A notorious challenge for adventure game parsers is to handle a collection of, say, ten gold coins, allowing the player to use them independently of each other, while gathering them together into groups in descriptions and inventories. Two problems must be overcome: firstly, the game has to be able to talk to the player in plurals, and secondly vice versa. First, then, game to player:
Class GoldCoin with name 'gold' 'coin', short_name "gold coin", plural "gold coins";
(and then similar silver and bronze coin classes)
Object bag "bag" with name 'bag', has container open openable; GoldCoin ->; GoldCoin ->; GoldCoin ->; SilverCoin ->; SilverCoin ->; BronzeCoin ->;
Now we have a bag of six coins. The player looking inside the bag will get
>look inside bag
In the bag are three gold coins, two silver coins and a bronze coin.
How does the library know that the three gold coins are the same as each other, but the others different? It doesn't look at the classes but the names. It will only group together things which:
plural
set, and“Indistinguishable” means they have the same name words as each other, possibly in a different order, so that nothing the player can type will separate the two.
▲ Actually, it's a little more subtle than this. What it groups together depends slightly on the context of the list being written. When it's writing a list which prints out details of which objects are providing light, for instance (as an inventory does), it won't group together two objects if one is lit but the other isn't. Similarly for objects with visible possessions or which can be worn.
▲▲
This ramifies further when the objects have a parse_name
routine
supplied. If they have different parse_name
routines,
the library decides that they are distinguishable. But if they have
the same parse_name
routine, for instance by inheriting
it from a class definition, then the library has no alternative
but to ask them. What happens is that:
parser_action
is set to the special
value ##TheSame
, a value it never has at any other time;parser_one
and parser_two
are set to the two objects in question;parse_name
routine is called. If it returns:
name
fields of the objects.▲▲
You may even want to provide a parse_name
routine for
objects which otherwise don't need one, just to speed up the process
of the library telling if two objects are distinguishable – if
there were 30 gold coins in one place the parser would be doing a
lot of work comparing names, but you can make the decision much faster.
•▲▲
EXERCISE 79
Perhaps the neatest trick of parsing in any Infocom game occurs in
‘Spellbreaker’, which has a set of white cubes which are
indistinguishable until the player writes words onto them with a magic
burin (a medieval kind of pen), after which it's possible to tell
them apart. Imitate this in Inform.
· · · · ·
Secondly, the player talking to the computer. Suppose a game involves collecting a number of similar items, such as a set of nine crowns in different colours. Then you'd want the parser to recognise things like:
>drop all of the crowns except green
>drop the three other crowns
Putting the word 'crowns'
in the name
lists of the crown objects is not quite right, because the parser will
still think that “crowns” might refer to a single
specific item. Instead, put in the word 'crowns//p'
. The
suffix //p
marks out the dictionary word “crowns”
as one that can refer to more than one game object at once. (So that
you shouldn't set this for the word “grapes” if a bunch
of grapes is a single game object; you should give that object the
pluralname
attribute instead, as in §26
back at the start of this chapter.) For example the GoldCoin
class would read:
Class GoldCoin with name 'gold' 'coin' 'coins//p', short_name "gold coin", plural "gold coins";
Now when the player types “take coins”, the parser interprets this as “take all the coins within reach”.
▲
The only snag is that now the word 'coins'
is marked as
//p
everywhere in the game, in all circumstances. Here is
a more complicated way to achieve the same result, but strictly in
context of these objects alone. We need to make the parse_name
routine tell the parser that yes, there was a match, but that it was a
plural. The way to do this is to set parser_action
to
##PluralFound
, another special value. So, for example:
Class Crown with parse_name [ i j; for (::) { j = NextWord(); if (j == 'crown' or self.name) i++; else { if (j == 'crowns') { parser_action = ##PluralFound; i++; } else return i; } } ];
This code assumes that the crown objects have just one name each, their colours.
•
EXERCISE 80
Write a ‘cherub’ class so that if the player tries to call
them “cherubs”, a message like “I'll let this go once,
but the plural of cherub is cherubim” appears.
•
REFERENCES
See the coinage of ‘Balances’.


Word
问题描述 :
Dr. R. E. Wright’s class was studying modified L-Systems. Let us explain necessary details. As a model let us have words of length n over a two letter alphabet {a, b}. The words are cyclic, this means we can write one word in any of n forms we receive by cyclic shift, whereby the first and the last letters in the word are considered to be neighbours.
Rewriting rules rewrite a letter at a position i, depending on letters at the positions i – 2, i, i+1. We rewrite all letters of the word in one step. When we have a given starting word and a set of rewriting rules a natural question is: how does the word look after s rewriting steps?
Rewriting rules rewrite a letter at a position i, depending on letters at the positions i – 2, i, i+1. We rewrite all letters of the word in one step. When we have a given starting word and a set of rewriting rules a natural question is: how does the word look after s rewriting steps?
Help Dr. R. E. Wright and write a program which solves this task.
输入:
There are several blocks in the input, each describing one system. There is an integer number n, 2 < n < 16 the length of the input word in the first line. There is a word in the next line. The word contains only lowercase letters a and b. There are four characters c1 c2 c3 c4 in the next eight lines. Each quadruple represents one rewriting rule with the following meaning: when the letter at the position i - 2 is c1 and the letter at the position i is c2 and the letter at the position i + 1 is c3 then the letter at the position i after rewriting will be c4. Rewriting rules are correct and complete. There is an integer number s, 0 <= s <=<PHONE_NUMBER>, in the last line of the block.
输出:
There is one line corresponding to each block of the input. The line contains a word which we receive after s rewriting steps from the corresponding starting word using given rewriting rules. As we mentioned above, the word can be written in any of n cyclic shifted forms. The output file contains the lexicographically smallest word, assuming that a < b.
样例输入:
5 aaaaa aaab aabb abab abbb baab babb bbab bbbb 1
样例输出:
bbbbb
解题代码:
//* @author: Yeming<EMAIL_ADDRESS>import java.util.*; import java.io.*; public class Main { public static BufferedInputStream bis; public static StringBuilder str; public static char[][] rules; public static StringBuilder[] words; public static int k; public static void main(String[] args) throws Exception { bis = new BufferedInputStream(System.in); rules = new char[8][4]; Map< String,Boolean> exist = new HashMap< String,Boolean>(); words = new StringBuilder[40000]; StringBuilder start,result, previous, key; str = new StringBuilder(); start = new StringBuilder(); result = new StringBuilder(); previous = new StringBuilder(); key = new StringBuilder(); for(int i = 0; i < 40000; i++) { words[i] = new StringBuilder(); } while(true) { int n = (int)readLong(); if(n == -1) { break; } k = 0; start.delete(0,start.length()); start.append(readString()); readRules(); long s = readLong(); result.delete(0,result.length()); result.append(start); exist.clear(); words[k].delete(0,words[k].length()); words[k].append(lowest(result)); k++; for(int j=0;j< s;j++) { previous.delete(0,previous.length()); previous.append(result); result.delete(0,result.length()); for(int i=0;i< n;i++) { int i1 = (i-2+n)%n; int i2 = i; int i3 = (i+1)%n; key.delete(0,key.length()); key.append(previous.charAt(i1)); key.append(previous.charAt(i2)); key.append(previous.charAt(i3)); result.append(getKey(key)); } String lw = lowest(result); if(exist.get(lw) == null) { exist.put(lw,true); words[k].delete(0,words[k].length()); words[k].append(lw); k++; }else { int index = find(lw); int p = j + 1 - index; long resultIndex = ((s - j) % p - 1 + p)%p + index; result.delete(0,result.length()); result.append(words[(int)resultIndex]); break; } } System.out.println(lowest(result)); } } public static int find(String lw) { int index = 0; for(int i = 0; i < k; i++) { boolean reached = true; for(int j = 0; j < lw.length(); j++) { if(lw.charAt(j) != words[i].charAt(j)) { reached = false; break; } } if(reached) { index = i; break; } } return index; } public static char getKey(StringBuilder sb) { char result = '\0'; for(int i = 0; i < 8; i++) { boolean reached = true; for(int j = 0; j < 3; j++) { if(rules[i][j] != sb.charAt(j)) { reached = false; break; } } if(reached) { result = rules[i][3]; break; } } return result; } public static void readRules() throws Exception { for(int i = 0; i < 8; i++) { for(int j = 0; j < 4; j++) { while(true) { int bt = bis.read(); if(Character.isLetter(bt)) { rules[i][j] = (char)bt; break; } } } } } static String lowest(StringBuilder sb) { String p = sb.toString(); String min = p; int n = p.length(); for(int i=0;i< n;i++) { String next = p.substring(n-1,n) + p.substring(0,n-1); if(next.compareTo(min) < 0) { min = next; } p = next; } return min; } public static long readLong() throws Exception { long num = 0; while(true) { int bt = bis.read(); if(bt == -1) { return -1; } if(Character.isDigit(bt)) { num = num*10 + bt - '0'; break; } } while(true) { int bt = bis.read(); if(!Character.isDigit(bt)) { break; } num = num*10 + bt - '0'; } return num; } public static StringBuilder readString() throws Exception { str.delete(0,str.length()); while(true) { int bt = bis.read(); if(Character.isLetter(bt)) { str.append((char)bt); break; } } while(true) { int bt = bis.read(); if(!Character.isLetter(bt)) { break; } str.append((char)bt); } return str; } }
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较好的写法是 start+(end-start)/2
yeah, This is very tricky. If you use Cpp,you need more code
隐藏最深的bug是(start+end)/2有可能上溢
有谁知道直接遍历的方法中第8行是什么意思嘛？
约瑟夫也用说这么长……很成熟的一个问题了，分治的方法解起来o(n)就可以了，有兴趣可以看看具体数学的第一章，关于约瑟夫问题推导出了一系列的结论，很漂亮
第一种方法怎么会是O(log(m+n))呢？没有二分的话直接遍历应该就是O(m+n)吧？
文章写得挺好，就是最后的斐波那契那个没有看明白
额，不对应吧
正是我要找的，适合新手
第二个方法很不错啊
嗯 分析得很到位，确实用模板编程能让面试官对你的印象更好。在设置辅助栈的时候可以这样：push时，比较要push的elem和辅助栈的栈顶，elem<=min.top()，则min.push(elem).否则只要push（elem）就好。在pop的时候，比较stack.top()与min.top(),if(stack.top()<=min.top()),则{stack.pop();min.pop();}，否则{stack.pop();}.
有一点问题。。后面动态规划的程序中
int dp[n+1][W+1];
会报错 提示表达式必须含有常量值。该怎么修改呢。。
因为是要把从字符串s的start位到当前位在hash中重置，修改提交后能accept，但是不修改居然也能accept
秒！~


pydrake.multibody.multibody_tree¶
Bindings for MultibodyTree.
Warning
This module will soon be deprecated. Please use pydrake.multibody.tree
instead.
-
class
pydrake.multibody.multibody_tree.
Body
¶ %Body provides the general abstraction of a body with an API that makes no assumption about whether a body is rigid or deformable and neither does it make any assumptions about the underlying physical model or approximation. As an element or component of a MultibodyTree, a body is a MultibodyTreeElement, and therefore it has a unique index of type BodyIndex within the multibody tree it belongs to.
A Body contains a unique BodyFrame; see BodyFrame class documentation for more information.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
body_frame
(self: pydrake.multibody.multibody_tree.Body) → pydrake.multibody.multibody_tree.BodyFrame¶ Returns a const reference to the associated BodyFrame.
-
get_parent_tree
(self: pydrake.multibody.multibody_tree.Body) → drake::multibody::internal::MultibodyTree<double>¶
-
index
(self: pydrake.multibody.multibody_tree.Body) → pydrake.multibody.multibody_tree.BodyIndex¶
-
model_instance
(self: pydrake.multibody.multibody_tree.Body) → pydrake.multibody.multibody_tree.ModelInstanceIndex¶
-
name
(self: pydrake.multibody.multibody_tree.Body) → unicode¶ Gets the
name
associated withthis
body.
- Template parameter
-
class
pydrake.multibody.multibody_tree.
BodyFrame
¶ Bases:
pydrake.multibody.multibody_tree.Frame
A BodyFrame is a material Frame that serves as the unique reference frame for a Body.
Each Body B, regardless of whether it represents a rigid body or a flexible body, has a unique body frame for which we use the same symbol B (with meaning clear from context). The body frame is also referred to as a reference frame in the literature for flexible body mechanics modeling using the Finite Element Method. All properties of a body are defined with respect to its body frame, including its mass properties and attachment locations for joints, constraints, actuators, geometry and so on. Run time motion of the body is defined with respect to the motion of its body frame. We represent a body frame by a BodyFrame object that is created whenever a Body is constructed and is owned by the Body.
Note that the BodyFrame associated with a body does not necessarily need to be located at its center of mass nor does it need to be aligned with the body’s principal axes, although, in practice, it frequently is. For flexible bodies, BodyFrame provides a representation for the body’s reference frame. The flexible degrees of freedom associated with a flexible body describe the body’s deformation in this frame. Therefore, the motion of a flexible body is defined by the motion of its BodyFrame, or reference frame, plus the motion of the material points on the body with respect to its BodyFrame.
A BodyFrame and Body are tightly coupled concepts; neither makes sense without the other. Therefore, a BodyFrame instance is constructed in conjunction with its Body and cannot be constructed anywhere else. However, you can still access the frame associated with a body, see Body::body_frame(). This access is more than a convenience; you can use the BodyFrame to define other frames on the body and to attach other multibody elements to it.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
- Template parameter
-
class
pydrake.multibody.multibody_tree.
BodyIndex
¶ Type used to identify bodies by index in a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.BodyIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.BodyIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
BodyNodeIndex
¶ Type used to identify tree nodes by index within a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.BodyNodeIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.BodyNodeIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
ForceElement
¶ A ForceElement allows modeling state and time dependent forces in a MultibodyTree model. Examples of such forces are springs, dampers, drag and gravity. Forces that depend on accelerations such as virtual mass cannot be modeled with a ForceElement. This abstract class provides an API that all force elements subclasses must implement in order to be fully defined. These are:
- CalcAndAddForceContribution(): computes the force contribution of a force element in a MultibodyTree model.
- CalcPotentialEnergy(): computes a force element potential energy contribution.
- CalcConservativePower(): computes the power generated by conservative forces.
- CalcNonConservativePower(): computes the power dissipated by non-conservative forces.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
get_parent_tree
(self: pydrake.multibody.multibody_tree.ForceElement) → drake::multibody::internal::MultibodyTree<double>¶
-
index
(self: pydrake.multibody.multibody_tree.ForceElement) → pydrake.multibody.multibody_tree.ForceElementIndex¶
-
model_instance
(self: pydrake.multibody.multibody_tree.ForceElement) → pydrake.multibody.multibody_tree.ModelInstanceIndex¶
-
class
pydrake.multibody.multibody_tree.
ForceElementIndex
¶ Type used to identify force elements by index within a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.ForceElementIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.ForceElementIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
Frame
¶ %Frame is an abstract class representing a material frame (also called a physical frame), meaning that it is associated with a material point of a Body. A material frame can be used to apply forces and torques to a multibody system, and can be used as an attachment point for force-producing elements like joints, actuators, and constraints. Despite its name, Frame is not the most general frame representation in Drake; see FrameBase for a more-general discussion.
The pose and motion of a Frame object is always calculated relative to the BodyFrame of the body with which it is associated, and every Frame object can report which Body object that is. Concrete classes derived from Frame differ only in how those kinematic properties are calculated. For soft bodies that calculation may depend on the body’s deformation state variables. A Frame on a rigid body will usually have a fixed offset from its BodyFrame, but that is not required – a frame that moves with respect to its BodyFrame can still be a material frame on that rigid body.
As always in Drake, runtime numerical quantities are stored in a Context. A Frame object does not store runtime values, but provides methods for extracting frame-associated values (such as the Frame object’s kinematics) from a given Context.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
body
(self: pydrake.multibody.multibody_tree.Frame) → drake::multibody::Body<double>¶ Returns a const reference to the body associated to this Frame.
-
get_parent_tree
(self: pydrake.multibody.multibody_tree.Frame) → drake::multibody::internal::MultibodyTree<double>¶
-
index
(self: pydrake.multibody.multibody_tree.Frame) → pydrake.multibody.multibody_tree.FrameIndex¶
-
model_instance
(self: pydrake.multibody.multibody_tree.Frame) → pydrake.multibody.multibody_tree.ModelInstanceIndex¶
-
name
(self: pydrake.multibody.multibody_tree.Frame) → unicode¶ Returns the name of this frame. It may be empty if unnamed.
- Template parameter
-
class
pydrake.multibody.multibody_tree.
FrameIndex
¶ Type used to identify frames by index in a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.FrameIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.FrameIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
JacobianWrtVariable
¶ Enumeration that distinguishes between flavors of Jacobians based on the variable with respect to which they are taken.
Members:
kQDot :
kV : J = ∂V/∂q̇
-
__init__
(self: pydrake.multibody.multibody_tree.JacobianWrtVariable, arg0: int) → None¶
-
kQDot
= JacobianWrtVariable.kQDot¶
-
kV
= JacobianWrtVariable.kV¶
-
name
¶ (self – handle) -> str
-
-
class
pydrake.multibody.multibody_tree.
Joint
¶ A Joint models the kinematical relationship which characterizes the possible relative motion between two bodies. The two bodies connected by a Joint object are referred to as the parent and child bodies. Although the terms parent and child are sometimes used synonymously to describe the relationship between inboard and outboard bodies in multibody models, this usage is wholly unrelated and implies nothing about the inboard-outboard relationship between the bodies. A Joint is a model of a physical kinematic constraint between two bodies, a constraint that in the real physical system does not even allude to the ordering of the bodies.
In Drake we define a frame F rigidly attached to the parent body P with pose
X_PF
and a frame M rigidly attached to the child body B with poseX_BM
. A Joint object specifies a kinematic relation between frames F and M, which in turn imposes a kinematic relation between bodies P and B.Typical joints include the ball joint, to allow unrestricted rotations about a given point, the revolute joint, that constraints two bodies to rotate about a given common axis, etc.
Consider the following example to build a simple pendulum system:
MultibodyTree<double> model; // ... Code here to setup quantities below as mass, com, etc. ... const Body<double>& pendulum = model.AddBody<RigidBody>(SpatialInertia<double>(mass, com, unit_inertia)); // We will connect the pendulum body to the world using a RevoluteJoint. // In this simple case the parent body P is the model's world body and frame // F IS the world frame. // Additionally, we need to specify the pose of frame M on the pendulum's // body frame B. // Say we declared and initialized X_BM... const RevoluteJoint<double>& elbow = model.AddJoint<RevoluteJoint>( "Elbow", /* joint name model.world_body(), /* parent body {}, /* frame F IS the world frame W pendulum, /* child body, the pendulum X_BM, /* pose of frame M in the body frame B Vector3d::UnitZ()); /* revolute axis in this case
Warning
Do not ever attempt to instantiate and manipulate Joint objects on the stack; it will fail. Add joints to your model using the provided API MultibodyTree::AddJoint() as in the example above.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
child_body
(self: pydrake.multibody.multibody_tree.Joint) → pydrake.multibody.multibody_tree.Body¶ Returns a const reference to the child body B.
-
frame_on_child
(self: pydrake.multibody.multibody_tree.Joint) → pydrake.multibody.multibody_tree.Frame¶ Returns a const reference to the frame M attached on the child body B.
-
frame_on_parent
(self: pydrake.multibody.multibody_tree.Joint) → pydrake.multibody.multibody_tree.Frame¶ Returns a const reference to the frame F attached on the parent body P.
-
get_parent_tree
(self: pydrake.multibody.multibody_tree.Joint) → drake::multibody::internal::MultibodyTree<double>¶
-
index
(self: pydrake.multibody.multibody_tree.Joint) → pydrake.multibody.multibody_tree.JointIndex¶
-
lower_limits
(self: pydrake.multibody.multibody_tree.Joint) → numpy.ndarray[float64[m, 1]]¶ Returns a vector of size num_positions() storing the lower limits for each generalized position for
this
joint. A limit with value -∞ implies no lower limit for the corresponding position. Joint limits are returned in order with the limit for position with index position_start() in the first entry and with the limit for position with index position_start() + num_positions() - 1 in the last entry.
-
message_num_dofs
= u'Please use num_velocities().'¶
-
model_instance
(self: pydrake.multibody.multibody_tree.Joint) → pydrake.multibody.multibody_tree.ModelInstanceIndex¶
-
name
(self: pydrake.multibody.multibody_tree.Joint) → unicode¶ Returns the name of this joint.
-
num_dofs
(self: pydrake.multibody.multibody_tree.Joint) → int¶ Returns the number of degrees of freedom for
this
joint. E.g., one for a revolute joint and three for a ball joint.
-
num_positions
(self: pydrake.multibody.multibody_tree.Joint) → int¶ Returns the number of generalized positions describing this joint.
-
num_velocities
(self: pydrake.multibody.multibody_tree.Joint) → int¶ Returns the number of generalized velocities describing this joint.
-
parent_body
(self: pydrake.multibody.multibody_tree.Joint) → pydrake.multibody.multibody_tree.Body¶ Returns a const reference to the parent body P.
-
position_start
(self: pydrake.multibody.multibody_tree.Joint) → int¶ Returns the index to the first generalized position for this joint within the vector q of generalized positions for the full multibody system.
-
upper_limits
(self: pydrake.multibody.multibody_tree.Joint) → numpy.ndarray[float64[m, 1]]¶ Returns a vector of size num_positions() storing the upper limits for each generalized position for
this
joint. A limit with value +∞ implies no upper limit for the corresponding position. Joint limits are returned in order with the limit for position with index position_start() in the first entry and with the limit for position with index position_start() + num_positions() - 1 in the last entry.
-
velocity_start
(self: pydrake.multibody.multibody_tree.Joint) → int¶ Returns the index to the first generalized velocity for this joint within the vector v of generalized velocities for the full multibody system.
- Template parameter
-
class
pydrake.multibody.multibody_tree.
JointActuator
¶ The JointActuator class is mostly a simple bookkeeping structure to represent an actuator acting on a given Joint. It helps to flag whether a given Joint is actuated or not so that MultibodyTree clients can apply forces on actuated joints through their actuators, see AddInOneForce().
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
- symbolic::Expression
They are already available to link against in the containing library. No other values for T are currently supported.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
get_parent_tree
(self: pydrake.multibody.multibody_tree.JointActuator) → drake::multibody::internal::MultibodyTree<double>¶
-
index
(self: pydrake.multibody.multibody_tree.JointActuator) → pydrake.multibody.multibody_tree.JointActuatorIndex¶
-
joint
(self: pydrake.multibody.multibody_tree.JointActuator) → pydrake.multibody.multibody_tree.Joint¶ Returns a reference to the joint actuated by this JointActuator.
-
model_instance
(self: pydrake.multibody.multibody_tree.JointActuator) → pydrake.multibody.multibody_tree.ModelInstanceIndex¶
-
name
(self: pydrake.multibody.multibody_tree.JointActuator) → unicode¶ Returns the name of the actuator.
- Template parameter
-
class
pydrake.multibody.multibody_tree.
JointActuatorIndex
¶ Type used to identify actuators by index within a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.JointActuatorIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.JointActuatorIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
JointIndex
¶ Type used to identify joints by index within a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.JointIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.JointIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
MobilizerIndex
¶ Type used to identify mobilizers by index in a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.MobilizerIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.MobilizerIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
ModelInstanceIndex
¶ Type used to identify model instances by index within a multibody tree system.
-
__init__
(self: pydrake.multibody.multibody_tree.ModelInstanceIndex, arg0: int) → None¶ Construction from a non-negative
int
value. The value must lie in the range of [0, 2³¹). Constructor only promises to test validity in Debug build.
-
is_valid
(self: pydrake.multibody.multibody_tree.ModelInstanceIndex) → bool¶ Reports if the index is valid–the only operation on an invalid index that doesn’t throw an exception in Debug builds.
-
-
class
pydrake.multibody.multibody_tree.
MultibodyForces
¶ A class to hold a set of forces applied to a MultibodyTree system. Forces can include generalized forces as well as body spatial forces.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
- symbolic::Expression
They are already available to link against in the containing library. No other values for T are currently supported.
-
__init__
(*args, **kwargs)¶ Overloaded function.
- __init__(self: pydrake.multibody.multibody_tree.MultibodyForces, model: drake::multibody::internal::MultibodyTree<double>) -> None
Constructs a force object to store a set of forces to be applied to
model
. Forces are initialized to zero, meaning no forces are applied tomodel
. model must have been already finalized with MultibodyTree::Finalize() or this constructor will abort.- __init__(self: pydrake.multibody.multibody_tree.MultibodyForces, plant: drake::multibody::MultibodyPlant<double>) -> None
Constructs a force object to store a set of forces to be applied to the multibody model for
plant
. Forces are initialized to zero, meaning no forces are applied.plant
must have been already finalized with MultibodyPlant::Finalize() or this constructor will abort.
- Template parameter
-
class
pydrake.multibody.multibody_tree.
MultibodyTree
¶ %MultibodyTree provides a representation for a physical system consisting of a collection of interconnected rigid and deformable bodies. As such, it owns and manages each of the elements that belong to this physical system. Multibody dynamics elements include bodies, joints, force elements and constraints.
Warning
This class will be eventually deprecated; up until that point, most methods will be forwarded to MultibodyPlant.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
They are already available to link against in the containing library. No other values for T are currently supported.
-
CalcAllBodyPosesInWorld
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → List[pydrake.common.eigen_geometry.Isometry3]¶ See MultibodyPlant method.
-
CalcAllBodySpatialVelocitiesInWorld
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → List[drake::multibody::SpatialVelocity<double>]¶ See MultibodyPlant method.
-
CalcBiasTerm
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → numpy.ndarray[float64[m, 1]]¶ See MultibodyPlant method.
-
CalcFrameGeometricJacobianExpressedInWorld
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float], frame_B: pydrake.multibody.multibody_tree.Frame, p_BoFo_B: numpy.ndarray[float64[3, 1]] = array([ 0., 0., 0.])) → numpy.ndarray[float64[m, n]]¶ See MultibodyPlant method.
-
CalcInverseDynamics
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float], known_vdot: numpy.ndarray[float64[m, 1]], external_forces: pydrake.multibody.multibody_tree.MultibodyForces) → numpy.ndarray[float64[m, 1]]¶ See MultibodyPlant method.
-
CalcMassMatrixViaInverseDynamics
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → numpy.ndarray[float64[m, n]]¶
-
CalcPointsPositions
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float], frame_B: pydrake.multibody.multibody_tree.Frame, p_BQi: numpy.ndarray[float64[m, n], flags.f_contiguous], frame_A: pydrake.multibody.multibody_tree.Frame) → numpy.ndarray[float64[m, n]]¶ See MultibodyPlant method.
-
CalcRelativeTransform
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float], frame_A: pydrake.multibody.multibody_tree.Frame, frame_B: pydrake.multibody.multibody_tree.Frame) → pydrake.common.eigen_geometry.Isometry3¶ See MultibodyPlant method.
-
EvalBodyPoseInWorld
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float], body: pydrake.multibody.multibody_tree.Body) → pydrake.common.eigen_geometry.Isometry3¶ See MultibodyPlant method.
-
EvalBodySpatialVelocityInWorld
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float], body: pydrake.multibody.multibody_tree.Body) → drake::multibody::SpatialVelocity<double>¶ See MultibodyPlantMethod.
-
GetModelInstanceName
(self: pydrake.multibody.multibody_tree.MultibodyTree, model_instance: pydrake.multibody.multibody_tree.ModelInstanceIndex) → unicode¶ See MultibodyPlant method.
-
GetMutablePositionsAndVelocities
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → numpy.ndarray[float64[m, 1], flags.writeable]¶ See GetMutablePositionsAndVelocities(context, state) above.
-
GetPositionsAndVelocities
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → numpy.ndarray[float64[m, 1]]¶ Returns a const Eigen vector reference containing the vector
[q; v]
of the model withq
the vector of generalized positions andv
the vector of generalized velocities.Note
This method returns a reference to existing data, exhibits constant i.e., O(1) time complexity, and runs very quickly.
Raises: - RuntimeError if the
context
does not correspond to the context - for a multibody model.
- RuntimeError if the
-
GetPositionsFromArray
(self: pydrake.multibody.multibody_tree.MultibodyTree, model_instance: pydrake.multibody.multibody_tree.ModelInstanceIndex, q_array: numpy.ndarray[float64[m, 1]]) → numpy.ndarray[float64[m, 1]]¶
-
GetVelocitiesFromArray
(self: pydrake.multibody.multibody_tree.MultibodyTree, model_instance: pydrake.multibody.multibody_tree.ModelInstanceIndex, v_array: numpy.ndarray[float64[m, 1]]) → numpy.ndarray[float64[m, 1]]¶
-
SetFreeBodyPoseOrThrow
(self: pydrake.multibody.multibody_tree.MultibodyTree, body: pydrake.multibody.multibody_tree.Body, X_WB: pydrake.common.eigen_geometry.Isometry3, context: pydrake.systems.framework.Context_[float]) → None¶ See MultibodyPlant::SetFreeBodyPose.
-
SetFreeBodySpatialVelocityOrThrow
(self: pydrake.multibody.multibody_tree.MultibodyTree, body: pydrake.multibody.multibody_tree.Body, V_WB: drake::multibody::SpatialVelocity<double>, context: pydrake.systems.framework.Context_[float]) → None¶ See MultibodyPlant::SetFreeBodySpatialVelocity.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
get_body
(self: pydrake.multibody.multibody_tree.MultibodyTree, body_index: pydrake.multibody.multibody_tree.BodyIndex) → pydrake.multibody.multibody_tree.Body¶ See MultibodyPlant method.
-
get_frame
(self: pydrake.multibody.multibody_tree.MultibodyTree, frame_index: pydrake.multibody.multibody_tree.FrameIndex) → pydrake.multibody.multibody_tree.Frame¶ See MultibodyPlant method.
-
get_joint
(self: pydrake.multibody.multibody_tree.MultibodyTree, joint_index: pydrake.multibody.multibody_tree.JointIndex) → pydrake.multibody.multibody_tree.Joint¶ See MultibodyPlant method.
-
get_joint_actuator
(self: pydrake.multibody.multibody_tree.MultibodyTree, actuator_index: pydrake.multibody.multibody_tree.JointActuatorIndex) → pydrake.multibody.multibody_tree.JointActuator¶ See MultibodyPlant method.
-
get_multibody_state_vector
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → numpy.ndarray[float64[m, 1]]¶
-
get_mutable_multibody_state_vector
(self: pydrake.multibody.multibody_tree.MultibodyTree, context: pydrake.systems.framework.Context_[float]) → numpy.ndarray[float64[m, 1], flags.writeable]¶
-
message_get_multibody_state_vector
= u'Please use GetPositionsAndVelocities().'¶
-
message_get_mutable_multibody_state_vector
= u'Please use GetMutablePositionsAndVelocities().'¶
-
num_frames
(self: pydrake.multibody.multibody_tree.MultibodyTree) → int¶ See MultibodyPlant method.
- Template parameter
-
class
pydrake.multibody.multibody_tree.
PrismaticJoint
¶ Bases:
pydrake.multibody.multibody_tree.Joint
This Joint allows two bodies to translate relative to one another along a common axis. That is, given a frame F attached to the parent body P and a frame M attached to the child body B (see the Joint class’s documentation), this Joint allows frames F and M to translate with respect to each other along an axis â. The translation distance is defined positive when child body B translates along the direction of â. Axis â is constant and has the same measures in both frames F and M, that is,
â_F = â_M
.- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
They are already available to link against in the containing library. No other values for T are currently supported.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
get_translation
(self: pydrake.multibody.multibody_tree.PrismaticJoint, context: pydrake.systems.framework.Context_[float]) → float¶ Gets the translation distance of
this
mobilizer fromcontext
.- Parameter
context
: - The context of the MultibodyTree this joint belongs to.
Returns: The translation coordinate of this
joint read fromcontext
.- Parameter
-
get_translation_rate
(self: pydrake.multibody.multibody_tree.PrismaticJoint, context: pydrake.systems.framework.Context_[float]) → float¶ Gets the rate of change, in meters per second, of
this
joint’s translation distance (see get_translation()) fromcontext
.- Parameter
context
: - The context of the MultibodyTree this joint belongs to.
Returns: The rate of change of this
joint’s translation read fromcontext
.- Parameter
-
set_translation
(self: pydrake.multibody.multibody_tree.PrismaticJoint, context: pydrake.systems.framework.Context_[float], translation: float) → pydrake.multibody.multibody_tree.PrismaticJoint¶ Sets
context
so that the generalized coordinate corresponding to the translation distance ofthis
joint equalstranslation
.- Parameter
context
: - The context of the MultibodyTree this joint belongs to.
- Parameter
translation
: - The desired translation in meters to be stored in
context
.
Returns: a constant reference to this
joint.- Parameter
-
set_translation_rate
(self: pydrake.multibody.multibody_tree.PrismaticJoint, context: pydrake.systems.framework.Context_[float], translation_dot: float) → pydrake.multibody.multibody_tree.PrismaticJoint¶ Sets the rate of change, in meters per second, of
this
joint’s translation distance totranslation_dot
. The new rate of changetranslation_dot
gets stored incontext
.- Parameter
context
: - The context of the MultibodyTree this joint belongs to.
- Parameter
translation_dot
: - The desired rate of change of
this
joints’s translation in meters per second.
Returns: a constant reference to this
joint.- Parameter
- Template parameter
-
class
pydrake.multibody.multibody_tree.
RevoluteJoint
¶ Bases:
pydrake.multibody.multibody_tree.Joint
This Joint allows two bodies to rotate relatively to one another around a common axis. That is, given a frame F attached to the parent body P and a frame M attached to the child body B (see the Joint class’s documentation), this Joint allows frames F and M to rotate with respect to each other about an axis â. The rotation angle’s sign is defined such that child body B rotates about axis â according to the right hand rule, with thumb aligned in the axis direction. Axis â is constant and has the same measures in both frames F and M, that is,
â_F = â_M
.- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
They are already available to link against in the containing library. No other values for T are currently supported.
-
__init__
(self: pydrake.multibody.multibody_tree.RevoluteJoint, name: unicode, frame_on_parent: pydrake.multibody.multibody_tree.Frame, frame_on_child: pydrake.multibody.multibody_tree.Frame, axis: numpy.ndarray[float64[3, 1]], damping: float = 0) → None¶ Constructor to create a revolute joint between two bodies so that frame F attached to the parent body P and frame M attached to the child body B, rotate relatively to one another about a common axis. See this class’s documentation for further details on the definition of these frames and rotation angle. This constructor signature creates a joint with no joint limits, i.e. the joint limits are the pair
(-∞, ∞)
. The first three arguments to this constructor are those of the Joint class constructor. See the Joint class’s documentation for details. The additional parameters are:- Parameter
axis
: - A vector in ℝ³ specifying the axis of revolution for this joint.
Given that frame M only rotates with respect to F and their
origins are coincident at all times, the measures of
axis
in either frame F or M are exactly the same, that is,axis_F = axis_M
. In other words,axis_F
(oraxis_M
) is the eigenvector ofR_FM
with eigenvalue equal to one. This vector can have any length, only the direction is used. This method aborts ifaxis
is the zero vector. - Parameter
damping
: - Viscous damping coefficient, in N⋅m⋅s, used to model losses within
the joint. The damping torque (in N⋅m) is modeled as
τ = -damping⋅ω
, i.e. opposing motion, with ω the angular rate forthis
joint (see get_angular_rate()).
Raises: RuntimeError if damping is negative. - Parameter
-
get_angle
(self: pydrake.multibody.multibody_tree.RevoluteJoint, context: pydrake.systems.framework.Context_[float]) → float¶ Gets the rotation angle of
this
mobilizer fromcontext
.- Parameter
context
: - The context of the MultibodyTree this joint belongs to.
Returns: The angle coordinate of this
joint stored in thecontext
.- Parameter
-
set_angle
(self: pydrake.multibody.multibody_tree.RevoluteJoint, context: pydrake.systems.framework.Context_[float], angle: float) → pydrake.multibody.multibody_tree.RevoluteJoint¶ Sets the
context
so that the generalized coordinate corresponding to the rotation angle ofthis
joint equalsangle
.- Parameter
context
: - The context of the MultibodyTree this joint belongs to.
- Parameter
angle
: - The desired angle in radians to be stored in
context
.
Returns: a constant reference to this
joint.- Parameter
- Template parameter
-
class
pydrake.multibody.multibody_tree.
RigidBody
¶ Bases:
pydrake.multibody.multibody_tree.Body
The term rigid body implies that the deformations of the body under consideration are so small that they have no significant effect on the overall motions of the body and therefore deformations can be neglected. If deformations are neglected, the distance between any two points on the rigid body remains constant at all times. This invariance of the distance between two arbitrary points is often taken as the definition of a rigid body in classical treatments of multibody mechanics [Goldstein 2001]. It can be demonstrated that the unconstrained three-dimensional motions of a rigid body can be described by six coordinates and thus it is often said that a free body in space has six degrees of freedom. These degrees of freedom obey the Newton-Euler equations of motion. However, within a MultibodyTree, a RigidBody is not free in space; instead, it is assigned a limited number of degrees of freedom (0-6) with respect to its parent body in the multibody tree by its Mobilizer (also called a “tree joint” or “inboard joint”). Additional constraints on permissible motion can be added using Constraint objects to remove more degrees of freedom.
- [Goldstein 2001] H Goldstein, CP Poole, JL Safko, Classical Mechanics
- (3rd Edition), Addison-Wesley, 2001.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
They are already available to link against in the containing library. No other values for T are currently supported.
-
__init__
¶ x.__init__(…) initializes x; see help(type(x)) for signature
-
class
pydrake.multibody.multibody_tree.
UniformGravityFieldElement
¶ Bases:
pydrake.multibody.multibody_tree.ForceElement
This ForceElement allows modeling the effect of a uniform gravity field as felt by bodies on the surface of the Earth. This gravity fields acts on all bodies in the MultibodyTree model.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
They are already available to link against in the containing library. No other values for T are currently supported.
-
__init__
(self: pydrake.multibody.multibody_tree.UniformGravityFieldElement, g_W: numpy.ndarray[float64[3, 1]]) → None¶ Constructs a uniform gravity field element with a strength given by the acceleration of gravity vector
g_W
, expressed in the world frame W.
- Template parameter
-
class
pydrake.multibody.multibody_tree.
WeldJoint
¶ Bases:
pydrake.multibody.multibody_tree.Joint
This Joint fixes the relative pose between two frames as if “welding” them together.
- Template parameter
T
: - The scalar type. Must be a valid Eigen scalar.
Instantiated templates for the following kinds of T’s are provided:
- double
- AutoDiffXd
- symbolic::Expression
They are already available to link against in the containing library. No other values for T are currently supported.
-
__init__
(self: pydrake.multibody.multibody_tree.WeldJoint, name: unicode, parent_frame_P: pydrake.multibody.multibody_tree.Frame, child_frame_C: pydrake.multibody.multibody_tree.Frame, X_PC: pydrake.common.eigen_geometry.Isometry3) → None¶ Constructor for a WeldJoint between a
parent_frame_P
and achild_frame_C
so that their relative poseX_PC
is fixed as if they were “welded” together.
- Template parameter
-
pydrake.multibody.multibody_tree.
world_index
() → pydrake.multibody.multibody_tree.BodyIndex¶ For every MultibodyTree the world body always has this unique index and it is always zero.


WITNESS LIST Appropriations Committee March 21, 2001-7:00A Budget On: Aboussie, Marilyn (Court of Appeals) Biermann, Suzanne (Texas Department of Human Services) Bost, Eric (Texas Department of Human Services) Gilbert, Don (Health & Human Services Commission) Halfmann, Bobby (Texas Department of Human Services) Hine, Jim (Department of Protective and Regulatory Services) Johnson, Jacqueline (Texas Department of Human Services) Lehrman, Jim (Texas Department of Human Services)


Greasefat alias "Zsir" a Hungarian card-game:
- put value against value,or seven against anything!
- with tens, aces and he last strike with a seven worthy of 10 points.
Watch out! The rules seems easy, but the combinations make strategy necessary!
Enter your short username, and the target enemy name for playing!
A game can be arranged by any medium by sharing the names and coming here to play :-)


ABOUT THE AUTHOR
Craig Santos Perez is a native Chamoru from the Pacific Island of Guåhan/Guam. He is the co-founder of Ala Press, co-star of the poetry album Undercurrent (Hawai’i Dub Machine, 2011), and author of two collections of poetry: from unincorporated territory [hacha] (Tinfish Press, 2008) and from unincorporated territory [saina](Omnidawn Publishing, 2010), a finalist for the LA Times 2010 Book Prize for Poetry and the winner of the 2011 PEN Center USA Literary Award for Poetry. He is an Assistant Professor in the English Department at the University of Hawai’i, Manoa, where he teaches Pacific literature and creative writing.
RECENT WORKS


You can click the link below and get information about your ip, language and the browser
{"ipaddress":"::ffff:<IP_ADDRESS>","language":"en-US,en;q=0.5","software":"Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:89.0) Gecko/20100101 Firefox/89.0"}


GameStatus class can contain some GameStatusElements.
However, we can not active multiple GameStatusElements in the same time.
Active GameStatusElement can be choosen by game status ID which is defined in GameStatus class.
| Function | void SetRefreshInterval(long) |
| Description | Set the refresh interval of the screen. |
| In | long: Refresh screen interval (millisecond) |
| Out | void |
| Function | long GetRefreshInterval() |
| Description | Get the refresh interval of the screen. |
| In | |
| Out | long: Refresh screen interval (millisecond) |
| Function | void SetCurrentWindowSize(int, int) |
| Description | Set the current window size. |
| In |
int: Horizontal size of the current window int: Vertical size of the current window |
| Out | void |
| Function | int GetCurrentWindowSizeX() |
| Description | Get horizontal size of the current window. |
| In | |
| Out | int: Horizontal size of the current window |
| Function | int GetCurrentWindowSizeY() |
| Description | Get vertical size of the current window. |
| In | |
| Out | int: Vertical size of the current window |
| Function | void SetMaxWindowSize(int, int) |
| Description | Set the max size of the window. |
| In |
int: Max horizontal size of the window int: Max vertical size of the window
[Tips]
pGameStatusElement->SetMaxWindowSize(Gs.ChangeClientToWindowX(Width, TRUE), Gs.ChangeClientToWindowY(Height, TURE)); |
| Out | void |
| Function | int GetMaxWindowSizeX() |
| Description | Get max horizontal size of the window. |
| In | |
| Out | int: Max horizontal size of the window |
| Function | int GetMaxWindowSizeY() |
| Description | Get max vertical size of the window. |
| In | |
| Out | int: Max vertical size of the current window |
| Function | void SetMinWindowSize(int, int) |
| Description | Set the min size of the window. |
| In |
int: Min horizontal size of the window int: Min vertical size of the window |
| Out | void |
| Function | int GetMinWindowSizeX() |
| Description | Get min horizontal size of the window. |
| In | |
| Out | int: Min horizontal size of the window |
| Function | int GetMinWindowSizeY() |
| Description | Get min vertical size of the window. |
| In | |
| Out | int: Min vertical size of the current window |
| Function | void SetActiveReverseScreen(int, int, int, int) |
| Description | Set the area of the active reserve screen. |
| In |
int: left position int: top position int: right position int: bottom position
The horizontal size (right - left) needs to be set as lower value of 1st parameter of GameStatus.CreateReverseScreen(). |
| Out | void |
| Function | int GetActiveReverseScreenRight() |
| Description | Get right position of the active reserve screen. |
| In | |
| Out | int: right position of the active reserve screen |
| Function | int GetActiveReverseScreenLeft() |
| Description | Get left position of the active reserve screen. |
| In | |
| Out | int: left position of the active reserve screen |
| Function | int GetActiveReverseScreenTop() |
| Description | Get top position of the active reserve screen. |
| In | |
| Out | int: top position of the active reserve screen |
| Function | int GetActiveReverseScreenBottom() |
| Description | Get bottom position of the active reserve screen. |
| In | |
| Out | int: bottom position of the active reserve screen |
| Function | void EnableScrollBar() |
| Description |
This function enables the scroll bar on the window. |
| In | |
| Out | void |
| Function | void DisableScrollBar() |
| Description |
This function disables the scroll bar. |
| In | |
| Out | void |
| Function | BOOL GetScrollBarFlag() |
| Description |
This function returns the flag of the scroll bar status. |
| In | |
| Out |
BOOL: (TRUE:Enable, FALSE:Disable) |
| Function | void AddRequest(int, int, int, LPTSTR, LPTSTR, int, int, int, int) |
| Description |
GameStatusElement class contains ActorRequest queue. This function makes a ActorRequest instance from the input parameters, and registers it into ActorRequest queue. Maximum 1000 ActorRequests can be added into the queue. If the number of the ActorRequests in the queue exceeds the upper limit of the queue, ActorStatus which are exceeded are ignored.
ActorRequest and its queue are used as the messaging mechanism between ActorStatusElement and
GameStatusElement. |
| In |
int: Request code int: Actor ID int: Request type LPTSTR: String parameter 1 LPTSTR: String parameter 2 int: Integer parameter 1 int: Integer parameter 2 int: Integer parameter 3 int: Integer parameter 4 |
| Out | void |
| Function | void ClearRequest() |
| Description |
This function clears the ActorRequest queue. After we call this function, all of elements in the queue are removed. |
| In | |
| Out | void |
| Function | virtual void RefreshScreenProcess(HINSTANCE, HWND, HDC) |
| Description |
This function is called from GameStatus class frequently. Sub class of GameStatusElement needs to be implemented the drawing process in this function. |
| In |
HINSTANCE: Instance handler HWND: Window handler HDC: Handle of device context |
| Out | void |


Where do your Minnesota tax dollars go?
Total State 2012-13 Operating Budget, February 2012 Forecast. Data provided by Minnesota Management and Budget, based on February 2012 forecast.
Total State 2012-13 Operating Budget, February 2012 Forecast. Data provided by Minnesota Management and Budget, based on February 2012 forecast.


| | |
- amountValidation(amount, minDepositAccount, maxDepositAccount, minBill)
- Validate the amount of money.
Args:
amount (int): Amount of money.
minDepositAccount (int): Minimum amount of money allowed to deposit.
maxDepositAccount (int): Maximum amount of money allowed to deposit.
minBill (int): Minimum denomination of bills in the ATM.
Returns:
int: Amount of money,
string: Status of the transaction,
int: Option to continue (1) or finish (2).
- depositController(atm, card, simulation, minDepositAccount, maxDepositAccount, minBill)
- Deposit Controller.
Args:
atm (ATM): Transaction ATM.
card (Card): Client card.
simulation (boolean): Simulation.
minDepositAccount (int): Minimum amount of money allowed to deposit.
maxDepositAccount (int): Maximum amount of money allowed to deposit.
minBill (int): Minimum denomination of bills in the ATM.
Returns:
int: Option to Continue (1) or finish (2),
Transaction: Transaction object.
- depositSimulation(minDepositAccount, maxDepositAccount, minBill)
- Generate a random amount of money according to the
minimum denomination cash, minimum deposit,
maximum deposit and transaction status.
Args:
minDepositAccount (int): Minimum amount of money allowed to deposit.
maxDepositAccount (int): Maximum amount of money allowed to deposit.
minBill (int): Minimum denomination of bills in the ATM.
Returns:
int: Random amount of cash,
string: Status of the transaction.
- getAmount()
- Get the amount by demo.
- isCorrectPin(password)
- Verify password.
Args:
password (int): Card password.
Returns:
boolean: Password status.
|


This blog post will highlight the differences between the three and give a brief demonstration on how to use them.
A border is simply an outline around your content or element. You can change the style, width, color or radius in CSS. The border doesn't change the dimensions of the element.
For this example I will be using a div but the same applies to any other element.
Padding is the first layer of space between your actual content and border. It is applied to the inside of your element hence effecting how far your element's content is away from the border.
Below is an example of padding around some content. Notice that with the padding now applied, the border is pushed further away from the content.
(Padding is transparent but for this example it will be blue).
Margin is applied to the outside of your content and affects how far away your element is from other elements. It doesn't alter the elements dimensions unlike padding which increases them. For example - 10px padding-top to a Div with 100px height will make the element 110px tall.
(Margin is also transparent but for this example it will be orange).


Welcome to Micoo, your passcode is
24d92f9c6d5b8cecbb
please record it properly, it's not retrievable after you close this page


Pirates’ Big Surprise For Chiefs?
by Soccer LadumaIn finalising preparations for their eagerly-awaited match against Kaizer Chiefs, Orlando Pirates might have a surprise in store for their perennial rivals.
Read: Ex-Chippa Coach Back In The PSL
After missing both matches against Chiefs and Maritzburg United in Telkom Knockout and Absa Premiership respectively, Linda Mntambo could make a return for the Buccaneers this weekend.
Following his Man of the Match performance against Highlands Park in his last appearance for Bucs, Mntambo picked up an injury that has halted his progress.
Read: Coach Comments On Facing Micho
The player is believed to have done well in recovering from the setback, with indications that he could be up for selection for Saturday's matchday squad by Rulani Mokwena and his technical team.
“It was a minor knock and nothing major. He is now fine and should be available for selection for the Chiefs match,” said a source.
Tickets for the Soweto Derby is sold out and the supporters have been urged to arrive early at the FNB Stadium.
Post Selfie’s On Soccer Laduma’s Social Media App & Earn Airtime and more! Download Now


--- title: Create your dependent variable weight: 30 ---
By the end of this section you should be able to:
{{% notice info %}} * Develop a dummy variable using the R package ‘dplyr’. {{% /notice %}}
Our dependent variable is a dichotomous, dummy variable where \(1\) means that the respondent voted for the party in government - this is what we are trying to explain- and \(0\) means that they voted for another party.
eco_voting<-eco_voting %>% mutate(incumbent=case_when(b02==2~1, b02==1~0, b02>=3~0))
You may use the table()
function to double check the new variable entitled `incumbent’:
table(eco_voting$b02)
##
## 0 1 2 3 4 5 6 7
## 2 457 347 48 49 1 19 21
table(eco_voting$incumbent)
##
## 0 1
## 595 347
{{% notice info %}}
* You can develop your own variables or dummy variables using the mutate()
function in the dplyr
.
{{% /notice %}}


The internet is the most important part of our life today. It gave the United States advantage during the war time.One third of the United States’ economic growth in 1999 was due to the internet. The internet played a huge role in keeping corporations and small businesses running during the covid-19 pandemic. It is amazing to see something that is not being controlled by one person can play such a crucial role in the lives of billions of people
The history of the internet dates back to the 1950’s; the early years of the cold war. The nuclear arms race and the space race lead to many government programs to invent new telecommunication technologies. The US government started ARPA to compete with Russians in the space race during the cold war. They identified that the United States needs a better communication network in case of a nuclear attack.
The packet switching theory by Leonard Kleinrock of MIT in 1961 played a crucial role in transferring data through the network. The idea of queuing packets helped to determine the speed of transfer and to control its flow. The early research was about making sure that the packets were delivered without failure. Each packet was given a header with the information about where it should go. The packet finds a way to reach a node.A node knows the next node to forward the packet. The node keeps the packet info until the packet reaches the next node. Therefore even if the packet is lost it can resend it.
Before the internet a person had to move from terminal to terminal to reach each computer. The researchers wanted to create a network that connects computers together and do resource sharing and file sharing by logging into remote computers.The first internet was between two ARPANET sites – UCLA and Stanford Research Institute in 1962 by Larry Roberts.In 1972 Bob Kahn demonstrated ARPANET at the International Computer Communication Conference (ICCC).
Larry Roberts connected the first computers through the internet . He needed better software to talk to different types of computers. The initial plan was to create mini computers in the network. The idea was to take a long document and split it into packets and send it to the destination through the network of computers. The last computer puts the packets together. Larry Roberts asked IBM and ATT to build the packet switching but they refused. Finally a company called BBN took this challenge. They handled the engineering problems like controlling and tracing the packets. The UCLA professors , grad students and staff wrote the software.
By 1970 APRPANET had 18 mainframes connected on the network.During the early years it was only used to share files. In March 1972, Ray Tomlinson, wrote the first basic email program using “@” .The Internet had open architecture and the inventors requested comments from anyone on how to improve it. The universities started sharing information using the internet. So many people contributed to improve the internet. NSF wanted researchers to have computer Networks in order to get grant money. The growth of the internet and multiple networks led to the creation of TCP IP protocol. A gateway is needed to help two networks to talk to each other.
For many years the internet was only used for defense research. In 1993 the congress passed a law to make the internet public. The America online internet, invention of the world wide web by Tim Bernes in 1990 and the Mosaic browser by Marc Andressen started the next phase of the Internet.


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GraphicsComponent.h
|
Constructor (yen::GraphicsEngine*, yen::GraphicsComponentContent content)
Constructor. |
|
| void |
codeStepUpdate (yen::ObjectAccessInterface)
Called every time frame rendered. |
| void |
initialization (yen::ObjectAccessInterface)
Called on component initialization. |
| void |
setResourcesUsed ()
Called when object is used. |
| void |
freezed ()
Called when object is freezed. |
| void |
unFreezed ()
Called when object is un freezed. |
| void |
setActualAnimation (yen::AnimationManipulator)
Sets actualy played animation. |
| void |
addAnimation (yen::AnimationManipulator)
Adds animation. |
| void |
removeAnimation (yen::AnimationManipulator)
Removes animation. |
| void |
setString (yen::StringManipulator, std::string stringName)
Sets string of text. |
| void |
setFontResource (yen::FontManipulator)
Sets text font. |
| void |
setTextAttributes (yen::TextAttributes)
Sets text attributes. |
| yen::RenderObject |
getRenderObject ()
Returns actual Render Object. |
Component working with Graphics Engine. Every object with this component can be renered as sprite or text.
//Create Engine
yen::Engine engine;
EngineConfiguration configuration;
engine.initialize(configuration);
//Creating font
yen::FontManipulator fontManipulator = engine.resourceManager->addFontResource("my_font.otf");
//Creating animation
yen::AnimationResourceDef animationDef;
animationDef.path = "my_animation_path";
animationDef.frameRate = 60;
yen::AnimationManipulator animation = engine.resourceManager->addAnimationResource(animationDef);
//Creating object rendered as tekst
yen::ObjectManipulator tekstObject = engine.objectsManager->createObject(yen::fVector(0.0f, 0.0f));
yen::GraphicsComponent tekstGraphicsComponent(engine.graphicsEngine, yen::GraphicsComponentContent::TEXT);
yen::ComponentManipulator tekstGraphicsComponentManipulator;
engine.objectsManager->attachComponent(&tekstGraphicsComponentManipulator, tekstObject, &tekstGraphicsComponent);
yen::TextAttributes tAttr;
tAttr.charactersSize = 12;
tAttr.textColor = yen::Color(0, 0, 0, 255);
textGComp.setFontResource(fontManipulator);
textGComp.setString(sManipulator, "car");
textGComp.setTextAttributes(tAttr);
//Creating object rendered as sprite
yen::ObjectManipulator spriteObject = engine.objectsManager->createObject(yen::fVector(100.0f, 0.0f));
yen::GraphicsComponent spriteGraphicsComponent(engine.graphicsEngine);
spriteGraphicsComponent.addAnimation(animation);
spriteGraphicsComponent.setActualAnimation(animation);
//Create scene and add Camera object to it
yen::SceneManipulator scene = engine.sceneManager->createScene();
engine.sceneManager->addObjectToScene(scene, tekstObject);
engine.sceneManager->addObjectToScene(scene, spriteObject);
Constructor.
Arguments:
Method called every time frame rendered. Used for main component operations.
Method called on component initialization. Used for prepare component to work.
Method called when object is in camera range. Used for set resourced used by component used.
Method sets actualy played sprite animation by Component.
Arguments:
Method adds new animation to animations list in Component.
Arguments:
Method removes animation from animations list in Component.
Arguments:
Method sets text string displayed by Component.
Arguments:
Method sets font of text displayed.
Arguments:


--- layout: page title: "Problem Details for HTTP APIs" description: "This document defines a \"problem detail\" as a way to carry machine-readable details of errors in a HTTP response, to avoid the need to invent new error response formats for HTTP APIs." ---
| Document Name: | RFC 7807 |
|---|---|
| Document URI: |
urn:ietf:rfc:7807
|
| Online Version: |
https://datatracker.ietf.org/doc/html/rfc7807
|
| Organization: | Internet Engineering Task Force (IETF) |
| Series: | Request for Comments (RFC) |
| Abstract: | This document defines a "problem detail" as a way to carry machine-readable details of errors in a HTTP response, to avoid the need to invent new error response formats for HTTP APIs. |
application/problem+json
,
application/problem+xml
Return to ( Series | Organization | all Specifications )


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