Blitz Basic uses a specially designed and easy to use programming language so that it is easy to follow and requires no previous knowledge of programming, just a love of games and your ideas.
So, welcome to the BASIC guide to Blitz - where the only restrictions are your imagination.
The sole purpose of this section is to teach you how to write your own Blitz Basic programs. The traditional description of a program is a task that you want your computer to perform via a set of instructions. The task is described to the computer using an instruction set Blitz Basic can understand.
The instructions in your program must be written using a set of rules known as Syntax. You must follow these rules if you are to write Blitz Basic programs. With lots of practice and a sprinkle of determination you will gain a firm and confident understanding about the general rules of BASIC and how to use them as a programmer
- When you have this working knowledge of Blitz Basic, the types of games you create are entirely up to you, but with a little imagination you could be writing the next hit game.
If you didn't know - BASIC is an acronym for Beginners All-purpose Symbollic Instruction Code. In this mini course you'll learn the BASIC language as implemented in Blitz and the planning of good programming structures.
Hello World Hello Me or Hello sheep! Hello cup of tea!
OK - lets start with the Print command - this simply prints any text onto your screen - like this:
print "Hello sheep"
print "Hello cup of tea"
End
just simply type it into your ide...
...and click on the red rocket to run....
Well done - you've just written your first Blitz program.
You can also include comments/notes in your programs - this is highly
recommended and is good programming practice also. You do this by placing a semi-colon (;) into your program
then just type your text eg:
Print "George Bray" ; This piece of code is for printing your name to the screen
You can also stop the machine with the End command - this will break your program
at any point that you want it to end.
You can give your code a title too by typing AppTitle "gamenamehere"
OK let's learn how Blitz works in interpreting your programs and what you'll need to know to write them...
Data
These are the main items in programming. Data is represented to in three basic forms. The first is a whole number which is known as an Integer eg. 8,20,100,1000. The second type is a Real Number, this allows decimal
points eg. 1.2, 48.20, 100.4, 3000.201. The third type of data is a String which is basically
something that is not a number, all strings consist of characters enclosed within quotation marks.
A string can include numbers eg "A", "1", "Blitz Basic", "Commodore 64", "Sheep".
Variables
A Variable is used to store Data - to simplify this - Imagine a Variable as
being one big box and within that box you can store an item plus more boxes if required.
An example would be:
A = 2 + 2
You can also print the contents of a variable to the screen:
A = 2 + 2
Print A
Another example would be:
A = 1
B = 2
C = A + B
PRINT C
If we break this down - we have 3 variables here A & B - which store 2 numbers
and finally variable C which is a calculation that is based on the values stored within variables A & B
so the calculation is actually C = 1 + 2. The result is then stored in C and printed to the screen.
Variables can also store Real Numbers and Strings In order to allow a variable to store these other types of data,
you must make sure you tell the computer whether it is a Integer, Real Number, or a String
variable. To specify a real number variable, you must add a hash sign (#) as the last character
of the variable name. If you want your variable to store a string, you must add a dollar sign ($) as the last
character of the variable name eg:
A# = 1.2
B$ = vic20
Print A#:Print B$
You can also create mathematical functions using String variables eg:
A$ = "Welcome to "
B$ = "the world "
C$ = "of programming."
D$ = A$ + B$ + C$
Print D$
When you run this program, it will print Welcome to the world of programming on your screen.
Easy eh?
Arrays
Arrays are very important because you can store lots of data under a single name.
You can even pinpoint an item of data and use it from within an array. If for example
you want to store 7 days of the week, you would have to create 7 different
variables eg.
day0$ = "Monday"
day1$ = "Tuesday"
upto
day6$ = "Sunday"
But with an Array
you can create a different kind of variable that can store more than one item of data.
eg. For days of the week you might go:
Dim day$(6) ; Dim the array... 7 elements (0 to 6)
day$(0)="Monday" ; Set the array data
day$(1)="Tuesday"
You can then just include:
Print day$(3)
Which would print Thursday
To print the seven days of the week we would include a FOR NEXT loop
for example:
For loop = 0 to 6
Print day$(loop) ; loops through and prints the data.
Next ; this continues until loop is equal to 6 then continues with the next line of your program.
You can also you the STEP command when creating a FOR/NEXT loop eg. If you
were to create a FOR/NEXT loop followed by STEP 2 the computer would count
up the for next loop in increments of 2 eg. 2, 4, 6. So if we were to apply this to our days of the week
program:
For loop = 0 to 6 step 2
The computer would then print only Monday Wednesday Friday & Sunday.
You can also step backwards by placing a minus (-) sign after the command with the number of steps backwards you would like to take:
For A = 10 To 0 step -2
Print A
Next
This would print: 10 8 6 4 2 0
One final point on Arrays - As documented earlier they are very versatile as they can store many
levels of data so by:
Dim day(7,5)
Here we are setting up the arrays 0 - 6 but for each one there is another
5 boxes of data numbered 0 - 4 upon which more data can be stored. So if you
think back to your boxes - here we have 7 boxes with 5 boxes inside, so in all
you can store 35 values (7x5) in this array. So data entry into the Array you would
create something like this:
day(0,0) = 10
day(0,1) = 20
day(0,2) = 30
day(0,3) = 40
day(0,4) = 50
day(1,0) = 100
day(1,1) = 200
day(1,2) = 300
day(1,3) = 400
day(1,4) = 500
As you can see arrays need to be declared as a particular type - Integer, Real Number & String.
You can have an array of integer, real numbers or strings but you cannot have multiple
types in the same array.
Mathematical Commands
The dreaded mathematical side of computers but DON'T PANIC - I'm no mathematician either.
I'll just give you a quick run down on the "boring" side of things - don't worry - with
a little patience you will be familiar with all these functions in no time as
we will make the computer do all the hard work. Just relax - make a nice steaming hot cup of tea & read on.....
OK - lets start with the easiest stuff - Add, Subtract, Divide and Multiply.
In computer terms these are represented by(+) (-) (/) (*) respectively.
A simple example would be:
A = 2 + 2
B = 2 * 2
C = 2 - 2
D = 2 / 2
Print A: Print B: Print C: Print D
The result would print: 4 4 0 1 to the screen - But you knew that....
You can also assign letters in mathematical functions:
A + B
A - B
A * B
A / B
Boolean Stuff
This is where you must have a cup of tea in your hand because it's time to focus!
Once you've cracked this - you are well away to mastering the normally hated mathematical
side of programming...
OK - Here goes...Sitting comfortably?

We have the AND and OR operator - this works with any integer.
The basics are (study the logic in these examples - it is pretty straight forward)
agecategory$=Input("What is the age restriction on this film 15 or 18? ") ; Asks a moderator to set the age rating for a film
age$=Input("What is your age: ") ; Then asks a viewer their age
If agecategory$ = 18 And age$<18 Or agecategory$ = 15 and age$< 15 Then Print "Your are not allowed to view this film - Sorry" ; using AND OR expressions decides if they are too young
If agecategory$ = 18 And age$>18 Or agecategory$ = 15 And age$>15 Then Print "Enjoy your film." ; Using AND OR expressions decides if they are old enough
WaitMouse ; waits for the mouse button to be pressed
End ; Once the mouse button has been pressed - Ends the program.
We can compare not only numbers, but strings (text) also. We have seen '=' used
in 'agecategory$ = 18' so what does 'less than' & 'more than' mean for strings?
One thing it does not mean is 'shorter than', so we don't make that
mistake. We make the definition that one string is less than another
if it come first in alphabetical order, thus
Smith < Smythe
Smythe > Smith
Sheep < Shop
Shop > Sheep
all hold. <= means is 'is less than or equal to'and so on - just
as for numbers.
We then have the NOT operator.
This is simply used to say:
If agecategory$ not <> 18 - Is the same as A = B. It really is that straight forward.
You will discover how useful these operators become when writing conditions for your programs.
Storing DATA using the READ command
Storing data will become an important and useful way to hold and read
numbers or strings (text) easily. These can be used for storing many
different types of data eg. Level Data (formations that aliens might attack or
data for landscapes/scenery within your game etc). Here's a basic example of the READ/DATA
commands:
Example1
Read a,b,c ;read next 3 data items into variables a, b and c
Print a+","+b+","+c ;print out their values
Data 1,2,3 ;the actual data items
Example 2
Restore second ;start reading data from the '.second' label
Read a,b,c ;read in data
Print a+","+b+","+c ;print out variables
Restore first ;start reading data from the '.first' label
Read a,b,c ;read in data
Print a+","+b+","+c ;print out values
.first
Data 1,2,3 ;data items
.second
Data 4,5,6 ;more data items
You may have notice that I threw in the RESTORE command within example 2. This is used
to reset the data pointer at any time. In a games programming environment
you may need to read the same data again eg. If you want to clear the
screen & redraw it using your data table - by resetting the pointer
the Read command will start at the top of the data list and you can read it again.
GOTO Command
I always remember this command by saying goat-to in my head when calling this command :) - OK - type in following:
Print "Emily & Ellis were here today"
Goto goat
.goat
Print "So was George and his furry animals"
So here we are printing our text - then jumping to a label called .goat
the program then continues reading the rest of your program from the label you
have set downwards.
Subroutines
Often a particular sequence of commands gets used several times too within a program.
You may be able to avoid writing the sequence several times by judicious
use of GOTO commands; but this isn't always good enough. The command
GOSUB is like a GOTO that remembers where it came from on meeting
another command RETURN the program jumps back to the line after
the particular GOSUB that it originally started from. The GOSUB
must be followed by a label eg. Gosub sheep which sends the program
to the series of commands beginning on line .sheep - The part of
the program that lies between .sheep and the RETURN command
is known as a subroutine. An example of the GOSUB command would be:
Print "Baa Baa" ; Prints text to the screen
Gosub sheep ; Goes to the subroutine .sheep
WaitMouse ; The computer return(s) here! - waits for the mouse button to be pressed
End ; End(s) the program when the mouse button has been pressed.
.sheep ; subroutine sheep
Print "Blitz Basic" ; Prints text to the screen
Return ; Return(s) to the next line after gosub command.
FOR NEXT Commands
OK - I'll breifly explain the FOR...NEXT commands - these beasts
have already been used in an earlier example if you never realised!
These two commands create a technique known as a loop - so your computer
performs any given task several times. Try out the following program.
follows.
For a = 0 To 100 ; set up loop with a as a counter ranging from 0 (start) to 100 (finish)
Print a ; prints the current value of a
Next ; Is a 100? No, it's 1. Add 1 to a to get 2 and go back to line Print a
Your program continues here... ; When a does equal 100 the program ends the loop and continues to run here.
The result will be that the computer prints the numbers 0-100 on your screen.
STEP size
When you are creating a loop - you can also write it as below.
For a = 0 To 100 Step 10 ; The same as the previous example except the computer will count in STEPS of 10 at a time
Print a ; Prints the current value of a
Next ; If a does not equal 100 then add 10 to it and goes to the line above Print
Your program continues here... ; When a does equal 100 the program ends the loop and continues to run here.
So the program will now give the result:
0
10
20
30
40
50
60
70
80
90
100
As opposed
to printing out 1-100 sequencially - as per previous FOR...NEXT loop example.
Functions
Using functions - Part 1
Now that you are getting to grips with the very "basics" of Basic
programming (eg. For...Next)!
 For
example, this is a function which prints "Hello" to the screen
whenever you "call" it:
Function PrintHello ()
Print "Hello"
End Function
For a=1 To 5 ; Let's print "Hello" 5 times by calling the PrintHello () function:
PrintHello ()
Next
Now run the program to see the result.
Using Functions - Part 2
OK, now we'll modify the function so that it'll print whatever we
want, which can be different each time we call it.
The function:
Function PrintSomething (a$)
Print a$
End Function
; In this case, we "pass" a string (either a string variable such as blah$,
or a piece of text enclosed in quotes, eg. ("Hello there") to the function
PrintSomething ("Hello, I'm gonna be printed.")
PrintSomething ("So am I.")
; Using a string variable
sentence$="This is also being printed to the screen."
PrintSomething (sentence$)
So, whatever is put within the brackets () when you call it is
"passed" to the function. If you look at the function itself, you'll
see that it takes the form "PrintSomething (a$)", which means it's
expecting you to pass a string variable, as we've done above.
Note that "a$" could be named anything at all - "b$" "sometext$" whatever.
Look inside the function, and it takes whatever is passed into its
"a$" parameter and uses it in the Print call ("Print a$").
As an exercise, try changing "a$" to "b$". Make sure you change "a$" to "b$"
all throughout the function, or it won't work! Do that before continuing, then run it.
Here's what you should have ended up with:
Function PrintSomething (b$)
Print b$
End Function
Now try changing the string to something of your own choosing (as long as
it ends with the $ string sign!)
Using functions - Part 3
OK, so that was a very simple function call, where a function basically acted like
any other command. Now we'll look at another way to call functions.
The function:
Function JoinString$ (a$)
Return "You passed: "+a$
End Function
; Again, we "pass" a string to the function, but this time, we store what the function returns.
mysentence$=JoinString ("Hello, I'm gonna be printed.")
Print mysentence$
Run the program as before - now what happens here?
First of all, looking at the function itself, we know we're returning a string
from the function (it's joining "You passed: " onto whatever string you pass to it), so we add
a $ (string) sign to the name of the function ("JoinString"), which gives us "JoinString$".
The "Return" statement passes the joined string back to where we called it. Remember,
this is why we added a "$" to the name; we're returning this STRING.
Calling the function, we simply pass whatever string we want, and it's received into
our string variable (in this case, "mysentence$"). So mysentence$ becomes "You passed: Hello,
I'm gonna be printed." once we call the function.
Some exercises:
Try changing the name of the variable "mysentence$" to something of your own, eg. b$,
something$, whatever. Note that you'll have to change it in the Print statement too! Run it.
Change the "You passed: " string within the function to something else, and change
the string you're passing ("Hello, I'm gonna be printed"). Run it. Try a few different things.
Using Functions - Part 4
By default, a function returns either:
0 - (zero) for numeric values
"" - (an empty string) for string type functions
Function AddOneAndOne ()
a=1+1
End Function ; This will return 0, because we haven't told it to actually return the result of 1+1!
Print "Result of AddOneAndOne: "+AddOneAndOne () ; Try adding a line saying "Return a" (without the quotes!) to the AddOneAndOne
function, then run it again. NOW it returns the value!
Function GimmeString$ ()
a$="If you can read this, you must have fixed this function!"
End Function
b$=GimmeString ()
If b$=""
b$="GimmeString doesn't return a value!"
Else Print b$
EndIf
Print "Result of GimmeString (): "+b$
Exercise: add the necessary line to the function so that it returns a$, then
run it again.
IF...THEN Commands
The IF statement works out the condition of something as either true or false.
If the condition is true then the statement after THEN is executed, but otherwise it
is skipped over. The most useful conditions compare two number or two strings. You can test
whether two numbers are equal, or whether one is bigger than the other and they can test whether
two strings are equal, or whether one come before the other in alphabetical order. They use the
relations =,<,>,<=,>=, and <>. If you've not experienced
these signs before they represent the following:
Sign Meaning
= Equals
< is less than
> is greater than
<= is less than or equal to
>= is greater than or equal to
<> is unequal to
Take the following example:
.start ; sets up the label start
question$ = Input ("Shall I tell you the meaning of life yes/no? " ; prints a question - waits for users input
If question$ = "no" Then Print "Alright, Then I won't"; IF input = no THEN print text
If question$ = "yes" Then Print "42" ; IF input = yes THEN print text
If question$ <> "yes" Or "no" Then Goto start ; IF input is not equal to either yes or no THEN GOTO start
We can also achieve the same effect with numbers too:
number = Input ("How old are you ") ; prints a question - waits for users input
If number < 18 Then Print "You are under 18" ; IF input is smaller than 18 THEN print text
If number > 18 Then Print "You are over 18" ; IF input is greater than 18 THEN print text
If number = 18 Then Print "you are 18" ; IF input is equal to 18 THEN print text
The expression IF THEN can be any combination of values, variables, arrays and operators providing the expressions are logical.
IF ENDIF
On a similar principal to the IF command - instead of a THEN command
ENDIF points to the end of the commands to be executed - the example below
shows you this principle:
commodore = 20 ; sets up the variable for commodore
atari = 20 ; sets up the variable for atari
If commodore = atari ; IF both variables are the same...(execute the code between here and ENDIF)
Print "Welcome to the machine - commodore and atari..." ; code to be executed if the values are the same.
EndIf ; Execute and ENDIF they are equal
The above code is the same as typing:
IF commodore = atari THEN PRINT "Welcome to the machine - commodore and atari..."
If you change the values of commodore and atari - so they are both different - see the end result?
You can also make your program follow a different chain of events if the values are not equal to.
Here we introduce the ELSE command - so you would point this to a different
piece of code that you wanted to execute - like below:
IF commodore = atari
PRINT "The values are equal to"
ELSE
PRINT "The values are different"
ENDIF
You must remember that when the command THEN is not used you must
use ENDIF - You will should also note that ENDIF
is used whether or not the ELSE command is used.
Types
Using normal arrays (as documented earlier) we can store important information
about, for example, our players' positions:
player = 3
x = 640
y = 480
Dim players (player, x, y)
players (2, 100, 100) ; this sets player 2's on-screen position to x = 100, y = 100
This is fine, but what if we want to add more players? We have to re-Dim the
array with the maximum number of players! It can also be quite difficult to
remember what each element in the array stands for when you have a lot of
elements, eg.
Dim playerdata (player, x, y, animframe, weaponselected, lives, rockets,
jewelscollected, blah, blah2)
Try just changing the "rockets" element later on when you can't see the
actual list of elements without scrolling all the way back up!
A way around this general awkwardness is to use types. Whereas with the
array, we made a "playerdata" array, here we'll make a "playerdata" type
instead:
Type playerdata
Field player
Field x
Field y
Field animframe
Field weaponselected
Field lives
Field rockets
Field jewelscollected
Field blah
Field blah2
End Type
Think it looks complicated? Well, let's take a look:
Type playerdata
This line simply creates a new type (you'll also hear types referred to as
"objects", so this might be called a "playerdata object").
Field player
Field whatever
The field lines simply say what information we want to hold in the
playerdata object.
End Type
This just signifies the end of our type definition. Don't forget it!
OK, in the array example, we wanted to change the rocket element (we'll give
'em 1000 rockets), which would mean typing something like:
playerdata (player, x, y, animframe, weaponselected, lives, 1000,
jewelscollected, blah, blah2)
Ouch, what a lot of typing! And I hope you remembered the order of the items
(gosh, and you probably had to scroll all the way back up to find the
definition of the array elements as well)! The efficient (read: cleverly
lazy) programmer will use types instead. Using our playerdata type:
playerdata\rockets = 1000
Now, not only is that shorter, but we didn't have to remember where to place
the rockets value either (in fact, we couldn't even accidentally put it in
the wrong place, since we're specifically saying "makes the rockets value
equal 1000").
Note the way we access the type data, with a backslash like this: \
To read the jewelscollected value into a temporary variable and show the
value, we'd do this:
temp = playerdata\jewelscollected : Print temp
Of course, there's nothing to stop us printing the value directly:
Print playerdata\jewelscollected
One very important aspect of using types is that you must tell Blitz that
you're going to be assigning a variable with a custom type. If we want to
make two players using the playerdata type, we do this:
player1.playerdata = New playerdata
player2.playerdata = New playerdata
This can be read as "create a new playerdata object called player1" and
"create a new playerdata object called player1". From here on, we can do
whatever we like with our newly defined player objects.
It's important to remember this step, as you can't simply do this:
player1.playerdata\rockets = 1000
...without first creating the player1 playerdata object, as above!
To recap, if we want to use an object called "zoolook", of type
"whatever", we do this:
; Define our object structure:
Type whatever
Field something
; As many fields of information as needed for the zoolook objects
End Type
zoolook.whatever = New whatever
Now we can use our zoolook object.
Where types can become really powerful is if we just need a heap of
similar objects (for instance, the aliens in a "Space Invaders" clone), and
want an easy way to define and manipulate them.
Type invader
Field x
Field y
End Type
We can set up a huge number of alien invaders with a simple loop:
For a = 1 to 100
alien.invader = New invader
alien\x = Rnd (GraphicsWidth)
alien\y = Rnd (GraphicsHeight)
Next
This appears to keep redefining a single object over and over! The strange
thing about types, though, is that when we create a new object, we're
actually creating a *reference* to an object, rather than the object itself.
Every time you say:
something.mycustomtype = New mycustomtype ; a new "customtype" called "something"
...you're saying "create a new 'mycustomtype' object, and give me a
reference to it; call my reference 'something'".
Although we can refer to them individually if we define objects with
individual names (eg player1.playerdata, player2.playerdata), we can also
ignore the names completely. If we give the same name to more than one item
of a particular type, we're just adding to a hidden list of those objects,
which we don't need to access individually. To draw all of our aliens, we'd
simply do this:
For nasties.invader = Each invader
DrawImage invaderimage, nasties\x, nasties\y
Next
...and all of our aliens are drawn!
Note the importance of giving our For...Next variable (nasties) an
"invaders" type while we read through our list of "invaders".
So, to recap, whenever we create a new object, we're really adding to a
hidden list of objects of that type. When we want to be able to refer to
each individual object, we give each a different name:
Type playerdata
Field x
Field y
End Type
player1.playerdata = New playerdata
player2.playerdata = New playerdata
The computer adds each object to its hidden list of "playerdata" objects,
which might look like this:
xxxxx1.playerdata [player1]
xxxxx2.playerdata [player2]
...but it doesn't matter to us how the computer stores its hidden list - we
just refer to player1 and player2.
If we don't need to be able to access each item individually, we can do
this:
Type blah
Field whatever
End Type
For a = 1 to 3
myobject.blah = New blah
myobject\whatever = 5
Next
The above example creates a hidden list of "blah" objects, and sets the
"whatever" value of each to 5. To the computer, they might be stored in some
abstract form which we have no knowledge of, eg:
xxxx1.blah [myobject]
xxxx2.blah [myobject]
xxxx3.blah [myobject]
Obviously, we can't read individual objects from this list, because we gave
them all the same name! But we don't care; we didn't want to - we can read
them "en masse" by using the For...Each...Next loop:
For a.blah = Each blah
Print a\whatever
Next
Taken apart, we get this:
For a.blah = Each blah
This reads each "blah" object in turn into a temporary object called "a",
which has a "blah" type (so it can store the same data as our "blah"
objects).
Print a\whatever
This prints out the contents of the temporary "a" variable's "whatever"
field.
Next
This is just the normal "Next" used in a For...Next loop.
There's a lot more to types (hence their awesome power!), but this has
basics, which will get you started!
OK Now that you've covered the Basics look in the Blitz manual
for a synopsis of the more advanced commands :)


Making a Request Activity
This activity is for making a request from
SWAPI
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Model:
Cost in credits:
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A numeric directive. Capable of minimizing and maximizing values, formatting to decimal precision and thousand separators and limiting number of characters.
Download on GitHub
Model value: {{vm.value}}
Error model: {{myForm.myNumber.$error}}
Tab out of input to see the changes.


/*
Copyright 2016 Google Inc. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
/**
* # workbox-runtime-caching
*
* A service worker helper library that implements various runtime caching
* strategies.
*
* You can learn more about each caching strategy on
* {@link /web/fundamentals/instant-and-offline/offline-cookbook/|Jake Archibald's blog post}
* which covers various ways of handling fetch events with a service worker.
*
* These strategies can be used as the
* [handler parameter in the Route constructor]{@link
* module:workbox-routing.Route} or as the
* [handler parameter in workboxSW.router.registerRoute()]{@link
* module:workbox-sw.Router#registerRoute}.
*
* @module workbox-runtime-caching
*/
import RequestWrapper from './lib/request-wrapper';
import CacheFirst from './lib/cache-first';
import CacheOnly from './lib/cache-only';
import Handler from './lib/handler';
import NetworkFirst from './lib/network-first';
import NetworkOnly from './lib/network-only';
import StaleWhileRevalidate from './lib/stale-while-revalidate';
import {getDefaultCacheName} from './lib/constants';
export {
CacheFirst,
CacheOnly,
Handler,
NetworkFirst,
NetworkOnly,
RequestWrapper,
StaleWhileRevalidate,
getDefaultCacheName,
};


{% extends 'base.html' %} {% block content %}
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{% endblock %}


createrawtransaction [{"txid":txid,"vout":n},...] {address:amount,...}
Create a transaction spending given inputs
(array of objects containing transaction id and output number),
sending to given address(es).
Returns hex-encoded raw transaction.
Note that the transaction's inputs are not signed, and
it is not stored in the wallet or transmitted to the network.


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| Name | ID | Accepted | Penalty | A | B | C | D | E | F | G | H | I | J | K | L | M |
| 逐梦逐梦逐梦演艺圈圈圈圈圈圈圈圈圈圈圈圈 | THUPC_2018_026 | 9 | 807 | + @ 49:20 | + @ 1:21:11 | - | +4 @ 4:26:03 | - | + @ 35:51 | -8 | - | +2 @ 1:03:57 | +3 @ 1:49:38 | + @ 16:34 | +2 @ 38:54 | + @ 6:04 |
| Pony.ai | THUPC_2018_000 | 9 | 1102 | + @ 23:45 | + @ 2:09:47 | +3 @ 3:38:24 | - | - | + @ 37:28 | -19 | - | +8 @ 2:53:36 | +3 @ 2:36:51 | +2 @ 35:15 | + @ 53:24 | +2 @ 14:11 |
| 那么打铁什么的有在搞吗 | THUPC_2018_107 | 9 | 1220 | + @ 45:17 | +4 @ 2:23:34 | + @ 4:30:16 | -2 | -1 | + @ 2:18:38 | - | - | +4 @ 1:59:39 | +5 @ 3:36:17 | + @ 9:05 | + @ 1:13:40 | + @ 4:15 |
| 现实世界的玩火萝莉章珂羽 | THUPC_2018_027 | 8 | 544 | + @ 41:09 | + @ 1:39:19 | - | -7 | - | + @ 54:41 | - | - | + @ 2:16:02 | +2 @ 2:26:57 | + @ 25:26 | + @ 14:48 | + @ 5:57 |
| 吉如吉如玐⑧捌 | THUPC_2018_036 | 8 | 636 | + @ 46:10 | + @ 1:45:35 | -4 | - | - | + @ 48:00 | - | - | +3 @ 1:23:54 | +2 @ 2:35:10 | +3 @ 26:13 | + @ 1:07:34 | + @ 4:09 |
| 做宝可梦 | THUPC_2018_048 | 8 | 757 | + @ 1:13:09 | +2 @ 2:38:43 | - | -23 | - | + @ 1:18:45 | - | - | +6 @ 34:19 | +3 @ 2:41:53 | +2 @ 17:38 | + @ 48:31 | + @ 4:13 |
| 黑化化肥黑灰灰黑灰化会发黑会发灰会挥发 | THUPC_2018_008 | 8 | 772 | +4 @ 1:13:30 | +2 @ 2:12:21 | - | - | - | + @ 15:50 | - | - | +4 @ 1:01:33 | + @ 2:42:53 | +3 @ 22:46 | +2 @ 1:38:31 | + @ 4:40 |
| 菜鸡战队 | THUPC_2018_079 | 8 | 784 | + @ 1:01:23 | +3 @ 3:25:37 | - | -17 | - | + @ 1:35:39 | - | - | +2 @ 3:02:33 | + @ 35:03 | + @ 46:30 | + @ 1:20:30 | + @ 16:49 |
| 遗忘的骰子 | THUPC_2018_049 | 8 | 786 | + @ 1:39:20 | + @ 2:16:09 | - | - | -2 | + @ 50:01 | - | - | +2 @ 1:29:08 | +4 @ 3:16:49 | +2 @ 1:06:14 | +2 @ 23:04 | + @ 6:05 |
| 知牌如意勺 | THUPC_2018_104 | 8 | 806 | +2 @ 1:46:38 | + @ 51:38 | -1 | -1 | -1 | + @ 1:23:27 | -1 | -1 | +3 @ 2:49:15 | +2 @ 3:13:51 | +2 @ 17:43 | + @ 1:19:31 | + @ 4:09 |
| 你指尖跃动的电光，是我一生不灭的海蜇 | THUPC_2018_083 | 8 | 858 | +5 @ 50:25 | +2 @ 3:48:33 | - | - | - | +3 @ 1:06:31 | - | - | +3 @ 1:20:56 | + @ 2:22:00 | +2 @ 32:35 | + @ 30:46 | +2 @ 7:00 |
| 黑化黑灰化肥灰会挥发发灰黑为黑灰花会回飞 | THUPC_2018_004 | 8 | 862 | +3 @ 1:03:09 | +2 @ 1:24:35 | - | -11 | - | + @ 1:49:43 | - | - | +2 @ 2:19:46 | +2 @ 3:33:05 | + @ 6:45 | +3 @ 1:28:01 | + @ 17:10 |
| 人们都说演艺圈很乱乱乱乱乱乱乱乱乱乱乱乱 | THUPC_2018_041 | 8 | 880 | +5 @ 25:49 | + @ 3:24:00 | - | -4 | - | + @ 1:07:45 | - | - | +2 @ 2:14:43 | +4 @ 2:36:41 | +3 @ 55:55 | + @ 31:53 | + @ 4:11 |
| 灰黑化肥会挥发发黑灰化肥灰黑发挥化为黑 | THUPC_2018_055 | 8 | 914 | +3 @ 1:46:33 | + @ 2:18:51 | - | - | -2 | + @ 1:08:24 | - | - | +3 @ 3:02:08 | +5 @ 2:02:52 | + @ 58:18 | + @ 35:32 | +2 @ 22:12 |
| 红凤凰粉凤凰红粉凤凰花凤凰(｀・ω・´) | THUPC_2018_006 | 8 | 942 | + @ 35:44 | +4 @ 2:40:16 | - | - | -1 | + @ 58:19 | - | - | +3 @ 2:19:47 | +5 @ 4:59:53 | + @ 15:57 | + @ 47:47 | + @ 4:56 |
| 黑化化肥会挥发黑灰会发灰回飞灰化会发黑灰 | THUPC_2018_025 | 8 | 950 | +3 @ 1:05:44 | +2 @ 3:21:52 | - | - | - | + @ 1:53:49 | - | - | +2 @ 2:48:36 | + @ 2:20:55 | +3 @ 1:39:50 | + @ 35:57 | + @ 4:13 |
| 校内观光团 | THUPC_2018_012 | 8 | 954 | + @ 1:10:03 | + @ 1:45:36 | - | - | - | + @ 3:53:03 | - | - | +3 @ 2:40:44 | +2 @ 3:15:38 | +3 @ 31:03 | + @ 53:07 | + @ 5:42 |
| import this | THUPC_2018_013 | 8 | 963 | + @ 23:16 | + @ 3:38:36 | - | -19 | - | +2 @ 1:57:21 | - | - | +5 @ 2:55:02 | +3 @ 1:15:55 | +4 @ 1:36:22 | + @ 52:37 | + @ 4:49 |
| 灰黑灰化黑化会挥发会发黑回飞黑灰会发灰化 | THUPC_2018_005 | 8 | 964 | + @ 31:01 | +3 @ 3:22:31 | - | -21 | - | + @ 41:52 | - | - | +6 @ 2:15:44 | +2 @ 3:03:17 | +6 @ 1:06:28 | + @ 18:13 | +2 @ 5:15 |
| 再战一回合 | THUPC_2018_021 | 8 | 982 | +2 @ 1:07:06 | +3 @ 3:29:48 | - | - | - | + @ 1:30:06 | - | - | +2 @ 2:26:58 | + @ 4:55:55 | +2 @ 22:39 | + @ 44:50 | + @ 4:47 |
| 您是史菜姆 䊳艥㘟𦥑舏氶觱䎠囙尟瓩䳖豳 | THUPC_2018_044 | 8 | 1039 | +2 @ 1:29:46 | +3 @ 3:45:37 | - | - | - | +2 @ 2:40:10 | - | - | +2 @ 2:04:07 | + @ 3:38:46 | +2 @ 1:02:10 | + @ 32:34 | + @ 6:08 |
| pupil三人组 | THUPC_2018_102 | 8 | 1053 | + @ 1:25:11 | +3 @ 4:41:53 | - | - | - | +2 @ 1:51:36 | - | - | +2 @ 2:59:45 | + @ 2:18:45 | +4 @ 1:08:46 | + @ 42:53 | + @ 4:47 |
| 一日看尽长安花 | THUPC_2018_069 | 8 | 1176 | + @ 2:10:14 | + @ 4:10:57 | - | - | - | +4 @ 4:35:21 | - | - | + @ 1:31:22 | +2 @ 3:22:20 | + @ 34:42 | + @ 1:44:34 | + @ 6:33 |
| 楼上太神了！！！ORZ！！！ | THUPC_2018_019 | 8 | 1200 | +2 @ 2:46:35 | + @ 50:42 | - | -11 | - | + @ 3:34:29 | - | - | +7 @ 2:49:59 | +5 @ 3:47:59 | +2 @ 41:07 | + @ 1:22:25 | + @ 7:33 |
| 北航永不ce | THUPC_2018_105 | 8 | 1244 | +2 @ 52:54 | +5 @ 3:03:17 | - | - | - | + @ 1:36:06 | - | - | +5 @ 3:49:25 | + @ 4:54:02 | +3 @ 59:44 | + @ 1:43:27 | + @ 5:30 |
| 赛艇 | THUPC_2018_070 | 8 | 1252 | + @ 1:29:43 | +2 @ 4:33:56 | - | - | - | + @ 3:45:55 | - | - | +2 @ 3:23:09 | + @ 3:01:37 | +3 @ 1:50:55 | + @ 1:06:09 | + @ 21:00 |
| 磨砂钢板 | THUPC_2018_018 | 8 | 1252 | +4 @ 49:58 | + @ 3:47:09 | - | - | - | +3 @ 3:11:26 | - | - | +3 @ 2:49:42 | + @ 4:29:25 | + @ 48:09 | +2 @ 2:12:04 | + @ 4:33 |
| 老铛翊壮 | THUPC_2018_030 | 8 | 1296 | +2 @ 1:25:44 | + @ 3:15:41 | - | - | - | + @ 2:46:24 | - | - | +9 @ 4:32:34 | +3 @ 2:32:33 | +3 @ 1:35:53 | + @ 1:03:05 | + @ 4:51 |
| 人赢前队友想要队名里带小笨蛋顺便凑二十字 | THUPC_2018_024 | 8 | 1528 | +5 @ 1:26:43 | +8 @ 3:13:54 | - | - | - | + @ 4:03:08 | - | - | +2 @ 4:45:21 | + @ 4:50:22 | +2 @ 59:05 | + @ 1:45:03 | + @ 4:32 |
| 吃葡萄不吐葡萄皮 | THUPC_2018_091 | 8 | 1531 | +5 @ 35:27 | +8 @ 4:15:55 | - | - | - | +3 @ 3:54:30 | - | - | +5 @ 2:37:31 | +3 @ 4:48:57 | +2 @ 1:25:04 | + @ 1:04:38 | + @ 9:40 |
| 自动策策机 | THUPC_2018_095 | 7 | 600 | +2 @ 1:34:24 | -8 | - | - | - | + @ 26:42 | - | - | + @ 3:04:07 | +2 @ 2:08:04 | + @ 38:22 | + @ 1:23:04 | + @ 6:00 |
| 记忆溯行 | THUPC_2018_085 | 7 | 644 | +2 @ 1:18:02 | -11 | - | - | - | + @ 39:00 | - | - | + @ 1:45:54 | + @ 4:10:46 | +2 @ 32:26 | +2 @ 1:13:04 | + @ 4:56 |
| 一个心态崩了的队伍怎么这么有本事又要搞我 | THUPC_2018_014 | 7 | 680 | + @ 2:09:29 | -11 | - | -8 | - | + @ 37:05 | - | - | +3 @ 1:17:32 | +2 @ 2:44:59 | +3 @ 58:19 | + @ 1:48:55 | + @ 4:29 |
| 嗷呜 | THUPC_2018_002 | 7 | 682 | +2 @ 8:29 | +2 @ 4:12:40 | - | - | -1 | + @ 2:42:09 | - | - | + @ 1:08:58 | - | +4 @ 44:11 | + @ 23:47 | + @ 21:53 |
| 你指尖跃动的海蜇，是我一生不灭的信仰 | THUPC_2018_081 | 7 | 856 | +2 @ 1:06:55 | - | - | -13 | - | + @ 3:24:33 | - | - | +3 @ 2:03:07 | +2 @ 2:40:21 | +2 @ 51:02 | + @ 2:26:16 | + @ 4:45 |
| 北大还行 | THUPC_2018_082 | 7 | 898 | + @ 1:13:54 | -14 | - | - | - | + @ 2:39:31 | - | - | +3 @ 2:02:48 | +8 @ 4:22:44 | + @ 54:53 | + @ 40:16 | + @ 4:17 |
| 绍初龙山 | THUPC_2018_100 | 7 | 910 | +2 @ 1:28:11 | +2 @ 1:29:43 | - | - | - | - | - | - | +4 @ 3:10:02 | +5 @ 2:31:47 | +2 @ 44:45 | + @ 1:39:42 | + @ 46:43 |
| 沙比网友 | THUPC_2018_071 | 7 | 925 | +3 @ 1:48:52 | -11 | - | - | - | + @ 1:14:26 | - | - | +3 @ 3:35:56 | +2 @ 3:51:58 | + @ 46:10 | + @ 2:12:09 | + @ 15:43 |
| 邢尹不离 | THUPC_2018_003 | 7 | 1000 | + @ 37:41 | + @ 4:53:32 | - | - | - | - | - | - | + @ 3:22:59 | +3 @ 3:12:12 | +4 @ 58:24 | + @ 1:24:06 | + @ 31:58 |
| 自我能力否定倾向 | THUPC_2018_101 | 7 | 1042 | + @ 20:59 | +3 @ 3:17:27 | - | - | - | + @ 2:14:33 | - | - | +17 @ 4:00:45 | -8 | + @ 32:59 | + @ 50:06 | + @ 5:27 |
| 陈子陵和他的妹子萌萌哒 | THUPC_2018_009 | 7 | 1179 | +3 @ 1:24:46 | +2 @ 3:32:07 | - | - | - | + @ 4:21:11 | - | - | +6 @ 4:01:13 | - | +4 @ 1:26:58 | + @ 27:01 | +3 @ 6:43 |
| 舞舞舞！串串串！ | THUPC_2018_050 | 7 | 1329 | +4 @ 1:44:46 | +6 @ 4:57:00 | - | - | - | +2 @ 4:32:01 | - | - | +6 @ 3:16:23 | - | +3 @ 40:49 | + @ 1:34:31 | + @ 4:14 |
| 键盘最左上角的键 | THUPC_2018_089 | 7 | 1419 | + @ 2:00:23 | - | - | - | - | + @ 3:23:59 | - | - | +5 @ 1:43:50 | +9 @ 5:00:18 | +7 @ 4:08:34 | + @ 36:33 | +3 @ 5:47 |
| 会挥发化肥灰黑回飞会发黑黑化会发灰灰化黑 | THUPC_2018_047 | 6 | 507 | + @ 39:32 | - | - | - | - | +2 @ 1:09:53 | - | - | +4 @ 2:22:45 | - | +3 @ 22:47 | + @ 1:32:34 | + @ 19:50 |
| 什么鬼 | THUPC_2018_109 | 6 | 599 | +2 @ 1:39:38 | -8 | -2 | - | - | - | - | - | +3 @ 3:14:17 | + @ 2:25:40 | + @ 44:03 | + @ 49:29 | + @ 6:09 |
| 花舞 | THUPC_2018_032 | 6 | 620 | + @ 36:29 | -2 | -5 | - | - | - | - | - | +4 @ 2:52:38 | + @ 2:48:52 | +4 @ 1:02:28 | + @ 56:01 | + @ 4:08 |
| TAT | THUPC_2018_108 | 6 | 741 | +2 @ 1:10:25 | -3 | - | - | - | +4 @ 3:55:47 | - | - | +2 @ 2:13:43 | - | +3 @ 36:58 | +2 @ 1:39:12 | + @ 5:52 |
| 夕阳红一队 | THUPC_2018_033 | 6 | 747 | + @ 56:33 | -1 | - | - | - | +2 @ 2:32:50 | - | - | +5 @ 3:45:30 | -1 | +3 @ 1:32:15 | + @ 1:15:45 | + @ 4:12 |
| 队友杀手 | THUPC_2018_029 | 6 | 756 | +2 @ 1:08:16 | + @ 2:53:22 | - | - | - | -7 | - | - | -6 | +3 @ 4:17:47 | +3 @ 1:10:48 | + @ 1:17:14 | + @ 8:49 |
| 最佳队名 | THUPC_2018_037 | 6 | 817 | +2 @ 2:09:01 | -1 | -1 | -32 | -1 | -1 | -1 | -1 | +3 @ 4:46:15 | + @ 3:04:28 | +2 @ 48:23 | + @ 1:24:53 | + @ 4:21 |
| 老油条打星队 | THUPC_2018_064 | 6 | 862 | - | -1 | - | - | - | + @ 1:49:10 | - | - | +4 @ 2:26:44 | +3 @ 4:06:52 | +2 @ 1:02:16 | + @ 2:52:42 | + @ 4:40 |
| X_X | THUPC_2018_060 | 6 | 960 | + @ 1:13:25 | - | - | - | - | +4 @ 4:27:47 | - | - | +7 @ 4:10:29 | - | + @ 2:15:14 | + @ 48:47 | + @ 5:02 |
| 一家人最紧要是齐齐整整 | THUPC_2018_015 | 6 | 980 | + @ 27:32 | -4 | - | - | - | -6 | - | - | +4 @ 4:17:42 | +4 @ 4:53:54 | +6 @ 2:10:21 | + @ 45:25 | + @ 6:00 |
| 如尹随邢 | THUPC_2018_007 | 6 | 984 | + @ 1:39:47 | - | -1 | - | - | - | - | - | +5 @ 4:01:33 | + @ 2:35:57 | +2 @ 4:32:34 | + @ 1:50:22 | + @ 4:22 |
| 清澄高校麻雀部 | THUPC_2018_045 | 6 | 1008 | +2 @ 3:10:18 | - | - | - | - | +2 @ 2:21:46 | - | - | +7 @ 4:45:37 | - | +4 @ 35:03 | +2 @ 1:48:45 | + @ 6:55 |
| 就来玩的 | THUPC_2018_094 | 6 | 1046 | +5 @ 1:20:11 | - | - | - | - | +6 @ 2:25:36 | - | - | + @ 4:43:04 | - | +4 @ 1:19:01 | +2 @ 3:13:07 | + @ 5:44 |
| 拉格朗日算子 | THUPC_2018_023 | 6 | 1131 | +5 @ 2:36:17 | - | - | - | - | +2 @ 4:54:12 | - | - | +3 @ 4:04:38 | - | +9 @ 1:40:05 | + @ 28:58 | + @ 7:30 |
| 幻想郷 | THUPC_2018_098 | 6 | 1296 | + @ 4:44:08 | +10 @ 4:28:52 | - | - | - | +4 @ 2:59:27 | - | - | - | - | +4 @ 1:20:08 | + @ 2:58:36 | + @ 5:42 |
| 没想好呢 | THUPC_2018_057 | 6 | 1519 | +3 @ 2:55:29 | +9 @ 3:21:58 | -1 | - | - | - | - | -1 | -1 | +6 @ 4:39:26 | +7 @ 4:47:45 | + @ 2:30:18 | + @ 4:15 |
| 我一定参加 | THUPC_2018_093 | 5 | 384 | + @ 52:40 | -2 | - | - | - | + @ 1:15:03 | - | - | -3 | -5 | + @ 29:10 | + @ 3:08:44 | + @ 38:39 |
| 阿知贺女子学院麻将部 | THUPC_2018_096 | 5 | 493 | + @ 2:15:36 | - | - | - | - | +4 @ 1:34:59 | - | - | - | - | +2 @ 2:09:58 | + @ 48:41 | + @ 4:12 |
| 扛着200斤水獭走了十里山路 | THUPC_2018_097 | 5 | 527 | +2 @ 48:05 | - | - | - | - | -28 | - | - | +3 @ 4:04:09 | - | +3 @ 44:49 | + @ 1:25:30 | + @ 4:40 |
| 海蜇啦啦队 | THUPC_2018_106 | 5 | 527 | +3 @ 1:13:07 | - | - | - | - | +2 @ 3:06:37 | - | - | -3 | -5 | +2 @ 59:58 | + @ 2:01:47 | + @ 5:50 |
| 南外滑水队 | THUPC_2018_031 | 5 | 541 | +2 @ 1:57:35 | -9 | - | - | - | + @ 2:15:11 | - | - | - | - | +4 @ 1:22:50 | +3 @ 56:54 | +2 @ 8:57 |
| 寒云剑天 | THUPC_2018_038 | 5 | 559 | + @ 25:26 | +2 @ 1:16:55 | -3 | - | - | - | - | - | - | - | +4 @ 2:00:58 | +3 @ 3:16:19 | + @ 19:29 |
| 魔法森林 | THUPC_2018_090 | 5 | 583 | +3 @ 1:02:41 | - | - | - | - | -6 | - | - | +2 @ 3:34:16 | -4 | +2 @ 48:16 | + @ 2:30:25 | +2 @ 7:59 |
| 写一下，调一年，爆零不花一分钱 | THUPC_2018_020 | 5 | 599 | +3 @ 1:50:11 | - | - | - | - | +4 @ 3:21:05 | - | - | -3 | - | + @ 1:02:04 | +2 @ 1:40:37 | + @ 5:43 |
| 二三三三 | THUPC_2018_099 | 5 | 627 | +2 @ 2:23:17 | - | - | - | - | -2 | - | - | +2 @ 4:46:02 | - | + @ 48:31 | + @ 1:33:55 | + @ 15:42 |
| 这场先肝C | THUPC_2018_011 | 5 | 639 | +2 @ 1:18:07 | -1 | - | - | - | + @ 4:49:28 | - | - | - | - | + @ 1:41:25 | + @ 2:21:22 | + @ 8:55 |
| ACM没有睡觉 | THUPC_2018_017 | 5 | 657 | +2 @ 1:27:10 | - | - | - | - | +7 @ 4:01:41 | - | - | - | - | + @ 1:33:51 | +2 @ 48:02 | +2 @ 6:31 |
| 瓦洛维普 | THUPC_2018_028 | 5 | 687 | +3 @ 1:21:06 | - | - | - | -1 | + @ 4:00:42 | - | - | - | - | +2 @ 1:35:40 | + @ 2:53:48 | + @ 35:47 |
| 南夫拉斯酱油队 | THUPC_2018_087 | 5 | 700 | + @ 2:23:00 | + @ 4:48:05 | - | - | - | - | - | - | - | - | +2 @ 2:10:23 | + @ 1:50:13 | + @ 8:58 |
| 好时代来临吧 | THUPC_2018_010 | 5 | 723 | + @ 1:26:42 | +13 @ 4:36:57 | - | - | - | - | - | - | -9 | - | + @ 21:15 | +2 @ 54:14 | +2 @ 4:52 |
| sdu零 | THUPC_2018_058 | 5 | 752 | + @ 1:28:31 | - | - | - | - | - | - | - | +4 @ 3:53:34 | -11 | +4 @ 3:16:00 | + @ 1:46:26 | + @ 7:51 |
| 哪来的log | THUPC_2018_086 | 5 | 791 | +3 @ 2:00:44 | - | - | - | - | + @ 3:58:52 | - | - | - | - | +2 @ 2:08:01 | +3 @ 3:19:31 | + @ 4:48 |
| 帕秋莉 | THUPC_2018_062 | 5 | 797 | + @ 1:49:43 | -6 | - | - | - | +5 @ 4:06:31 | - | - | - | - | +4 @ 1:20:38 | + @ 3:35:04 | + @ 5:57 |
| 痛苦的鸭嘴笔 | THUPC_2018_066 | 5 | 877 | +3 @ 1:47:10 | - | - | - | - | +2 @ 2:35:03 | - | - | -12 | - | +4 @ 4:14:56 | + @ 3:53:37 | + @ 6:29 |
| 格雷科技 | THUPC_2018_063 | 4 | 301 | +2 @ 1:31:23 | - | - | - | - | -11 | - | - | - | - | + @ 41:50 | + @ 1:50:52 | +2 @ 17:28 |
| 莓天理 | THUPC_2018_061 | 4 | 422 | + @ 1:46:55 | - | - | - | - | - | - | - | - | - | +2 @ 1:38:32 | + @ 3:10:05 | + @ 6:35 |
| 辽宁大老爷们 | THUPC_2018_054 | 4 | 549 | +4 @ 2:36:59 | -1 | - | - | - | -4 | - | - | - | - | +6 @ 2:13:08 | +2 @ 1:14:36 | + @ 4:57 |
| 西门游客 | THUPC_2018_103 | 4 | 854 | +11 @ 4:09:20 | - | - | - | - | - | - | - | -1 | - | +4 @ 4:12:45 | + @ 1:22:32 | + @ 9:58 |
| 毕业快乐 | THUPC_2018_065 | 4 | 922 | +6 @ 4:27:06 | - | - | - | - | - | - | - | - | - | +4 @ 2:57:40 | +5 @ 3:51:29 | + @ 6:03 |
| 大四咸鱼职业划水 | THUPC_2018_092 | 3 | 289 | - | - | - | - | - | -16 | - | - | -5 | - | +5 @ 1:11:44 | + @ 1:52:00 | +2 @ 5:25 |
| 萝莉保护协会 | THUPC_2018_046 | 3 | 482 | +6 @ 4:12:08 | - | - | - | - | - | - | - | - | - | +2 @ 1:33:53 | -2 | + @ 16:38 |
| 菜不成声 | THUPC_2018_072 | 3 | 569 | - | - | - | - | - | -6 | - | - | - | - | +8 @ 1:49:42 | +4 @ 4:14:52 | + @ 4:46 |
| WA自动机 | THUPC_2018_088 | 2 | 66 | -4 | - | -1 | - | - | - | - | - | - | - | + @ 57:38 | -3 | + @ 8:42 |
| 搞ACM挺好的就是头有点冷 | THUPC_2018_052 | 2 | 216 | +3 @ 2:46:49 | - | - | - | - | - | - | - | - | - | - | - | + @ 10:01 |
| 皮卡丘的皮 | THUPC_2018_059 | 2 | 248 | + @ 3:12:28 | - | - | - | - | - | - | - | - | - | -10 | - | +3 @ 15:57 |
| 两个火枪手 | THUPC_2018_034 | 2 | 287 | -1 | - | - | - | - | - | - | - | - | - | +5 @ 3:17:54 | - | + @ 9:24 |
| 老师累了困了冷了 | THUPC_2018_084 | 2 | 366 | -3 | - | - | - | - | - | - | - | - | - | +8 @ 3:38:18 | - | + @ 8:12 |
| 高颜值队 | THUPC_2018_077 | 1 | 9 | - | - | - | - | - | - | - | - | - | - | -1 | - | + @ 9:22 |
| 前排膜巨 | THUPC_2018_080 | 1 | 853 | - | - | - | - | - | - | - | - | - | - | -5 | -2 | +29 @ 4:53:13 |
| 农民 | THUPC_2018_001 | 0 | 0 | -1 | - | - | - | - | - | - | - | - | - | - | - | - |
| 實力爆零 | THUPC_2018_016 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 最强打铁 | THUPC_2018_022 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 刘奶奶爱吃榴莲牛奶牛角包 | THUPC_2018_035 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 衡水一中 | THUPC_2018_039 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 小南门扛把子 | THUPC_2018_040 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| hucm | THUPC_2018_042 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 然而我也不知道该取什么队名了 | THUPC_2018_043 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 未命名 | THUPC_2018_051 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 眼大鸟 | THUPC_2018_053 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 不知道啊 | THUPC_2018_056 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 不填了吧 | THUPC_2018_067 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| GDUT的超能力狗哥 | THUPC_2018_068 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 宝宝想ak | THUPC_2018_073 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 寒武纪 | THUPC_2018_074 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 青青草原抓羊三人组 | THUPC_2018_075 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 弗洛伊德 | THUPC_2018_076 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |
| 粉红凤凰飞 | THUPC_2018_078 | 0 | 0 | - | - | - | - | - | - | - | - | - | - | - | - | - |


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This is a sample modal box that can be created using the powers of CSS3.
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This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
This is a sample modal box that can be created using the powers of CSS3.
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trait MatriR extends Error
The MatriR
trait specifies the operations to be defined by the concrete
classes implementing Real
matrices, i.e.,
MatrixR - dense matrix
BidMatrixR - bidiagonal matrix - useful for computing Singular Values
SparseMatrixR - sparse matrix - majority of elements should be zero
SymTriMatrixR - symmetric triangular matrix - useful for computing Eigenvalues
par.MatrixR - parallel dense matrix
par.SparseMatrixR - parallel sparse matrix
Some of the classes provide a few custom methods, e.g., methods beginning with "times"
or ending with "npp".
------------------------------------------------------------------------------
row-wise column-wise
Append: matrix +: vector matrix +: vector
Concatenate: matrix ++ matrix matrix ++ matrix
- Alphabetic
- By Inheritance
- MatriR
- Error
- AnyRef
- Any
- Hide All
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- Public
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Abstract Value Members
-
abstract
def
*(x: Real): MatriR
Multiply 'this' matrix by scalar 'x'.
Multiply 'this' matrix by scalar 'x'.
- x
the scalar to multiply by
-
abstract
def
*(u: VectorR): VectorR
Multiply 'this' matrix by vector 'u'.
Multiply 'this' matrix by vector 'u'.
- u
the vector to multiply by
-
abstract
def
*(b: MatriR): MatriR
Multiply 'this' matrix and matrix 'b' for any type extending
MatriR
.Multiply 'this' matrix and matrix 'b' for any type extending
MatriR
. Note, subtypes of MatriR should also implement a more efficient version, e.g.,def * (b: MatrixD): MatrixD
.- b
the matrix to add (requires leDimensions)
-
abstract
def
**(u: VectorR): MatriR
Multiply 'this' matrix by vector 'u' to produce another matrix (a_ij * u_j)
Multiply 'this' matrix by vector 'u' to produce another matrix (a_ij * u_j)
- u
the vector to multiply by
-
abstract
def
**=(u: VectorR): MatriR
Multiply in-place 'this' matrix by vector 'u' to produce another matrix (a_ij * u_j)
Multiply in-place 'this' matrix by vector 'u' to produce another matrix (a_ij * u_j)
- u
the vector to multiply by
-
abstract
def
*=(x: Real): MatriR
Multiply in-place 'this' matrix by scalar 'x'.
Multiply in-place 'this' matrix by scalar 'x'.
- x
the scalar to multiply by
-
abstract
def
*=(b: MatriR): MatriR
Multiply in-place 'this' matrix and matrix 'b' for any type extending
MatriR
.Multiply in-place 'this' matrix and matrix 'b' for any type extending
MatriR
. Note, subtypes of MatriR should also implement a more efficient version, e.g.,def *= (b: MatrixD): MatrixD
.- b
the matrix to multiply by (requires leDimensions)
-
abstract
def
+(x: Real): MatriR
Add 'this' matrix and scalar 'x'.
Add 'this' matrix and scalar 'x'.
- x
the scalar to add
-
abstract
def
+(u: VectorR): MatriR
Add 'this' matrix and (row) vector 'u'.
Add 'this' matrix and (row) vector 'u'.
- u
the vector to add
-
abstract
def
+(b: MatriR): MatriR
Add 'this' matrix and matrix 'b' for any type extending
MatriR
.Add 'this' matrix and matrix 'b' for any type extending
MatriR
. Note, subtypes of MatriR should also implement a more efficient version, e.g.,def + (b: MatrixD): MatrixD
.- b
the matrix to add (requires leDimensions)
-
abstract
def
++(b: MatriR): MatriR
Concatenate (row-wise) 'this' matrix and matrix 'b'.
Concatenate (row-wise) 'this' matrix and matrix 'b'.
- b
the matrix to be concatenated as the new last rows in new matrix
-
abstract
def
++^(b: MatriR): MatriR
Concatenate (column-wise) 'this' matrix and matrix 'b'.
Concatenate (column-wise) 'this' matrix and matrix 'b'.
- b
the matrix to be concatenated as the new last columns in new matrix
-
abstract
def
+:(u: VectorR): MatriR
Concatenate (row) vector 'u' and 'this' matrix, i.e., prepend 'u' to 'this'.
Concatenate (row) vector 'u' and 'this' matrix, i.e., prepend 'u' to 'this'.
- u
the vector to be prepended as the new first row in new matrix
-
abstract
def
+=(x: Real): MatriR
Add in-place 'this' matrix and scalar 'x'.
Add in-place 'this' matrix and scalar 'x'.
- x
the scalar to add
-
abstract
def
+=(u: VectorR): MatriR
Add in-place 'this' matrix and (row) vector 'u'.
Add in-place 'this' matrix and (row) vector 'u'.
- u
the vector to add
-
abstract
def
+=(b: MatriR): MatriR
Add in-place 'this' matrix and matrix 'b' for any type extending
MatriR
.Add in-place 'this' matrix and matrix 'b' for any type extending
MatriR
. Note, subtypes of MatriR should also implement a more efficient version, e.g.,def += (b: MatrixD): MatrixD
.- b
the matrix to add (requires leDimensions)
-
abstract
def
+^:(u: VectorR): MatriR
Concatenate (column) vector 'u' and 'this' matrix, i.e., prepend 'u' to 'this'.
Concatenate (column) vector 'u' and 'this' matrix, i.e., prepend 'u' to 'this'.
- u
the vector to be prepended as the new first column in new matrix
-
abstract
def
-(x: Real): MatriR
From 'this' matrix subtract scalar 'x'.
From 'this' matrix subtract scalar 'x'.
- x
the scalar to subtract
-
abstract
def
-(u: VectorR): MatriR
From 'this' matrix subtract (row) vector 'u'.
From 'this' matrix subtract (row) vector 'u'.
- u
the vector to subtract
-
abstract
def
-(b: MatriR): MatriR
From 'this' matrix subtract matrix 'b' for any type extending
MatriR
.From 'this' matrix subtract matrix 'b' for any type extending
MatriR
. Note, subtypes of MatriR should also implement a more efficient version, e.g.,def - (b: MatrixD): MatrixD
.- b
the matrix to subtract (requires leDimensions)
-
abstract
def
-=(x: Real): MatriR
From 'this' matrix subtract in-place scalar 'x'.
From 'this' matrix subtract in-place scalar 'x'.
- x
the scalar to subtract
-
abstract
def
-=(u: VectorR): MatriR
From 'this' matrix subtract in-place (row) vector 'u'.
From 'this' matrix subtract in-place (row) vector 'u'.
- u
the vector to subtract
-
abstract
def
-=(b: MatriR): MatriR
From 'this' matrix subtract in-place matrix 'b' for any type extending
MatriR
.From 'this' matrix subtract in-place matrix 'b' for any type extending
MatriR
. Note, subtypes of MatriR should also implement a more efficient version, e.g.,def -= (b: MatrixD): MatrixD
.- b
the matrix to subtract (requires leDimensions)
-
abstract
def
/(x: Real): MatriR
Divide 'this' matrix by scalar 'x'.
Divide 'this' matrix by scalar 'x'.
- x
the scalar to divide by
-
abstract
def
/=(x: Real): MatriR
Divide in-place 'this' matrix by scalar 'x'.
Divide in-place 'this' matrix by scalar 'x'.
- x
the scalar to divide by
-
abstract
def
:+(u: VectorR): MatriR
Concatenate 'this' matrix and (row) vector 'u', i.e., append 'u' to 'this'.
Concatenate 'this' matrix and (row) vector 'u', i.e., append 'u' to 'this'.
- u
the vector to be appended as the new last row in new matrix
-
abstract
def
:^+(u: VectorR): MatriR
Concatenate 'this' matrix and (column) vector 'u', i.e., append 'u' to 'this'.
Concatenate 'this' matrix and (column) vector 'u', i.e., append 'u' to 'this'.
- u
the vector to be appended as the new last column in new matrix
-
abstract
def
apply(ir: Range, jr: Range): MatriR
Get a slice 'this' matrix row-wise on range 'ir' and column-wise on range 'jr'.
Get a slice 'this' matrix row-wise on range 'ir' and column-wise on range 'jr'. Ex: b = a(2..4, 3..5)
- ir
the row range
- jr
the column range
-
abstract
def
apply(i: Int): VectorR
Get 'this' matrix's vector at the 'i'-th index position (i-th row).
Get 'this' matrix's vector at the 'i'-th index position (i-th row).
- i
the row index
-
abstract
def
apply(i: Int, j: Int): Real
Get 'this' matrix's element at the 'i,j'-th index position.
Get 'this' matrix's element at the 'i,j'-th index position.
- i
the row index
- j
the column index
-
abstract
def
clean(thres: Double, relative: Boolean = true): MatriR
Clean values in 'this' matrix at or below the threshold 'thres' by setting them to zero.
Clean values in 'this' matrix at or below the threshold 'thres' by setting them to zero. Iterative algorithms give approximate values and if very close to zero, may throw off other calculations, e.g., in computing eigenvectors.
- thres
the cutoff threshold (a small value)
- relative
whether to use relative or absolute cutoff
-
abstract
def
col(col: Int, from: Int = 0): VectorR
Get column 'col' starting 'from' in 'this' matrix, returning it as a vector.
Get column 'col' starting 'from' in 'this' matrix, returning it as a vector.
- col
the column to extract from the matrix
- from
the position to start extracting from
-
abstract
def
det: Real
Compute the determinant of 'this' matrix.
-
abstract
def
diag(p: Int, q: Int = 0): MatriR
Form a matrix '[Ip, this, Iq]' where 'Ir' is a 'r-by-r' identity matrix, by positioning the three matrices Ip, this and Iq along the diagonal.
Form a matrix '[Ip, this, Iq]' where 'Ir' is a 'r-by-r' identity matrix, by positioning the three matrices Ip, this and Iq along the diagonal.
- p
the size of identity matrix Ip
- q
the size of identity matrix Iq
-
abstract
def
diag(b: MatriR): MatriR
Combine 'this' matrix with matrix 'b', placing them along the diagonal and filling in the bottom left and top right regions with zeros: '[this, b]'.
Combine 'this' matrix with matrix 'b', placing them along the diagonal and filling in the bottom left and top right regions with zeros: '[this, b]'.
- b
the matrix to combine with this matrix
-
abstract
val
dim1: Int
Matrix dimension 1 (# rows)
-
abstract
val
dim2: Int
Matrix dimension 2 (# columns)
-
abstract
def
dot(u: VectorR): VectorR
Compute the dot product of 'this' matrix and vector 'u', by first transposing 'this' matrix and then multiplying by 'u' (ie., 'a dot u = a.t * u').
Compute the dot product of 'this' matrix and vector 'u', by first transposing 'this' matrix and then multiplying by 'u' (ie., 'a dot u = a.t * u').
- u
the vector to multiply by (requires same first dimensions)
-
abstract
def
getDiag(k: Int = 0): VectorR
Get the 'k'th diagonal of 'this' matrix.
Get the 'k'th diagonal of 'this' matrix. Assumes dim2 >= dim1.
- k
how far above the main diagonal, e.g., (-1, 0, 1) for (sub, main, super)
-
abstract
def
inverse: MatriR
Invert 'this' matrix (requires a squareMatrix) and use partial pivoting.
-
abstract
def
inverse_ip: MatriR
Invert in-place 'this' matrix (requires a squareMatrix) and use partial pivoting.
-
abstract
def
isRectangular: Boolean
Check whether 'this' matrix is rectangular (all rows have the same number of columns).
-
abstract
def
lud: (MatriR, MatriR)
Decompose 'this' matrix into the product of lower and upper triangular matrices '(l, u)' using the LU Decomposition algorithm.
Decompose 'this' matrix into the product of lower and upper triangular matrices '(l, u)' using the LU Decomposition algorithm. This version uses partial pivoting.
-
abstract
def
lud_ip: (MatriR, MatriR)
Decompose in-place 'this' matrix into the product of lower and upper triangular matrices '(l, u)' using the LU Decomposition algorithm.
Decompose in-place 'this' matrix into the product of lower and upper triangular matrices '(l, u)' using the LU Decomposition algorithm. This version uses partial pivoting.
-
abstract
def
max(e: Int = dim1): Real
Find the maximum element in 'this' matrix.
Find the maximum element in 'this' matrix.
- e
the ending row index (exclusive) for the search
-
abstract
def
min(e: Int = dim1): Real
Find the minimum element in 'this' matrix.
Find the minimum element in 'this' matrix.
- e
the ending row index (exclusive) for the search
-
abstract
def
nullspace: VectorR
Compute the (right) nullspace of 'this' 'm-by-n' matrix (requires 'n = m+1') by performing Gauss-Jordan reduction and extracting the negation of the last column augmented by 1.
Compute the (right) nullspace of 'this' 'm-by-n' matrix (requires 'n = m+1') by performing Gauss-Jordan reduction and extracting the negation of the last column augmented by 1.
nullspace (a) = set of orthogonal vectors v s.t. a * v = 0
The left nullspace of matrix 'a' is the same as the right nullspace of 'a.t'. FIX: need a more robust algorithm for computing nullspace (@see Fac_QR.scala). FIX: remove the 'n = m+1' restriction.
- See also
http://ocw.mit.edu/courses/mathematics/18-06sc-linear-algebra-fall-2011/ax-b-and-the-four-subspaces /solving-ax-0-pivot-variables-special-solutions/MIT18_06SCF11_Ses1.7sum.pdf
-
abstract
def
nullspace_ip: VectorR
Compute in-place the (right) nullspace of 'this' 'm-by-n' matrix (requires 'n = m+1') by performing Gauss-Jordan reduction and extracting the negation of the last column augmented by 1.
Compute in-place the (right) nullspace of 'this' 'm-by-n' matrix (requires 'n = m+1') by performing Gauss-Jordan reduction and extracting the negation of the last column augmented by 1.
nullspace (a) = set of orthogonal vectors v s.t. a * v = 0
The left nullspace of matrix 'a' is the same as the right nullspace of 'a.t'. FIX: need a more robust algorithm for computing nullspace (@see Fac_QR.scala). FIX: remove the 'n = m+1' restriction.
- See also
http://ocw.mit.edu/courses/mathematics/18-06sc-linear-algebra-fall-2011/ax-b-and-the-four-subspaces /solving-ax-0-pivot-variables-special-solutions/MIT18_06SCF11_Ses1.7sum.pdf
-
abstract
def
reduce: MatriR
Use Gauss-Jordan reduction on 'this' matrix to make the left part embed an identity matrix.
Use Gauss-Jordan reduction on 'this' matrix to make the left part embed an identity matrix. A constraint on 'this' m by n matrix is that n >= m.
-
abstract
def
reduce_ip(): Unit
Use Gauss-Jordan reduction in-place on 'this' matrix to make the left part embed an identity matrix.
Use Gauss-Jordan reduction in-place on 'this' matrix to make the left part embed an identity matrix. A constraint on 'this' m by n matrix is that n >= m.
-
abstract
def
selectCols(colIndex: Array[Int]): MatriR
Select columns from 'this' matrix according to the given index/basis colIndex.
Select columns from 'this' matrix according to the given index/basis colIndex. Ex: Can be used to divide a matrix into a basis and a non-basis.
- colIndex
the column index positions (e.g., (0, 2, 5))
-
abstract
def
selectRows(rowIndex: Array[Int]): MatriR
Select rows from 'this' matrix according to the given index/basis 'rowIndex'.
Select rows from 'this' matrix according to the given index/basis 'rowIndex'.
- rowIndex
the row index positions (e.g., (0, 2, 5))
-
abstract
def
set(i: Int, u: VectorR, j: Int = 0): Unit
Set 'this' matrix's 'i'th row starting a column 'j' to the vector 'u'.
Set 'this' matrix's 'i'th row starting a column 'j' to the vector 'u'.
- i
the row index
- u
the vector value to assign
- j
the starting column index
-
abstract
def
set(u: Array[Array[Real]]): Unit
Set the values in 'this' matrix as copies of the values in 2D array 'u'.
Set the values in 'this' matrix as copies of the values in 2D array 'u'.
- u
the 2D array of values to assign
-
abstract
def
set(x: Real): Unit
Set all the elements in 'this' matrix to the scalar 'x'.
Set all the elements in 'this' matrix to the scalar 'x'.
- x
the scalar value to assign
-
abstract
def
setCol(col: Int, u: VectorR): Unit
Set column 'col' of 'this' matrix to vector 'u'.
Set column 'col' of 'this' matrix to vector 'u'.
- col
the column to set
- u
the vector to assign to the column
-
abstract
def
setDiag(x: Real): Unit
Set the main diagonal of 'this' matrix to the scalar 'x'.
Set the main diagonal of 'this' matrix to the scalar 'x'. Assumes dim2 >= dim1.
- x
the scalar to set the diagonal to
-
abstract
def
setDiag(u: VectorR, k: Int = 0): Unit
Set the 'k'th diagonal of 'this' matrix to the vector 'u'.
Set the 'k'th diagonal of 'this' matrix to the vector 'u'. Assumes dim2 >= dim1.
- u
the vector to set the diagonal to
- k
how far above the main diagonal, e.g., (-1, 0, 1) for (sub, main, super)
-
abstract
def
slice(r_from: Int, r_end: Int, c_from: Int, c_end: Int): MatriR
Slice 'this' matrix row-wise 'r_from' to 'r_end' and column-wise 'c_from' to 'c_end'.
Slice 'this' matrix row-wise 'r_from' to 'r_end' and column-wise 'c_from' to 'c_end'.
- r_from
the start of the row slice (inclusive)
- r_end
the end of the row slice (exclusive)
- c_from
the start of the column slice (inclusive)
- c_end
the end of the column slice (exclusive)
-
abstract
def
slice(from: Int, end: Int): MatriR
Slice 'this' matrix row-wise 'from' to 'end'.
Slice 'this' matrix row-wise 'from' to 'end'.
- from
the start row of the slice (inclusive)
- end
the end row of the slice (exclusive)
-
abstract
def
sliceCol(from: Int, end: Int): MatriR
Slice 'this' matrix column-wise 'from' to 'end'.
Slice 'this' matrix column-wise 'from' to 'end'.
- from
the start column of the slice (inclusive)
- end
the end column of the slice (exclusive)
-
abstract
def
sliceExclude(row: Int, col: Int): MatriR
Slice 'this' matrix excluding the given 'row' and 'column'.
Slice 'this' matrix excluding the given 'row' and 'column'.
- row
the row to exclude
- col
the column to exclude
-
abstract
def
solve(b: VectorR): VectorR
Solve for 'x' in the equation 'a*x = b' where 'a' is 'this' matrix.
Solve for 'x' in the equation 'a*x = b' where 'a' is 'this' matrix.
- b
the constant vector.
-
abstract
def
solve(l: MatriR, u: MatriR, b: VectorR): VectorR
Solve for 'x' in the equation 'l*u*x = b' (see lud above).
Solve for 'x' in the equation 'l*u*x = b' (see lud above).
- l
the lower triangular matrix
- u
the upper triangular matrix
- b
the constant vector
-
abstract
def
sum: Real
Compute the sum of 'this' matrix, i.e., the sum of its elements.
-
abstract
def
sumAbs: Real
Compute the abs sum of 'this' matrix, i.e., the sum of the absolute value of its elements.
Compute the abs sum of 'this' matrix, i.e., the sum of the absolute value of its elements. This is useful for comparing matrices (a - b).sumAbs
-
abstract
def
sumLower: Real
Compute the sum of the lower triangular region of 'this' matrix.
-
abstract
def
t: MatriR
Transpose 'this' matrix (rows => columns).
-
abstract
def
trace: Real
Compute the trace of 'this' matrix, i.e., the sum of the elements on the main diagonal.
Compute the trace of 'this' matrix, i.e., the sum of the elements on the main diagonal. Should also equal the sum of the eigenvalues.
- See also
Eigen.scala
-
abstract
def
update(ir: Range, jr: Range, b: MatriR): Unit
Set a slice of 'this' matrix row-wise on range 'ir' and column-wise on range 'jr' to matrix 'b'.
Set a slice of 'this' matrix row-wise on range 'ir' and column-wise on range 'jr' to matrix 'b'. Ex: a(2..4, 3..5) = b
- ir
the row range
- jr
the column range
- b
the matrix to assign
-
abstract
def
update(i: Int, u: VectorR): Unit
Set 'this' matrix's row at the 'i'-th index position to the vector 'u'.
Set 'this' matrix's row at the 'i'-th index position to the vector 'u'.
- i
the row index
- u
the vector value to assign
-
abstract
def
update(i: Int, j: Int, x: Real): Unit
Set 'this' matrix's element at the 'i,j'-th index position to the scalar 'x'.
Set 'this' matrix's element at the 'i,j'-th index position to the scalar 'x'.
- i
the row index
- j
the column index
- x
the scalar value to assign
-
abstract
def
write(fileName: String): Unit
Write 'this' matrix to a CSV-formatted text file with name 'fileName'.
Write 'this' matrix to a CSV-formatted text file with name 'fileName'.
- fileName
the name of file to hold the data
-
abstract
def
~^(p: Int): MatriR
Raise 'this' matrix to the 'p'th power (for some integer p >= 2).
Raise 'this' matrix to the 'p'th power (for some integer p >= 2).
- p
the power to raise 'this' matrix to
Concrete Value Members
-
final
def
!=(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
-
final
def
##(): Int
- Definition Classes
- AnyRef → Any
-
final
def
==(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
-
def
apply(i: Int, jr: Range): VectorR
Get a slice 'this' matrix row-wise at index 'i' and column-wise on range 'jr'.
Get a slice 'this' matrix row-wise at index 'i' and column-wise on range 'jr'. Ex: u = a(2, 3..5)
- i
the row index
- jr
the column range
-
def
apply(ir: Range, j: Int): VectorR
Get a slice 'this' matrix row-wise on range ir and column-wise at index j.
Get a slice 'this' matrix row-wise on range ir and column-wise at index j. Ex: u = a(2..4, 3)
- ir
the row range
- j
the column index
-
final
def
asInstanceOf[T0]: T0
- Definition Classes
- Any
-
def
clone(): AnyRef
- Attributes
- protected[java.lang]
- Definition Classes
- AnyRef
- Annotations
- @throws( ... )
-
final
def
eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
-
def
equals(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
-
val
fString: String
Format string used for printing vector values (change using setFormat)
Format string used for printing vector values (change using setFormat)
- Attributes
- protected
-
def
finalize(): Unit
- Attributes
- protected[java.lang]
- Definition Classes
- AnyRef
- Annotations
- @throws( classOf[java.lang.Throwable] )
-
final
def
flaw(method: String, message: String): Unit
Show the flaw by printing the error message.
Show the flaw by printing the error message.
- method
the method where the error occurred
- message
the error message
- Definition Classes
- Error
-
def
foreach[U](f: (MM_ArrayR) ⇒ U): Unit
Iterate over 'this' matrix row by row applying method 'f'.
Iterate over 'this' matrix row by row applying method 'f'.
- f
the function to apply
-
final
def
getClass(): Class[_]
- Definition Classes
- AnyRef → Any
-
def
hashCode(): Int
- Definition Classes
- AnyRef → Any
-
def
isBidiagonal: Boolean
Check whether 'this' matrix is bidiagonal (has non-zreo elements only in main diagonal and superdiagonal).
Check whether 'this' matrix is bidiagonal (has non-zreo elements only in main diagonal and superdiagonal). The method may be overriding for efficiency.
-
final
def
isInstanceOf[T0]: Boolean
- Definition Classes
- Any
-
def
isNonnegative: Boolean
Check whether 'this' matrix is nonnegative (has no negative elements).
-
def
isSquare: Boolean
Check whether 'this' matrix is square (same row and column dimensions).
-
def
isSymmetric: Boolean
Check whether 'this' matrix is symmetric.
-
def
isTridiagonal: Boolean
Check whether 'this' matrix is bidiagonal (has non-zreo elements only in main diagonal and superdiagonal).
Check whether 'this' matrix is bidiagonal (has non-zreo elements only in main diagonal and superdiagonal). The method may be overriding for efficiency.
-
def
leDimensions(b: MatriR): Boolean
Check whether 'this' matrix dimensions are less than or equal to (le) those of the other matrix 'b'.
Check whether 'this' matrix dimensions are less than or equal to (le) those of the other matrix 'b'.
- b
the other matrix
-
def
mag: Real
Find the magnitude of 'this' matrix, the element value farthest from zero.
-
def
mean: VectorR
Compute the column means of this matrix.
-
final
def
ne(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
-
def
norm1: Real
Compute the 1-norm of 'this' matrix, i.e., the maximum 1-norm of the column vectors.
Compute the 1-norm of 'this' matrix, i.e., the maximum 1-norm of the column vectors. This is useful for comparing matrices '(a - b).norm1'.
-
final
def
notify(): Unit
- Definition Classes
- AnyRef
-
final
def
notifyAll(): Unit
- Definition Classes
- AnyRef
-
val
range1: Range
Range for the storage array on dimension 1 (rows)
Range for the storage array on dimension 1 (rows)
- Attributes
- protected
-
val
range2: Range
Range for the storage array on dimension 2 (columns)
Range for the storage array on dimension 2 (columns)
- Attributes
- protected
-
def
rank: Int
Determine the rank of 'this' m-by-n matrix by taking the upper triangular matrix 'u' from the LU Decomposition and counting the number of non-zero diagonal elements.
Determine the rank of 'this' m-by-n matrix by taking the upper triangular matrix 'u' from the LU Decomposition and counting the number of non-zero diagonal elements. Implementing classes may override this method with a better one (e.g., SVD or Rank Revealing QR).
- See also
http://en.wikipedia.org/wiki/Rank_%28linear_algebra%29
-
def
sameCrossDimensions(b: MatriR): Boolean
Check whether 'this' matrix and the other matrix 'b' have the same cross dimensions.
Check whether 'this' matrix and the other matrix 'b' have the same cross dimensions.
- b
the other matrix
-
def
sameDimensions(b: MatriR): Boolean
Check whether 'this' matrix and the other matrix 'b' have the same dimensions.
Check whether 'this' matrix and the other matrix 'b' have the same dimensions.
- b
the other matrix
-
def
setFormat(newFormat: String): Unit
Set the format to the 'newFormat'.
Set the format to the 'newFormat'.
- newFormat
the new format string
-
def
solve(lu: (MatriR, MatriR), b: VectorR): VectorR
Solve for 'x' in the equation 'l*u*x = b' (see lud above).
Solve for 'x' in the equation 'l*u*x = b' (see lud above).
- lu
the lower and upper triangular matrices
- b
the constant vector
-
def
swap(i: Int, k: Int, col: Int = 0): Unit
Swap the elements in rows 'i' and 'k' starting from column 'col'.
Swap the elements in rows 'i' and 'k' starting from column 'col'.
- i
the first row in the swap
- k
the second row in the swap
- col
the starting column for the swap (default 0 => whole row)
-
def
swapCol(j: Int, l: Int, row: Int = 0): Unit
Swap the elements in columns 'j' and 'l' starting from row 'row'.
Swap the elements in columns 'j' and 'l' starting from row 'row'.
- j
the first column in the swap
- l
the second column in the swap
- row
the starting row for the swap (default 0 => whole column)
-
final
def
synchronized[T0](arg0: ⇒ T0): T0
- Definition Classes
- AnyRef
-
def
toString(): String
- Definition Classes
- AnyRef → Any
-
def
update(i: Int, jr: Range, u: VectorR): Unit
Set a slice of 'this' matrix row-wise at index 'i' and column-wise on range 'jr' to vector 'u'.
Set a slice of 'this' matrix row-wise at index 'i' and column-wise on range 'jr' to vector 'u'. Ex: a(2, 3..5) = u
- i
the row index
- jr
the column range
- u
the vector to assign
-
def
update(ir: Range, j: Int, u: VectorR): Unit
Set a slice of 'this' matrix row-wise on range 'ir' and column-wise at index 'j' to vector 'u'.
Set a slice of 'this' matrix row-wise on range 'ir' and column-wise at index 'j' to vector 'u'. Ex: a(2..4, 3) = u
- ir
the row range
- j
the column index
- u
the vector to assign
-
final
def
wait(): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws( ... )
-
final
def
wait(arg0: Long, arg1: Int): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws( ... )
-
final
def
wait(arg0: Long): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws( ... )


§651-46 Deeds, etc. The officer shall execute and deliver, to any purchaser at any such sale, such certificate of purchase, or conveyance, as may be necessary. [CC 1859, §1026; RL 1925, §2450; RL 1935, §4149; RL 1945, §10176; RL 1955, §233-45; HRS §651-46]
Case Notes
If invalid levy, no title passes to purchaser. 21 H. 745 (1913).
Mortgage made by debtor after attachment being void, conveyance free of such mortgage did not convey a greater interest than the debtor had at time of sale. 51 H. 164, 454 P.2d 116 (1969).
Cited: 16 H. 106, 110 (1904).


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The formal definition of the Internet is as followed: "The Internet, a loosely-organized international collaboration of autonomous, interconnected networks, supports host-to-host communication through voluntary adherence to open protocols and procedures defined by Internet Standards"
As a student studying information systems, I would describe the Internet as a collection of different devices that interact with one another through a series of integrated networks.
There are several types of connections, a dated example is dial-up. Today's Internet features much faster connections such as WiFi, broadband (fiber optic), and mobile. Mobile connections have evolved drastically in a short amount of time, with 5G about to be then new standard
The Internet is reached by a client using a web browser to request HTML pages from a server. The primary network examples are LANs and WANs, LANs stands for local arena network and connects computers that would be in the same room or house. WANs are used to connect LANs.
WAN stands for wide arena network, so your entire street of houses each have their own LAN (assuming they have an ISP, internet service provider) and the ISP manages the WAN that consists of you and your neighbors LANs.


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A B C D E F G H I L M N O P Q R S T U V W Z misc
| abort | Signal an error, warning, or message |
| add_backtrace | Display backtrace on error |
| args_error_context | Documentation anchor for error arguments |
| arg_match | Match an argument to a character vector |
| arg_match0 | Match an argument to a character vector |
| as_box | Convert object to a box |
| as_box_if | Convert object to a box |
| as_bytes | Human readable memory sizes |
| as_data_mask | Create a data mask |
| as_data_pronoun | Create a data mask |
| as_environment | Coerce to an environment |
| as_function | Convert to function |
| as_label | Create a default name for an R object |
| as_name | Extract names from symbols |
| as_quosure | Create a quosure from components |
| as_quosures | Create a list of quosures |
| as_string | Cast symbol to string |
| bang-bang | Injection operator !! |
| bare-type-predicates | Bare type predicates |
| box | Box a value |
| bytes | Create vectors |
| bytes-class | Human readable memory sizes |
| call2 | Create a call |
| caller_arg | Find the caller argument for error messages |
| caller_call | Get properties of the current or caller frame |
| caller_env | Get properties of the current or caller frame |
| caller_fn | Get properties of the current or caller frame |
| call_args | Extract arguments from a call |
| call_args_names | Extract arguments from a call |
| call_inspect | Inspect a call |
| call_match | Match supplied arguments to function definition |
| call_modify | Modify the arguments of a call |
| call_name | Extract function name or namespace of a call |
| call_ns | Extract function name or namespace of a call |
| catch_cnd | Catch a condition |
| check_dots_empty | Check that dots are empty |
| check_dots_unnamed | Check that all dots are unnamed |
| check_dots_used | Check that all dots have been used |
| check_exclusive | Check that arguments are mutually exclusive |
| check_installed | Are packages installed in any of the libraries? |
| check_required | Check that argument is supplied |
| chr | Create vectors |
| cnd_body | Build an error message from parts |
| cnd_footer | Build an error message from parts |
| cnd_header | Build an error message from parts |
| cnd_inherits | Does a condition or its ancestors inherit from a class? |
| cnd_message | Build an error message from parts |
| cnd_signal | Signal a condition object |
| cpl | Create vectors |
| curly-curly | Embrace operator {{ |
| current_call | Get properties of the current or caller frame |
| current_env | Get properties of the current or caller frame |
| current_fn | Get properties of the current or caller frame |
| data_sym | Create a symbol or list of symbols |
| data_syms | Create a symbol or list of symbols |
| dbl | Create vectors |
| doc_dots_dynamic | Dynamic dots features |
| done | Box a final value for early termination |
| dot-data | '.data' and '.env' pronouns |
| dots_list | Collect dynamic dots in a list |
| dyn-dots | Dynamic dots features |
| embrace-operator | Embrace operator {{ |
| empty_env | Get the empty environment |
| englue | Defuse function arguments with glue |
| enquo | Defuse function arguments |
| enquos | Defuse function arguments |
| env | Create a new environment |
| env_bind | Bind symbols to objects in an environment |
| env_bind_active | Bind symbols to objects in an environment |
| env_bind_lazy | Bind symbols to objects in an environment |
| env_browse | Browse environments |
| env_cache | Cache a value in an environment |
| env_clone | Clone or coalesce an environment |
| env_coalesce | Clone or coalesce an environment |
| env_depth | Depth of an environment chain |
| env_get | Get an object in an environment |
| env_get_list | Get an object in an environment |
| env_has | Does an environment have or see bindings? |
| env_inherits | Does environment inherit from another environment? |
| env_is_browsed | Browse environments |
| env_is_user_facing | Is frame environment user facing? |
| env_label | Label of an environment |
| env_length | Names and numbers of symbols bound in an environment |
| env_name | Label of an environment |
| env_names | Names and numbers of symbols bound in an environment |
| env_parent | Get parent environments |
| env_parents | Get parent environments |
| env_poke | Poke an object in an environment |
| env_poke_parent | Get or set the environment of an object |
| env_print | Pretty-print an environment |
| env_tail | Get parent environments |
| env_unbind | Remove bindings from an environment |
| eval_bare | Evaluate an expression in an environment |
| eval_tidy | Evaluate an expression with quosures and pronoun support |
| exec | Execute a function |
| expr | Defuse an R expression |
| exprs_auto_name | Ensure that all elements of a list of expressions are named |
| expr_deparse | Print an expression |
| expr_print | Print an expression |
| faq-options | Global options for rlang |
| fn_body | Get or set function body |
| fn_body<- | Get or set function body |
| fn_env | Return the closure environment of a function |
| fn_env<- | Return the closure environment of a function |
| fn_fmls | Extract arguments from a function |
| fn_fmls<- | Extract arguments from a function |
| fn_fmls_names | Extract arguments from a function |
| fn_fmls_names<- | Extract arguments from a function |
| fn_fmls_syms | Extract arguments from a function |
| format_error_bullets | Format bullets for error messages |
| frame_call | Get properties of the current or caller frame |
| frame_fn | Get properties of the current or caller frame |
| f_env | Get or set formula components |
| f_env<- | Get or set formula components |
| f_label | Turn RHS of formula into a string or label |
| f_lhs | Get or set formula components |
| f_lhs<- | Get or set formula components |
| f_name | Turn RHS of formula into a string or label |
| f_rhs | Get or set formula components |
| f_rhs<- | Get or set formula components |
| f_text | Turn RHS of formula into a string or label |
| get_env | Get or set the environment of an object |
| global_entrace | Entrace unexpected errors |
| global_handle | Register default global handlers |
| global_prompt_install | Prompt user to install missing packages |
| glue-operators | Name injection with '"{"' and '"{{"' |
| hash | Hashing |
| hash_file | Hashing |
| has_name | Does an object have an element with this name? |
| have_name | Is object named? |
| inform | Signal an error, warning, or message |
| inherits_all | Does an object inherit from a set of classes? |
| inherits_any | Does an object inherit from a set of classes? |
| inherits_only | Does an object inherit from a set of classes? |
| inject | Inject objects in an R expression |
| injection-operator | Injection operator !! |
| int | Create vectors |
| is_atomic | Type predicates |
| is_bare_atomic | Bare type predicates |
| is_bare_bytes | Bare type predicates |
| is_bare_character | Bare type predicates |
| is_bare_complex | Bare type predicates |
| is_bare_double | Bare type predicates |
| is_bare_environment | Is object an environment? |
| is_bare_formula | Is object a formula? |
| is_bare_integer | Bare type predicates |
| is_bare_integerish | Is a vector integer-like? |
| is_bare_list | Bare type predicates |
| is_bare_logical | Bare type predicates |
| is_bare_numeric | Bare type predicates |
| is_bare_raw | Bare type predicates |
| is_bare_string | Bare type predicates |
| is_bare_vector | Bare type predicates |
| is_bool | Scalar type predicates |
| is_box | Box a value |
| is_bytes | Type predicates |
| is_call | Is object a call? |
| is_call_simple | Extract function name or namespace of a call |
| is_character | Type predicates |
| is_closure | Is object a function? |
| is_complex | Type predicates |
| is_done_box | Box a final value for early termination |
| is_double | Type predicates |
| is_empty | Is object an empty vector or NULL? |
| is_environment | Is object an environment? |
| is_expression | Is an object an expression? |
| is_false | Is object identical to TRUE or FALSE? |
| is_formula | Is object a formula? |
| is_function | Is object a function? |
| is_installed | Are packages installed in any of the libraries? |
| is_integer | Type predicates |
| is_integerish | Is a vector integer-like? |
| is_interactive | Is R running interactively? |
| is_lambda | Convert to function |
| is_list | Type predicates |
| is_logical | Type predicates |
| is_missing | Generate or handle a missing argument |
| is_named | Is object named? |
| is_named2 | Is object named? |
| is_namespace | Is an object a namespace environment? |
| is_null | Type predicates |
| is_primitive | Is object a function? |
| is_primitive_eager | Is object a function? |
| is_primitive_lazy | Is object a function? |
| is_quosure | Create a quosure from components |
| is_quosures | Create a list of quosures |
| is_raw | Type predicates |
| is_scalar_atomic | Scalar type predicates |
| is_scalar_bytes | Scalar type predicates |
| is_scalar_character | Scalar type predicates |
| is_scalar_complex | Scalar type predicates |
| is_scalar_double | Scalar type predicates |
| is_scalar_integer | Scalar type predicates |
| is_scalar_integerish | Is a vector integer-like? |
| is_scalar_list | Scalar type predicates |
| is_scalar_logical | Scalar type predicates |
| is_scalar_raw | Scalar type predicates |
| is_scalar_vector | Scalar type predicates |
| is_spliced | Splice values at dots collection time |
| is_spliced_bare | Splice values at dots collection time |
| is_string | Scalar type predicates |
| is_symbol | Is object a symbol? |
| is_symbolic | Is an object an expression? |
| is_syntactic_literal | Is an object an expression? |
| is_true | Is object identical to TRUE or FALSE? |
| is_vector | Type predicates |
| is_weakref | Is object a weak reference? |
| is_zap | Create zap objects |
| last_error | Last 'abort()' error |
| last_messages | Display last messages and warnings |
| last_trace | Last 'abort()' error |
| last_warnings | Display last messages and warnings |
| lgl | Create vectors |
| list2 | Collect dynamic dots in a list |
| ll | Collect dynamic dots in a list |
| local_bindings | Temporarily change bindings of an environment |
| local_error_call | Set local error call in an execution environment |
| local_interactive | Is R running interactively? |
| local_options | Change global options |
| maybe_missing | Generate or handle a missing argument |
| missing_arg | Generate or handle a missing argument |
| names2 | Get names of a vector |
| names2<- | Get names of a vector |
| new_box | Box a value |
| new_data_mask | Create a data mask |
| new_environment | Create a new environment |
| new_formula | Create a formula |
| new_function | Create a function |
| new_quosure | Create a quosure from components |
| new_quosures | Create a list of quosures |
| new_weakref | Create a weak reference |
| on_load | Run expressions on load |
| on_package_load | Run expressions on load |
| op-get-attr | Infix attribute accessor and setter |
| op-null-default | Default value for 'NULL' |
| pairlist2 | Collect dynamic dots in a pairlist |
| parse_bytes | Human readable memory sizes |
| parse_expr | Parse R code |
| parse_exprs | Parse R code |
| parse_quo | Parse R code |
| parse_quos | Parse R code |
| peek_option | Change global options |
| peek_options | Change global options |
| push_options | Change global options |
| qq_show | Show injected expression |
| quosure | Quosure getters, setters and predicates |
| quosure-tools | Quosure getters, setters and predicates |
| quos_auto_name | Ensure that all elements of a list of expressions are named |
| quo_get_env | Quosure getters, setters and predicates |
| quo_get_expr | Quosure getters, setters and predicates |
| quo_is_call | Quosure getters, setters and predicates |
| quo_is_missing | Quosure getters, setters and predicates |
| quo_is_null | Quosure getters, setters and predicates |
| quo_is_symbol | Quosure getters, setters and predicates |
| quo_is_symbolic | Quosure getters, setters and predicates |
| quo_set_env | Quosure getters, setters and predicates |
| quo_set_expr | Quosure getters, setters and predicates |
| quo_squash | Squash a quosure |
| rep_along | Create vectors matching the length of a given vector |
| rep_named | Create vectors matching the length of a given vector |
| reset_message_verbosity | Signal an error, warning, or message |
| reset_warning_verbosity | Signal an error, warning, or message |
| rlang_backtrace_on_error | Display backtrace on error |
| rlang_backtrace_on_error_report | Display backtrace on error |
| rlang_backtrace_on_warning_report | Display backtrace on error |
| rlang_error | Errors of class 'rlang_error' |
| run_on_load | Run expressions on load |
| scalar-type-predicates | Scalar type predicates |
| seq2 | Increasing sequence of integers in an interval |
| seq2_along | Increasing sequence of integers in an interval |
| set_env | Get or set the environment of an object |
| set_names | Set names of a vector |
| signal | Signal an error, warning, or message |
| splice | Splice values at dots collection time |
| splice-operator | Splice operator !!! |
| stack | Get properties of the current or caller frame |
| sym | Create a symbol or list of symbols |
| syms | Create a symbol or list of symbols |
| tidy-dots | Dynamic dots features |
| tidyeval-data | '.data' and '.env' pronouns |
| trace_back | Capture a backtrace |
| trace_length | Capture a backtrace |
| try_fetch | Try an expression with condition handlers |
| type-predicates | Type predicates |
| unbox | Box a value |
| vector-construction | Create vectors |
| warn | Signal an error, warning, or message |
| with_bindings | Temporarily change bindings of an environment |
| with_interactive | Is R running interactively? |
| with_options | Change global options |
| wref_key | Get key/value from a weak reference object |
| wref_value | Get key/value from a weak reference object |
| zap | Create zap objects |
| zap_srcref | Zap source references |
| !! | Injection operator !! |
| !!! | Splice operator !!! |
| %<~% | Bind symbols to objects in an environment |
| %@% | Infix attribute accessor and setter |
| %@%<- | Infix attribute accessor and setter |
| %||% | Default value for 'NULL' |
| .data | '.data' and '.env' pronouns |
| .env | '.data' and '.env' pronouns |
| := | Dynamic dots features |


[gecode-users] Access to the last propagator invoked in case of ES_FAILED
Christian Schulte
cschulte at kth.se
Thu Mar 27 15:31:10 CET 2008
Actually, I have to say that this is not that easy: failure might actually
not be due to the propagator run last. It could be due to a variable
modified outside a propagator (when posting constraint or using a
branching).
Moreover, the propagator run last is typically not the culprit of things
going wrong.
Cheers
Christian
--
Christian Schulte, www.ict.kth.se/~cschulte/
-----Original Message-----
From: users-bounces at gecode.org [mailto:users-bounces at gecode.org] On Behalf
Of Mikael Zayenz Lagerkvist
Sent: Thursday, March 27, 2008 3:27 PM
To: David Rijsman
Cc: users at gecode.org
Subject: Re: [gecode-users] Access to the last propagator invoked in case of
ES_FAILED
Hi,
There is no way currently to access this information, and no current
plans to introduce it. However, it would not be hard to implement
yourself. As a starting-point, see the implementation of the function
Space::status in gecode/kernel/core.cc.
What is it that you want to do with this information? Since
propagators do not have any identifier that is stable between copies,
the information seems to me to be of little use.
Cheers,
Mikael
On Thu, Mar 27, 2008 at 3:03 PM, David Rijsman <davidrijsman at gmail.com>
wrote:
> I would like to know if it is possible to determine the last propator
> invoked in case Space::status returns ES_FAILED or if there are any
> plans to expose this information. If one can get this information (in
> the future) will one also introduce reflection API on the Propagator
> level?
>
> David Rijsman
>
> _______________________________________________
> Gecode users mailing list
> users at gecode.org
> https://www.gecode.org/mailman/listinfo/gecode-users
>
--
Mikael Zayenz Lagerkvist, http://www.ict.kth.se/~zayenz/
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Created by 荆雷 in July 2016
JavaScript Full Stack
Reactivity
var Room = React.createClass({
mixins: [ReactMeteorData],
//Reactive computation
getMeteorData() {
var radius = Session.get("radius"); //Reactive source
var newArea = 3.14 * radius * radius;
return { area: newArea };
},
render() {
return Place area: {this.data.area}!;
}
});
...
Session.set("radius", 10); //Reactive trigger
...
Any application that can be written in JavaScript, will eventually be written in JavaScript.


{% load i18n %} {% comment %}Overrides: horizon/common/_workflow_step.html{% endcomment %}
{% blocktrans %}Configure one or more network interfaces for the new virtual machine instance.{% endblocktrans %}
{% blocktrans %}A fixed IP is assigned directly to the network interface in the virtual machine (via DHCP). This address is intended to remain the same for the lifetime of the instance. In most cases this should be set to Automatic which will take the next available IP address from the selected network's allocation pool.{% endblocktrans %}
{% blocktrans %}When a floating public IP is associated with a network interface, then packets that are sent to that IP address are redirected to the selected interface on the virtual machine (DNAT). Any packets leaving the interface with a destination outside the selected network will have their source address rewritten to the floating IP (SNAT). These translations occur on the router connected to the selected network.{% endblocktrans %}
{% blocktrans %}A floating IP can be removed and reassigned to another network interface, including on a different virtual machine instance, at any time during the lifetime of the virtual machine.{% endblocktrans %}
{% blocktrans %}Note: Images are often configured to bring up the first network interface only (VL images currently enable two). Therefore, once the virtual machine instance has booted you may need to enable any additional interfaces manually.{% endblocktrans %}


[Gecode] Logo, Homepage
Guido Tack
tack at ps.uni-sb.de
Thu Oct 28 10:17:22 CEST 2004
On Wednesday 27 October 2004 22:38, Denys Duchier wrote:
> Hi Guido,
>
> Thanks for making the changes - the pages are now very readable on my
> 1600x1200 laptop screen. Concerning "Development" section: I suggest
Ok, good.
> Concerning the license: I have several remarks.
>
> 1. it should be more prominently accessible. Currently, it's just the
> disclaimer at the bottom of the web page.
It is also accessible from the "download" pages and should probably be put on
the "documentation" pages as well.
> 2. this license is refered to as the "Gecode License Agreement".
> That's an unknown. Nobody has ever heard of it. If at all
> possible it should be (1) either exactly an existing and reasonably
> well-known license, (2) or it should state and explain its lineage
> explicitly. People have become (and rightfully so) paranoid about
> IP and licenses. It is important to address their concerns up
> front:
>
> - what is this license?
> - is it compatible with e.g. the GPL?
> - is it possible to obtain other licensing conditions, e.g. for
> commercial applications?
We basically copied and adapted the Mozart license. So (according to the
Mozart pages) it is "X11 style". Of course, we could make it even more "X11
style" if we just copied the X11 license
(http://www.x.org/Downloads_terms.html). The only obvious difference that I
see is that it does not talk explicitly about sublicensing. The alternative
here would be the MIT license (http://www.wordiq.com/definition/MIT_License)
which is pretty much the same but includes sublicensing.
I don't know how important sublicensing is, I couldn't even really find a
definition of what it actually means. If we want to go for a standard
license, I think X11 is "free enough" - it allows commercial use and contains
a disclaimer of all warranties. Of course this would mean that all authors
and contributors agree (see the previous postings on this list about licence
issues).
Actually, I just tried to find Mozart in the Free Software Directory because
the Mozart web site says it's in there, but it's not. Maybe we should really
consider a different license ;-)
Guido
--
Guido Tack
http://www.ps.uni-sb.de/~tack
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Hang on, the #scotruby 5K wasn't a contest about reducing bandwidth consumption? My bad...
5/13/2014, 1:01:20 AM
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Hang on, the #scotruby 5K wasn't a contest about reducing bandwidth consumption? My bad...
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