns on his head, clothes dripping with blood, a sword sticking out of his mouth, and a secret name,
Jesus leads the faithful in heaven into holy war on earth. 19:14-15
"Come ... unto the supper of the great God." An angel calls all the fowls to feast
upon the flesh of dead horses and human bodies, "both free and bond, both small and great."
19:17-18
The beast and the false prophet are cast alive into a lake of fire. The rest were killed with the sword of
Jesus. "And all the fowls were filled with their flesh." 19:20-21
God will send fire from heaven to devour people. And the devil will be tormented "day and night for ever
and ever." 20:9-10
Whoever isn't found listed in the book of life will be cast into the lake of fire. 20:15
All liars, as well as those who are fearful or unbelieving, will be cast into "the lake which burneth with fire and
brimstone." 21:8


Pairing and Feedback for the Painfully Shy Person
7/21/15
Pairing at DBC is when you work with other people in your group on challenges in the curriculum.
Once you have finished your session you provide feedback for your pair. DBC wants your feedback to be specific, constructive and kind. The first week we had required pairing challenges that required us to give feedback I was terrified.
This has changed dramatically.
Before we jump in I have a confession -
I am painfully shy.
Being shy can limit you in many ways. It is much more comfortable to be a wall flower. As long as you don't say anything, no one will challenge you. I get this, but that is the worst part of being shy.
I have to admit, at first pairing and was really daunting to me. The thought of meeting new people, and then telling them how it went and what could be better was stressful. The first week we had required pairing challenges I couldn't stop playing through worst case scenarios in my head. What if my Internet cuts out? What if I slow them down? What if ultimately we don't like each other and can't figure out how to work together?
Thankfully none of this happened. I met more awesome people than I ever would have on my own. Some were as nervous as me, some were confident and playful, not once did I have a bad experience. We're all in the same boat, and it was great to compare notes. There is so much you can take away from a pairing session.  They may inspire you to stick it out when you want to give up and throw your hands in the air. Sometimes your pair could be just as confused as you are and when you can both be honest about that, it takes a ton of stress out of the situation.
Sharing the victory of coming to a solution as a team is one of the most rewarding feelings in the world, but even if you can't figure something out, you form a bond. Would I have said this 5 weeks ago? Maybe. Would I have believed it? Nope. This experience is melting the shyness away.
Giving feedback can feel like a tough task. It's good to keep in mind that you are not judging the other person, merely telling them what your side of the experience was like. It may be hard to vocalize during your session, but after a while it becomes easy to put words to your thoughts. I learned to just be honest, kind and don't over-think it. It's easy to spend a ton of time thinking of how best to word feedback and edit it until it's a bunch of mush that won't help the other person.
Receiving feedback is the same. Don't over-think how your session went, wait to hear from them. I stewed for days thinking every piece of feedback would expose my greatest weaknesses and make me feel like an awkward social reject. I was surprised that each piece of feedback I received was incredibly positive and I even helped people! This was a relief, but also such a boost to my esteem. It definitely makes me feel like part of the team.
Overall, I think that both pairing and giving and receiving feedback has pushed me out of my comfort zone, and that is an amazing thing. I have gained a sense of confidence that has spilled over into my non-programming life and helped me snap out of the shyness trap when I feel myself sinking into it.


A super interesting thing happened the other day. I took a very simple action which was seen by hundreds of thousands of people, possibly millions.
I was browsing the ol’ tweetstack and one jumped out that I thought was hilarious albeit super geeky. And their followup tweet just added to it. I had just woken up, was barely alive yet and thought “I wonder if /r/programmerhumor would like this?”.
I snapped a screenshot, unchecked “msg my inbox with comments/replies”, posted it on reddit and went on with my day.
WARNING: this post is a bit of a brain dump of everything I've been working on and dabbling with. Consider yourself warned!
I've been working on a culmination of various projects since Justin and I released Astervoid 2000 a few months ago, and I wanted to put it all in one place to share what I've been up to as well as create some sort of organized record of just what the heck has been eating my time.
Strap the Virtual Reality controls to your legs! ShatterStomp, one of my favourite recent projects
Recently, I found myself wanting a simple way to blend 2 tracks in Ableton Live together.  I came up with one quick way that had pretty good results.
I opened up the 2nd song, created a new track (naming it “# Resampled”), then armed it for recording:
Find a section in the 2nd song you want to tie into the previous song (I usually took the first 4 bars), press ‘Record’ and blammo!– you have a new audio file (made up of any tracks that were playing) that you can copy from this tune and paste in at the end of the 1st song.
Listen to the last part of the track “Ballast” fade out while the pre-intro and finally intro of “Euphoria” blends in:
A couple of months ago I was mussing around integrating noise, vigenette, chromatic aberration, and other image effects into Astervoid 2000.
I found it wasn’t enough to just throw the image effects on the camera, I also wanted to change them at runtime depending on various events happening in the game.
Your browser does not support the mp4 video codec.
Example of chromatic aberration offset & bloom intensity changing over time.
While coming up with a solution, I didn’t find this as straightforward as I had hoped it would be in Unity, and wanted to document and share the technique I devised for fellow game devs to use.
I started with the interface I wanted our team to use. Essentially, it’d be nice to call a method from anywhere in our codebase (an event handler, when a certain GameObject shows up, etc). I came up with a 1-liner solution like so:
// Kick up noise intensity to 1.5 over 0.8 seconds DynamicCameraEffects.BringTheNoise(newIntensity: 1.5f, duration: 0.8f);
`DynamicCameraEffects` is a C# class inheriting from MonoBehaviour that is added to camera. This camera also needs Unity’s ‘Noise And Grain’ ImageEffect from StandardAssets.
Once the noise has hit it’s desired effect, the callback `RemoveNoise()` pulls out the effect after a random amount of time has passed.
One gotcha, I needed to reference the Unity ImageEffects namespace via `using UnityStandardAssets.ImageEffects;`
Also, we rely heavily on DOTween to simplify changing values over time (Similar to MCTween for Flash, ‘member that?). It has a ton of helpers to clean up your code and provides a bunch of easing equations, but you could also re-write this with a typical LERPing implementation.
The whole class for affecting Noise looks something like this:
using DG.Tweening; // remove this if you're not using DOTween using System.Collections; using UnityEngine; using UnityStandardAssets.ImageEffects; /// /// An extension class for dynamically adding noise to the camera easily at runtime /// public class DynamicCameraEffects : MonoBehaviour { private static NoiseAndGrain _noiseScript; private void Start() { _noiseScript = GetComponent(); } public static void BringTheNoise(float newIntensity, float duration) { DOTween.To(() => _noiseScript.intensityMultiplier, x => _noiseScript.intensityMultiplier = x, newIntensity, duration) .SetEase(Ease.OutCirc) .SetUpdate(true) .OnComplete(RemoveNoise); } private static void RemoveNoise() { var duration = Random.Range(0.2f, 1f); DOTween.To(() => _noiseScript.intensityMultiplier, x => _noiseScript.intensityMultiplier = x, 0.45f, duration) .SetEase(Ease.InQuad) .SetUpdate(true); } }
I originally posted this on Reddit, writing about VSTs and instrument sources used to compose the tune Solar Zenith. I believe it belongs here as well:
The main melodic percussive sound is “Airy Bell” (I believe it’s from Ableton).
Some of the pads are Chipsounds, some are NI’s Session Strings (which I wouldn’t really recommend these days). I’ve got another pad as an NI Razor patch (Razor is tons of fun but obviously so is Massive).
There are two bass sounds (I believe also from Ableton), both called “Dual Osc4 Plastic Bass” but I’ve tweaked them super differently (octave transposition, oscillators, noise, etc). For leads, an Ableton pack called “Rubber Harp” is in there. And a custom NI Massive sound I came up with.
The reverse builds are some cymbal samples I have in my collection, obviously reversed then warped in Live.
And to top it all off there is a background “room” noise sample I recorded on my phone from some small performance space in Montréal about five or six years ago.
Live’s redux tool sounds awesome but is super limited as far as what it can do for 8bit / 16bit reduction so instead I use Plogue’s Chipcrusher a bunch for the signal degradation stuff.
Dimension Expander is in there and it’s rad. Gives your tracks some more “space”. Some awesome dev pulled the concept from Massive and made it it’s own VST which you can grab for free.
I also use A1StereoControl almost religiously. It’s free as well, and let’s you do “Safe Bass” stereo effects, where it takes anything below a certain freq and cuts the pan, outing it through the middle.
And here’s a Live Audio Effect Rack I made that essentially splits a single track into multiple and sends some of it through the left, some through the right, and some through the middle. Tweak the panning, volume of each pan and spread as much as you like.
How bout yourself, what’s some of your favourite audio tools?


The archive creation settings tab allows you to configure how Bethesda archive files are created when merging plugins.
| Setting | Description |
|---|---|
| Files to include | A list of glob expressions used to find files to include when building a Bethesda archive file. You can add a new expression by clicking the "Add" button and delete an existing expression by clicking the red "X" button by it. |
| Maximum archive size | The maximum filesize an archive is allowed to reach before files are moved into a different archive or left loose. |
| Minimum files per archive | The minimum number of files required to create a Bethesda archive file. If there are less than this many files available to be archived, a Bethesda archive file will not be created. |
| Create textures archive | If enabled, a ` - Textures` archive will be created if the maximum archive file size is reached on the first archive. |
| Creature multiple archives |
If enabled, an extra archive will be created whenever the maximum archive file size is reached on an archive. Extra archives are named in the format: <BaseName> - <ArchiveNumber>.<ArchiveExtension> .
|


| Time | Speaker | Place |
|---|---|---|
| 7:00am - 8:00am | Registration & Breakfast | Lobby |
| 8:00am - 8:30am | Chuck Russel: Kickoff Speach | Grand Ballroom |
| 8:45am - 9:30am | Dave Alpert: Augmented Reality in a Fractured Reality | Ballroom A |
| Leemay Nassery: Digital Experiences On-Demand | Ballroom B | |
| Renaud Visage: Ruby On Rails Migration | Ballroom C | |
| 9:45am - 10:30am | Jeff Beck: SmartThings - An Origin Story | Ballroom A |
| Romain Guy: Beginning Angular 2.0 | Ballroom B | |
| Tricia Katz: Continuous Development Pipeline Considerations | Ballroom C | |
| 10:45am - 11:30am | Phil Nash: Social Data Algorithims | Ballroom A |
| Marie Leaf: Blockchain - From out of the Dark Web to Civic Engagement | Ballroom B | |
| Elisha Dvorak: Adobe Experience Manager Primer | Ballroom C | |
| 11:45am - 1:15pm | Lunch | Grand Ballroom |
| 9:45am - 10:30am | Jeff Beck: SmartThings - An Origin Story | Ballroom A |
| 1:00pm - 2:00pm | E.G. Nadham: Linux and IIS | Ballroom A |
| Dana White: Digital Media Experiences | Ballroom B | |
| Cal Henderson: Meaningful Digital Communication | Ballroom C | |
| 2:30pm - 3:15pm | Melanie Sumner: Ember.js vs. Electron - A Breakdown | Ballroom A |
| Harry Roberts: Google Analytics in the Age of Privacy | Ballroom B | |
| Rebecca Fitzhuh: Bringing Military Discipline into the Agile Environment | Ballroom C | |
| 3:30pm - 4:15pm | Matt Layman: Python Foundations | Ballroom A |
| Rohit Basu: Online Payments that Don't Suck | Ballroom B | |
| Sarah Squire: OpenID Foundations | Ballroom C | |
| 4:30pm - On | Technology Lounge - Bar and Lounge | First Two Floors of the Hotel |
| Time | Speaker | Place |
|---|---|---|
| 7:00am - 8:00am | Registration & Breakfast | Lobby |
| 8:00am - 8:30am | Chuck Russel: Day Highlights | Grand Ballroom |
| 8:45am - 9:30am | Sarah Drasner: Advanced SCSS | Ballroom A |
| Michael Albers: Authentication Systems and Tokens | Ballroom B | |
| Ryan King: Customer Experience at the Gallery | Ballroom C | |
| 9:45am - 11:00am | Panel Moderator: Allison Lowery - Panel Discussion: Centure Capital in Transformative Technology | Grand Ballroom |
| Panelist: Phil Nash | ||
| Panelist: Harry Roberts | ||
| Panelist: Melanie Sumner | ||
| Panelist: Rohit Basu | ||
| 11:15am - Noon | Sponsor Hall: Sponsor Presentations | Lobby |
| Noon - 1:15pm | Lunch | Grand Ballroom |
| 1:30pm - 2:15pm | Leemay Nassery: Modern Fullstack Workflow | Ballroom A |
| Marie Leaf: Educating the Future of Technology | Ballroom B | |
| Dave Alpert: Geo-Services Powering Everything | Ballroom C | |
| 2:30pm - 3:45pm | Panel Moderation - David Hickthier: Modern User Interfaces | Grand Ballroom |
| Panelist: Brad Frost | ||
| Panelist: Sarah Drasner | ||
| Panelist: Romain Guy | ||
| 4:00pm - 4:30pm | Sponsor Hall | Lobby |
| 4:30pm - On | Harrisburg Senators Ballpark After Parth | City Island |
| 7:00am - 8:00am | Registration & Breakfast | Lobby |
| 8:00am - 8:30am | Chuck Russel - Organizer: Kickoff Speach | Grand Ballroom |
| 8:45am - 9:30am | Elisha Dvorak: eLearning and Content Design | Ballroom A |
| Cal Henderson: Scaling a Business Exponentially | Ballroom B | |
| Marie Leaf: Authenticating Security Tokens | Ballroom C | |
| 9:45am - 10:30am | Tricia Katz: Vui Integrations in Your CX | Ballroom A |
| Matt Layman: Digital Childhood Frontier | Ballroom B | |
| Dana White: Headless CMS | Ballroom C | |
| 10:45am - 11:30am | E.G. Nadhan: Open Source in Enterprise | Ballroom A |
| Renaud Visage: Open API's | Ballroom B | |
| Ryan King: Data Processing and Synergy | Ballroom C | |
| 11:45am - 1:15pm | Lunch | Grand Ballroom |
| 1:30pm - 2:00pm | Chuck Russel - Organizer: Final Comments | Grand Ballroom |


{% extends 'home/base.html' %} {% load static %} {% block head %}
Submitted Repl.it Link: {{ completed_refactor_exercise.repl_link }}
{% if completed_project_exercise.score %}Score: {{ completed_project_exercise.score }}/10
{% else %}This project hasn't been scored yet!
{% endif %}Description: {{ exercise.description }}
Topic: {{ exercise.topic.name }}
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Repl Link: {{ exercise.repl_link }}
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In time for the new Hobbit movie “The Hobbit: The Battle of the Five Armies” we have worked on extending last year’s Chrome Experiment, A Journey through Middle-earth with some new content. The main focus this time has been to widen the use of WebGL as more browsers and devices can view the content and to work with the WebRTC capabilities in Chrome and Firefox. We had three goals with this years experiment:
The game logic is built on a grid-based setup with troops moving on a game board. This made it easy for us to try out the gameplay on paper as we were defining the rules. Using a grid-based setup also helps with collision detection in the game to keep a good performance since you only have to check for collisions with objects in the same or neighbouring tiles.
We knew from the beginning that we wanted to focus the new game around a battle between the four main forces of Middle-earth, Humans, Dwarves, Elves and Orcs. It also had to be casual enough to be played within a Chrome Experiment and not have too many interactions to learn.
We started by defining five Battlegrounds on the Middle-earth map that serve as game-rooms where multiple players can compete in a peer-to-peer battle.
Showing multiple players in the room on a mobile screen, and allowing users to select who to challenge was a challenge in itself. To make the interaction and the scene easier we decided to only have one button to challenge and accept and only use the room to show events and who is the current king of the hill. This direction also resolved a few issues on the match-making side and allowed us to match the best candidates for a battle.
In our previous Chrome experiment Cube Slam we learned that it takes a lot of work to handle latency in a multi-player game if the game’s result is relying on it. You constantly have to make assumptions of where the opponent’s state will be, where the opponent thinks that you are and sync that with animations on different devices. This article explains these challenges in more detail. To make it a bit easier we made this game turn-based.
The game logic is built on a grid-based setup with troops moving on a game board. This made it easy for us to try out the gameplay on paper as we were defining the rules. Using a grid-based setup also helps with collision detection in the game to keep a good performance since you only have to check for collisions with objects in the same or neighboring tiles.
To make this multi-player game there are a few key parts that we had to build:
To support a large number of players we use many parallel game-rooms per Battleground. The main reason to limiting the number of players per game-room is to allow new players to reach the top of the leaderboard in reasonable time. The limit is also connected to the size of the json object describing the game-room sent through the Channel API that has a limit of 32kb.
We have to store players, rooms, scores, sessions and their relationships in the game. To do this, first we used NDB for entities and used the query interface to deal with relationships. NDB is an interface to the Google Cloud Datastore. Using NDB worked great in the beginning but we soon ran into a problem with how we needed to use it. The query was run against the "committed" version of the database (NDB Writes is explained at great length in this in-depth article) which can have a delay of several seconds. But the entities themselves didn't have that delay as they respond directly from the cache. It might be a bit easier to explain with some example code:
// example code to explain our issue with eventual consistency def join_room(player_id, room_id): room = Room.get_by_id(room_id) player = Player.get_by_id(player_id) player.room = room.key player.put() // the player Entity is updated directly in the cache // so calling this will return the room key as expected player.room // = Key(Room, room_id) // Fetch all the players with room set to `room.key` players_in_room = Player.query(Player.room == room.key).fetch() // = [] (an empty list of players) // even though the saved player above may be expected to be in the // list it may not be there because the query api is being run against the // “committed” version and may still be empty for a few seconds return { room: room, players: players_in_room, }
After adding unit tests we could see the issue clearly and we moved away from the queries to instead keep the relationships in a comma separated list in memcache. This felt like a bit of a hack but it worked and the AppEngine memcache has a transaction-like system for the keys using the excellent “compare and set”-feature so now the tests passed again.
Unfortunately memcache is not all rainbows and unicorns but comes with a few limits, the most notable ones being the 1MB value size (can’t have too many rooms related to a battleground) and key expiration, or as the docs explains it:
“In general, an application should not expect a cached value to always be available.”
We did consider using another great key-value store, Redis. But at the time setting up a scalable cluster was a bit daunting and since we’d rather focus on building the experience than maintaining servers we didn’t go down that path. On the other hand the Google Cloud Platform recently released a simple Click-to-deploy feature, with one of the options being a Redis Cluster so that would have been a very interesting option.
Finally we found Google Cloud SQL and moved the relationships into MySQL. It was a lot of work but eventually it worked great, the updates are now fully atomic and the tests still pass. It also made implementing the match-making and score-keeping a lot more reliable.
Over time more of the data slowly has moved over from NDB and memcache to SQL but in general the player, battleground and room entities are still stored in NDB while the sessions and relationships between them all are stored in SQL.
We also had to keep track on who was playing who and pair up players against each other using a matching mechanism that took into consideration the players skill level and experience. We based the match-making on the open-source library Glicko2.
Since this is a multi-player game we want to inform the other players in the room about events like “who entered or left”, “who won or lost” and if there is a challenge to accept. To handle this we built in the ability to receive notifications into the Player Management API.
When two players are matched up for a battle a signaling service is used to get the two matched peers talking to each other and to help start a peer connection.
There are several third-party libraries you can use for the signaling service and that also simplifies setting up WebRTC. Some options are PeerJS, SimpleWebRTC, and PubNub WebRTC SDK. PubNub uses a hosted server solution and for this project we wanted to host on the Google Cloud Platform. The other two libraries use node.js servers that we could have installed on Google Compute Engine but we would also have to make sure it could handle thousands of concurrent users, something we already knew the Channel API can do.
One of the the main advantages of using the Google Cloud Platform in this case is scaling. Scaling the resources needed for an AppEngine project is easily handled through the Google Developers Console and no extra work is needed to scale the signaling service when using the Channels API.
There were some concerns about latency and how robust the Channels API is but we had previously used it for the CubeSlam project and it had proven to work for millions of users in that project so we decided to use it again.
Since we didn’t choose to use a third-party library to help with WebRTC we had to build our own. Luckily we could re-use a lot of the work we did for the CubeSlam project. When both players have joined a session the session is set to “active”, and both players will then use that active session id to initiate the peer-to-peer connection through the Channel API. After that all communication between the two players will be handled over a RTCDataChannel.
We also need STUN and TURN servers to help establishing the connection and cope with NATs and firewalls. Read more in depth about setting up WebRTC in the HTML5 Rocks article WebRTC in the real world: STUN, TURN, and signaling.
The number of TURN servers used also need to be able to scale depending on the traffic. To handle this we tested the Google Deployment manager. It allows us to dynamically deploy resources on Google Compute Engine and install TURN servers using a template. It’s still in alpha but for our purposes it’s worked flawlessly. For TURN server we use coturn, which is a very fast, efficient and seemingly reliable implementation of STUN/TURN.
The Channel API is used to send all communication to and from the game room on the client side. Our player Management API is using the Channel API for its notifications about game events.
Working with the Channels API had a few speedbumps. One example is that since the messages can come unordered we had to wrap all messages in an object and sort them. Here’s some example code on how it works:
var que = []; // [seq, packet...] var seq = 0; var rcv = -1; function send(message) { var packet = JSON.stringify({ seq: seq++, msg: message }); channel.send(packet); } function recv(packet) { var data = JSON.parse(packet); if (data.seq <= rcv) { // ignoring message, older or already received } else if (data.seq > rcv + 1) { // message from the future. queue it up. que.push(data.seq, packet); } else { // message in order! update the rcv index and emit the message rcv = data.seq; emit('message', data.message); // and now that we have updated the `rcv` index we // will check the que for any other we can send setTimeout(flush, 10); } } function flush() { for (var i=0; i<que.length; i++) { var seq = que[i]; var packet = que[i+1]; if (data.seq == rcv + 1) { recv(packet); return; // wait for next flush } } }
We also wanted to keep the different APIs of the site modular and separated from the hosting of the site and started up with using the modules built into GAE. Unfortunately after getting it all to work in dev we realized that the Channel API does not work with modules at all in production. Instead we moved to using separate GAE instances and ran into CORS problems that forced us to use an iframe postMessage bridge.
To make the game-engine as dynamic as possible we built the front end application using the entity-component-system (ECS) approach. When we started the development the wireframes and functional specification was not set, so it was very helpful to be able to add features and logic as the development progressed. For example, the first prototype used a simple canvas-render-system to display the entities in a grid. A couple of iterations later, a system for collisions was added, and one for AI-controlled players. In the middle of the project we could switch to a 3d-renderer-system without changing the rest of the code. When the networking parts was up and running the ai-system could be modified to use remote commands.
So the basic logic of the multiplayer is to send the configuration of the action-command to the other peer through DataChannels and let the simulation act as if it’s an AI-player. On top of that there’s logic to decide which turn it is, if the player presses pass/attack-buttons, queue commands if they come in while the player still looking at the previous animation etc.
If it was just two users switching turns, both peers could share the responsibility to pass the turn to the opponent when they were done, but there is a third player involved. The AI-system became handy again (not just for testing), when we needed to add enemies like spiders and trolls. To make them fit into the turn-based flow it had to be spawned and executed exactly the same on both sides. This was solved by letting one peer control the turn-system and send the current status to the remote peer. Then when it’s the spiders turn, the turn manager let the ai-system create a command which is sent to the remote user. Since the game-engine is just acting on commands and entity-id:s the game will be simulated just the same on both sides. All units can also have the ai-component which enables easy automated testing.
It was optimal to have a simpler canvas-renderer in the beginning of development while focusing on the game logic. But the real fun started when the 3d version was implemented and the scenes came to life with environments and animations. We use three.js as 3d-engine, and it was easy to get to a playable state because of the architecture.
The mouse position is sent more frequently to the remote user and a 3d-light subtle hints about where the cursor is at the moment.
{% endblock %}


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A container is a form of software that packages up code and its dependencies to run and is an executable package of code essentially that runs an application on top of a given operating system. Containers bring a form of abstraction to the operating system level. Containers are great to use as they are light and fast applications that are quick to boot up. Docker is then used to package a given application in this form into containers. The Docker engine runs on top of the Host OS to then run containers on top of it to execute their own processes and utilize the resources of the host. You have a Dockerfile that contains all the commands to assemble the image, the image itself that is a template that is used to create the container, and then the container itself which is a running instance of a Docker Image that holds the package needed to run the given application you wish to execute.


A group of Fontys students has been tasked with designing a solution for Additive Industries’ wish to allow users to monitor their 3D printers remotely. Additive Industries builds industrial 3D printers, of which the most popular option is to print metal parts.
Additive Industries has expressed its wishes for a solution to be designed that would allow operators of the printer to be able to do more tasks remotely, such as monitoring one or multiple printers, or queue new print jobs, all while taking into account that a company might own multiple printers.
To make it clear for everyone what we were desgining, for who etc. We created a Design Challenge and updated it accordingly any time we saw fit to do so. The history and iterations of the Design Challenge can be found here.
At the start of the project, we created a project plan to give us and Additive Industries a clear overview of what we were planning on doing. As a group, we made a project plan to do so. I created parts of the research for the project plan which can be found here inside the document.
The creation of the project plan was not very special, it was simply a chore in that way. Yet we did not slack our way to complete the document.
As described within it's own little place here, I did an interview with my dad about the current way of working at the print house he works at. This reseach was solely done by me to gather insights which could be used for the ideation phase of the human centered design design thinking.
As we came closer to the ideation phase, we still needed users to design for and as we did not have them clear, we did not really know who we were desiging for. As such, Aleksandar and me created stakeholder profiles to make it clearer to us and Additive Industries as well, who we were designing for and why.
The creation of the document and the profiles took longer than expected, yet me and Aleksandar created very detailed and thought out persona's which can be relatable.
When we got all the insights we wanted from the research performed, we started to create How Might We questions. With these questions, we answered them through concepts and others. We wrote these down inside the first ideas document to showcase the line of thought which went into it.
The creation of the How Might We questions was done through the IDEO ideation phase. We started with all the research from each individual and shared it with the group.
To validate our prototype with the Additive Industries employees, Bart and I created a breakroom test to do at Additive Industries. We created a test plan, a survey and a test report to document the full research. The responses were slim at first, but kicked up towards the end of the test. This gave us insights to later improve the prototype once more and create good recommendations for the continuation of the project.
Towards the end of the project, I started to create a Design System for the group. I set up a GitHub repository to work out of and created a in-depth design system inside of the storybooks with Aleksandar and Max K. The final design system can be found here.
The creation of this design system was fun, yet very much work to do. The collaboration with Aleksandar on this was interesting as I helped him a ton with learning this way of documenting the design system.
As our final design of the prototype came to a finish, we became ready to transfer the project. Bart and me made this document for the ICT in practice symposium and this would later be the base for the transferability document that woul go towards Additive Industries.
During the length of the project, I gave a few presentations to our client during demo's and our bi-weekly progress meetings with them. This made me better at presenting in a way, as I never wanted to do so up until now. I found it to be quite fun to make and present our project to Additive Industries as it also made clear what we had done to the group aswell.
This project has been one of the more challenging projects I've done throughout my study. As there were others involved with different ways of thinking and techniques, there was a lot of friction between me and the group. This became hard at times as in the end, I felt like I and other group members were doing more work then others.
In addition to this, it was hard that Jurgen would not respond as quick as possible as that caused for delays within the project timeline. This is one of the frustations which was spoken out multiple times resulting in better communications down the road.
My role as group leader was sometimes vague for me, I thought I was expected to do one thing while others expected me to do another thing. During the project, it felt like the group members wanted me to always fit into the role they expected me to be while forgetting that I was also learning to become a group leader and better myself in that role as well. This was frustating at times, yet we made it work in the end after communicating about it a ton of times.
In the end, we came together as a team and did some amazing work for Additive Industries which I am proud of. As well that I think I've developed as a professional yet again in, for example, the role as group leader and international group member.


Dave's Epic Wager
For everyone in the office. The winner will receive a £5 book token valid at John Menzies
The results are in!
Results
- Winner: Sockarang 12 points
- Runner up: Dinosaur Soldier 10 points
- Axe Cop 9 points
- Uni-baby 8 points
For everyone in the office. The winner will receive a £5 book token valid at John Menzies
The results are in!


Geo911 SDK Test Page
Geo911 ByAddress
See Response Here !
GeoZone SDK Test Page
Select local CSV File:
GeoZone callGetTravelBoundaryByTime


I’ve had one. In an awesome way. I feel like the lid has blown open on Pandora’s box again, or that I’m going down the rabbit hole a little bit further. This is good!
It started with me discovering Library Carpentry. Perhaps naively, I didn’t know there were library folks out there who were actively interested in the stuff I’m interested in. Better still, I learned several of these folks are based in Brisbane where I live.
Then, on Wednesday, I presented at the ALIA Queensland miniconference. This was a really great event. The best library thing I’ve been to in ages! The focus was very much true to the theme of hacking your library. Lots of talk about open data and using various online tools, like Slack, Pivotal Tracker, and Construct 2, to build a ‘future library’.
I even got to meet Belinda Weaver who is heading up Library Carpentry in Australia and have much more of a chat about how I might get involved.
As a result of this week, my goals for the next little while are set. If I haven’t done some of these in 12 months time I’m going to have to have a good chat to myself:
- Get more involved with Library Carpentry — I put out an EOI to the AliaLLQ group to run some of the lessons for Queensland law librarians and the response was great, so that will be happening in the new year.
- Work though some of the lesson on Programming Historian — I’ve done the sustainable authorship one already. Pandocs = awesome!


How easy is it to get connected to the Wi-Fi. Once you're connected, do you stay that way? Or is it a struggle?
Once you're connected. How is the speed? Can you breeze through a video chat? Or is it a struggle just to load a picture?


ecd: Elliptic Lambda Distribution and Option Pricing Model
Elliptic lambda distribution and lambda option pricing model
have been evolved into a framework of
stable-law inspired distributions,
such as the extended stable lambda distribution for asset return,
stable count distribution for volatility,
and Lihn-Laplace process as a leptokurtic extension of Wiener process.
This package contains functions for the computation of
density, probability, quantile, random variable, fitting procedures,
option prices, volatility smile. It also comes with sample financial data,
and plotting routines.
| Version: |
0.9.1 |
| Depends: |
R (≥ 3.3.1) |
| Imports: |
stats, utils, Rmpfr (≥ 0.6-0), gsl, RcppFaddeeva, polynom, xts, zoo, optimx, moments, stabledist, parallel, graphics, ggplot2, gridExtra, xtable, methods, yaml, RSQLite, digest |
| Suggests: |
knitr, testthat, roxygen2, ghyp, fOptions, shape |
| Published: |
2017-10-03 |
| Author: |
Stephen H-T. Lihn [aut, cre] |
| Maintainer: |
Stephen H-T. Lihn <stevelihn at gmail.com> |
| License: |
Artistic-2.0 |
| URL: |
https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3046732 |
| NeedsCompilation: |
no |
| Materials: |
NEWS |
| In views: |
Distributions |
| CRAN checks: |
ecd results |
Downloads:
Reverse dependencies:
Linking:
Please use the canonical form
https://CRAN.R-project.org/package=ecd
to link to this page.


This class provides a text editor specialized for editing
HTML source.
The EditHTML class is derived from the
Edit class, and
therefore inherits all of its features.
It colors HTML commands and supports
hypertext links.
That is, hypertext references in the HTML file are live.
Note that after entering hypertext links,
you will need to invoke the Recolorize
command in the Format
menu for the hypertext links to become live.
A special feature is the
check links
command, available under the Edit
menu.
This command identifies all the hypertext links in the file
and checks to see whether they are valid.
It is currently limited to links of the forms:
  The "point" is a name within the file identified by a name attribute. The quotation marks are optional, unless there are spaces in either the filename or the point. An invalid link is one where the referenced file does not exist or is not readable, or the named point within the file does not exist. When an invalid link is found, the user is queried for a substitute.
The Tycho HTML browser support some Tycho-specific HTML extensions. Moreover, there is an automatic index generator.
Special
menu contains three cascade submenus that
will generate common HTML strings. The submenus are:
Chars
, Fonts
and Blocks
.
For each menu item, we list the HTML that is produced.


Policy: Students need an 80% attendance rate in order to submit per module. Only doctor's certificate may exempt a student.


Changelog
3.1.0
-
The application has been renamed Malt, a return to its original pre-1.0 name.
-
The site configuration file has been renamed
site.py
. Oldark.py
configuration files will continue to be recognised.
3.0.0
-
This release obsoletes the bracketed naming convention for
[type]
directories insrc
. Thesrc
directory should henceforth contain only unbracketed type directories, e.g.pages
,posts
. -
Static resource files should be placed in the dedicated resources directory,
res
. Resource files can longer be placed insrc
. -
Extension loading has been refactored to enable plugins to add their own custom commands and options to the application's command-line interface.
-
Support for a global extensions directory has been removed and replaced by support for installed extensions.
-
The minimum Python version has been updated to 3.5.
-
The theme resource and plugin directories have been renamed
resources
andextensions
for consistency with their site directory counterparts. -
The documentation theme,
vanilla
, is now bundled with the application. -
The minimum Ibis version has been updated to 1.6.0.
-
A builtin
[% code %]
shortcode has been bundled for adding syntax-highlighting to code samples. -
Most dependency packages are now optional. Ark will run in their absence but the associated functionality will not be available.
2.3.0
-
Add support for record classes.
-
Add support for a site resources directory,
res
. -
Move the
.arkcache/
directory to~/.cache/ark/
. -
Remove the
edit
command. -
Remove the
--empty
flag from theinit
command.
2.2.0
-
The
ark
package is now directly executable. An installedark
package can be run as:$ python3 -m ark
A non-installed
ark
package can be run by specifying the path to the package directory:$ python3 /path/to/ark
2.1.0
-
This release is identical to 2.0.0. Incrementing the minor version resolves a packaging issue.
2.0.0
-
Major release containing breaking changes to the theme and plugin API.
-
Numerous enhancements to the application's command line interface.
-
New default theme,
phoenix
. -
Themes can now bundle plugins in a
code
directory. -
Command line arguments are now parsed before extensions are loaded.
-
The site configuration file has been renamed from
config.py
toark.py
. -
Ark no longer requires an empty
.ark
sentinel file to locate the home directory. Instead it will use the presence of either anark.py
file or bothsrc
andout
directories. -
The preprocessor system for parsing record metadata (e.g. YAML file headers) has been replaced by a single filter hook,
file_text
. -
A bundled
breadcrumbs
plugin replaces and enhances the functionality of the oldtrail
page attribute.


A tiny app that allows you to take notes by recording your voice
Read the full article on Tutorialzine »
{{instructions}}
You don't have any notes.


-
The seriousness of California's drought
imgur.com
The most viral images on the internet, curated in real time by a dedicated community through commenting, voting and sharing.
-
All Our Patent Are Belong To You | Blog | Tesla Motors
www.teslamotors.com
Yesterday, there was a wall of Tesla patents in the lobby of our Palo Alto headquarters. That is no longer the case. They have been removed, in the ...
-
2006 Ny Jets Signed Football | eBay
www.ebay.com
Find best value and selection for your 2006 Ny Jets Signed Football search on eBay. World's leading marketplace.


Boring Tetris
Sorry, this is not working in your browser.
The best Tetris game ever!
Score:
-
Lines:
-
Level:
-
Use arrow keys or control buttons to play.


This Manhattan hotel is located across the street from Madison Square Garden and Penn
Station. The hotel offers access to the adjacent fitness club which includes a gym and a tour
desk with ticket services.
Each air-conditioned room at the Hotel Pennsylvania provides cable TV. Guests also have
access to a work desk, alarm clock, black-out drapes, iron and hairdryer in every room.
The Pennsylvania Hotel includes a 24-hour coffee shop and a restaurant. Guests can make
transportation reservations and acquire theater tickets at the hotel. Guests will also have
access to a safety deposit desk at the front desk, any time of the day.
Times Square and the Museum of Modern Art are less than a 15-minute walk from Hotel Penn.
Guests are also one block from Macy's and 2 blocks from the Empire State Building.
This is our guests' favourite part of New York, according to independent reviews. This area
is also great for shopping, with popular brands nearby: H&M, Nike, Ralph Lauren.


Basic Troubleshooting
The following is a short list of things to check when you have a problem.
Did you call mongoc_init() in main()? If not, you will likely see a segfault.
Have you leaked any clients or cursors as can be found with mongoc-stat PID?
Have packets been delivered to the server? See egress bytes from mongoc-stat PID.
Does valgrind show any leaks? Ensure you call mongoc_cleanup() at the end of your process to cleanup lingering allocations from the MongoDB C driver.
If compiling your own copy of MongoDB C driver, consider configuring with --enable-tracing to enable function tracing and hex dumps of network packets to STDERR and STDOUT.
Performance Counters
The MongoDB C driver comes with a unique feature to help developers and sysadmins troubleshoot problems in production. Performance counters are available for each process using the driver. The counters can be accessed outside of the application process via a shared memory segment. This means that you can graph statistics about your application process easily from tools like Munin or Nagios. Your author often uses watch --interval=0.5 -d mongoc-stat $PID to monitor an application.
Counters are currently available on UNIX-like platforms that support shared memory segments.
Available Counters
Active and Disposed Cursors
Active and Disposed Clients, Client Pools, and Socket Streams.
Number of operations sent and received, by type.
Bytes transferred and received.
Authentication successes and failures.
Number of wire protocol errors.
To access counters for a given process, simply provide the process id to the mongoc-stat program installed with the MongoDB C Driver.
$ mongoc-stat 22203 Operations : Egress Total : The number of sent operations. : 13247 Operations : Ingress Total : The number of received operations. : 13246 Operations : Egress Queries : The number of sent Query operations. : 13247 Operations : Ingress Queries : The number of received Query operations. : 0 Operations : Egress GetMore : The number of sent GetMore operations. : 0 Operations : Ingress GetMore : The number of received GetMore operations. : 0 Operations : Egress Insert : The number of sent Insert operations. : 0 Operations : Ingress Insert : The number of received Insert operations. : 0 Operations : Egress Delete : The number of sent Delete operations. : 0 Operations : Ingress Delete : The number of received Delete operations. : 0 Operations : Egress Update : The number of sent Update operations. : 0 Operations : Ingress Update : The number of received Update operations. : 0 Operations : Egress KillCursors : The number of sent KillCursors operations. : 0 Operations : Ingress KillCursors : The number of received KillCursors operations. : 0 Operations : Egress Msg : The number of sent Msg operations. : 0 Operations : Ingress Msg : The number of received Msg operations. : 0 Operations : Egress Reply : The number of sent Reply operations. : 0 Operations : Ingress Reply : The number of received Reply operations. : 13246 Cursors : Active : The number of active cursors. : 1 Cursors : Disposed : The number of disposed cursors. : 13246 Clients : Active : The number of active clients. : 1 Clients : Disposed : The number of disposed clients. : 0 Streams : Active : The number of active streams. : 1 Streams : Disposed : The number of disposed streams. : 0 Streams : Egress Bytes : The number of bytes sent. : 794931 Streams : Ingress Bytes : The number of bytes received. : 589694 Streams : N Socket Timeouts : The number of socket timeouts. : 0 Client Pools : Active : The number of active client pools. : 1 Client Pools : Disposed : The number of disposed client pools. : 0 Protocol : Ingress Errors : The number of protocol errors on ingress. : 0 Auth : Failures : The number of failed authentication requests. : 0 Auth : Success : The number of successful authentication requests. : 0
Submitting a Bug Report
Think you’ve found a bug? Want to see a new feature in the MongoDB C driver? Please open a case in our issue management tool, JIRA:
Navigate to the CDRIVER project.
Click Create Issue - Please provide as much information as possible about the issue type and how to reproduce it.
Bug reports in JIRA for all driver projects (i.e. CDRIVER, CSHARP, JAVA) and the Core Server (i.e. SERVER) project are public.


{{#if currentUser}}
You are logged in as user "{{currentUser.username}}"
Press the button to log out.
{{else}}
You are not logged in
Press the button to log in.
{{/if}} {{> loginSystem}} {{> loginResultTemplate}}


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WHERE THE MONEY IS (USA Films) Starring: Paul Newman, Linda Fiorentino, Dermot Mulroney. Screenplay: E. Max Frye and Topper Lillien & Carroll Cartwright. Producers: Ridley Scott, Charles Weinstock, Chris Zarpas and Christopher Dorr. Director: Marek Kanievska.  Reviewed by Scott Renshaw.
At the age of 75, Paul Newman is still one of the sneakiest, most thoroughly professional actors in films. His manner is so relaxed and his charisma so undeniable that it's easy to forget how good he is at what he does; if Newman has ever mailed in a performance, I'd like to know what it was. I find it hard not to get enthused about a caper film like WHERE THE MONEY IS when I know that Newman is in the lead role. After all, no actor has ever done a better job than Newman of bringing life and charm to criminals (BUTCH CASSIDY & THE SUNDANCE KID, COOL HAND LUKE), broken-down has-beens (SLAP SHOT, THE VERDICT) and slick hustlers (THE STING, THE COLOR OF MONEY). World-weary intelligence fits him like Spandex.
It's my sad duty to report that there's more weary than world-weary to WHERE THE MONEY IS, though you can hardly blame Newman for its failings. He plays Henry Manning, a veteran bank robber who finds himself transferred from jail to a nursing home after he suffers a severe stroke. Assigned to his care is Carol Ann McKay (Linda Fiorentino), a nurse and former prom queen whose life and marriage to former prom king Wayne (Dermot Mulroney) never turned out like she hoped. Then Carol begins to suspect that Henry has faked his stroke symptoms to get out of prison, and eventually she forces Henry to show his true colors. Though Henry thinks at first that Carol plans to turn him in or blackmail him, she actually has other plans in mind -- specifically, she hopes Henry will teach her the tricks of the thieving trade.
WHERE THE MONEY IS gets off to a kicky start with a flashback prologue of Carol and Wayne racing recklessly away from their prom, set to The Cars' infectious 1983 hit "You Might Think." The script (co-scripted by E. Max Frye from his original story) sets up Carol as a live wire shorted out by routine, and Fiorentino does a more than capable job of giving her a spark (she's one of the few actresses who approaches Newman in the world-weary intelligence department). As the film peeks into Carol's marriage to Wayne, it begins to set up a character study of a woman driven to ridiculous lengths by the desire to add some excitement to her mundane life.
 WHERE THE MONEY IS, it should be reiterated, has a caper at its core -- an armored car heist executed by Henry, Carol and Wayne. It's an effective enough centerpiece, but it has virtually nothing to do with the rest of the movie. In fact, while the heist sequence is far from breathtaking in its execution -- director Marek Kanievska appears to have a philosophical objection to making the film interesting to watch on a minute-to-minute basis -- it only makes the central issue of Carol's mid-life crisis seem utterly inconsequential. There's nothing wrong with adding some character to a plot-driven caper structure, but that's not what WHERE THE MONEY IS does. It actually adds more plot -- in the form of Wayne's jealous streak, Carol's attempts to help free Henry, etc. The film pretends it's character-based just long enough to distract from the main story, then ties up everything so quickly you wonder if there were people involved at all.
The horrible consequence of this approach is that Newman is almost completely wasted. It's not so much that his character spends the first twenty minutes with his face frozen into a rictus, but that no one seems to know what to do with him once Henry does come to life. He still snaps off his dialogue with a seen-it-all rasp, and he lets those famous blue eyes dart and speak when no other part of his body is capable. WHERE THE MONEY IS builds a charge of potential energy from his mere presence. It rarely, however, finds an effective way to release that energy. Here he talks his way out of an encounter with a pair of cops; there he pulls a fast one on a slimy orderly. For the rest of the film he just waits for a reason to be there. It's hard to figure what he saw in the script, since WHERE THE MONEY IS theoretically is more about Carol than it is about Henry. Newman has earned better in his 50 year career than being left to support an ineffectual caper, just because that's where the money is.
On the Renshaw scale of 0 to 10 pickled capers: 4.
Visit Scott Renshaw's Screening Room http://www.inconnect.com/~renshaw/ *** Subscribe to receive new reviews directly by email! See the Screening Room for details, or reply to this message with subject "Subscribe".
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belongs to the author.
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Oct. 29, 2007
Michael Christ
Fourier analysis outside dimension one
Fourier analysis is an ancient and intensively developed subject. However, there are fundamental differences between the one-dimensional case, and higher dimensions. Certain foundational questions were crystallized around 1970, and the two dimensional case was resolved, but the higher-dimensional case remainded mysterious. In the ensuing decades, connections with phenomena in Euclidean geometry, combinatorics, and partial differential equations have emerged. Partial results have been obtained, with crucial contributions by Stein, Carleson, Fefferman, H\"ormander, Bourgain, Wolff, Gowers, Tao and others. Nonetheless, the fundamental questions remain wide open in dimensions three and higher.
I will attempt to explain what some of these questions ask, to indicate why they are natural, and to indicate how they are connected.
PDF


{% extends "base.html" %} {% block title %}Password Reset{% endblock %} {% block content %}
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{% extends 'app/pages/base.html' %} {% block title %}Support{% endblock title %} {% block content %} Support If you require support, please send an email to<EMAIL_ADDRESS>and we'll do everything we can to help! {% endblock content %}
If you require support, please send an email to<EMAIL_ADDRESS>and we'll do everything we can to help!


--- layout: data_model title: ARPCacheEntryType this_version: 1.1 ---
The ARPCacheEntryType type is intended to characterize a single entry in a system's ARP cache.
| Field Name | Type | Description |
|---|---|---|
| IP_Address0..1 | AddressObjectType |
The IP_Address field specifies the IP address that is mapped to the physical address in the ARP cache entry. |
| Physical_Address0..1 | StringObjectPropertyType |
The Physical_Address field specifies the physical (e.g. MAC-48) address that is mapped to the IP address in the ARP cache entry. Either a colon (':') or a dash ('-') may be used as a separator between the octets. |
| Type0..1 | ARPCacheEntryTypeType |
The Type field specifies the type of ARP cache entry, which typically refers to the way the entry was added to the cache. |
| Network_Interface0..1 | NetworkInterfaceType |
The Network_Interface field permits the specification of the network interface to which the ARP cache entry belongs. |


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Get started
Learn the most basic commands and how to use the
mirrorme_mod
role
The basic commands
One thing all commands have in common: They are all prefixed with !m-, as in !m-start, so they don't double up with other bots! We've tried to make the use of commands as easy as possible, for instance, if you wanted to start the server you would just type !m-start and to stop it again, !m-stop. Wait, did we just learn our first commands? Here's a short overview them again:| Command | Role required? | Function |
|---|---|---|
| !m-start | ✓ | Starts the webpage mirror |
| !m-stop | ✓ | Stops the webpage mirror |
| !m-url | ✓ | DM the URL of the current webpage mirror |
If you run !m-start, MirrorMe DMs you so that the link is kept private. But what if you accidently delete that message or maybe another mod wants to know the URL? That's what !m-url was made for. You will get a DM with the URL again.
But isn't that kindof spooky, knowing that anyone could read your messages everytime they want to? Well, no. We take privacy and security very serious, so we've implemented a couple of features:
- Alerts Whenever someone joins the chat, you will get a message telling you that he did and what OS he used (for example "Someone, joined on the web page (!m-url). Device information:Firefox on Windows 7")
- Passwords MirrorMe creates a random, 20 character long string to secure the webpage. The password is included in the link you get, so no one will suffer having to type all that...
- Reset When you think the link got somewhere he didn't should, you can just reset it using !m-start or completely stop the webpage (!m-stop)
The mirrorme_mod role
Reading your chat can be problematic anyways sometimes though, so we implemented access restrictions. The majority of commands require a specific role,mirrorme_mod
(Admin priviledges work as well), that MirrorMe creates when being added


--- layout: default title: Support comments: hidden ---
We're here to help.
Please email us at<EMAIL_ADDRESS>(or post on our forum) and we'll help you as soon as we can.


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Bentley the boxer saved by pet camera after swallowing broken glass
Owner Stephie’lea Davidson rushed Bentley to the vet's who could understand how far the glass had travelled because her pet camera had recorded the incident
by Karen RockettBentley the boxer could have died after snaffling a snack from the fridge – but was saved by a pet camera installed by his owners.
The hungry hound managed to open the door and bit into a jar of mayonnaise, cutting his mouth and insides after swallowing the broken glass.
Owner Stephie’lea Davidson, 25, rushed Bentley to the vet’s and, because her pet camera recorded the incident, they could gauge how far the glass had travelled.
Stephie’lea, from Grimsby, explained: “I came home to what looked like a murder scene with blood all over Bentley’s mouth.
“Because the film could pinpoint the exact time, the vet was able to work out where the glass reached.
“That camera is the best thing I’ve done. It saved Bentley.”
The vet was able to stem the bleeding and remove glass during surgery. Stephie’lea has now taken steps to ensure Bentley can’t open the fridge or cupboard doors – another of his tricks.
His escape emerged as experts hailed pet cameras as lifesavers and useful tools for pinpointing behavioural traits.
A survey by Blue Cross pet charity found 57 per cent of cat and dog owners worry about leaving pets home alone and a quarter have a monitoring device.
One in five pets has been filmed chewing or scratching furniture, almost a third bark for no reason and more than a quarter playfully charge around the house.
Some of the behaviours are likely to be separation-related. Ryan Neile, senior animal behaviourist at Blue Cross, said: “Being able to monitor your pet is great for peace of mind, but can also help to understand what your pet is going through.
"This can be vital when trying to change a pet’s routine to help them cope better when left alone.
“It’s also important not to punish your pets for anything that you may have seen that you don’t like.
“Pets are unable to understand that the telling off they receive when you arrive home is in relation to the furniture they chewed earlier, and is likely to increase anxiety and damage your relationship.
“Try to remain as neutral as possible when returning home and seek advice from a qualified behaviourist.”
Pet cameras range from around £20 to £200. Some have settings to alert you to the specific sound of a dog barking.
More expensive models allow you to talk to your pet – and some even dispense treats.
For more tips, visit bluecross.org.uk


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--- title: Useful links author: MS date: '2020-03-07' slug: s categories: [] tags: [blogdown] ---
Blogdown: 1. https://alison.rbind.io/post/2017-06-12-up-and-running-with-blogdown/
“https://bookdown.org/yihui/blogdown/workflow.html”


gth_start_game, gth_make_move, gth_get_move, gth_winner, gth_time_controls, gth_white_time_control, gth_black_time_control, gth_my_time, gth_opp_time - C interface to Gothello game daemon
int gth_start_game(enum gth_who side, char *host, int server)
enum gth_state gth_make_move(char *pos)
enum gth_state gth_get_move(char *pos)
The gth_start_game() function attempts to connect to the Gothello server with the given server number on the given host, and start a game as side side as described by the enumeration enum gth_who. gth_start_game() will not return until the client side's first opportunity to move in the set-up game.
The gth_make_move() function attempts to make the given move on the Gothello server, where pos is a two- character lowercase algebraic coordinate strings on the Gothello board (in the range a1...e5), or the string ".p" indicating a pass. It returns an enum gth_state indicating whether the game is over, and if so, which side has won.
The gth_get_move() function attempts to retrieve an opponent move from the Gothello server, where pos is the algebraic coordinate of the resulting move, or pass as above. The pos argument must be pointers to two-charac- ter strings (i.e. 3 character area), whose contents will be filled in by the call. gth_get_move() returns an enum gth_state indicating whether the game is over, and if so, which side has won.
A number of globally accessible variables are side-effected by the functions, and contain useful state information about the game in progress.
|
enum gth_who gth_winner; int gth_time_controls; |
/* winning side at game end */ /* secs remaining */ |
|||
|
int gth_opp_time; |
The gth_who enum is defined in "libgame.h" as follows:
|
GTH_WHO_NONE=0, |
/* nobody */ |
The gth_state enum is defined in "libgame.h" as follows:
|
GTH_STATE_ERROR=-1, |
/* something is wrong */ |
The gth_start_game() function returns 0 on success, and -1 on error. The gth_make_move() and gth_get_move() functions return GTH_STATE_ERROR if an error is discovered in the arguments or the interac- tion with the server is unsuccessful.


"*****How to play!
1 READ Instructions.
2 Answer the questions on a 1-5 scale, with 5 highest(Strongly agree) and 1 lowest(Strongly disagree).
3 See how compatable we are!
4 You just might win a date with yours truly!
5 That last line a joke!! (taken ladies)*****"
First things 1st, Let's check the date and time of our litte game!


From Mrs Theresa Coleman,
Greeting to you.
My name is Mrs Theresa Coleman, 35 years,a citizen of Sierra - Leone , wife of late Fidelix Coleman, who before his death was the person managing the Sierra - Leone goldand diamond corporation( SGDC ).
I hope you are aware of the war which has ravaged my country for the past years now . It was in one of this attacks by the rebels that led to the death of my husband and three of my children , now I am left with only my last son David .
I was terrified of the situation and because of this I escaped with my son David from Sierra - Leone to cote d' Ivoire into a refugee camp but brought along the sum of u.s$12.5 million , in a metallic box and presently in a security company as family valuables .
My aim of contacting you is to seek for your able assistance as a front in transferring this fund abroad into an account , then as a business developer , you can help us to invest wisely in areas you deem lucrative and finally obtain a residential permit for us to stay comfortable in your country of abode .
Presently we cannot go back to Sierra- Leone because of the situation there and you know that cote d' Ivoire where we are now is politically unstable; we therefore wish you could help us get out of here before it become worse.
We are prepared to offer you 10% of the total funds for your able assistance and support and would send you proofs of the funds as soon as we favourably hear from you .
Finally I implore you to treat this transaction with secrecy and confidentiality for security reasons .
Thanking you in anticipation and God bless.
Mrs Theresa Coleman.
Découvrez Windows Live Spaces et créez votre site Web perso en quelques clics ! Essayez !


WITNESS LIST Economic Development Committee April 15, 1997-9:00A SB 167 For: DeFrang, Roger (self), Arlington Registering, but not testifying: For: Levy, Rick (AFL-CIO), Austin On: Barefield, Lasha (TWC), Austin Foster, Denise (TWC), Austin Skorupa, Chester (TWC), Austin SB 1105 For: Case, Jaime (El Bren Sannanto), Austin Porter, Carol (Kid Care), Houston Rolich, Gloria (People's Community), Austin Schlechter, Elizabeth (Volunteer Healthcare), Austin Turner, Milton (Physicians ToDo Charity), Austin On: Bowan, Don (TTLA), Austin Registering, but not testifying: For: Niland, Nona (People's Community), Austin Welsh, Dinah (TX Hospital Association), Austin On: Durden, David (TDI), Austin SB 1111 Registering, but not testifying: For: Cobb, Ron (American Ins. Assoc.), Austin On: Brady, Kevin (TDI), Austin SB 1292 For: Price, Rayford (Members of the Coalitin), Austin On: Anderson, Lyndon (TDI), Austin Registering, but not testifying: For: Burfeind, William (Consumers Credit Ins.), Chicago SB 1387 On: Anderson, Lyndon (TDI), Austin Shawn, Jim (self), Austin Registering, but not testifying: For: Davis, Will (USAA), Austin Huxel, Bob (TX Assn. of Ins. Agents), Austin SB 1565 For: Abdnor, John (Ins.Alliance of America), Dallas Davis, Will (TX Assn.Life & Health), Austin Parker, Carl (self), Austin Against: Crawford, Robert (self Ernst & Young), Plano On: Brady, Kevin (TDI), Austin Registering, but not testifying: For: Hawkins, David (Ins.Alliance of America), Plano Johnson, Delbert (Ins.Alliance of America), Sunnyvale Johnson, Gerald (Ins.Alliance of America), Rockwall Against: Mann, Bob (self), Austin SB 1697 For: Heilman, Harlan (City of Houston), Houston Lewis, Stephen (City of Houston), Houston Registering, but not testifying: For: Igo, Shanna (TX Municipal League), Austin


Form field hintA wrapper used to describe a form field with hint or error messages.
Hint
Error
errorMessages
:
errors
with
showAllErrors
set to false:
errors
with
showAllErrors
set to true:
Inputs
errorMessages
Provides default messages to display for the possible error keys when none is present in the errors object. If a
message (string) is provided for a given key, it will be displayed rather than the message provided in
errorMessages.
errors
ValidationErrors of a formControl
(optional)
help
A hint to display, helping the user when filling a form field
(optional)
id
Id for the hint message which is used for accessibility aria-describedby attribute in parent component
showAllErrors
Display all errors or only the first error encountered (errors being sorted by key)
(default: true)
showErrors
Activate the display of error messages (disable for example when formControl is pristine if you don't want to
display errors at initial state)
(default: true)


EATION
and whitespace
. Is this enough to optimally predict letters? Not Really.
IN
,
, whitespace
. Is this enough to
optimally predict letters? Nope, still not enough.
EATION
,
, whitespace
. Is this enough to
optimally predict letters? I wish I could say `yes`.
AND
, A
, IT
. Language models applied
to words are a big step up, it's still not enough.


Future
public final class Future<T> : AnyFuture
Container for a result that will be provided later.
Functions that promise to do work asynchronously return a Future<T>
. The receipient of a future can
observe it to be notified, or to queue more asynchronous work, when the operation completes.
A Future<T>
is regarded as:
resolved
, when a value is setfulfilled
, when a value is set and successfulrejected
, when a value is not set, and an error occured
The provider of a Future<T>
creates a placeholder object before the actual result is available,
immeadiately returning the object, providing a dynamic way of structuring complex dependencies
for asynchronous work. This is common behavior in Future/Promise implementation across many languages.
Referencing these resources may be useful if you’re unfamilliar with the concept of Promises/Futures:
The provider of a Future<T>
may be implemented as follows:
func performAsynchronousWork() -> Future<String> {
let promise = Promise<String>()
DispatchQueue.global().async {
... on success ...
promise.fulfill("A string")
... on failure ...
promise.reject(error)
}
return promise.future
}
When receiving a Future<T>
, you have a number of options. You can immediately observe the result of the future
using whenResolved()
, whenFulfilled()
, or whenRjected()
, or choose to do more asyncrhonous work before, or
parallel to observing.
Each Future<T>
can have multiple observers, which are used to both simply return a result, or to queue up other
futures.
To perform more asynchronous work, once a Future<T>
is fulfilled, use then()
. To transform the fulfilled value
of a future into another value, use map()
.
Options for combining futures into a single future is provided using and()
, fold()
, and Future<T>.reduce()
A Future<T>
differs from a Promise<T>
in that a future is the container of a result; the promise being the
function that sets that result. This design decision was made, in this library as well as in many others, to
prevent receivers of Future<T>
to resolve the future themselves.
-
Creates a pending future
Declaration
Swift
public init()
-
Creates a resolved future
Declaration
Swift
public init(resolved: FutureValue<T>)
Parameters
resolved
-
Creates a resolved, fulfilled future
Declaration
Swift
public convenience init(fulfilledWith value: T)
Parameters
value
Value of the fulfilled future
-
Creates a resolved, fulfilled future
Declaration
Swift
public convenience init(rejectedWith error: Error)
Parameters
error
Error, rejecting the future
-
Declaration
Swift
public static func == (lhs: Future, rhs: Future) -> Bool
-
Indicates whether the future is pending
Declaration
Swift
var isPending: Bool { get }
-
Indicates whether the future is fulfilled
Declaration
Swift
var isFulfilled: Bool { get }
-
Indicates whether the future is rejected
Declaration
Swift
var isRejected: Bool { get }
-
When the current
Future
is fulfilled, run the provided callback returning a newFuture<T>
.This allows you to dispatch new asynchronous operations as steps in a sequence of operations. Note that, based on the result, you can decide what asynchronous work to perform next.
This function is best used when you have other APIs returning
Future<T>
.Declaration
Swift
func then<U>( on queue: DispatchQueue = .futures, callback: @escaping (_ value: T) throws -> Future<U>) -> Future<U>
Parameters
queue
DispatchQueue on which to resolve and return a new future. Defaults to
DispatchQueue.futures
.callback
A function that will receive the value of this
Future
and return a newFuture<T>
. Throwing an error in this function will result in the rejection of the returnedFuture<T>
.value
The fulfilled value of this
Future<T>
.Return Value
A future that will receive the eventual value.
-
When the current
Future
is rejected, run the provided callback reurning a newFuture<T>
.This allows you to proceed with some other operation if the current
Future
was rejected, due to an error you can recover from.If the calback cannot provide a
Future
recovering from the error, an error inside the callback should be thrown, or aFuture
which is rejected should be returned.Declaration
Swift
func thenIfRejected(on queue: DispatchQueue = .futures, callback: @escaping(Error) -> Future<T>) -> Future<T>
Parameters
queue
DispatchQueue on which to resolve and return a new future. Defaults to
DispatchQueue.futures
.callback
A function that will receive the error resulting in this
Future<T>
s rejection. Throwing an error in this function will result in the rejection of the returnedFuture<T>
. and return a newFuture<T>
.Return Value
A future that will receive the eventual value.
-
When the current
Future
is fulfilled, run the provided callback returning a fulfilled value of theFuture<U>
returned by this method.This method is intended to provide a shorthand way of transforming fulfilled results of other futures. It is not intended to be used as
map
in the Swift standard library, however, that function may well be used inside the function provided to this method.If the calback cannot provide a a new value, an error inside the callback should be thrown.
Declaration
Swift
func map<U>( on queue: DispatchQueue = .futures, callback: @escaping (T) throws -> U) -> Future<U>
Parameters
queue
DispatchQueue on which to resolve and return a new value. Defaults to
DispatchQueue.futures
.callback
A function that will receive the value of this
Future
and return a newFuture<T>
. Throwing an error in this function will result in the rejection of the returnedFuture<T>
.Return Value
A future that will receive the eventual value.
-
When the current
Future
is rejected, run the provided callback returning a fulfilled value of theFuture<U>
returned by this method.This allows you to provide a future with an eventual value if the current
Future
was rejected, due to an error you can recover from.If the calback cannot provide a a new value, an error inside the callback should be thrown.
Declaration
Swift
func mapIfRejected(on queue: DispatchQueue = .futures, callback: @escaping (Error) throws -> T) -> Future<T>
Parameters
queue
DispatchQueue on which to resolve and return a new value. Defaults to
DispatchQueue.futures
.callback
A function that will receive the value of this
Future<T>
, and return a new value of typeU
.Return Value
A future that will receive the eventual value.
-
Returns a new
Future
, that resolves when this and the provided future both are resolved. The returned future will provide the pair of values from this and the provided future.Note that the returned future will be rejected with the first error encountered.
Declaration
Swift
func and<U>(_ other: Future<U>, on queue: DispatchQueue = .futures) -> Future<(T, U)>
Parameters
other
A
Future
to combine with this future.queue
Dispatch queue to observe on.
Return Value
A future that will receive the eventual value.
-
Returns a new
Future<T>
that fires only when thisFuture<T>
and all providedFuture<U>
s complete.A combining function must be provided, resulting in a new future for any pair of
Future<U>
andFuture<T>
eventually resulting in a singleFuture<T>
.The returned
Future<T>
will be rejected as soon as either this, or a provided future is rejected. However, a failure will not occur until all precedingFuture
s have been resolved. As soon as a rejection is encountered, there subsequent futures will not be waited for, resulting in the fastest possible rejection for the provided futures.Declaration
Swift
func fold<U, S: Sequence>( _ futures: S, on queue: DispatchQueue = .futures, with combiningFunction: @escaping (T, U) -> Future<T>) -> Future<T> where S.Element == Future<U>
Parameters
futures
A sequence of
Future<U>
to wait for.queue
Dispatch queue to observe on.
combiningFunction
A function that will be used to fold the values of two
Future
s and return a new value wrapped in anFuture
.Return Value
A future that will receive the eventual value.
-
Returns a new
Future<T>
that fires only when all the providedFuture<U>
s have been resolved. The returned future carries the value of theinitialResult
provided, combined with the result of fulfilledFuture<U>
s using the providednextPartialResult
function.The returned
Future<T>
will be rejected as soon as either this, or a provided future is rejected. However, a failure will not occur until all precedingFuture
s have been resolved. As soon as a rejection is encountered, there subsequent futures will not be waited for, resulting in the fastest possible rejection for the provided futures.Declaration
Swift
static func reduce<U, S: Sequence>( _ futures: S, on queue: DispatchQueue = .futures, initialResult: T, nextPartialResult: @escaping (T, U) -> T) -> Future<T> where S.Element == Future<U>
Parameters
futures
A sequence of
Future<U>
to wait for.queue
Dispatch queue to observe on.
initialResult
An initial result to begin the reduction.
nextPartialResult
The bifunction used to produce partial results.
Return Value
A future that will receive the reduced value.
-
Returns a new
Future<T>
that will resolve with result of thisFuture
after the providedFuture<Void>
has been resolved.Note that the provided callback is called regardless of whether this future is fulfilled or rejected. The returned
Future<T>
is fulfilled only if this and the provided future both are fullfilled.In essence, the returned future will forward the result of this future, if the provided future is fulfilled.
Declaration
Swift
func `defer`(on queue: DispatchQueue = .futures, callback: @escaping () -> Future<Void>) -> Future<T>
Parameters
queue
Dispatch queue to observe on.
initialResult
An initial result to begin the reduction.
callback
A callback that returns a
Future<Void>
to be deferred.Return Value
A future that will receive the eventual value.
-
Adds a
FutureObserver<T>
to thisFuture<T>
, that is called when the future is fulfilled.An observer callback cannot return a value, meaning that this function cannot be chained from. If you are attempting to create a sequence of operations based on the result of another future, consider using
then()
,map()
, or some of the other methods available.Declaration
Swift
@discardableResult func whenFulfilled(on queue: DispatchQueue = .futures, callback: @escaping (T) -> Void) -> FutureObserver<T>
Parameters
queue
Dispatch queue to observe on.
callback
Callback invoked with the fulfilled result of this future
Return Value
A
FutureObserver<T>
, which can be used to remove the observer from this future. -
Adds a
FutureObserver<T>
to thisFuture<T>
, that is called when the future is rejected.An observer callback cannot return a value, meaning that this function cannot be chained from. If you are attempting to create a sequence of operations based on the result of another future, consider using
then()
,map()
, or some of the other methods available.Declaration
Swift
@discardableResult func whenRejected(on queue: DispatchQueue = .futures, callback: @escaping (Error) -> Void) -> FutureObserver<T>
Parameters
queue
Dispatch queue to observe on.
callback
Callback invoked with the rejection error of this future
Return Value
A
FutureObserver<T>
, which can be used to remove the observer from this future. -
Adds a
FutureObserver<T>
to thisFuture<T>
, that is called when the future is resolved.An observer callback cannot return a value, meaning that this function cannot be chained from. If you are attempting to create a sequence of operations based on the result of another future, consider using
then()
,map()
, or some of the other methods available.Declaration
Swift
@discardableResult func whenResolved( on queue: DispatchQueue = .futures, callback: @escaping (FutureValue<T>) -> Void) -> FutureObserver<T>
Parameters
queue
Dispatch queue to observe on.
callback
Callback invoked with the resolved
FutureValue<T>
of this futureReturn Value
A
FutureObserver<T>
, which can be used to remove the observer from this future.


Asymmetric Light (غیر متناسب روشنی) is a modern approach to the representation of oneness, nonduality...
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This laboratory of collaborative practices of the scene (re) creates five iconic places in the...
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These photographs are part of a collection that, through the use of artificial light and...
PhotographyLighting design
This collection of 9 images represents in a ethereal and minimalistic way the Navarasas (9...
ImagemakingIllustrator
A redesign to the way feedback is given in education. This interactive infographic proposes three...
Education by design
In Morelia, at the end of the Aqueduct, the pink quarry and the beautiful fountains...
SoundwalkGeo-based soundwalk
Award-winning tile-based map designed for the virtual leadership training event "Campamento SELIDER".
360 panoramic view of 3D model created from a real Soviet bus stop using SketchUp...
3D ModelingSketchUp
From legal to intellectual and ethical property, this essay challenges the way we understand the...
EssayCritical studies


|
Shaked Walker 1.0
|
#include <Humanoid.h>
Public Member Functions | |
| dWalkerModel (WindowMain *const winctx, const char *const modelName, const dMatrix &location, int linkMaterilID, double *params, WBV wbv) | |
| void | DrawFrame (const dVector &posit, dFloat scale) |
| int | CreateLine () |
| void | CreateDescreteContactFootCollision (NewtonBody *const footBody) const |
| vector< dFloat > | GetSagittalState (string body) |
| vector< dFloat > | GetTrunkCoronalState () |
| vector< dFloat > | GetFootCoronalState (string body) |
| vector< dFloat > | GetTrunkTransverseState () |
| vector< dFloat > | GetRelativeSagittalState (string body1, string body2) |
| vector< dFloat > | GetRelativeTransverseState (string body1, string body2) |
| float | ComputeAngleBWVectors (dVector const &dir, dVector const &ref, dVector const &crossref) |
| dVector | ComputeWalkerCOM () |
| dVector | ComputeWalkerCOMvelocity () |
| GeomNewton * | Get_Floor () |
| map< std::string, GeomNewton * > | Get_RigidElemetList () |
| map< std::string, dCustomHinge * > | Get_HingeJointList () |
| map< std::string, dCustomDoubleHinge * > | Get_DoubleHingeJointList () |
| float | GetLegLength () |
| void | AddActionReactionTorque (float Torque, dVector pin, GeomNewton *b1, GeomNewton *b2) |
| float | GetHipLength () |
| float | GetModelMass () |
| void | ApplyTilting (float angle) |
Public Attributes | |
| ControlAlgorithm | controller |
| int | write_txt |
| vector< float > | time_v |
| vector< float > | HFLr_T1 |
| vector< float > | HFLl_T1 |
| vector< float > | HAMr_T1 |
| vector< float > | HAMr_T2 |
| vector< float > | HAMl_T1 |
| vector< float > | HAMl_T2 |
| vector< float > | GLUr_T1 |
| vector< float > | GLUl_T1 |
| vector< float > | VASr_T1 |
| vector< float > | VASl_T1 |
| vector< float > | GASr_T1 |
| vector< float > | GASr_T2 |
| vector< float > | GASl_T1 |
| vector< float > | GASl_T2 |
| vector< float > | SOLr_T1 |
| vector< float > | SOLl_T1 |
| vector< float > | TAr_T1 |
| vector< float > | TAl_T1 |
| vector< float > | RFr_T1 |
| vector< float > | RFr_T2 |
| vector< float > | RFl_T1 |
| vector< float > | RFl_T2 |
| vector< float > | HipRAng |
| vector< float > | HipLAng |
| vector< float > | KneeRAng |
| vector< float > | KneeLAng |
| vector< float > | AnkleRAng |
| vector< float > | AnkleLAng |
| vector< float > | COMPos_X |
| vector< float > | COMPos_Y |
| vector< float > | COMPos_Z |
| vector< float > | COMVel_X |
| vector< float > | COMVel_Y |
| vector< float > | COMVel_Z |
| vector< float > | FootRPos_X |
| vector< float > | FootRPos_Y |
| vector< float > | FootRPos_Z |
| vector< float > | FootLPos_X |
| vector< float > | FootLPos_Y |
| vector< float > | FootLPos_Z |
| vector< float > | StanceR |
| vector< float > | StanceL |
| vector< float > | SPR |
| vector< float > | SPL |
| vector< float > | SwingR |
| vector< float > | SwingL |
| vector< float > | SIR |
| vector< float > | SIL |
Walker model definition: rigid bodies, joints, muscles, floor.
| void dWalkerModel::AddActionReactionTorque | ( | float | Torque, |
| dVector | pin, | ||
| GeomNewton * | b1, | ||
| GeomNewton * | b2 | ||
| ) |
Applies the torque of a joint to the bodies linked to the joint around a given axis
| Torque | (input) torque value |
| pin | (input) axis of the torque |
| b1 | (input) body 1 |
| b2 | (input) body 2 |
| void dWalkerModel::ApplyTilting | ( | float | angle | ) |
Apply a given inclination angle to the hinge actuator of the floor
| float dWalkerModel::ComputeAngleBWVectors | ( | dVector const & | dir, |
| dVector const & | ref, | ||
| dVector const & | crossref | ||
| ) |
Compute the angle between vectors
| dir | (input) vector |
| ref | (input) reference vector |
| crossref | (input) vector to define he sign |
| angle | (output) angle between dir and ref signed. |
| dVector dWalkerModel::ComputeWalkerCOM | ( | ) |
Compute walker centre of mass
| com | (output) vector with com position |
| dVector dWalkerModel::ComputeWalkerCOMvelocity | ( | ) |
Compute the walker com position
| comvel | (output) vector with com velocities |
| void dWalkerModel::CreateDescreteContactFootCollision | ( | NewtonBody *const | footBody | ) | const |
Creates the foot as a collision of spheres. The contact happens at the heel, forefoot and toes.
| footBody | (input) body of the foot |
| int dWalkerModel::CreateLine | ( | ) |
Draws a line.
| posit | (output) ID of the line |
| void dWalkerModel::DrawFrame | ( | const dVector & | posit, |
| dFloat | scale | ||
| ) |
Draws a reference frame of three lines. The origin is the location of the interest point
| posit | (input) point vector to be drawn |
| scale | (input) length of lines |
| map< std::string, dCustomDoubleHinge * > dWalkerModel::Get_DoubleHingeJointList | ( | ) |
Returns a map with name an pointer of all double hinge joints
| GeomNewton * dWalkerModel::Get_Floor | ( | ) |
Returns the pointer to the floor object
| map< std::string, dCustomHinge * > dWalkerModel::Get_HingeJointList | ( | ) |
Returns a map with name an pointer of all hing joints
| map< std::string, GeomNewton * > dWalkerModel::Get_RigidElemetList | ( | ) |
Returns a map with name an pointer of all bodies
| vector< dFloat > dWalkerModel::GetFootCoronalState | ( | string | body | ) |
Gets the coronal orientation angle and rotation speed of the foot
| body | (input) name of the body |
| state | (output) state vector with angle and rotation speed in coronal plane of the foot |
| float dWalkerModel::GetHipLength | ( | ) |
Returns a the hip width
| float dWalkerModel::GetLegLength | ( | ) |
Returns the leg of the leg
| float dWalkerModel::GetModelMass | ( | ) |
Returns walker mass
| vector< dFloat > dWalkerModel::GetRelativeSagittalState | ( | string | body1, |
| string | body2 | ||
| ) |
Gets the relative orientation angle and rotation speed of body1 and body2 in the sagittal plane
| body1 | (input) name of the body1 |
| body2 | (input) name of the body2 |
| state | (output) state vector with relative angle and rotation speed in sagittal plane |
| vector< dFloat > dWalkerModel::GetRelativeTransverseState | ( | string | body1, |
| string | body2 | ||
| ) |
Gets the relative orientation angle and rotation speed of body1 and body2 in the transverse plane
| body1 | (input) name of the body1 |
| body2 | (input) name of the body2 |
| state | (output) state vector with relative angle and rotation speed in transverse plane |
| vector< dFloat > dWalkerModel::GetSagittalState | ( | string | body | ) |
Gets the sagittal orientation angle and rotation speed of a body
| body | (input) point vector to be drawn |
| state | (output) state vector with angle and rotation speed in sagittal plane of body |
| vector< dFloat > dWalkerModel::GetTrunkCoronalState | ( | ) |
Gets the coronal orientation angle and rotation speed of the trunk
| state | (output) state vector with angle and rotation speed in coronal plane of the trunk |
| vector< dFloat > dWalkerModel::GetTrunkTransverseState | ( | ) |
Gets the transverse orientation angle and rotation speed of a the trunk
| state | (output) state vector with angle and rotation speed in transverse plane of the trunk |