new Graphics(game, x, y)
Creates a new Graphics
object.
Parameters:
| Name | Type | Description |
|---|---|---|
game |
Phaser.Game | Current game instance. |
x |
number | X position of the new graphics object. |
y |
number | Y position of the new graphics object. |
- Source - gameobjects/Graphics.js, line 17
Extends
Members
-
alpha :Number
-
The opacity of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 65
-
angle :number
-
Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Gets or sets the angle of rotation in degrees.
- Source - gameobjects/Graphics.js, line 321
-
blendMode :Number
-
The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/primitives/Graphics.js, line 61
-
boundsPadding :Number
-
The bounds' padding used for bounds calculation.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 96
-
buttonMode :Boolean
-
This is used to indicate if the displayObject should display a mouse hand cursor on rollover
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 90
-
cameraOffset :Phaser.Point
-
If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
- Source - gameobjects/Graphics.js, line 58
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 17
-
destroyPhase :boolean
-
True if this object is currently being destroyed.
- Source - gameobjects/Graphics.js, line 372
-
exists :boolean
-
If exists = false then the Text isn't updated by the core game loop.
- Default Value:
- true
- Source - gameobjects/Graphics.js, line 31
-
fillAlpha :Number
-
The alpha value used when filling the Graphics object.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 18
-
filterArea :PIXI.Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 180
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 400
-
fixedToCamera :boolean
-
An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x Set to true to fix this Graphics to the Camera at its current world coordinates.
- Source - gameobjects/Graphics.js, line 341
-
game :Phaser.Game
-
A reference to the currently running Game.
- Source - gameobjects/Graphics.js, line 25
-
height :Number
-
The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 63
-
hitArea :PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 81
-
isMask :Boolean
-
Whether this shape is being used as a mask.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 88
-
lineColor :String
-
The color of any lines drawn.
- Inherited From:
- Default Value:
- 0
- Source - pixi/primitives/Graphics.js, line 34
-
lineWidth :Number
-
The width (thickness) of any lines drawn.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 26
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 380
-
name :string
-
The user defined name given to this object.
- Source - gameobjects/Graphics.js, line 37
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 106
-
pivot :PIXI.Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 49
-
position :PIXI.Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
renderable :Boolean
-
Can this object be rendered
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 98
-
rotation :Number
-
The rotation of the object in radians.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 57
-
scale :PIXI.Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
<readonly> stage :PIXI.Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 115
-
tint :Number
-
The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/primitives/Graphics.js, line 52
-
transformCallback :function
-
The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
transformCallbackContext :Object
-
The context under which the transformCallback is invoked.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 41
-
type :number
-
The const type of this object.
- Source - gameobjects/Graphics.js, line 43
-
visible :Boolean
-
The visibility of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 73
-
width :Number
-
The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 35
-
world :Phaser.Point
-
The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
- Source - gameobjects/Graphics.js, line 53
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 124
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 359
-
x :Number
-
The position of the displayObject on the x axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 761
-
y :Number
-
The position of the displayObject on the y axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 776
-
z :number
-
The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
- Source - gameobjects/Graphics.js, line 48
Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 90
-
addChildAt(child, index) → {PIXI.DisplayObject}
-
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Parameters:
Name Type Description child
PIXI.DisplayObject The child to add
index
Number The index to place the child in
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 102
-
arc(cx, cy, radius, startAngle, endAngle, anticlockwise) → {PIXI.Graphics}
-
The arc method creates an arc/curve (used to create circles, or parts of circles).
Parameters:
Name Type Description cx
Number The x-coordinate of the center of the circle
cy
Number The y-coordinate of the center of the circle
radius
Number The radius of the circle
startAngle
Number The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
endAngle
Number The ending angle, in radians
anticlockwise
Boolean Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 414
-
beginFill(color, alpha) → {PIXI.Graphics}
-
Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.
Parameters:
Name Type Description color
Number the color of the fill
alpha
Number the alpha of the fill
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 496
-
bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a bezier curve and then draws it.
Parameters:
Name Type Description cpX
Number Control point x
cpY
Number Control point y
cpX2
Number Second Control point x
cpY2
Number Second Control point y
toX
Number Destination point x
toY
Number Destination point y
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 287
-
clear() → {PIXI.Graphics}
-
Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 617
-
destroy(destroyChildren)
-
Destroy this Graphics instance.
Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called?
- Source - gameobjects/Graphics.js, line 143
-
destroyCachedSprite()
-
Destroys a previous cached sprite.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 1055
-
drawCircle(x, y, radius) → {Phaser.Graphics}
-
/* Draws a circle.
Parameters:
Name Type Description x
Number The X coordinate of the center of the circle.
y
Number The Y coordinate of the center of the circle.
radius
Number The diameter of the circle.
Returns:
This Graphics object.
- Source - gameobjects/Graphics.js, line 197
-
drawEllipse(x, y, width, height) → {PIXI.Graphics}
-
Draws an ellipse.
Parameters:
Name Type Description x
Number The X coordinate of the center of the ellipse
y
Number The Y coordinate of the center of the ellipse
width
Number The half width of the ellipse
height
Number The half height of the ellipse
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 586
-
drawPolygon(path) → {PIXI.Graphics}
-
Draws a polygon using the given path.
Parameters:
Name Type Description path
Array The path data used to construct the polygon.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 603
-
drawRect(x, y, width, height) → {PIXI.Graphics}
-
Parameters:
Name Type Description x
Number The X coord of the top-left of the rectangle
y
Number The Y coord of the top-left of the rectangle
width
Number The width of the rectangle
height
Number The height of the rectangle
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 538
-
drawRoundedRect(x, y, width, height, radius)
-
Parameters:
Name Type Description x
Number The X coord of the top-left of the rectangle
y
Number The Y coord of the top-left of the rectangle
width
Number The width of the rectangle
height
Number The height of the rectangle
radius
Number Radius of the rectangle corners
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 554
-
drawShape(shape) → {PIXI.GraphicsData}
-
Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
Parameters:
Name Type Description shape
PIXI.Circle | PIXI.Rectangle | PIXI.Ellipse | Line | PIXI.Polygon The Shape object to draw.
Returns:
The generated GraphicsData object.
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 1069
-
drawTriangle(points, cull)
-
/* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array
Parameters:
Name Type Argument Default Description points
Array.<Phaser.Point> An array of Phaser.Points that make up the three vertices of this triangle
cull
boolean <optional>
false Should we check if the triangle is back-facing
- Source - gameobjects/Graphics.js, line 213
-
drawTriangles(vertices, {indices=null}, cull)
-
/* Draws {Phaser.Polygon} triangles
Parameters:
Name Type Argument Default Description vertices
Array.<Phaser.Point> | Array.<number> An array of Phaser.Points or numbers that make up the vertices of the triangles
{indices=null}
Array.<number> An array of numbers that describe what order to draw the vertices in
cull
boolean <optional>
false Should we check if the triangle is back-facing
- Source - gameobjects/Graphics.js, line 245
-
endFill() → {PIXI.Graphics}
-
Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 523
-
generateTexture(resolution, scaleMode) → {PIXI.Texture}
-
Useful function that returns a texture of the graphics object that can then be used to create sprites This can be quite useful if your geometry is complicated and needs to be reused multiple times.
Parameters:
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number Should be one of the PIXI.scaleMode consts
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 635
-
getBounds() → {PIXI.Rectangle}
-
Retrieves the bounds of the graphic shape as a rectangle object
Returns:
the rectangular bounding area
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 813
-
getChildAt(index) → {PIXI.DisplayObject}
-
Returns the child at the specified index
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 193
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 158
-
getLocalBounds() → {PIXI.Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 362
-
lineStyle(lineWidth, color, alpha) → {PIXI.Graphics}
-
Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
Parameters:
Name Type Description lineWidth
Number width of the line to draw, will update the objects stored style
color
Number color of the line to draw, will update the objects stored style
alpha
Number alpha of the line to draw, will update the objects stored style
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 171
-
lineTo(x, y) → {PIXI.Graphics}
-
Draws a line using the current line style from the current drawing position to (x, y); The current drawing position is then set to (x, y).
Parameters:
Name Type Description x
Number the X coordinate to draw to
y
Number the Y coordinate to draw to
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 220
-
moveTo(x, y) → {PIXI.Graphics}
-
Moves the current drawing position to x, y.
Parameters:
Name Type Description x
Number the X coordinate to move to
y
Number the Y coordinate to move to
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 205
-
postUpdate()
-
Automatically called by World.postUpdate.
- Source - gameobjects/Graphics.js, line 128
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source - gameobjects/Graphics.js, line 85
-
quadraticCurveTo(cpX, cpY, toX, toY) → {PIXI.Graphics}
-
Calculate the points for a quadratic bezier curve and then draws it. Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
Parameters:
Name Type Description cpX
Number Control point x
cpY
Number Control point y
toX
Number Destination point x
toY
Number Destination point y
Returns:
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 237
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 210
-
removeChildAt(index) → {PIXI.DisplayObject}
-
Removes a child from the specified index position.
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 225
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters:
Name Type Description beginIndex
Number The beginning position. Default value is 0.
endIndex
Number The ending position. Default value is size of the container.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 243
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 404
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description child
PIXI.DisplayObject The child DisplayObject instance for which you want to change the index number
index
Number The resulting index number for the child display object
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 175
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
PIXI.Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 386
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description child
PIXI.DisplayObject -
child2
PIXI.DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 133
-
toGlobal(position) → {PIXI.Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description position
PIXI.Point The world origin to calculate from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 616
-
toLocal(position, from) → {PIXI.Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description position
PIXI.Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 630
-
update()
-
Override and use this function in your own custom objects to handle any update requirements you may have.
- Source - gameobjects/Graphics.js, line 118
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 606
-
updateLocalBounds()
-
Update the bounds of the object
- Inherited From:
- Source - pixi/primitives/Graphics.js, line 892


All undergraduates, graduate students, post-doctoral researchers and faculty at the Oxford Mathematical Institute are welcome to participate in our events.
There are many benefits to be enjoyed as a free student member of the Society for Industrial and Applied Mathematics (SIAM), our mother organisation. Find out more on their website:


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US Dollar Index Technical Analysis: DXY ready for the next leg up?
by Flavio Tosti- DXY has been consolidating on the second day of the week.
- Support is seen at the 97.70 level.
DXY daily chart
DXY (US Dollar Index) is trading in an uptrend above its 200-day simple moving average (DMA). This Tuesday, the market traded quietly within last Friday’s range.
DXY 4-hour chart
DXY bounced from the 97.70 level near the 61.8% Fibonacci retracement from the November bull run. In the absence of a bear breakout below the 97.70 level, DXY is set to resume the uptrend targetting initially the 98.00 level, followed by 98.20 and 98.40, near November highs.
DXY 30-minute chart
The greenback is trading above the 50 SMA, suggesting a potential correction up in the medium term. However, if 97.70 fails to hold prices, the market might drop towards the 97.50 level.
Additional key levels
Dollar Index Spot
| Overview | |
|---|---|
| Today last price | 97.84 |
| Today Daily Change | 0.02 |
| Today Daily Change % | 0.02 |
| Today daily open | 97.82 |
| Trends | |
|---|---|
| Daily SMA20 | 97.84 |
| Daily SMA50 | 98.27 |
| Daily SMA100 | 98.03 |
| Daily SMA200 | 97.57 |
| Levels | |
|---|---|
| Previous Daily High | 97.96 |
| Previous Daily Low | 97.68 |
| Previous Weekly High | 98.45 |
| Previous Weekly Low | 97.96 |
| Previous Monthly High | 99.67 |
| Previous Monthly Low | 97.15 |
| Daily Fibonacci 38.2% | 97.79 |
| Daily Fibonacci 61.8% | 97.85 |
| Daily Pivot Point S1 | 97.68 |
| Daily Pivot Point S2 | 97.54 |
| Daily Pivot Point S3 | 97.4 |
| Daily Pivot Point R1 | 97.96 |
| Daily Pivot Point R2 | 98.1 |
| Daily Pivot Point R3 | 98.24 |


Set the amount of text that is stored in the buffer in this text box. The buffer stores a history of the commands that are sent to and from an on-line service when you use the terminal window. You can use the scroll bar in the terminal window to review the text that has appeared in the terminal window up to the size of the buffer.


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JuliaDiffEq
JuliaDiffEq is a Github organization created to unify the packages for solving differential equations in Julia. By providing a diverse set of tools with a common interface, we provide a modular, easily-extendable, and highly performant ecosystem for solving various forms of differential equations.
Getting Started
To get started, check out the documentation for DifferentialEquations.jl which pulls all of the functionality into one convenient package. If you need help, feel free to ask questions in the chatroom or file an issue at the Github repository. We will be happy to help you get accustomed to our ecosystem.
What We Offer
- High performance tools. Our tools include both wrappers to popular C/Fortran solvers and native Julia implementations. Our Julia implementations in many cases benchmark as faster than the class Fortran methods!
- The largest set of algorithms. From the ODE methods alone, choose between methods such as the 14th Order Feagin methods, the recent Verner Efficient methods with high order interpolations, or the classic dopri methods. The included set dwarfs what is presented by other ecosystems.
- A clean user interface. For the different types of equations, users define a Problem type, and call solve. The Solution type which solve creates then acts similarly for all types of equations, and includes conveniences like an array interface (sol[i] for the ith timepoint), an interpolation interface (sol(t) for the solution interpolated at time t), and a plotting interface (plot(sol)).
- Compatibility with a wide array of Julia-defined number types. Packages such as OrdinaryDiffEq.jl allow for solving differential equations with arbitrary precision numbers, unit-checking arithmetic, n-dimensional tensors, complex numbers, and more.
- Automatic symbolic enhancements. ParameterizedFunctions.jl provides an easy way to specify differential equations and will automatically symbolically calculate items such as Jacobians and inverted Jacobians which will further increase the speed of the methods.
- Newest research in stochastic differential equations. The StochasticDiffEq.jl solvers include very recent research tools including higher-order methods and highly efficient adaptive timestepping.
- Add-ons for high level functionality. Easily perform parameter estimation, sensitivity analysis, bifurcation analysis, and much more.
- Tools for algorithm development and research. These tools help JuliaDiffEq not only be the easiest ecosystem to use, but also the easiest ecosystem for developers to target. Using the convergence analysis and benchmarking tools, algorithms can be tested against the full JuliaDiffEq suite for easy comparison.


The <tabs> tag creates a tabbed pane, consisting of a number of stacked panels, one of which is visible at any one time. Panels are made visible by clicking the associated tab at the top of the tabbed pane.
See common parameters .
The tabstag contains a collection of <tab> tags. Each <tab> tag contains the single component that will be displayed in that tab. A tab tag has the following parameters:
| Name | Description | Legal Values | Default |
| name |
The name that appears on the tab. This attribute may contain backtick expressions . |
Any string |
none |
| selected |
Whether or not this tab should be selected initially. If no tab is marked selected, the first tab will be selected. If multiple tabs are marked selected, the marked tab will be selected. This attribute may contain backtick expressions . |
true false |
false |
<xmllayout>
<tabs>
<tab name="Ontology">
<component id="DAG" width="300"/>
</tab>
<tab name="Text Editor">
<component id="TEXTEDIT" width="320"/>
</tab>
<tab name="Search">
<component id="FIND" width="320"/>
</tab>
</tabs>
</xmllayout>


Mark Perry and Duncan Sanderson
"The findings suggest that design and engineering is constructed through the interactions of multiple actors, and that artefacts and representations of the design process have a key function in the organisation of this work."
"researchers have made proposals on specifications and architectures for
computer systems to support engineering design. Such applications identified as
facilitating co-located or distributed design work include: shared screen (whiteboard),
shared editor, designer's notepad, videoconference, intelligent agents for conflict
detection, issue based information system (IBIS), work-flow management, people
locators and awareness system, and virtual meeting room."
"A growing number of
ethnographic reports suggest that design work depends on ongoing and subtle social
interactions, and on transformation work involving design artefacts. This evolving,
agonistic process , is in our view, not easily improved by new information
technology. Along with others, we suggest that a deeper understanding of the
limitations of proposed technology can be gained by examining the social and
interactional dimensions of design work. Failure to do this could result in the design
of inappropriate or ineffective technologies, or the implementation of counter-
productive procedures and technologies." [multiple inline refs removed]


final
static
variables during class initialization.
In such cases, the code semantics may become dependent on the class creation order. Additionally, such cases may lead to the use of variables before their initialization, and generally cause difficult and confusing bugs.
Example:
class Foo {
public static int bar = 0;
static {
System.out.println(bar);
}
}


We will learn about keywords; reserved words in C programming that are part of the syntax. Also, you will learn about identifiers and how to name them.
A character set is a set of alphabets, letters and some special characters that are valid in C language.
Uppercase: A B C ................................... X Y Z Lowercase: a b c ...................................... x y z
0 1 2 3 4 5 6 7 8 9
Keywords are predefined, reserved words used in programming that have special meanings to the compiler. Keywords are part of the syntax and they cannot be used as an identifier. For example: int money; Here, int is a keyword that indicates money is a variable of type int (integer). As C is a case sensitive language, all keywords must be written in lowercase. Here is a list of all keywords allowed in ANSI C.
All these keywords, their syntax, and application will be discussed in their respective topics. However, if you want a brief overview of these keywords without going further, visit List of all keywords in C programming.
dentifier refers to name given to entities such as variables, functions, structures etc. Identifiers must be unique. They are created to give a unique name to an entity to identify it during the execution of the program. For example: int money; double accountBalance; Here, money and accountBalance are identifiers. Also remember, identifier names must be different from keywords. You cannot use int as an identifier because int is a keyword.
A valid identifier can have letters (both uppercase and lowercase letters), digits and underscores. The first letter of an identifier should be either a letter or an underscore. You cannot use keywords as identifiers. There is no rule on how long an identifier can be. However, you may run into problems in some compilers if the identifier is longer than 31 characters. You can choose any name as an identifier if you follow the above rule, however, give meaningful names to identifiers that make sense.


{% include bio-skills-1.html %}
{% include bio-work-1.html %}
{% include bio-education-1.html %}
{% include bio-publications-1.html %}
{% include bio-interests-1.html %}
{% include bio-volunteer-1.html %}
{% include bio-awards-1.html %}
{% include bio-references-1.html %}


You will be interviewing AAA first. Start!
You will be interviewed by AAA first.
You will be interviewing AAA Start!
You will be interviewed by AAA


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“Anyone who has never made a mistake has never tried anything new.” ~Albert Einstein
Understanding the concepts of scrum can be easy, however actually doing Scrum can be hard. Like Albert Einstein said you are going to make mistakes along thimagese way, that is okay as long as you remember that Scrum is a journey.
The most important piece of advice that I can give you is to understand the values and principals of Scrum, why we do do what we do. This will help you when you communicate outside of the Scrum team especially to the business.
Don’t focus to much on the “How” or the architecture of the Product Backlog Items (P.B.I.) during refinement but the “Why” or the business value of the P.B.I. Developers have a tendency to solution right away so this can be difficult. Save the “How” for when you’re working on the P.B.I.
Don’t let your Daily Scrum meetings turn into a status report with each team member reporting to usually the Scrum Master or the Product Owner if he or she attends. The Daily Scrum meeting should be for the Development team to come up with a plan for the next day.
Have a clear Definition of Done (D.O.D.), and adhere to it. A good D.O.D. will also limit the risk and conflict between the development team and the stake holders. When your D.O.D. is lacking, quality will go down, and your stake holders will start to lose trust in the team. You should inspect your D.O.D. at every retrospective and refine it as needed.
Focus on done P.B.I.s during the Sprint Review. I see a lot of new teams demoing undone work, or work that does not meet there D.O.D., this has risk involved, as the Stake Holders might interpret it as a shippable product. Don’t hesitate however to speak towards your undone work, just don’t demo it.
Pick one action item to improve upon during your Sprint Retrospective. The Sprint Retrospective is used to inspect your teams process and try to improve upon it. I have seen teams loose focus and not improve at all if they have more then one action item to improve upon.
Hopefully these pieces of advice and some mistakes that I have made along the way will help you and your team. If you have any advice or other mistakes that either you or your team has made please share it with us, we could all benefit from it, and hopefully not make the same mistake.


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---
layout: null
section-type: about
title: About
---
## About
I'm associated with Market Learning Labs various technical and founding roles.
MLLabs is an Deep Learning for enterprises company that is leveraging the power of AI to bridge the gap between perception and context while enabling easy-to-use applications. The fundamental principle, is that, we exploit the interplay of physical sciences and analytics.
Research interest: Statistics | Machine Learning | Cognitive Science
Understand the mechanism by which the brain translates environmental signals into intelligent behavior. I'm inquisitive about the working of our brain, its cognitive architecture and would like to build applications using artificial intelligence that mimic the nous. I'm particularly interested in Machine/Deep Learning and its applications. Theoretical aspects of Statistics like probability modeling and large scale statistical estimation problems intrigue me.
View { Publications and Patents \| CV }
I’m an ardent classical music (the Indian flavor) listener.
I’m actively learning of Yajurveda (यजुर्वेदः).
I organize of the Deep Learning Bangalore (DLBLR) Meetup.


You use your computers browser to make an HTTP request via the internet. The internet makes the request to servers which respond with files (such as HTML Documents) and sends them back to the browser to be displayed on your screen.
HTMLHTML stands for Hyper Text Markup Link and is comprised of four main components:
1. Text Content: What you see
2. Markup: What it looks like
3. References to Other Documents: e.g. images and
videos
4. Links to Other Pages
HTML is the basis for the majority of webpages.
Tags and ElementsTags and elements are part of HTML markup.
Tags alter the
way certain content is displayed.
The term element refers to the tag and the content within
the tag.
Computers are literal and non-intuitive. They rely solely on human instruction in order to function. If a human error is made the computer will not know how to properly behave until the error is rectified by a human.
Inline vs. Block ElementsHTML elements are considered either inline or block. Block elements form an invisible box of width and height around the content.
This video gives a good overview of the differences between inline vs. block elements.


Ms. Tanqueray on Humans of New York is everything
by Xeni Jardin“My stripper name was Tanqueray. Back in the seventies I was the only black girl making white girl money.”
Tanqueray on Humans of New York is the best thing to happen on the internet in this the entire year of our lord 2019.
This amazing woman (we don't know her non-stripper-name) was profiled on the popular person-on-the-street profile project Humans Of New York this week, and shared her story of seventies adult dancer stardom under the stage name Tanqueray.
People flipped out over her look, her voice, and her story.
She's a star, again.
Guys.
GUYS.
Now there's a Miss Tanqueray part deux.
“The scene was different back then. All the adult clubs were mob controlled. It all flowed up to some guy named Matty The Horse. Honestly the mob guys never bothered me. They were cool, and I liked how they dressed. They wore custom made suits. And they went to hair stylists, not barbers.   Because I never turned tricks. Well, except for one time. I took a job from this woman named Madame Blanche. She controlled all the high dollar prostitutes back then. She was like the Internet-- could get you anything you wanted. And all the powerful men came to her because she never talked.
Go read the rest.
If she doesn't have a TV show or a book deal by the end of the day, I don't even know what this world exists for anymore.
At least the gin company could give her a sponsorship!


Welcome to Burger Heaven!
Place your order
This is where you decide which burger you want to shove in to your cake hole:
Customer information
Please enter all your information, so that i can sell it to a marketing company:
Delivery information
Click on the map!
Open dispatcher in new window.
T
Order confirmation
Customer details
Name: {{deliveryInfo[0]}}
Email: {{deliveryInfo[1]}}
Deliver to: {{orderCoords.x}} x, {{orderCoords.y}} y
Payment method: {{deliveryInfo[2]}}
Gender: {{deliveryInfo[3]}}
Email: {{deliveryInfo[1]}}
Deliver to: {{orderCoords.x}} x, {{orderCoords.y}} y
Payment method: {{deliveryInfo[2]}}
Gender: {{deliveryInfo[3]}}
Order summary
- {{ value }}


Pennock-Week07-Midterm
Home
About
Contact
Mongo Animation
Dropdown
Home
About
Contacts
Mongo Animation
Theseus and the Minotaur
Minotaur Waits in the Heart of the Labyrinth
Learn more »
Theseus Slays the Minotaur
View details »
Theseus Abandons Ariadne
View details »
Athens is Free
View details »


---
layout: default
title: Sampler
permalink: /sampler/
color: "#00bcd4"
---
{% include hero.html %}
SAMPLER MODULES
{% include about.html %}
{% include about-hackathon.html %}
{% include analytics.html %}
{% include blog.html %}
{% include direction-details.html %}
{% include disqus-comments.html %}
{% include find-way.html %}
{% include footer.html %}
{% include hackathon-location.html %}
{% include head.html %}
{% include hero.html %}
{% include judges.html %}
{% include latest-news.html %}
{% include location-map.html %}
{% include navigation.html %}
{% include partners.html %}
{% include post.html %}
{% include prizes.html %}
{% include register.html %}
{% include rockstar-speakers.html %}
{% include schedule.html %}
{% include schema-event.html %}
{% include sessions-modals.html %}
{% include speakers-list.html %}
{% include speakers-list-2.html %}
{% include speakers-modals.html %}
{% include statistic.html %}
{% include subscribe.html %}
{% include tickets.html %}
{% include tickets-2.html %}
{% include top-section.html %}
{% include twitter-feed.html %}
{% include venue.html %}


|
palinka
|
An accessor to a physical device. More...
#include <accessor.h>
Public Attributes | |
| char | type |
| union { | |
| struct { | |
| unsigned char sys_id | |
| unsigned char dev_id | |
| struct Plant_t * plant | |
| } by_plant | |
| struct { | |
| unsigned char dev_id | |
| struct SystemAccessor_t acc | |
| } by_system | |
| struct PhysicalDevice_t * dev | |
| }; | |
An accessor to a physical device.
| union { ... } |
| struct SystemAccessor_t PhysicalDeviceAccessor_t::acc |
| struct { ... } PhysicalDeviceAccessor_t::by_plant |
| struct { ... } PhysicalDeviceAccessor_t::by_system |
| struct PhysicalDevice_t* PhysicalDeviceAccessor_t::dev |
| unsigned char PhysicalDeviceAccessor_t::dev_id |
| struct Plant_t* PhysicalDeviceAccessor_t::plant |
| unsigned char PhysicalDeviceAccessor_t::sys_id |
| char PhysicalDeviceAccessor_t::type |


TABLE OF INTERACTIONS WITH
CLASS I ANTIARRHYTHMICS (EXCEPT LIDOCAINE)
From the French ANSM drug interactions document of September 2016, pp. 18-19
CLASS I ANTIARRHYTHMICS (EXCEPT LIDOCAINE) CLASS CODE: C01B-003 |
BETA BLOCKING AGENTS (EXCEPT ESMOLOL AND SOTALOL) CLASS CODE: C07AB-001 |
Disorders of contractility, autoregulation, and electrical conduction (suppression of the compensatory sympathetic mechanisms) |
Precaution for use Clinical monitoring and EKG . |
CLASS I ANTIARRHYTHMICS (EXCEPT LIDOCAINE) CLASS CODE: C01B-003 |
BETA-BLOCKING AGENTS IN HEART FAILURE CLASS CODE: C07AB-003 |
Negative inotropic effect with risk of acute decompensated heart failure |
CONTRAINDICATION |


Type:
Play bronze match
Team editing:
- Works while team status is "Not started". That is untill first match is played.
- DoubleClick on team to edit the name.
- Right-click on the team to select different team
Show match details (tick and click a match)
Debug
tournament:
{{ bracketData.tournament }}
teams:
{{ bracketData.teams }}


MoSKito Counter
MoSKito Counter is a small application that allows us to track the usage of MoSKito Tools all over the world. Its sole purpose is to give us, the developers, the positive feedback of seeing people actually using the framework.
MoSKito Counter gathers no personal or other information, its only aim is to count the requests to MoSKito-Inspect and MoSKito-Control. You can see the worldwide requests to MoSKito here:
You can switch the Counter off with a configuration option:
For MoSKito Essential: add file mskwebui.json to your classpath with following line:
{
"trackUsage": false
}
For MoSKito Control: add following line to your moskitocontrol.json:
"trackUsage": false


Classes | |
| struct | _pqnode |
| struct | _pqdoublylinkedlists |
| struct | _pqcircularqueue |
| struct | _priorityqueue |
| Priority queue by Dial implemented as proposed by A.X. Falcao with circular and growing features. More... | |
Typedefs | |
| typedef struct gft::PQueue32::_pqnode | PQNode |
| typedef struct gft::PQueue32::_pqdoublylinkedlists | PQDoublyLinkedLists |
| typedef struct gft::PQueue32::_pqcircularqueue | PQCircularQueue |
| typedef struct gft::PQueue32::_priorityqueue | PQueue32 |
| Priority queue by Dial implemented as proposed by A.X. Falcao with circular and growing features. More... | |
Functions | |
| PQueue32 * | Create (int nbuckets, int nelems, int *value) |
| void | Destroy (PQueue32 **Q) |
| PQueue32 * | Grow (PQueue32 **Q, int nbuckets) |
| void | Reset (PQueue32 *Q) |
| void | InsertElem (PQueue32 **Q, int elem) |
| void | RemoveElem (PQueue32 *Q, int elem) |
| void | UpdateElem (PQueue32 **Q, int elem, int newvalue) |
| int | RemoveMinFIFO (PQueue32 *Q) |
| int | RemoveMinLIFO (PQueue32 *Q) |
| int | RemoveMaxFIFO (PQueue32 *Q) |
| int | RemoveMaxLIFO (PQueue32 *Q) |
| void | FastInsertElem (PQueue32 *Q, int elem) |
| void | FastInsertElemAsFirst (PQueue32 *Q, int elem) |
| void | FastRemoveElem (PQueue32 *Q, int elem) |
| void | FastUpdateElem (PQueue32 *Q, int elem, int newvalue) |
| int | FastRemoveMinFIFO (PQueue32 *Q) |
| int | FastRemoveMinLIFO (PQueue32 *Q) |
| int | FastRemoveMaxFIFO (PQueue32 *Q) |
| int | FastRemoveMaxLIFO (PQueue32 *Q) |
| bool | IsEmpty (PQueue32 *Q) |
| bool | IsFull (PQueue32 *Q) |
| typedef struct gft::PQueue32::_pqcircularqueue gft::PQueue32::PQCircularQueue |
| typedef struct gft::PQueue32::_pqnode gft::PQueue32::PQNode |
| typedef struct gft::PQueue32::_priorityqueue gft::PQueue32::PQueue32 |
Priority queue by Dial implemented as proposed by A.X. Falcao with circular and growing features.
| PQueue32 * gft::PQueue32::Create | ( | int | nbuckets, |
| int | nelems, | ||
| int * | value | ||
| ) |
| void gft::PQueue32::Destroy | ( | PQueue32 ** | Q | ) |
| void gft::PQueue32::FastInsertElem | ( | PQueue32 * | Q, |
| int | elem | ||
| ) |
Faster version to be used when values are in fixed range 0, nbuckets-1.
| void gft::PQueue32::FastInsertElemAsFirst | ( | PQueue32 * | Q, |
| int | elem | ||
| ) |
| void gft::PQueue32::FastRemoveElem | ( | PQueue32 * | Q, |
| int | elem | ||
| ) |
Faster version to be used when values are in fixed range 0, nbuckets-1.
| int gft::PQueue32::FastRemoveMaxFIFO | ( | PQueue32 * | Q | ) |
Faster version to be used when values are in fixed range 0, nbuckets-1.
| int gft::PQueue32::FastRemoveMaxLIFO | ( | PQueue32 * | Q | ) |
Faster version to be used when values are in fixed range 0, nbuckets-1.
| int gft::PQueue32::FastRemoveMinFIFO | ( | PQueue32 * | Q | ) |
Faster version to be used when values are in fixed range 0, nbuckets-1.
| int gft::PQueue32::FastRemoveMinLIFO | ( | PQueue32 * | Q | ) |
Faster version to be used when values are in fixed range 0, nbuckets-1.
| void gft::PQueue32::FastUpdateElem | ( | PQueue32 * | Q, |
| int | elem, | ||
| int | newvalue | ||
| ) |
Faster version to be used when values are in fixed range 0, nbuckets-1.
| PQueue32 * gft::PQueue32::Grow | ( | PQueue32 ** | Q, |
| int | nbuckets | ||
| ) |
| void gft::PQueue32::InsertElem | ( | PQueue32 ** | Q, |
| int | elem | ||
| ) |
Generic version with circular and growing features.
|
inline |
|
inline |
| void gft::PQueue32::RemoveElem | ( | PQueue32 * | Q, |
| int | elem | ||
| ) |
Generic version with circular and growing features.
| int gft::PQueue32::RemoveMaxFIFO | ( | PQueue32 * | Q | ) |
Generic version with circular and growing features.
| int gft::PQueue32::RemoveMaxLIFO | ( | PQueue32 * | Q | ) |
Generic version with circular and growing features.
| int gft::PQueue32::RemoveMinFIFO | ( | PQueue32 * | Q | ) |
Generic version with circular and growing features.
| int gft::PQueue32::RemoveMinLIFO | ( | PQueue32 * | Q | ) |
Generic version with circular and growing features.
| void gft::PQueue32::Reset | ( | PQueue32 * | Q | ) |
| void gft::PQueue32::UpdateElem | ( | PQueue32 ** | Q, |
| int | elem, | ||
| int | newvalue | ||
| ) |
Generic version with circular and growing features.


I don’t like ads. They’re invasive, intrusive, and a security risk. Web content that uses a donation or paid-premium model seems to be the way to go. If you’d like to save yourself from being bombarded by web advertisements, Pi-hole is your answer. Before I begin, I’d like to remind you to financially support the content that you enjoy.
What is Pi-hole?
Pi-hole is a lightweight DNS server that filters known advertising domains. It works by checking incoming websites against a filter list, and “black-holing” domains that match. Afterwards, it directs the cleaned up DNS traffic as usual. This process reduces excessive network traffic as well as protecting you from malvertising domains.
Installing Pi-hole
Requirements
Before beginning, you will need to have administrative access to your router.
Hardware
Pi-hole doesn’t require much in terms of hardware, only ~52MB of free space and 512 MB of RAM. I chose to install Pi-hole on my Raspberry Pi (which is also functioning as my NAS).
Software
Pi-hole is officially supported on the following platforms:
- Raspbian: Jessie (lite / with pixel)
- Ubuntu: 14.04 / 16.04 / 16.10
- Fedora: 24 / 25
- Debian: 8.6
- CentOS: 7.2.1511 / 7.3.1611
Automated Installation
Pi-hole provides an automated install script, but I highly recommend taking a look at the source before executing bash scripts you find on the internet.
$ wget -O basic-install.sh https://install.pi-hole.net
$ cat basic-install.sh
If the code is acceptable, go ahead and run the installer script:
$ bash basic-install.sh
The on-screen instructions are straightforward, and provide good default options.
At this point you’ll want to direct a web browser to the IP address of the device that you installed Pi-hole.
In my case, http://<IP_ADDRESS>/admin/index.php
After logging in, you’ll be greeted with a screen that looks like this
From here, I recommend going to the Settings tab and expanding the Pi-Hole’s Block Lists box.
The default Pi-hole filters may work for you, but I wanted extra privacy. WaLLy3K was nice enough to provide a sourced list of sites to add to your filter.
You’ll be able to copy this list in entirety into the text box, then save and update your filters.
Don’t forget to click the Enable tab!
Now, in order to get the filters to apply to your entire network, you’ll need to go to your router’s configuration page. Use the IP address of your Pi-hole device as a Static DNS.
If you are unable to change your DNS settings, Pi-hole also offers a built-in DHCP server.
Once this is all done, it’s a good idea to reboot your router so that your new DNS settings take effect.


#pragma once
#include <algorithm> // iter_swap
#include <iterator> // advance
#include <map>
#include <vector>
#include "hash.h"
#include "rng-type.h"
#include "pcg.h"
class CrawlVector;
namespace rng
{
class generator
{
public:
generator(rng_type g);
generator(branch_type b);
~generator();
private:
rng_type previous;
};
class subgenerator
{
public:
subgenerator();
subgenerator(uint64_t seed);
subgenerator(uint64_t seed, uint64_t sequence);
~subgenerator();
private:
PcgRNG current;
PcgRNG *previous;
rng_type previous_main;
};
rng_type get_branch_generator(const branch_type b);
CrawlVector generators_to_vector();
void load_generators(const CrawlVector &v);
vector<uint64_t> get_states();
PcgRNG *get_generator(rng_type r);
PcgRNG ¤t_generator();
void seed();
void seed(uint64_t seed);
void seed(uint64_t[], int);
void reset();
uint32_t get_uint32(rng_type generator);
uint64_t get_uint64(rng_type generator);
uint32_t get_uint32();
uint64_t get_uint64();
uint32_t peek_uint32();
uint64_t peek_uint64();
class ASSERT_stable
{
public:
ASSERT_stable() : initial_peek(peek_uint64()) { }
~ASSERT_stable()
{
ASSERT(peek_uint64() == initial_peek);
}
private:
uint64_t initial_peek;
};
}
bool coinflip();
int div_rand_round(int num, int den);
int rand_round(double x);
int div_round_up(int num, int den);
bool one_chance_in(int a_million);
bool x_chance_in_y(int x, int y);
int random2(int max);
int maybe_random2(int x, bool random_factor);
int maybe_random_div(int nom, int denom, bool random_factor);
int maybe_roll_dice(int num, int size, bool random);
int random_range(int low, int high);
int random_range(int low, int high, int nrolls);
double random_real();
int random2avg(int max, int rolls);
int biased_random2(int max, int n);
int random2limit(int max, int limit);
int binomial(unsigned n_trials, unsigned trial_prob, unsigned scale = 100);
bool bernoulli(double n_trials, double trial_prob);
int fuzz_value(int val, int lowfuzz, int highfuzz, int naverage = 2);
int roll_dice(int num, int size);
bool decimal_chance(double percent);
int ui_random(int max);
/** Chooses one of the objects passed in at random (by value).
* @return One of the arguments.
*
* @note All the arguments must be convertible to the type of the first.
*/
template <typename T, typename... Ts>
T random_choose(T first, Ts... rest)
{
const T elts[] = { first, rest... };
return elts[random2(1 + sizeof...(rest))];
}
/** Chooses one of the objects passed in at random (by reference).
*
* @return A reference to one of the arguments.
*
* @note All the arguments must be of a type compatible with the type of the
* first. Specifically, it must be possible to implicitly convert a
* pointer to each argument into the same type as a pointer to the first
* argument. So, for example, if the first argument is non-const, none
* of the subsequent subsequent arguments may be const.
*/
template <typename T, typename... Ts>
T& random_choose_ref(T& first, Ts&... rest)
{
return *random_choose(&first, &rest...);
}
template <typename C>
auto random_iterator(C &container) -> decltype(container.begin())
{
int pos = random2(container.size());
auto it = container.begin();
advance(it, pos);
return it;
}
/**
* Get a random weighted choice.
*
* Weights are assumed to be non-negative, but are allowed to be zero.
* @tparam V A map, vector of pairs, etc., with the values of the
* map or the second elements of the pairs being integer
* weights.
*
* @param choices The collection of choice-weight pairs to choose from.
*
* @return A pointer to the item in the chosen pair, or nullptr if all
* weights are zero. The pointer is const only if necessary.
*/
template <typename V>
auto random_choose_weighted(V &choices) -> decltype(&(begin(choices)->first))
{
int total = 0;
for (const auto &entry : choices)
total += entry.second;
int r = random2(total);
int sum = 0;
for (auto &entry : choices)
{
sum += entry.second;
if (sum > r)
return &entry.first;
}
return nullptr;
}
/**
* Get an index for a random weighted choice using a fixed vector of
* weights.
*
* Entries with a weight <= 0 are skipped.
* @param choices The fixed vector with weights for each item.
*
* @return A index corresponding to the selected item, or -1 if all
* weights were skipped.
*/
template <typename T, int SIZE>
int random_choose_weighted(const FixedVector<T, SIZE>& choices)
{
int total = 0;
for (auto weight : choices)
if (weight > 0)
total += weight;
int r = random2(total);
int sum = 0;
for (int i = 0; i < SIZE; ++i)
{
if (choices[i] <= 0)
continue;
sum += choices[i];
if (sum > r)
return i;
}
return -1;
}
template <typename T>
T random_choose_weighted(int, T curr)
{
return curr;
}
template <typename T, typename... Args>
T random_choose_weighted(int cweight, T curr, int nweight, T next, Args... args)
{
return random_choose_weighted<T>(cweight + nweight,
random2(cweight+nweight) < nweight ? next
: curr,
args...);
}
struct dice_def
{
int num;
int size;
constexpr dice_def() : num(0), size(0) {}
constexpr dice_def(int n, int s) : num(n), size(s) {}
int roll() const;
};
constexpr dice_def CONVENIENT_NONZERO_DAMAGE{42, 1};
dice_def calc_dice(int num_dice, int max_damage);
// I must be a random-access iterator.
template <typename I>
void shuffle_array(I begin, I end)
{
size_t n = end - begin;
while (n > 1)
{
const int i = random2(n);
n--;
iter_swap(begin + i, begin + n);
}
}
template <typename T>
void shuffle_array(T &vec)
{
shuffle_array(begin(vec), end(vec));
}
template <typename T>
void shuffle_array(T *arr, int n)
{
shuffle_array(arr, arr + n);
}
/**
* A defer_rand object represents an infinite tree of random values, allowing
* for a much more functional approach to randomness. defer_rand values which
* have been used should not be copy-constructed. Querying the same path
* multiple times will always give the same result.
*
* An important property of defer_rand is that, except for rounding,
* `float(r.random2(X)) / X == float(r.random2(Y)) / Y` for all `X` and `Y`.
* In other words:
*
* - The parameter you use on any given call does not matter.
* - The object stores the fraction, not a specific integer.
* - random2() is monotonic in its argument.
*
* Rephrased: The first time any node in the tree has a method called on
* it, a random float between 0 and 1 (the fraction) is generated and stored,
* and this float is combined with the method's parameters to arrive at
* the result. Calling the same method on the same node with the same
* parameters will always give the same result, while different parameters
* or methods will give different results (though they'll all use the same
* float which was generated by the first method call). Each node in the
* tree has it's own float, so the same method+parameters on different
* nodes will get different results.
*/
class defer_rand
{
vector<uint32_t> bits;
map<int, defer_rand> children;
bool x_chance_in_y_contd(int x, int y, int index);
public:
// TODO It would probably be a good idea to have some sort of random
// number generator API, and the ability to pass RNGs into any function
// that wants them.
bool x_chance_in_y(int x, int y) { return x_chance_in_y_contd(x,y,0); }
bool one_chance_in(int a_million) { return x_chance_in_y(1,a_million); }
int random2(int maxp1);
int random_range(int low, int high);
int random2avg(int max, int rolls);
defer_rand& operator[] (int i);
};
template<typename Iterator>
int choose_random_weighted(Iterator beg, const Iterator end)
{
int totalweight = 0;
int result = -1;
for (int count = 0; beg != end; ++count, ++beg)
{
totalweight += *beg;
if (random2(totalweight) < *beg)
result = count;
}
ASSERT(result >= 0);
return result;
}
↑ V1043 A global object variable 'CONVENIENT_NONZERO_DAMAGE' is declared in the header. Multiple copies of it will be created in all translation units that include this header file.


Type [class][api.type.class] Library together.* Revision Current Public Version Keywords TogetherSocialFacebook Sample code github samples
The TogetherSocialFacebook class handles all Facebook related operations.
The ID of the Facebook Application that is passed into the facebook.login() function.
The privileges to request from facebook whenever the User logs in.
The FriendManager also accessible from g_Together.FriendManager
A table of external Facebook friends
A table of external Facebook friends where each key is a Friend's FacebookID
A boolean indicating whether Facebook friends have been retrieved during this session
Initializes the instance so it can connect to Facebook.
TogetherSocialFacebook:Initialize( facebookAppID, facebookPrivileges )
string facebookAppID
The Facebook Application ID to authenticate with
table facebookPrivileges
The privileges to authenticate with
Gets the number of FacebookFriends currently managed internally.
Finds the Facebook friend at the specified index.
TogetherSocialFacebook:GetFacebookFriend( index )
Finds the Facebook friend by their Facebook ID.
TogetherSocialFacebook:FindBySocialID( socialID )
string socialID
The index of the FacebookFriend to find if it exists, otherwise returns nil
Attempts to log into Facebook. After successfully connecting, this will also register the user with their profile information. If this user has already registered through Facebook before, the accounts will be merged. Additionally, their Facebook friends list will be retrieved and synchronized to their Together friends list.
TogetherSocialFacebook:Login( togetherFacebookUser, callbackFunc )
TogetherFacebookUser togetherFacebookUser
An instance of a FacebookUser object that gets filled in with their Facebook information.
function callbackFunc
The function to call upon completion.
Submits a wall post to the active user's wall
Note This method does not display a dialog box
TogetherSocialFacebook:SendPost( postName, postDescription, postMessage, postPictureLink, postCaption, callbackFunc )
string postName
The name/title of the wall post
string postDescription
The description of the wall post
string postMessage
A message for the wall post
string postPictureLink
A media link for the wall post
string postCaption
The caption for the wall post
function callbackFunc
The function to call upon completion.
Submits a wall post to a User's wall
Note This method will attempt to display a Facebook dialog
TogetherSocialFacebook:SendPostToUser( who, postName, postDescription, postMessage, postPictureLink, postCaption, callbackFunc )
ExternalFriend who
The receiver of the wall post must be a friend
string postName
A name/title for the wall post
string postDescription
The description of the wall post
string postMessage
A message for the wall post
string postPictureLink
A media link for the wall post
string postCaption
The caption for the wall post
function callbackFunc
The function to call upon completion.
Retrieves your Facebook friends list and synchronizes it with your Together friends list
TogetherSocialFacebook:GetFriends( callbackFunc )


UTC +3
Euros and cents.
International Dialing code for Mayotte is +262.
IMRAY AND ADLARD COLES PILOT BOOKS are available at a discounted price for Noonsite.com users via World Cruising Club
Indian Ocean Cruising Guide
By Rod Heikell
Publisher: Imray,Laurie,Norie & Wilson Ltd (2nd edition 2007)
ISBN-13:<PHONE_NUMBER>725
General cruising guide covering the routes from Europe to Australia and points in between, Indian Ocean Cruising Guide covers all the usual points of interest for cruising yachtsmen, from history to climate, weather patterns, formalities, route planning and so on. The general sections are followed by a country-by-country round up in which key ports are described in detail with the aid of harbour plans and photographs. Contains a lot of additional information on Malaysia and Thailand, the Seychelles and Chagos archipelago.
East Africa Pilot
By Delwyn McPhun
Publisher: Imray,Laurie,Norie & Wilson Ltd (Dec 1996)
ISBN-13:<PHONE_NUMBER>511
A complete handbook on the coast of East Africa between Kenya and Durban for both yachtsmen and diving enthusiasts.
Cruising Notes for Mayotte by SV Ocelot (July 2009).
http://svocelot.com/Cruise_Info/Indian/Mayotte_Cruising.htm


Rehmat Aziz Chitrali
This keyboard is designed for the Uyghur language spoken China, in its standard Perso-Arabic script, as used in Xinjiang China. It is based on phonetic keyboard for Uyghur Language developed by Pakistani linguist, author, researcher and Software Developer Mr.Rehmat Aziz Chitrali for Khowar Academy(an literary Association working on the language and culture documentation in Northern Pakistan) used in Windows 8.1 and above as Uyghur Keyboard.
If you have problems using the RAChitrali-Uyghur Keyman keyboard, please contact:
Rehmat Aziz Chitrali
E-mail: rachitrali@yahoo.com


alf_prep_slurm.Rd
Generate slurm script for curating probability distributions from extracted ALFRESCO data.
alf_prep_slurm(out_dir = alfdef()$alf_slurm_dir, file = "alf_prep.R", inputs = NULL, outputs = NULL, project = NULL, period = NULL, reps = NULL, email =<EMAIL_ADDRESS>exclusive = TRUE, copy_rscript = TRUE)
| out_dir | the directory containing |
|---|---|
| file | the R script to be called by |
| inputs | override the default directory where input .rds files containing extracted data are stored. |
| outputs | override the default directory where distributions .rds files are output. |
| project | character, a (new) project name for extracted data. It need not match any directory names pertaining to the raw ALFRESCO outputs. |
| period | character, |
| reps | numeric vector of ALFRESCO simulation replicates for data extraction, e.g. |
defaults to the author/maintainer/user. |
|
| exclusive | logical, put CPUs on an Atlas compute node into exclusive use for the job when the generated slurm script is executed. Defaults to |
| copy_rscript | logical, also copy template R script from |
This function is used for generating a slurm script that is used for curating probability distributions of random variables previously extracted
from ALFRESCO geotiff map outputs. The distributions are stored in data frames in .rds files for subsequent analyses in various projects.
The generated slurm script is used to call an R script with Rscript
, e.g., that created by alf_prep_rscript.
Formal SLURM job arguments are passed by exclusive
and email
.
General script setup arguments include out_dir
, file
and copy_rscript
.
All other arguments refer to those passed to the Rscript
call within the slurm script.
These include inputs
, outputs
, project
, period
and reps
.
If NULL
, they are ignored.
Provide non-NULL
arguments to override alfresco
package defaults for inputs
and outputs
.
It is assumed that any of these four arguments will be passed as name-value pairs (in any order)
at the command line by the user when the generated slurm script is executed.
Any of these arguments that are not NULL
are hardcoded into the string of arguments listed after Rscript
.
This provides flexible generality when generating ALFRESCO data prep slurm scripts.
Note that the number of non-null arguments among these decreases the number of available general arguments available at the command line
when the script is executed. For example, if three of five arguments available to Rscript
are hardcoded into the slurm
script by passing them to alf_prep_slurm
explicitly, then the generated script will show only an additional $1 $2
after the fixed arguments rather than $1 $2 $3 $4 $5
.
Note that this function is intended to be run on the Atlas cluster. If you make a bash script like this on Windows,
you may have to run a command line utility like dos2unix
on the file.
# NOT RUN { alf_prep_slurm(project = "JFSP", reps = 1:32) # }


| UID | Picture | Username | First Name | Last Name | Profile | Last Login |
|
|
|---|---|---|---|---|---|---|---|---|
| 1 |
|
Larry | the Bird |<EMAIL_ADDRESS>| 1 week |
|
||
| 2 |
|
@mdo | Mark | Otto |<EMAIL_ADDRESS>| 25 minutes |
|
|
| 3 |
|
@fat | Jacob | Thornton |<EMAIL_ADDRESS>| 10 hours |
|
|
|
Description | Active |
|---|---|---|
|
|
||
|
|
||
|
|
| Project | Activity | Completion | Take action |
|---|---|---|---|
| Bootstrap 5.x |
|
Canceled
|
|
| Web Engine |
|
Complete
|
|
| Nullam sit amet |
|
Delayed
|
|


Malformed TSV-File. [[${param.message}]] in line [[${param.line}]].
Line [[${param.line}]]. Unvalid value: "[[${param.linecontent}]]"
A Tab-Seperated-Value file can be exported from an Microsoft Exel/Open Office/Google Docs table. It is an easy and fast way to deploy multiple Posts at once into autoPost. Every column and therefore every value is separated by a tab. But you need to follow some guidelines in order to upload your TSV file successfully. The list below contains all the rules you need to follow. If you want to see an example TSV file, click on the link below.
Download example TSV


clairvoyance creates a colorful visualization of the page protection of an entire 64-bit process address space (user and kernel) running on a Windows 64-bit kernel.
To transform the linear dimension space, that is the address space, into a 2 dimensions visualization, the hilbert space-filling curve is used. Every colored pixel on the picture represents the page protection (UserRead, UserReadWrite, etc.) of a 4KB page in virtual memory.
The address space is directly calculated by manually parsing the four-level page tables hierarchy associated with a process from a kernel crash-dump that has been generated using WindDbg.
Visit the Github repository to learn more and contribute 🤗


--- layout: post title: Trustworthiness is a feature date: 2021-11-04 12:00:00 keywords: none teaser: In which I hope that Microsoft really wants to be a company that loves developers ---
Dear Microsoft,
For the last several years, I have tried to describe Microsoft as "the Big Tech company that developers trust the most", which I believe to be a market position that exists and which offers competitive advantage. I'll admit to some hopefulness and wishful thinking, but most of the time since 2013-ish, you have seemed to be heading in that direction.
But lately you're not making things easy for me.
Yesterday you announced an org change in which GitHub is now reporting into a different executive. And out here in the community, mostly what we know (which may be incorrect) about this executive is that she (reportedly) tried at the last minute to take a feature out of open source cross-platform .NET and make it proprietary and Windows-only.
I'm just saying -- if you look only at the information most people outside of Microsoft can see, how could we not wonder if GitHub is going to be okay?
I am fond of the old saying that "trust arrives on foot and departs on a horse". Life teaches us, often painfully, that it is much easier to lose trust than to build it.
And GitHub is an extreme case of this principle. Much of the industry now hosts their code there. People outside the Microsoft ecosystem use GitHub. Your competitors use GitHub.
For GitHub, trust arrives on foot and departs on a rocket at warp speed. In terms of trust and reputation, as the owner of GitHub, you have basically zero room for error.
In a business unit, I'm sure it is common to think of competition in terms of features. And there is truth in that. For example, GitHub Actions is an awesome feature which brings you a competitive advantage.
But developers today have a lot of choices, and trustworthiness is one of the many factors they consider.
Trustworthiness is a feature.
I ask you to consider the benefits of being known by developers as the most trustworthy big tech company. For GitHub, this is basically the floor, but I claim that such a reputation would be a competitive asset for DevDiv (and therefore Azure) as well.
Look at your peer competitors -- it seems like the market position is yours if you want it.
But the occupant of that market position has gotta be really careful to treat their reputation with developers as something precious.
BTW, I am decidedly not an open source zealot. I am not saying you have to make everything free. You can certainly continue with a mix of proprietary stuff and open source stuff. By all means, keep making truckloads of money.
But make sure that you show developers that you want them to be successful, and stay consistent with expectations you have set.


From studio apartments to 4 bedroom villas, we know that homes are not just a matter of space, but also of family.  Our recommendations are personalised to you, taking into account how you use your space.
Home automation or smart home is the residential extension of building automation and involves the control and automation of lighting, heating (such as smart thermostats), ventilation, air conditioning,and security, as well as home appliances such as washer,ovens or refrigerators that use WiFi for remote monitoring.
Home security involves the security hardware in place on a property, and personal security practices. The hardware would be the doors, locks, alarm systems, lighting, motion detectors, security camera systems,etc.that are installed on a property.Personal security practices would be ensuring doors are locked,alarms activated and many other routine tasks which act to prevent a burglary.
The idea of safe under roof comes from the concern of a family about their needs and we know how important a safe home for a family
we will satisfy you with our modern interior design elements and we full fill your dream of modernized home with our beautiful products.
The Security is the main concern in the Modern world,Our smart products are there for you to monitor and secure your home from burglars.
Because Everything is Automated There is reliability and guaranty of Safe Home.The Iot makes your life simple ,safe and secure.


New maps and scenarios can be downloaded through the "News and Updates" button (on the main menu). After opening the News and Updates window, click the "Downloads" tab, and a list of maps and scenarios will appear. Clicking on a map or scenario in the list will download it from the webserver.
Related Topics:
Maps and Scenarios
Uploading Maps and Scenarios


PixieDust is a Python library for use in Jupyter notebooks. To use PixieDust in your local environment, you must install it. PixieDust is bundled as a Python package and can be installed using pip. To install and configure PixieDust complete the following steps:
To join development or use pixiedust locally, you should:
work on a computer running Mac OS. Commands and programs may not all run as expected on a Microsoft Windows machine.
have the latest version of Java, which is 1.8. To check, open Terminal or other command-line interface and run the command java -version . If you need to, update your JDK at [Oracle Java Downloads]( http://www.oracle.com/technetwork/java/javase/downloads/index-jsp-138363.html#javasejdk ).
In order to use PixieDust inside your Jupyter notebooks you will, of course, need Jupyter. The easiest way to install Jupyter is by installing Anaconda. Anaconda is a Data Science platform which consists of a Python distribution and collection of open source packages well-suited for scientific computing. Anaconda includes Python, pip, pandas, numpy, matpoltlib, and other libraries required to run PixieDust effectively.
To install Anaconda go to https://www.continuum.io/downloads and follow the instructions.
Note
PixieDust supports both Python 2.7 and Python 3.5.
Once you've installed Anaconda run the following commands in your Terminal or command-line interface to ensure your environment is configured properly:
pip --version jupyter --version
You can install the PixieDust library from source or from PyPI. If you plan on contributing to PixieDust we recommended that you install from source.
Install from Source
To install PixieDust from source, first clone the PixieDust repo on GitHub:
git clone https://github.com/ibm-cds-labs/pixiedustNext, run pip with the -e flag to install the PixieDust from the local directory:
pip install -e ./pixiedust
Install from PyPI
Alternatively, you can install the last version of PixieDust from PyPI using pip:
pip install pixiedust
Note
Do not include
--user
in your pip install command. Doing so installs the Jupyter PixieDust command in the wrong directory, and you won't be able to follow the rest of the steps on this page.
In order to use PixieDust inside Jupyter you must install a new Jupyter kernel. Kernels are processes that run interactive code from your Jupyter notebook. PixieDust uses pyspark; a Python binding for Apache Spark. PixieDust includes a command-line utility for installing new kernels that use pyspark. The command-line utility walks you through the steps of configuring your kernel as well as installing Apache Spark and Scala (required if you want to run Scala code from within your Python notebook).
From a Terminal or command-line interface run the following:
jupyter pixiedust install
The install will first ask you to set a path for PIXIEDUST_HOME . This is a directory that PixieDust will use to keep track of your PixieDust install, including any libraries you install from PixieDust. You may choose to keep the default path, or select a new one:
Step 1: PIXIEDUST_HOME: /Users/USERNAME/pixiedust Keep y/n [y]? y
After you have configured PIXIEDUST_HOME you are prompted to specify the location of your Apache Spark install. If you do not have Apache Spark installed, the installer downloads it for you:
Step 2: Please enter a SPARK_HOME location: /Users/USERNAME/spark Directory /Users/USERNAME/spark does not contain a valid SPARK install Download Spark y/n [y]? y
If you choose to download Apache Spark, the installer prompts you for the version. Download it, and configure your SPARK_HOME accordingly:
What version would you like to download? 1.6.3, 2.0.2, 2.1.0 [2.1.0]: 2.1.0 SPARK_HOME will be set to /Users/USERNAME/spark/spark-2.1.0-bin-hadoop2.7 Downloading Spark 2.1.0 Extracting Spark 2.1.0 to /Users/USERNAME/spark
Tip: If you're using Spark 1.6, and you want to work with PixieDust's sample data (recommended!), manually add the following package when you run your notebook. (You need run these commands only once.):
pixiedust.installPackage("com.databricks:spark-csv_2.10:1.5.0") pixiedust.installPackage("org.apache.commons:commons-csv:0")
Next, the installer prompts you for the location of Scala. If you do not have Scala installed, or you do not have the version of Scala supported by your Apache Spark install, the installer downloads the appropriate version of Scala for you.
Step 3: Please enter a SCALA_HOME location: /Users/USERNAME/scala Directory /Users/USERNAME/scala does not contain a valid SCALA install Download Scala y/n [y]? y SCALA_HOME will be set to /Users/USERNAME/scala/scala-2.11.8 Downloading Scala 2.11 Extracting Scala 2.11 to /Users/USERNAME/scala
Finally, the installer asks you for a name for the kernel.
Step 4: Kernel Name: Python with Pixiedust (Spark 2.1) Keep y/n [y]? y
That's it! You can now run a Jupyter notebook using Apache Spark and PixieDust.
..note:: You can have more than one kernel for PixieDust. If you want to install a new kernel with a different version of Spark just re-run the installer and choose the appropriate version.
You can list the existing Jupyter kernels from the command-line by running the following command:
jupyter pixiedust list
The output looks similar to this:
Available kernels: pythonwithpixiedustspark20 /Users/USERNAME/Library/Jupyter/kernels/pythonwithpixiedustspark20 pythonwithpixiedustspark21 /Users/USERNAME/Library/Jupyter/kernels/pythonwithpixiedustspark21
The PixieDust GitHub repo includes sample notebooks that you can use to try out your PixieDust install. If you installed PixieDust from source, you will find a series of six getting started notebooks ( PixieDust 1 thru PixieDust Contribute ). Otherwise, you can download the notebooks . To save a notebook from GitHub, hit the "raw" button and save the page from there, omitting the .txt extension.
To run a notebook, use the following command:
jupyter notebook directory/containing/notebook
This should automatically open a web browser that looks shows you this:
When starting a notebook for the first time, you may be prompted to select a kernel. Select the kernel you created using the installer. Alternatively, click Kernel > Change Kernel from the menu to select the appropriate kernel:
This notebook shows you how to import the PixieDust library and run a handful of PixieDust features.


Supervised principal components for regression and survival analsysis. Especially useful for high-dimnesional data, including microarray data.
| Version: | 1.09 |
| Depends: | survival |
| Published: | 2012-02-27 |
| Author: | Eric Bair, R. Tibshirani |
| Maintainer: | Rob Tibshirani <tibs at stanford.edu> |
| License: | GPL-2 |
| URL: | http://www-stat.stanford.edu/~tibs/superpc |
| NeedsCompilation: | no |
| In views: | Multivariate, Survival |
| CRAN checks: | superpc results |
| Reference manual: | superpc.pdf |
| Package source: | superpc_1.09.tar.gz |
| Windows binaries: | r-devel: superpc_1.09.zip, r-release: superpc_1.09.zip, r-oldrel: superpc_1.09.zip |
| OS X binaries: | r-release: superpc_1.09.tgz, r-oldrel: superpc_1.09.tgz |
| Old sources: | superpc archive |
| Reverse depends: | PRIMsrc |
| Reverse suggests: | caret, fscaret |
Please use the canonical form https://CRAN.R-project.org/package=superpc to link to this page.


SimianArt
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Bettle
This was my first project in this class. I learned a lot about HTML and CSS.
Intricate Flower
This was my first project in this class. I learned a lot about HTML and CSS.
Flowers On Arm
This was my first project in this class. I learned a lot about HTML and CSS.
3D Spider
This was my first project in this class. I learned a lot about HTML and CSS.
Flower On Back
This was my first project in this class. I learned a lot about HTML and CSS.
Ear Spider
This was my first project in this class. I learned a lot about HTML and CSS.
Sunflower
This was my first project in this class. I learned a lot about HTML and CSS.
Archangel
This was my first project in this class. I learned a lot about HTML and CSS.
Aztec
This was my first project in this class. I learned a lot about HTML and CSS.
Abstract Flower
This was my first project in this class. I learned a lot about HTML and CSS.
Abstract Face
This was my first project in this class. I learned a lot about HTML and CSS.
Script
This was my first project in this class. I learned a lot about HTML and CSS.


Rough Idea Project Cars 2 Laps Window.
Shows a list of laps completed, as you finish a lap the lap will appear in the left-hand side table. The table shows the Lap number, Sector times (1, 2 and 3) and the over all Lap time. You can also select multiple laps to be shown.
The Show Laps button will open a Lap Window for each selected lap.
The Remove Laps button only removes the selected laps from the table, if the lap has been saved the lap will still be available to load.
Save Laps button saves the selected laps, a window will appear requesting where and what name you would like to save the lap as.
Load Laps allows you to load any saved laps back to the Laps Window.


A Start-up working on developing AI powered Agri Equipments.
Our mission is to solve the labour scarcity problem and to reduce the expenditure of farmers.
Our Vision is making the farming easier.


happy place
Exploring Values and Combating Stereotype Threat
Thursday, April 30th, 2015
back to blog index
I believe that studying abroad was a huge part of my growth as a person during college, and I would absolutely suggest it to anyone. It was also one of the happiest times of my life. Saying that a time in one's life was very "happy" seems to suggest that their current life is "unhappy." That's not the case, however. It's healthy to examine what times in our lives are remembered most fondly, and to see if we can adjust certain things to improve our lives now.
My time abroad was spent in Spain. I stayed with a family, and took classes with other American students. While I had class every day, my time there still presented a great deal of freedom. After high school, going to college presented a great deal of freedom on its own, but leaving the country added another level of excitement.
Looking at the list of values presented in our blog prompt this week suggests some factors that may have contributed to the thrill. I formed a great deal of CLOSE FRIENDSHIPS. I DEVELOPED AS A PERSON. I had a ton of AUTONOMY in a great LOCATION, where I had FREE TIME for INTROSPECTION as well as ADVENTURE. HAVING A FAMILY setting was awesome, where I had some TRANQUILITY, but it was a great experience to meet people, and maybe even find some ROMANCE too.
So how does my life compare now? Let's examine it questionnaire-style: Do I try to live up to these values?
Disagree 1 ----- 2 ----- 3 ----- 4 ----- 5 Agree
(3) Close Friendships
(5) Develop as a Person
(5) Autonomy
(5) Location
(3) Free Time
(5) Introspection
(2) Adventure
(~) Having a Family
(4) Tranquility
When I step back and consider these words as a list of values, a huge part of me is baffled. But I will do my best. While I've been studying such new material at DBC, it's been harder to maintain close friendships. I still try my best to develop as a person, but I do find less time to relax. That said, I live in a great location, and I try really hard to have a family.
One of the most important values to me from the list is introspection. I like this quote from Arthur M. Schlesinger, who said:
Everything that matters in our intellectual and moral life begins with an individual confronting his own mind and conscience in a room by himself.
I think he makes a great point. When we're young, we spend a huge part of our lives just exploring and learning to be humans. As we grow, if we want to pursue some level of self-actualization, we require a great deal of time for introspection. We have to step back and consider our own lives, to think about our goals, our life's purpose, and how we treat others. For many people, being "alone with their thoughts" can be scary. But if we practice making this a constructive time, we can grow in amazing ways.
On a completely different note, the last time someone asked me for advice was when a friend was considering his next step in his career. He has found a field that he loves, but over the past few years he has found his motivation lacking. He wants to find something that inspires him. I think people at my age sometimes withdraw when they are going through a period of introspection, and I told him that I understood. Finding something that you're passionate about can be a difficult undertaking, and I told him I would be happy to listen, or to do anything else I could to aid in his search.
Separately, when I think about "stereotype threat," I think about the unfair nature of the issue. People should only be judged based on who they are as a person, not by the group they come from. While the values may not have been included on my list, I hope to help people that are dealing with stereotype threat to develop a strong sense of self-respect, despite any pressures that they may feel, and to find a place that provides stability. That may mean a physical location to withdraw to, or perhaps a supportive group of people that has their best interests in mind. Hopefully that also provides a sense of peace, that they can see that by surrounding themselves be good people, they can be secure in their knowledge of who they are, and find the same opportunities to grow as everyone else. I hope to do my own part to create a supportive environment at DBC, and in my community in general.
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In Conversation: Danny Byrd [Hospital]
"The are buzz words..."
by KaneWelcome to In Conversation, the podcast dedicated to giving you an unparalleled look into electronic music's greatest minds, both in the studio and beyond. We deconstruct their daily routines, fears, and quirks, showing you what makes them tick, and what exactly makes them so successful. From artists to managers, agents and promoters, these are the people who make it happen, pushing our community forward.
Over the past 10 years or so, Hospital Records has become not only one of the biggest in Drum & Bass but in electronic music as a whole. The label has expanded from a record label to an event company and even a publishing house that regularly sees its artists being featured in video games and more. One of the label's mainstays, Danny Byrd, has been there since the beginning, and together they have released some of the genre's most seminal albums. Earlier this year, I had the chance to meet Danny while we were both playing at EDC in Las Vegas, and after chatting about gear and music, sat down for a proper chat on In Conversation. In this episode, we speak about working with topliners, hardware vs software, and interesting ways of maintaining focus in a world full of distractions.
Special thanks to our sponsors LANDR and Rode Mics for helping make this podcast possible.


Getting Started
Mi. is a HTML/CSS template based on Bootstrap 3 framework. It allows to built impressive, better & faster, mobile friendly websites.
HTML Structure
This is the base of each HTML file:
  ...
 ...

 ...
    ...
Grid System
Mi. Template supporst all features of Bootstrap Grid System - go to Bootrstrap's page and check how does it work.
Configuration
The template includes some configurable elements - here you will find informations how to use them!
Slider Setting

>

Partners Slider Setting
Frontend Code
You can change your custom image link below

Google Map
You put your Google Map Latitude and Longitude. Style can Change in founction file
Files & Credits
CSS & JS Files
The template uses more CSS & JS files:
Bootstrap
- from Twitter http://getbootstrap.com/(more at credicts)Owl Carousel
- from Bartosz http://www.owlgraphic.com/owlcarousel / (more at credicts)Counterup
- from Benjamin http://www.owlgraphic.com/owlcarousel / (more at credicts)ProgaceBar
- from Alexandr Borisov https://github.com/aishek/jquery-animateNumber(more at credicts)Google Map
- from DEMONTE Jean-Baptiste http://gmap3.net(more at credicts)


--- layout: post esbma_id: unknown title: What Mongo-ish API would mobile developers want? date: 2015-04-27 12:00:00 ---
A couple weeks ago I blogged about mobile sync for MongoDB.
Embeddable Lite Mongo continues to move forward nicely:
Progress on indexes:
Progress on full-text search:
I also refactored to get better separation between the CRUD logic and the storage of bson blobs and indexes (making it easier to plug-in different storage layers).
So, let's assume you are building a mobile app which communicates with your Mongo server in the cloud using a "replicate and sync" approach. In other words, your app is not doing its CRUD operations by making networking/REST calls back to the server. Instead, your app is working directly with a partial clone of the Mongo database that is right there on the mobile device. (And periodically, that partial clone is magically synchronized with the main database on the server.)
What should the API for that "embedded lite mongo" look like?
Obviously, for each development environment, the form of the API should be designed to feel natural or native in that environment. This is the approach taken by Mongo's own client drivers. In fact, as far as I can tell, these drivers don't even share much (or any?) code. For example, the drivers for C# and Java and Ruby are all different, and (unless I'm mistaken) none of them are mere wrappers around something lower level like the C driver. Each one is built and maintained to provide the most pleasant experience to developers in a specific ecosystem.
My knee-jerk reaction here is to say that mobile developers might want the exact same API as presented by their nearest driver. For example, if I am building a mobile app in C# (using the Xamarin tools), there is a good chance my previous Mongo experience is also in C#, so I am familiar with the C# driver, so that's the API I want.
Intuitive as this sounds, it may not be true. Continuing with the C# example, that driver is quite large. Is its size appropriate for use on a mobile device? Is it even compatible with iOS, which requires AOT compilation? (FWIW, I tried compiling this driver as a PCL (Portable Class Library), and it didn't Just Work.)
For Android, the same kinds of questions would need to be asked about the Mongo Java driver.
And then there are Objective-C and Swift (the primary developer platform for iOS), for which there is no official Mongo driver. But there are a couple of them listed on the Community Supported Drivers page: http://docs.mongodb.org/ecosystem/drivers/community-supported-drivers/.
And we need to consider Phonegap/Cordova as well. Is the Node.js driver a starting point?
And in all of these cases, if we assume that the mobile API should be the same as the driver's API, how should that be achieved? Fork the driver code and rip out all the networking and replace it with calls to the embedded library?
Or should each mobile platform get a newly-designed API which is specifically for mobile use cases?
Believe it or not, some days I wonder: Suppose I got Elmo running as a server on an Android device, listening on localhost port 27017. Could an Android app talk to it with the Mongo Java driver unchanged? Even if this would work, it would be more like a proof-of-concept than a production solution. Still, when looking for solutions to a problem, the mind goes places...
So anyway, I've got more questions than answers here, and I would welcome thoughts or opinions.
Feel free to post an issue on GitHub: https://github.com/zumero/Elmo/issues
Or email me<EMAIL_ADDRESS>Or Tweet: @eric_sink
Or find me at MongoDB World in NYC at the beginning of June.


Title: Here is a title A->B: B->C: C->C: A->B: Normal line B-->C: Dashed line C->>D: Open arrow D-->>A: Dashed open arrow D->D: Self D->D: Many\nLines
# Example of a comment. Note left of A: Note to the\n left of A Note right of A: Note to the\n right of A Note over A: Note over A Note over A,B: Note over both A and B
participant long name\nC as C participant B participant A Note right of A: By listing the participants\n you can change their order


NB: This project is currently being refactored and being modernized
A scalable C++ Physics Engine with CUDA integration.
Features:
- Verlet integration engine.
- Integration with Nvidia CUDA run time library (on available devices) for N-body simulation.
- Scalable architecture and easy to add new simulations.
- Basic UI, with buttons and labels.
- Asynchronous multi-threaded level loading.
- Extensive documentation (in Docs/html/index.html).
Interactive Simulations:
- Cloth (computed on CPU). The cloth can be dragged around clicking and holding the mouse on it.
- Galaxy (N-body simulation) (computed either on CUDA GPU or CPU). Clicking and holding will add a very massive star in place.
Usage:
Cloth Simulation
- click and hold the left mouse button on the cloth and drag it.
Galaxy Simulation
- click and hold the left mouse button anywhere on screen and a (very massive) star will be temporarily added there.
- Use the buttons
MORE\LESS STARS
to increase\decrease the number of stars (by 1024 stars for CUDA or 128 on CPU)
- Use the button
SWITCH TO CPU\CUDA
to toggle the cpu\CUDA integration (CUDA integration is available only if an Nvidia device is present)
How to build:
The project can be built either on linux or windows.
- Install CUDA Toolkit (available upon free registration on https://developer.nvidia.com/cuda-toolkit).
- Install Conan Package Manager
- Build with cmake
mkdir build
cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
cmake --build . --parallel
Then the program can be launched from the "app" directory
Class Diagram (editable version in <tt>Docs\</tt> folder)
- (click to magnify)
License
This Program is released under the MIT license:


PaintsChainer
Home
Downloads
Chainer
GitHub
Set sketch:
Colorize
NOW COLORING ...
url:
set
blur_k
Select line drawing image
(gif & png with a ch is not supported)
Add hint information using color pen in left image
Push colorize button
#PaintsChainer


Stages can be connected recursively to form any DAG (Directed Acyclic Graph). | (pipe) is used to chain stages, and + (fan) is used to stack stages.
<source> | <filter> forms a source.
For example,
source([1, 2, 3, 4]) | filt(lambda x : x ** 2)
is a source sending 1, then 4, then 9, then 16.
<filter_1> | <filter_2> forms a filter.
For example,
select_inds((0, 1)) | cast((float, float))
is a filter that, if fed a sequence of tuples, would transform ('1', '2', '3') to the tuple (1, 2).
<filter> | <sink> forms a sink.
For example,
prepend('results:') | to_stream('out.txt'):
is a sink that prints to ‘out.txt’ first ‘results:’, then whatever is sent to it.
<source> | <sink> results in the last object the sink sends on.
For example,
source(range(4)) | sum_of()
is 6.
<sink_1> | <sink_2> forms a sink.
For example,
to_array() | sink(lambda a : numpy.median(a))
is a sink that calculates a median of a sequence.
Note
Parentheses might be necessary for chaining sinks. For example,
>> source([1, 2, 3, 4, 5]) | (to_array() | sink(lambda a : numpy.median(a)))
3
is fine, but
>> source([1, 2, 3, 4, 5]) | to_array() | sink(lambda a : numpy.median(a))
TypeError: unsupported operand type(s) for |: 'int' and '_SnkPiped'
is not, because this is the same as
>> numpy.array([1, 2, 3, 4, 5]) | sink(lambda a : numpy.median(a))
<source_1> + <source_2> + ... + <source_n> forms a source which sends tuples of the source sends.
For example,
source([1, 2, 3]) + source([4, 5, 6])
sends the sequence of pairs (1, 4), (2, 5), (3, 6).
Similarly,
read_lines('wind.txt') + read_lines('rain.txt') + read_lines('hail.txt')
is a source which sends a sequence of triplets of lines from files.
<filter_1> + <filter_2> + ... + <filter_n> forms a filter to which whatever is sent, is duplicated along the n branches, and the sends of these branches are combined to tuples.
For example,
filt(lambda x : min(x, 5)) + filt(lambda x : min(x, 10))
forms a filter, that transforms each element into a pair, the first value of which is the element truncated to 5, and the second value of which is the element truncated to 10.
Similarly,
skip_n(-5) + skip_n(5)
forms a filter which transforms a sequence into a pair of itself shifted 5 to the past and the future.
<sink_1> + <sink_2> + ... + <sink_n> forms a sink whose result is the tuple of the branch results.
For example,
min_() + max_() + sum_()
is a sink that returns the triplet of the minimum, maximum, and sum of the sequence passed through it.


Here's The First Age Of Empires 4 Gameplay
by Alex WalkerAge of Empires 4 has been in the works for ages. Here's what it finally looks like.
The gameplay was announced during the X019 conference, where Xbox's Shannon Loftis announced that the game would be set in the Medievil era. The game was officially announced in 2017, when Relic Entertainment was the lead developer. Microsoft have since established a new studio just to focus on Age of Empires, called World's Edge.
As a final aside, the two factions in the gameplay were the Mongols and the English. Neither faction is new for the AoE franchise, both of which were in the original AoE 2 (the latter as the Britons).


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Fundamentals of Computer Science II
Course Number: CPE/CSC 102
Primary Language: Java
Description
Basic design, implementation, testing, and documentation of object-oriented software. Introduction to classes, interfaces, inheritance, algorithms (sort, search, recursion), abstract data types, data structures (lists, stacks, queues), file I/O, and exceptions.
Projects
Completed a variety of assignments that introduced me to the basics of computer science.
Personal Impact
As my first programming class, it sparked my interest in computer science and led me to take more CSC courses. Eventually, I switched my major to Computer Engineering (from Physics) due to my developed passion of programming.