You should do the thing that we are asking you to do becuase it's cool and stuff.
Get a Free Quote!First Feature
As when the stricken whale, that from the tub has reeled out hundreds of fathoms of rope; as, after deep sounding, he floats up again, and shows the slackened curling line buoyantly.
Second Feature
Rising and spiralling towards the air; so now, Starbuck saw long coils of the umbilical cord of Madame Leviathan, by which the young cub seemed still tethered to its dam.
Third Feature
Meanwhile, as we thus lay entranced, the occasional sudden frantic spectacles in the distance evinced the activity of the other boats, still engaged in drugging the whales on the frontier of the host.
This Panel Showcases Reviews
In the last five to six years the FTA satellite receiver has become an everyday household electronic device. People all over the world are buying free to air receivers because of their growing.
- David Bowie
- Linda Barret
In the last five to six years the FTA satellite receiver has become an everyday household electronic device. People all over the world are buying free to air receivers because of their growing.
In the last five to six years the FTA satellite receiver has become an everyday household electronic device. People all over the world are buying free to air receivers because of their growing.
- Bob Barker


Produced by SFOpen Data, the Fire Department Call for Service data set contains fire unit responses to calls in December, 2016. It includes information pertaining to the call type, the exact call date, the neighborhood/district of the call, and more. It essentially contains everything you would want to know about calls for service to the SFFD from December 1st to December 31st, 2016.
Our group, P3, focuses on a subset of the original data. We hope to highlight any alarming or intriguing patterns that occur around the school that we attend every day. Therefore, our data limits its selection to the five neighborhoods/districts closest to the University of San Francisco by modifyin based on the Neighborhoods..District variable. The five closest neighboring districts are Haight/Ashbury, Inner Richmond, PresidioWestern Addition and Lone Mountain/USF.
Within each district, we focus on the time it takes for a call to be responded to by taking the difference between the following two date variables: Response.DtTm and Received.DtTm. Within this dataset, 2.3% of the observations did not have a Response.DtTm value. In order for us to make calculations we refined our dataset by including only those observations where the response times were logged. This data can be observed in the Heat Map below. We also utilize the Call.Type.Group variable which contains the following levels:
Our final working dataset contains 4 columns and 2153 rows.
This visualization uses grouped bars to analyze the types of calls that are placed in these specific districts. The types of calls placed are categorized as “Alarms”, “Fire”, “Non Life-Threatening” and “Potentially Life-Threatening”. To distinguish the call types they each are given a different color in the visualization. The bar height measures the percentage of calls for that specific type were placed in the given district. Each district follows a similar trend where “Fire” calls occur the least, followed by “Non Life-Threatening”, “Alarm” and “Potentially Life-Threatening” in that order. The distinguishing district however is Presidio where “Fire” calls are placed the most. This is probably due to their dense tree population, that differs from the rest of San Francisco.
Using a subset from the San Francisco Fire Department Calls for Service data set, this prototype concentrates on the four flanking neighborhoods that surround the University of San Francisco (Haight Ashbury, Western Addition, Inner Richmond, Presidio) to include USF/Lone Mountain. The graph is a breakdown of the amount of service calls pertaining to "Potientially Life Threatening" and "Non-Life Threatening" events throughout the month of December 2016. Event activity is separated by neighborhood with the bottom of the y-axis representing no activity and the top representing the maximum activity. Likewise with the x-axis; left to right in a linear fashion.
Focusing on the the five districts around the University of San Francisco, this prototype highlights the average response time for calls to the SFFD. It calculates average this measure in minutes, subtracting the response time from the received time of each call. Also, the heat map plots these response hour per hour in an everage December day in 2016. Next, the heat map uses a diverging color sequence to encode data. Dark red colors signal slow response times. Light red colors clue quick response times. Overall, it seems that the slowest times occur around 4-6pm, perhaps because the most calls happen in the late afternoon and early evening.
Michael Liston is Bay Area native, living between San Mateo and San Francisco the majority of his life. After a small stint working for the computer publication PC Magazine, he enlisted in the United States Marine Corps. He currently majors in data science and plans to continue graduate studies at St. Mary's college in business analytics.
Lance Fernando is a junior majoring in Data Science with a concentration in computational analytics. When he is not diving deep into data or messing around on Kaggle, Lance enjoys playing music and cycling. After graduation, he hopes to get accepted into the Master of Science in Analytics program at USF to continue his studies in Data Science.
David Katz is a junior computer science major and music minor at the University of San Francisco. In his spare time, he teaches people how to program in his online coding tutorials. One day, he hopes to start his own tech education company. Please reach out and connect with him. Visit his website to find more about his online courses, or click the icons below!


Through better products and service design, we give life to ideas that have enduring impact. We match our clients’ business and technology demands with our outstanding talent and expertise.
Developing a successful product and bringing it to market is more complicated than ever. We provide integrated research, design and engineering services that help our clients develop innovative meaningful solutions and enhance product quality and user experiences.
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Developing a successful product and bringing it to market is more complicated than ever. From addressing short-term needs to full turnkey solutions, our experts are available to provide the resources necessary for your project’s success.
Need a web design that looks great on smartphones, tablets, desktops and more? Responsive web design means your website responds to the width of the browser, offering you a single website that looks great on any device!
We capture the essence of your company and turn it into a branding suite that really speaks to your customers. We take your brand identity and transform it into a beautiful, unique and powerful website that not only looks great, but is easy to navigate, understand and use, too.
We help businesses plan, implement, and evolve their websites and other digital products with exceptional quality
Thats exactly what we do, utilizing technology to enable meaningful experiences. We design with intent where every detail is considered. Our solutions support the blurring between digital and physical products helping us give a blended use experience.
We love delighted users
Delivering Brilliant Solutions
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It looks straightforward enough, but product design is an iterative process. It often involves getting prototypes in front of users and revising until we get it right. This keeps clients informed and engaged ... and the project on track.
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| Package | Description |
|---|---|
| com.destroystokyo.paper | |
| com.destroystokyo.paper.event.entity | |
| com.destroystokyo.paper.event.player | |
| com.destroystokyo.paper.event.server | |
| org.bukkit |
More generalized classes in the API.
|
| org.bukkit.block |
Classes used to manipulate the voxels in a
world ,
including special states. |
| org.bukkit.command |
Classes relating to handling specialized non-chat player input.
|
| org.bukkit.entity |
Interfaces for non-voxel objects that can exist in a
world , including all players, monsters, projectiles, etc. |
| org.bukkit.event.block | |
| org.bukkit.event.entity | |
| org.bukkit.event.player | |
| org.bukkit.event.server |
Events relating to programmatic state
changes on the server. |
| org.bukkit.event.vehicle |
Events relating to vehicular entities . |
| org.bukkit.event.world | |
| org.bukkit.generator |
Classes to facilitate
world generation
implementation. |
| org.bukkit.inventory |
Classes involved in manipulating player inventories and item interactions.
|
| org.bukkit.util |
Multi and single purpose classes to facilitate various programmatic
concepts.
|
| org.spigotmc.event.player |
| Modifier and Type | Method and Description |
|---|---|
Location |
ParticleBuilder.location() |
| Modifier and Type | Method and Description |
|---|---|
ParticleBuilder |
ParticleBuilder.location(Location location)
Sets the location of where to spawn the particle
|
| Modifier and Type | Method and Description |
|---|---|
Location |
EntityPathfindEvent.getLoc()
The Location of where the entity is about to move to.
|
Location |
PreCreatureSpawnEvent.getSpawnLocation() |
| Constructor and Description |
|---|
EntityPathfindEvent(Entity entity,
Location loc,
Entity targetEntity) |
EntityTeleportEndGatewayEvent(Entity what,
Location from,
Location to,
EndGateway gateway) |
PreCreatureSpawnEvent(Location location,
EntityType type,
CreatureSpawnEvent.SpawnReason reason) |
| Modifier and Type | Method and Description |
|---|---|
Location |
PlayerJumpEvent.getFrom()
Gets the location this player jumped from
|
Location |
PlayerInitialSpawnEvent.getSpawnLocation()
Gets the current spawn location
|
Location |
PlayerJumpEvent.getTo()
Gets the location this player jumped to
This information is based on what the client sends, it typically
has little relation to the arc of the jump at any given point.
|
| Modifier and Type | Method and Description |
|---|---|
void |
PlayerJumpEvent.setFrom(Location from)
Sets the location to mark as where the player jumped from
|
void |
PlayerInitialSpawnEvent.setSpawnLocation(Location spawnLocation)
Sets the new spawn location
|
| Constructor and Description |
|---|
PlayerInitialSpawnEvent(Player player,
Location spawnLocation) |
PlayerJumpEvent(Player player,
Location from,
Location to) |
PlayerTeleportEndGatewayEvent(Player player,
Location from,
Location to,
EndGateway gateway) |
| Modifier and Type | Method and Description |
|---|---|
Location |
AsyncTabCompleteEvent.getLocation() |
| Constructor and Description |
|---|
AsyncTabCompleteEvent(CommandSender sender,
List<String> completions,
String buffer,
boolean isCommand,
Location loc) |
| Modifier and Type | Method and Description |
|---|---|
Location |
Location.add(double x,
double y,
double z)
Adds the location by another.
|
Location |
Location.add(Location vec)
Adds the location by another.
|
Location |
Location.add(Location base,
double x,
double y,
double z)
Takes the x/y/z from base and adds the specified x/y/z to it and returns self
This mutates this object, clone first.
|
Location |
Location.add(Vector vec)
Adds the location by a vector.
|
Location |
Location.clone() |
static Location |
Location.deserialize(Map<String,Object> args)
Required method for deserialization
|
Location |
TravelAgent.findOrCreate(Location location)
Attempt to find a portal near the given location, if a portal is not
found it will attempt to create one.
|
Location |
TravelAgent.findPortal(Location location)
Attempt to find a portal near the given location.
|
Location |
OfflinePlayer.getBedSpawnLocation()
Gets the Location where the player will spawn at their bed, null if
they have not slept in one or their current bed spawn is invalid.
|
Location |
WorldBorder.getCenter()
Gets the current border center.
|
default Location |
World.getLocationAtKey(long key)
Gets the
Location at the given block key |
Location |
World.getSpawnLocation()
Gets the default spawn
Location of this world |
Location |
Location.multiply(double m)
Performs scalar multiplication, multiplying all components with a
scalar.
|
Location |
Location.set(double x,
double y,
double z)
Sets the position of this Location and returns itself
This mutates this object, clone first.
|
Location |
Location.setDirection(Vector vector)
|
Location |
Location.subtract(double x,
double y,
double z)
Subtracts the location by another.
|
Location |
Location.subtract(Location vec)
Subtracts the location by another.
|
Location |
Location.subtract(Location base,
double x,
double y,
double z)
Takes the x/y/z from base and subtracts the specified x/y/z to it and returns self
This mutates this object, clone first.
|
Location |
Location.subtract(Vector vec)
Subtracts the location by a vector.
|
Location |
Location.toBlockLocation() |
Location |
Location.toCenterLocation() |
Location |
Location.zero()
Zero this location's components.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
Location.add(Location vec)
Adds the location by another.
|
Location |
Location.add(Location base,
double x,
double y,
double z)
Takes the x/y/z from base and adds the specified x/y/z to it and returns self
This mutates this object, clone first.
|
default boolean |
World.createExplosion(Entity source,
Location loc,
float power)
Creates explosion at given location with given power, with the specified entity as the source.
|
default boolean |
World.createExplosion(Entity source,
Location loc,
float power,
boolean setFire)
Creates explosion at given location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
boolean |
World.createExplosion(Entity source,
Location loc,
float power,
boolean setFire,
boolean breakBlocks)
Creates explosion at given location with given power and optionally
setting blocks on fire, with the specified entity as the source.
|
boolean |
World.createExplosion(Location loc,
float power)
Creates explosion at given coordinates with given power
|
boolean |
World.createExplosion(Location loc,
float power,
boolean setFire)
Creates explosion at given coordinates with given power and optionally
setting blocks on fire.
|
default boolean |
World.createExplosion(Location loc,
float power,
boolean setFire,
boolean breakBlocks)
Creates explosion at given location with given power and optionally
setting blocks on fire or breaking blocks.
|
boolean |
TravelAgent.createPortal(Location location)
Attempt to create a portal near the given location.
|
double |
Location.distance(Location o)
Get the distance between this location and another.
|
double |
Location.distanceSquared(Location o)
Get the squared distance between this location and another.
|
Item |
World.dropItem(Location location,
ItemStack item)
Drops an item at the specified
Location |
Item |
World.dropItemNaturally(Location location,
ItemStack item)
Drops an item at the specified
Location with a random offset |
Location |
TravelAgent.findOrCreate(Location location)
Attempt to find a portal near the given location, if a portal is not
found it will attempt to create one.
|
Location |
TravelAgent.findPortal(Location location)
Attempt to find a portal near the given location.
|
boolean |
World.generateTree(Location location,
TreeType type)
Creates a tree at the given
Location |
boolean |
World.generateTree(Location loc,
TreeType type,
BlockChangeDelegate delegate)
Deprecated.
rarely used API that was largely for implementation purposes
|
Block |
World.getBlockAt(Location location)
|
int |
World.getBlockTypeIdAt(Location location)
Deprecated.
Magic value
|
Chunk |
World.getChunkAt(Location location)
|
void |
World.getChunkAtAsync(Location location,
World.ChunkLoadCallback cb)
|
Block |
World.getHighestBlockAt(Location location)
Gets the lowest block at the given
Location such that the block
and all blocks above it are transparent for lighting purposes. |
int |
World.getHighestBlockYAt(Location location)
Gets the y coordinate of the lowest block at the given
Location
such that the block and all blocks above it are transparent for lighting
purposes. |
Collection<Entity> |
World.getNearbyEntities(Location location,
double x,
double y,
double z)
Returns a list of entities within a bounding box centered around a Location.
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends Entity> clazz,
Location loc,
double xRadius,
double yRadius,
double zRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double radius)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double xzRadius,
double yRadius)
Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double xRadius,
double yRadius,
double zRadius)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double xzRadius,
double yRadius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
|
default <T extends Entity> |
World.getNearbyEntitiesByType(Class<? extends T> clazz,
Location loc,
double radius,
Predicate<T> predicate)
Gets all nearby entities of the specified type, within the specified radius (bounding box)
|
default Collection<LivingEntity> |
World.getNearbyLivingEntities(Location loc,
double radius)
Gets nearby players within the specified radius (bounding box)
|
default Collection<LivingEntity> |
World.getNearbyLivingEntities(Location loc,
double xzRadius,
double yRadius)
Gets nearby players within the specified radius (bounding box)
|
default Collection<LivingEntity> |
World.getNearbyLivingEntities(Location loc,
double xRadius,
double yRadius,
double zRadius)
Gets nearby players within the specified radius (bounding box)
|
default Collection<LivingEntity> |
World.getNearbyLivingEntities(Location loc,
double xRadius,
double yRadius,
double zRadius,
Predicate<LivingEntity> predicate)
Gets nearby players within the specified radius (bounding box)
|
default Collection<LivingEntity> |
World.getNearbyLivingEntities(Location loc,
double xzRadius,
double yRadius,
Predicate<LivingEntity> predicate)
Gets nearby players within the specified radius (bounding box)
|
default Collection<LivingEntity> |
World.getNearbyLivingEntities(Location loc,
double radius,
Predicate<LivingEntity> predicate)
Gets nearby players within the specified radius (bounding box)
|
default Collection<Player> |
World.getNearbyPlayers(Location loc,
double radius)
Gets nearby players within the specified radius (bounding box)
|
default Collection<Player> |
World.getNearbyPlayers(Location loc,
double xzRadius,
double yRadius)
Gets nearby players within the specified radius (bounding box)
|
default Collection<Player> |
World.getNearbyPlayers(Location loc,
double xRadius,
double yRadius,
double zRadius)
Gets nearby players within the specified radius (bounding box)
|
default Collection<Player> |
World.getNearbyPlayers(Location loc,
double xRadius,
double yRadius,
double zRadius,
Predicate<Player> predicate)
Gets nearby players within the specified radius (bounding box)
|
default Collection<Player> |
World.getNearbyPlayers(Location loc,
double xzRadius,
double yRadius,
Predicate<Player> predicate)
Gets nearby players within the specified radius (bounding box)
|
default Collection<Player> |
World.getNearbyPlayers(Location loc,
double radius,
Predicate<Player> predicate)
Gets nearby players within the specified radius (bounding box)
|
default boolean |
WorldBorder.isInBounds(Location location)
Deprecated.
use
WorldBorder.isInside(Location) for an upstream compatible replacement |
boolean |
WorldBorder.isInside(Location location)
Check if the specified location is inside this border.
|
void |
World.Spigot.playEffect(Location location,
Effect effect)
Deprecated.
Spigot specific API, use
Particle . |
void |
World.playEffect(Location location,
Effect effect,
int data)
Plays an effect to all players within a default radius around a given
location.
|
void |
World.playEffect(Location location,
Effect effect,
int data,
int radius)
Plays an effect to all players within a given radius around a location.
|
void |
World.Spigot.playEffect(Location location,
Effect effect,
int id,
int data,
float offsetX,
float offsetY,
float offsetZ,
float speed,
int particleCount,
int radius)
Deprecated.
Spigot specific API, use
Particle . |
<T> void |
World.playEffect(Location location,
Effect effect,
T data)
Plays an effect to all players within a default radius around a given
location.
|
<T> void |
World.playEffect(Location location,
Effect effect,
T data,
int radius)
Plays an effect to all players within a given radius around a location.
|
void |
World.playSound(Location location,
Sound sound,
float volume,
float pitch)
Play a Sound at the provided Location in the World
|
void |
World.playSound(Location location,
Sound sound,
SoundCategory category,
float volume,
float pitch)
Play a Sound at the provided Location in the World.
|
void |
World.playSound(Location location,
String sound,
float volume,
float pitch)
Play a Sound at the provided Location in the World.
|
void |
World.playSound(Location location,
String sound,
SoundCategory category,
float volume,
float pitch)
Play a Sound at the provided Location in the World.
|
void |
WorldBorder.setCenter(Location location)
Sets the new border center.
|
boolean |
World.setSpawnLocation(Location location)
Sets the spawn location of the world.
|
<T extends Entity> |
World.spawn(Location location,
Class<T> clazz)
Spawn an entity of a specific class at the given
Location |
<T extends Entity> |
World.spawn(Location location,
Class<T> clazz,
Consumer<T> function)
Spawn an entity of a specific class at the given
Location , with
the supplied function run before the entity is added to the world. |
Arrow |
World.spawnArrow(Location location,
Vector direction,
float speed,
float spread)
|
<T extends Arrow> |
World.spawnArrow(Location location,
Vector direction,
float speed,
float spread,
Class<T> clazz)
Creates an arrow entity of the given class at the given
Location |
Entity |
World.spawnEntity(Location loc,
EntityType type)
Creates a entity at the given
Location |
FallingBlock |
World.spawnFallingBlock(Location location,
int blockId,
byte blockData)
Deprecated.
Magic value
|
FallingBlock |
World.spawnFallingBlock(Location location,
Material material,
byte data)
Deprecated.
Magic value
|
FallingBlock |
World.spawnFallingBlock(Location location,
MaterialData data)
|
void |
World.spawnParticle(Particle particle,
Location location,
int count)
Spawns the particle (the number of times specified by count)
at the target location.
|
void |
World.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ)
Spawns the particle (the number of times specified by count)
at the target location.
|
void |
World.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ,
double extra)
Spawns the particle (the number of times specified by count)
at the target location.
|
<T> void |
World.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ,
double extra,
T data)
Spawns the particle (the number of times specified by count)
at the target location.
|
<T> void |
World.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ,
T data)
Spawns the particle (the number of times specified by count)
at the target location.
|
<T> void |
World.spawnParticle(Particle particle,
Location location,
int count,
T data)
Spawns the particle (the number of times specified by count)
at the target location.
|
LightningStrike |
World.strikeLightning(Location loc)
Strikes lightning at the given
Location |
LightningStrike |
World.Spigot.strikeLightning(Location loc,
boolean isSilent)
Strikes lightning at the given
Location and possibly without sound |
LightningStrike |
World.strikeLightningEffect(Location loc)
Strikes lightning at the given
Location without doing damage |
LightningStrike |
World.Spigot.strikeLightningEffect(Location loc,
boolean isSilent)
Strikes lightning at the given
Location without doing damage and possibly without sound |
Location |
Location.subtract(Location vec)
Subtracts the location by another.
|
Location |
Location.subtract(Location base,
double x,
double y,
double z)
Takes the x/y/z from base and subtracts the specified x/y/z to it and returns self
This mutates this object, clone first.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
EndGateway.getExitLocation()
Gets the location that entities are teleported to when
entering the gateway portal.
|
Location |
Block.getLocation()
Gets the Location of the block
|
Location |
BlockState.getLocation()
Gets the location of this block state.
|
Location |
DoubleChest.getLocation() |
Location |
Block.getLocation(Location loc)
Stores the location of the block in the provided Location object.
|
Location |
BlockState.getLocation(Location loc)
Stores the location of this block state in the provided Location object.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
Block.getLocation(Location loc)
Stores the location of the block in the provided Location object.
|
Location |
BlockState.getLocation(Location loc)
Stores the location of this block state in the provided Location object.
|
void |
EndGateway.setExitLocation(Location location)
Sets the exit location that entities are teleported to when
they enter the gateway portal.
|
| Modifier and Type | Method and Description |
|---|---|
List<String> |
CommandMap.tabComplete(CommandSender sender,
String cmdLine,
Location location)
Looks for the requested command and executes an appropriate
tab-completer if found.
|
List<String> |
SimpleCommandMap.tabComplete(CommandSender sender,
String cmdLine,
Location location) |
List<String> |
Command.tabComplete(CommandSender sender,
String alias,
String[] args,
Location location)
Executed on tab completion for this command, returning a list of
options the player can tab through.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
EnderCrystal.getBeamTarget()
Gets the location that this end crystal is pointing its beam to.
|
Location |
Player.getBedSpawnLocation()
Gets the Location where the player will spawn at their bed, null if
they have not slept in one or their current bed spawn is invalid.
|
Location |
Player.getCompassTarget()
Get the previously set compass target.
|
Location |
LivingEntity.getEyeLocation()
Get a Location detailing the current eye position of the living entity.
|
Location |
Entity.getLocation()
Gets the entity's current position
|
Location |
Entity.getLocation(Location loc)
Stores the entity's current position in the provided Location object.
|
Location |
Entity.getOrigin()
Gets the location where this entity originates from.
|
default Location |
FallingBlock.getSourceLoc()
Deprecated.
replaced by
Entity.getOrigin() |
default Location |
TNTPrimed.getSourceLoc()
Deprecated.
replaced by
Entity.getOrigin() |
Location |
EnderSignal.getTargetLocation()
Get the location this EnderSignal is moving towards.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
Entity.getLocation(Location loc)
Stores the entity's current position in the provided Location object.
|
InventoryView |
HumanEntity.openEnchanting(Location location,
boolean force)
Opens an empty enchanting inventory window with the player's inventory
on the bottom.
|
InventoryView |
HumanEntity.openWorkbench(Location location,
boolean force)
Opens an empty workbench inventory window with the player's inventory
on the bottom.
|
void |
Player.playEffect(Location loc,
Effect effect,
int data)
Deprecated.
Magic value
|
void |
Player.Spigot.playEffect(Location location,
Effect effect,
int id,
int data,
float offsetX,
float offsetY,
float offsetZ,
float speed,
int particleCount,
int radius)
Deprecated.
|
<T> void |
Player.playEffect(Location loc,
Effect effect,
T data)
Plays an effect to just this player.
|
void |
Player.playNote(Location loc,
byte instrument,
byte note)
Deprecated.
Magic value
|
void |
Player.playNote(Location loc,
Instrument instrument,
Note note)
Play a note for a player at a location.
|
void |
Player.playSound(Location location,
Sound sound,
float volume,
float pitch)
Play a sound for a player at the location.
|
void |
Player.playSound(Location location,
Sound sound,
SoundCategory category,
float volume,
float pitch)
Play a sound for a player at the location.
|
void |
Player.playSound(Location location,
String sound,
float volume,
float pitch)
Play a sound for a player at the location.
|
void |
Player.playSound(Location location,
String sound,
SoundCategory category,
float volume,
float pitch)
Play a sound for a player at the location.
|
void |
Player.sendBlockChange(Location loc,
int material,
byte data)
Deprecated.
Magic value
|
void |
Player.sendBlockChange(Location loc,
Material material,
byte data)
Deprecated.
Magic value
|
boolean |
Player.sendChunkChange(Location loc,
int sx,
int sy,
int sz,
byte[] data)
Deprecated.
Magic value
|
void |
Player.sendSignChange(Location loc,
String[] lines)
Send a sign change.
|
void |
EnderCrystal.setBeamTarget(Location location)
Sets the location that this end crystal is pointing to.
|
void |
Player.setBedSpawnLocation(Location location)
Sets the Location where the player will spawn at their bed.
|
void |
Player.setBedSpawnLocation(Location location,
boolean force)
Sets the Location where the player will spawn at their bed.
|
void |
Player.setCompassTarget(Location loc)
Set the target of the player's compass.
|
void |
EnderSignal.setTargetLocation(Location location)
Set the
Location this EnderSignal is moving towards. |
void |
Player.spawnParticle(Particle particle,
Location location,
int count)
Spawns the particle (the number of times specified by count)
at the target location.
|
void |
Player.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ)
Spawns the particle (the number of times specified by count)
at the target location.
|
void |
Player.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ,
double extra)
Spawns the particle (the number of times specified by count)
at the target location.
|
<T> void |
Player.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ,
double extra,
T data)
Spawns the particle (the number of times specified by count)
at the target location.
|
<T> void |
Player.spawnParticle(Particle particle,
Location location,
int count,
double offsetX,
double offsetY,
double offsetZ,
T data)
Spawns the particle (the number of times specified by count)
at the target location.
|
<T> void |
Player.spawnParticle(Particle particle,
Location location,
int count,
T data)
Spawns the particle (the number of times specified by count)
at the target location.
|
boolean |
Entity.teleport(Location location)
Teleports this entity to the given location.
|
boolean |
Entity.teleport(Location location,
PlayerTeleportEvent.TeleportCause cause)
Teleports this entity to the given location.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
BlockPistonRetractEvent.getRetractLocation()
Deprecated.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
EntityTeleportEvent.getFrom()
Gets the location that this entity moved from
|
Location |
EntityPortalEnterEvent.getLocation()
Gets the portal block the entity is touching
|
Location |
ItemDespawnEvent.getLocation()
Gets the location at which the item is despawning.
|
Location |
EntitySpawnEvent.getLocation()
Gets the location at which the entity is spawning.
|
Location |
EntityExplodeEvent.getLocation()
Returns the location where the explosion happened.
|
Location |
EntityTeleportEvent.getTo()
Gets the location that this entity moved to
|
| Modifier and Type | Method and Description |
|---|---|
void |
EntityTeleportEvent.setFrom(Location from)
Sets the location that this entity moved from
|
void |
EntityTeleportEvent.setTo(Location to)
Sets the location that this entity moved to
|
| Constructor and Description |
|---|
EntityExplodeEvent(Entity what,
Location location,
List<Block> blocks,
float yield) |
EntityPortalEnterEvent(Entity entity,
Location location) |
EntityPortalEvent(Entity entity,
Location from,
Location to,
TravelAgent pta) |
EntityPortalExitEvent(Entity entity,
Location from,
Location to,
Vector before,
Vector after) |
EntityTeleportEvent(Entity what,
Location from,
Location to) |
ItemDespawnEvent(Item despawnee,
Location loc) |
ItemSpawnEvent(Item spawnee,
Location loc)
Deprecated.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
PlayerMoveEvent.getFrom()
Gets the location this player moved from
|
Location |
PlayerRespawnEvent.getRespawnLocation()
Gets the current respawn location
|
Location |
PlayerMoveEvent.getTo()
Gets the location this player moved to
|
| Modifier and Type | Method and Description |
|---|---|
void |
PlayerMoveEvent.setFrom(Location from)
Sets the location to mark as where the player moved from
|
void |
PlayerRespawnEvent.setRespawnLocation(Location respawnLocation)
Sets the new respawn location
|
void |
PlayerMoveEvent.setTo(Location to)
Sets the location that this player will move to
|
| Constructor and Description |
|---|
PlayerMoveEvent(Player player,
Location from,
Location to) |
PlayerPortalEvent(Player player,
Location from,
Location to,
TravelAgent pta) |
PlayerPortalEvent(Player player,
Location from,
Location to,
TravelAgent pta,
PlayerTeleportEvent.TeleportCause cause) |
PlayerRespawnEvent(Player respawnPlayer,
Location respawnLocation,
boolean isBedSpawn) |
PlayerTeleportEvent(Player player,
Location from,
Location to) |
PlayerTeleportEvent(Player player,
Location from,
Location to,
PlayerTeleportEvent.TeleportCause cause) |
| Modifier and Type | Method and Description |
|---|---|
Location |
TabCompleteEvent.getLocation() |
| Constructor and Description |
|---|
TabCompleteEvent(CommandSender sender,
String buffer,
List<String> completions,
boolean isCommand,
Location location) |
| Modifier and Type | Method and Description |
|---|---|
Location |
VehicleMoveEvent.getFrom()
Get the previous position.
|
Location |
VehicleMoveEvent.getTo()
Get the next position.
|
| Constructor and Description |
|---|
VehicleMoveEvent(Vehicle vehicle,
Location from,
Location to) |
| Modifier and Type | Method and Description |
|---|---|
Location |
StructureGrowEvent.getLocation()
Gets the location of the structure.
|
Location |
SpawnChangeEvent.getPreviousLocation()
Gets the previous spawn location
|
| Constructor and Description |
|---|
SpawnChangeEvent(World world,
Location previousLocation) |
StructureGrowEvent(Location location,
TreeType species,
boolean bonemeal,
Player player,
List<BlockState> blocks) |
| Modifier and Type | Method and Description |
|---|---|
Location |
ChunkGenerator.getFixedSpawnLocation(World world,
Random random)
Gets a fixed spawn location to use for a given world.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
Inventory.getLocation()
Get the location of the block or entity which corresponds to this inventory.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
Vector.toLocation(World world)
Gets a Location version of this vector with yaw and pitch being 0.
|
Location |
Vector.toLocation(World world,
float yaw,
float pitch)
Gets a Location version of this vector.
|
| Constructor and Description |
|---|
BlockIterator(Location loc)
Constructs the BlockIterator.
|
BlockIterator(Location loc,
double yOffset)
Constructs the BlockIterator.
|
BlockIterator(Location loc,
double yOffset,
int maxDistance)
Constructs the BlockIterator
|
| Modifier and Type | Method and Description |
|---|---|
Location |
PlayerSpawnLocationEvent.getSpawnLocation()
Gets player's spawn location.
|
| Modifier and Type | Method and Description |
|---|---|
void |
PlayerSpawnLocationEvent.setSpawnLocation(Location location)
Sets player's spawn location.
|
| Constructor and Description |
|---|
PlayerSpawnLocationEvent(Player who,
Location spawnLocation) |
Copyright © 2021. All rights reserved.


$def with (profile, userinfo, relationship, result, folders, currentfolder)
$ _GRID_ITEM = COMPILE("common/thumbnail_grid_item.html")
$:{RENDER("common/user_tools.html", [profile, userinfo, relationship])}
$:{RENDER("common/user_tabs.html", [profile['username'], "submissions", profile['show_favorites_tab']])}
$ username = LOGIN(profile['username'])
$ div_class = ""
$ grid_class = "thumbnail-grid"
$if(folders):
$ div_class = "sectioned-main clear"
$ grid_class = "thumbnail-grid sectioned"
$if result.query:
$for index, item in enumerate(result.query):
$:{_GRID_ITEM(item, include_byline=False, lazy_load=index >= 10)}
$:{RENDER("common/page_navigation.html", [result])}
$else:
There are no submissions to display


Hardware Buttons
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--- layout: post title: Offensive line not the only thing broken at Oklahoma game categories: [] tags: - bsod - dumb - geek - windows status: publish type: post published: true meta: _original_post_id: '' _original_import_author: John Duprey author: ---


Cronos is a hybrid-fueled sounding rocket engineered by White Noise
in close collaboration with and under
the auspices of Libre Space Foundation. It is a project designed and
manufactured in an open and participatory manner at Hackerspace.gr.
Cronos is designed to lift 4kg of deployable, payload mass, housed
right below the airframe’s nose cone. Its paraffin wax and nitrous
oxide hybrid propulsion system is able to produce an estimated 3000 N
of thrust for approximately 3s. Thus, it is estimated to reach Mach 0.88
and an apogee of 3km AGL.
The sounding rocket is designed so it will
be safely recovered after the launch. In order to achieve this,
when at apogee, two parachutes will be ejected by utilizing CO2
cartridges so as to safely recover the full rocket, making it thus,
a 100% reusable sounding rocket.
Cronos is the effort of a team of University students to manufacture
a sounding rocket so as to be able to explore and identify the
challenges of such an endeavour. The students have familiarised
themselves with the processes and operations of following open
development and open-source approaches. The primary aim of the
project Cronos is to become the test platform for exploring future
possibilities of building more advanced rockets, capable of reaching
higher altitudes, designed and manufactured in a collaborative and
participatory way.
If you want to find out more about the Project Cronos, check out the
source-code repositories.


Prebid.js Test
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Bids responses
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Ads Place 1 | AdMicro is prioritized
Ads Place 2 | AppNexus is prioritized
Ads Place 3 | Fair


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|
Smack | ||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
public interface BytestreamRequest
BytestreamRequest provides an interface to handle incoming bytestream requests.
There are two implementations of the interface. See Socks5BytestreamRequest
and
InBandBytestreamRequest
.
| Method Summary | |
|---|---|
BytestreamSession |
accept()
Accepts the bytestream open request and returns the session to send/receive data. |
String |
getFrom()
Returns the sender of the bytestream open request. |
String |
getSessionID()
Returns the session ID of the bytestream open request. |
void |
reject()
Rejects the bytestream request by sending a reject error to the initiator. |
| Method Detail |
|---|
String getFrom()
String getSessionID()
BytestreamSession accept() throws XMPPException, InterruptedException
XMPPException
- if an error occurred while accepting the bytestream request
InterruptedException
- if the thread was interrupted while waiting in a blocking
operationvoid reject()
|
Smack | ||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


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Payable Total(Taka)
You can change your Name,Phone No and Shipping Address
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The city of Sibenik is on the eastern bank of the large, land-locked bay of the same name. It is approached via the narrow channel, Kanal Sv. Ante. This large commercial port lies about 40NM NW of Split.
Position 43°43.9'N, 15°53.7'E.
This is a year-round Port of Entry.
Clearance can be arrange by the Madalina marina.
Last updated February 2014.
Berth at the visitors' quay NW of the fuel berth or at the Mandalina marina in the southern arm of the bay.
There are several anchorages in various inlets off the Kanal Sv Ante but be aware that the wind funnels down this channel.
Located 6nm south of Sibenik is the Solaris Holiday Resort and marina. It provides excellent all round protection.
Last updated February 2014.


Two-dimensional data Ψ(R,Z) on a rectangular grids (R,Z) is read from the G_EQDSK ﬁle (G-ﬁle) of EFIT code. Based on the 2D array data, I use 2D cubic spline interpolation to construct a interpolating function Ψ = Ψ(R,Z). To construct a magnetic surface coordinate system, I need to ﬁnd the contours of Ψ, i.e., magnetic surfaces. The values of Ψ on the magnetic axis, Ψ0, and the value of Ψ on the last closed ﬂux surface (LCFS), Ψb, are given in G-ﬁle. Using these two values, I construct a 1D array “psival” with value of elements changing uniform from Ψ0 to Ψb. Then I try to ﬁnd the contours of Ψ with contour level value ranging from Ψ0 to Ψb. This is done in the following way: construct a series of straight line (in the poloidal plane) that starts from the location of the magnetic axis and ends at one of the points on the LCFS. Combine the straight line equation, Z = Z(R), with the interpolating function Ψ(R,Z), we obtain a one variable function h = Ψ(R,Z(R)). Then ﬁnding the location where Ψ is equal to a speciﬁed value Ψi, is reduced to ﬁnding the root of the equation Ψ(R,Z(R)) − Ψi = 0. Since this is a one variable equation, the root can be easily found by using simple root ﬁnding scheme, such as bisection method (bisection method is used in GTAW code). After ﬁnding the roots for each value in the array “psival” on each straight lines, the process of ﬁnding the contours of Ψ is ﬁnished. The contours of Ψ found this way are plotted in Fig. 7.
In the above, we mentioned that the point of magnetic axis and points on the LCFS are needed to construct the straight lines. In G-ﬁle, points on LCFS are given explicitly in an array. The location of magnetic axis is also explicitly given in G-ﬁle. It is obvious that some of the straight lines Z = Z(R) that pass through the location of magnetic axis and points on the LCFS will have very large or even inﬁnite slope. On these lines, ﬁnding the accurate root of the equation Ψ(R,Z(R)) −Ψi = 0 is diﬃcult or even impossible. The way to avoid this situation is obvious: switch to use function R = R(Z) instead of Z = Z(R) when the slope of Z = Z(R) is large (the switch condition I used is |dZ∕dR| > 1).
In constructing the ﬂux surface coordinate with desired Jacobian, we will need the absolute value of the gradient of Ψ, |∇Ψ|, on some speciﬁed spatial points. To achieve this, we need to construct a interpolating function for |∇Ψ|. The |∇Ψ| can be written as
|
| (199) |
By using the center diﬀerence scheme to evaluate the partial derivatives with respect to R and Z in the above equation (using one side diﬀerence scheme for the points on the rectangular boundary), we can obtain an 2D array for the value of |∇Ψ| on the rectangular (R,Z) grids. Using this 2D array, we can construct an interpolating function for ∇Ψ by using the cubic spline interpolation scheme.


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2005
December, 2005
Anthem
Ayn Rand
November, 2005
Interpreter of Maladies
Jhumpa Lahiri
October, 2005
The Good Earth (The Good Earth Trilogy Book 1)
Pearl S. Buck
September, 2005
Their Eyes Were Watching God: A Novel
Zora Neale Hurston
August, 2005
The Dew Breaker (Vintage Contemporaries)
Edwidge Danticat
June, 2005
Loving Che: A Novel
Ana Menéndez
May, 2005
My Sister's Keeper: A Novel (Wsp Readers Club)
Jodi Picoult
April, 2005
The Reading Group: A Novel
Elizabeth Noble
March, 2005
The Kite Runner
Khaled Hosseini
February, 2005
The Amateur Marriage
Anne Tyler
January, 2005
White Noise (Contemporary American Fiction)
Don DeLillo


This is a visualization of the time and location of crime reports for the city of Portland, OR. The data was released to the public at civicapps.org. The classications of crime types are standardized by the Uniform Crime Reporting (UCR) system developed by the FBI. This data set only includes those that contain location data.


GOME_L1_EXTRACTED
Variables
The table below lists the variables that are present in the HARP product that results from an ingestion of GOME_L1_EXTRACTED
data.
field name |
type |
dimensions |
unit |
description |
|---|---|---|---|---|
datetime_stop |
double |
{time} |
[seconds since 2000-01-01] |
time of the measurement at the end of the integration time |
datetime_length |
double |
{time} |
[s] |
length of each measurement |
orbit_index |
int32 |
absolute orbit number |
||
latitude |
double |
{time} |
[degree_north] |
tangent latitude of the measurement |
longitude |
double |
{time} |
[degree_east] |
tangent longitude of the measurement |
latitude_bounds |
double |
{time, 4} |
[degree_north] |
corner latitudes for the ground pixel of the measurement |
longitude_bounds |
double |
{time, 4} |
[degree_east] |
corner longitudes for the ground pixel of the measurement |
wavelength_photon_radiance |
double |
{time, spectral} |
[count/s/cm2/sr/nm] |
measured radiances |
wavelength_photon_radiance_uncertainty |
double |
{time, spectral} |
[count/s/cm2/sr/nm] |
absolute radiance measurement error |
wavelength |
double |
{time, spectral} |
[nm] |
nominal wavelength assignment for each of the detector pixels |
integration_time |
double |
{time, spectral} |
[s] |
integration time for each pixel |
scan_subindex |
int8 |
{time} |
relative index (0-3) of this measurement within a scan (forward+backward) |
|
scan_direction_type |
int8 |
{time} |
scan direction for each measurement; enumeration values: forward (0), backward (1) |
|
solar_zenith_angle |
double |
{time} |
[degree] |
solar zenith angle at instrument |
solar_azimuth_angle |
double |
{time} |
[degree] |
solar azimuth angle at instrument |
viewing_zenith_angle |
double |
{time} |
[degree] |
line of sight zenith angle at instrument |
viewing_azimuth_angle |
double |
{time} |
[degree] |
line of sight azimuth angle at instrument |
index |
int32 |
{time} |
zero-based index of the sample within the source product |
Ingestion options
The table below lists the available ingestion options for GOME_L1_EXTRACTED
products.
option name |
legal values |
description |
|---|---|---|
band |
band-1a, band-1b, band-2a, band-2b, band-3, band-4, blind-1a, straylight-1a, straylight-1b, straylight-2a |
only include data from the specified band (‘band-1a’, ‘band-1b’, ‘band-2a’, ‘band-2b’, ‘band-3’, ‘band-4’, ‘blind-1a’, ‘straylight-1a’, ‘straylight-1b’, ‘straylight-2a’); by default data from all bands is retrieved |
data |
sun_reference |
retrieve the measured radiances (default) or the sun spectra (data=sun_reference) |
This definition is only applicable when: data unset
Mapping description
GOME Level 1 Extracted Spectra
The table below details where and how each variable was retrieved from the input product.
field name |
mapping description |
|
|---|---|---|
datetime_stop |
path |
/egp[]/agi/groundpixel_end |
datetime_length |
description |
set to fixed value of 1.5 [s] |
orbit_index |
path |
/pir/start_orbit |
latitude |
path |
/egp[]/agi/coords[4]/latitude |
description |
tangent latitude of the measurement |
|
longitude |
path |
/egp[]/agi/coords[4]/longitude |
description |
tangent longitude of the measurement |
|
latitude_bounds |
path |
/egp[]/agi/coords[0:3]/latitude |
description |
The corners are rearranged in the following way: 1,3,2,0 |
|
longitude_bounds |
path |
/egp[]/agi/coords[0:3]/longitude |
description |
The corners are rearranged in the following way: 1,3,2,0 |
|
wavelength_photon_radiance |
path |
/egp[]/brda[]/edr[]/abs_radiance |
description |
will be set to NaN is brda record is not available or if egp[]/brda[]/edr[]/flag != 0 |
|
wavelength_photon_radiance_uncertainty |
path |
/egp[]/brda[]/edr[]/abs_rad_err |
description |
will be set to NaN is brda record is not available or if egp[]/brda[]/edr[]/flag != 0 |
|
wavelength |
path |
/egp[]/brda[]/edr[]/wavelength |
integration_time |
path |
/egp[]/brda[]/integration_time |
scan_subindex |
path |
/egp[]/sub_counter |
description |
if a measurement consisted of multiple ground pixels, the subset counter of the last pixel is taken |
|
scan_direction_type |
path |
/egp[]/sub_counter |
description |
the scan direction is based on the subset counter of the measurement; 0-2: forward (0), 3: backward (1) |
|
solar_zenith_angle |
path |
/egp[]/agi/solar_angles_spacecraft/zenith_b |
solar_azimuth_angle |
path |
/egp[]/agi/solar_angles_spacecraft/azimuth_b |
viewing_zenith_angle |
path |
/egp[]/agi/los_spacecraft/zenith_b |
viewing_azimuth_angle |
path |
/egp[]/agi/los_spacecraft/azimuth_b |


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EBD - Easton Bible DIctionary
Example
EXAMPLE
"EXAMPLE "of Christ (
1 Peter 2:21
;
John 13:15
); of pastors to their flocks(Phil.
3:17
;
2 Thessalonians 3:9
;
1 Timothy 4:12
;
1 Peter 5:3
); of the Jews as a warning (
Hebrews 4:11
); of the prophets as suffering affliction (
James 5:10
).
"EXAMPLE "of Christ (1 Peter 2:21; John 13:15); of pastors to their flocks(Phil. 3:17; 2 Thessalonians 3:9; 1 Timothy 4:12; 1 Peter 5:3); of the Jews as a warning (Hebrews 4:11); of the prophets as suffering affliction (James 5:10).


Adjust system volume instead of iTunes volume?
-
anonymous
Is there any way to have the volume hotkeys adjust the system volume instead of the iTunes volume?
Basically, I want to bind a key (other than the built in volume keys) to adjust the system volume, and I figured Synergy might be able to.
Thanks.
-
Greg Hurrell
Not currently. There has never been much of a demand for such a feature, as Apple has been shipping keyboards with built-in keys for manipulating the system volume for many years now.
(Although, I do understand that if you want your function keys to behave as normal function keys then you can't use the system volume keys.)
Reply
This topic is now closed.


Event Location:
3nd Floor Microsoft Tower, LSH Plaza
8 Wangjing Street, Chaoyang District
Beijing, , China
This is a list of speakers from the XML Guidebook records. The details and URLs were valid at the time of the event.
LinkedIn: ?https://www.linkedin.com/in/insightstoaction?
Mark Skiles is a (BI) Solutions Architect with Architect IT in Des Moines, IA. He and his wife live in Carlisle, IA. He is an international consultant and has worked for EDS in Taiwan and traveled extensively in China and Southeast Asia. He has over 28 years of technology experience and has worked with SQL server since 1995. His areas of interest are designing and integrating large scale databases and continual improvement in the presentation of data – ways to turn data into decisions.
Contact: http://www.cnblogs.com/shanksgao/
Over 10 years with SQL Server.Expert at SQL Server performance optimization , data platform architecture design ,database high availability and scale-out solution plan.Willing to sharing knowledge and experience in my part time.
The following is a list of sponsors that helped fund the event.


Picking up a story from coworker who's gone to vacation in Hawaii. Wish that was the other way around.
8/26/2009, 11:08:40 AM
Favs: 0
Retweets: 0
link--- layout: tweet ---
Picking up a story from coworker who's gone to vacation in Hawaii. Wish that was the other way around.
8/26/2009, 11:08:40 AM
Favs: 0
Retweets: 0
link


Tool Demonstration Track - Call for Papers
Important Dates
**All submission dates are at 23:59 AoE (Anywhere on Earth, UTC-12)**
Abstract Submission
Monday, June 17, 2019
Paper Submission
Monday, June 17, 2019
Friday, June 21, 2019
Author Notification
Friday, July 12, 2019
Camera Ready Submission
Wednesday, July 31, 2019
Goal and Scope
The ICSME 2019 Tool Demonstration Track is an opportunity for both researchers and practitioners to present and discuss software maintenance and evolution tools.
We welcome submissions for tools ranging from research prototypes to industry tools. We specifically encourage submissions that accompany papers in the Research Paper Track. The tool demonstration paper should focus on the tool's architecture, implementation, and intended usage.
Accepted papers will be published as part of the conference proceedings.
Review Criteria
Each Tool Demonstration submission will be evaluated by members of the Tool Demonstration Track Program Committee.
The evaluation criteria include:
- Relevance of the proposed tool to ICSME
- Motivation behind the tool including typical usage scenarios
- Novelty of the proposed tool and its architecture
- Technical soundness of the tool
- Consideration of the relevant literature
- Presentation quality and originality of the paper
Submission
Submissions for the Tool Demonstration Track must satisfy the following criteria:
- Describe a tool, according to the above guidelines, that is within scope of the conference's software maintenance and evolution topics. Please refer to the CFP of the conference's Research Track for examples.
- Adhere to the ICSME 2019 formatting instructions.
- Be submitted as PDF to the Tool Demonstration Track via EasyChair.
- Not exceed 4 pages (including content and references)
- Need not be blinded (i.e., authors will remain visible to the reviewers). This to allow reporting the tool's history, ecosystem, community support, etc.
Presentation
Authors of accepted papers will be invited to give a presentation at the conference. At least one author needs to be present. The presentation should include either a live or a recorded tool demonstration.
Track Chairs
- Michael Collard, The University of Akron, United States
- Shinpei Hayashi, Tokyo Institute of Technology, Japan


Researching on grown, fixed, and Gregorc Thinking Style, I took a personal thinking styles evalutation to find I am Random, really just random. There are two perceptual qualities, Concrete and Abstract, and I'm even with them. Abstract Random and Concrete Random came in even in scoring with nothing else even close.
Random
Random
Random
Random
What does Random mean? It means I grasp concepts and learning in chunks, not sequentially. Nice!
I find it beneficial to pick up what I could and fill in the gaps later. Life can't always provide order, which means I can roll with it well. It also means I might pick the impulse over the planned. In my head, this all makes for a better holiday.
Not everything about either ordering system can be perfect, which is why I like to embrace mine with happiness. It rocks! I pick up learning as it comes and piece the ideas together. The unplanned works for me which also means the planned can too (just not always my natural choice)
I found the telling part to be my equal match between being Concrete and Abstract thinker. This means I handle both the practical and laid out on the table and the underlining message not written on the note. Flexibility helps in all different situations, and I'm sure at some points I focus more on the concrete (what's there) or more on the abstract (what's the implications).
Fixed versus growth mindset describes two distinctly different philosophies on learning potential people have. People who adhere to a fixed mindset, believe their abilities are static and cannot be changed. These are the people who avoid new challenges, feel threatened by criticism and the success of others, and don't believe in putting in effort to new skills. A growth mindset requires more effort and isn't the easiest route; it also produces higher achievement. People in a growth mindset believe with effort, feedback, and taking responsibility for their learning, they can learn and achieve new things.
My random quality helped me be more of a growth mindset, believing I can always learn and do more. Since I get chunks without sequential order naturally, if I learn about injecting dependencies without having written a method in Ruby I'm OK. I know the middle ground between those steps will fill in eventually.


IWTG is a web application for undergraduates who need help visualizing their former achievements in the school to get a sense of their present status in obtaining their only goal and desire that is, graduating.
| Name | Student ID | Major |
|---|---|---|
- |
| Type of class | Credit |
|---|---|
| Type of class | Core | Elective | Practice |
|---|---|---|---|
| Credits | 0 | 0 | 0 |
| Subject | Grade | Credit | Kind |
|---|---|---|---|
| Current semester's GPA | x |
| Current semester's core class' GPA | x |
| Type of class | Credits to take |
|---|---|
| Core | 0 |
| Elective | 0 |
| Practice | 0 |


This API upgrades your license and also triggers the configuration process:
POST /setup/api/upgrade
| Name | Type | Description |
|---|---|---|
license |
string |
The content of your new .ghl license file. |
curl -L -X POST 'https://api_key:your-amazing-password@hostname:admin_port/setup/api/upgrade'
HTTP/1.1 202 Accepted Location: http://hostname:admin_port/setup/api/configcheck


[1]
Four lines of America 's Sprint 's or Bank of NYC is automated and Internet - a rep..
[2]
Can't beat the sales people find it was too high price especially the 1-888 number just want the 1st rep was bad call number on an answering machine.


[gecode-users] Copy the domain from variable to another in diff. spaces
Mauricio Toro
mauriciotorob at gmail.com
Mon Jun 16 18:03:01 CEST 2008
I am going to try those ideas !!
And.. do you have any suggerence to do the same
but with SetVars instead of IntVars?
Thanks
2008/6/16 Guido Tack <tack at ps.uni-sb.de>:
> Mauricio Toro wrote:
>
> Hello all,
>>
>> I am doing an application with Gecode using several Spaces.
>> I need to copy the domain from IntVars and SetVars from one Space to
>> another.
>> But, once I copy the domain, the old space is deleted, therefore I do not
>> want some sort of "channel" constraint.
>>
>> For example:
>>
>> Space * space1;
>> IntVar x(space1, 1,10);
>> IntSet y;
>> copythedomain(x,y);
>>
>
> What do you mean here, that the set y should reflect the current domain of
> x?
>
> //do some computation
>> delete space1;
>> Space * space2;
>> IntVar z(space2,1,100);
>> copythedomain(z,y);
>>
>
> And now, what should the result be? Do you expect y to be overwritten with
> the domain of z, or intersected? Or do you expect z to be constrained to
> the value of y? (I guess the latter)
>
> //do some computation
>> delete space2;
>>
>> I tried with these constraints:
>> dom(space1,x,y); dom(space2,z,y);
>> But they did not work.
>>
>
> An IntSet is never modified by a call to dom, after all, it's not a
> constraint variable! It works exactly the other way around: the variable
> domain is constrained to be a subset of the IntSet.
>
> What can I do?
>>
>
> The code is not tested, but this is approximately how it should work:
>
> void copythedomain(Space* home, IntVar from, IntVar to) {
> IntVarRanges fromR(from);
> IntSet fromS(fromR);
> dom(home, to, fromS);
> }
>
> Note that home has to be the space that "to" lives in, and you don't need
> the space that "from" lives in.
>
> Cheers,
> Guido
>
>
--
Mauricio Toro Bermudez
Estudiante de Ingeniería de Sistemas
Pontificia Universidad Javeriana, Colombia
Stagiare à l'Ircam
1, place Igor-Stravinsky 75004 Paris,
France de 2008 à 2009
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In this post, we perform abstraction on my recording microphone to turn it into a logo! I'll cover my thought process, the tools I used, and adjustments I made post-critique.
Goals
My goal for this assignment: For my final abstraction to be a simple yet effective representation of a tripod microphone that is easy to draw.
Tools
Adobe Illustrator
For this assignment, since vector graphics would be used for the abstraction, I used Adobe Illustrator, with extensive use of the pen and shape tools. To make the workspace a little more organised, I utilised layers to separate the different aspects of the microphone in terms of depth.
I must admit my layers aren't as organised as they could be... For future projects, it might help to make more intentional use of the layers and label them appropriately. I also utilised the grouping function to group paths and shapes together (e.g. the Audio Jack and USB icons) so that I can easily adjust them as a whole.
In order to replicate the mesh on my microphone, I went online to learn how to create patterns! So I made patterns for the different microphone meshes.
I also used the "Save a Copy" function to save different files for the different stages as "Mic Stage 1", "Mic Stage 2", etc. and preserve the different states. This allowed me to easily edit the different stages and place them into InDesign.
Adobe InDesign
To easily divide the product into a grid, I used InDesign! This also helped me easily extract the assignment into an A4 PDF.
One neat feature in InDesign was the ability to directly place .ai files, making the process very convenient.
Thought Process
For the first stage, I created a detailed vector replica of the microphone (I didn't include the audio-technica logo in case of copyright, and I felt it wouldn't be necessary later on anyway). It was here where I faced my first obstacle: How should I go about creating the microphone mesh? It wouldn't be efficient to draw it line by line. As such, I learnt how to create Illustrator patterns online and my first ever pattern made using the function was this microphone's mesh pattern in Stage 1.
For the second stage, I mainly focused on defining the colours of the image - increasing contrast by having just two colours: black and white. The only portion I couldn't do this for yet was where the buttons were attached - to turn it black or white would cause the headphone jack to disappear or buttons to be less contrasted. Aside from this, I also simplified some shapes like the tripod head and base and icons, and replaced the brand name with a black line to simply signify something written there.
I knew that the mesh would be too complex for an icon, so I decided to simplify it in the third stage: horizontal stripes for the inside of the microphone, and vertical stripes for the top mesh. In this stage I also began removing elements I felt were unnecessary for a standing mic representation like the arrows on the buttons, the inside of the USB jack, and the brand. I also further simplified the shape of the tripod head and the icons.
In the fourth stage, I felt the mesh could be even further abstracted - so I made the lines wider. It was here I started to stray a little more away from the original microphone, colouring the top half of the mic black and merging the top mesh with the microphone to simplify its shape. I also decided to colour the buttons black to contrast more starkly with the white background - allowing me to simplify the colour of the buttons' background to white. I only made a minor tweak to the base here, changing the head of the base to a simple block rather than a rounded shape.
In the final stage, I decided to shade the whole microphone black to make it a simple whole shape rather than two segments - easier to process visually. To further simplify the shape, I rounded all the edges of the microphone to be consistent. I also decided to remove the base of the buttons and the audio jack since I felt they weren't necessary for a simple icon of a tripod microphone. As for the mesh, I reduced it simply to 5 white lines (or 4 black lines, depending on how you look at it) - making it easy to replicate and recall (elements I feel are important for an abstract simple logo) yet still recognisable as a microphone. I also removed the mesh border and merged the lines with the microphone's edges, because with the mesh border it looked more like a screen with lines instead of a mesh. For the base, I decided to remove the tripod head since I felt only the three legs were needed to symbolise a tripod.
Post-Critique
Prior to the critique, the middle tripod leg in the final stage of my abstraction was the same length as that in Stage 4 - jutting out the bottom. However, a classmate suggested that I could consider shortening it to be aligned to the base of the other two tripod legs to make the abstraction more visually appealing. As such, I tried it out and - it actually worked quite well! So I decided to keep it.
Overall, my group agreed that my abstraction did symbolise a tripod microphone well in a simplified manner. So aside from that, I just did some minor tweaks to my original design such as fixing some element alignments.


HOME
VWO Ruby SDK Example(Rails)
Hey there, what would you like to experiment?
A/B Test
Feature Rollout
Feature Test
Push Api


James Cooper -<EMAIL_ADDRESS>Goal: Provide an overview of common resize tools and issues you might run into in the wild
Open source tools that support a wide range of image formats and resize / crop / transform options.
Perhaps the most well known resize tool. Provides 11+ commands including "identify" and "convert"
$ exiftool -D -n elvis.jpg | grep -i orient
274 Orientation : 8
143 Camera Orientation : 0
<img src="exif_crop/elvis.jpg" height="200"
style="image-orientation: from-image;">
# actual image geometry is width=4000, height=3000
$ gm identify elvis.jpg
elvis.jpg JPEG 4000x3000+0+0 DirectClass 8-bit 4.8Mi 0.000u 0m:0.000003s
# -crop <width>x<height>{+-}<x>{+-}<y>{%}
# The width and height give the size of the image that remains after cropping,
# and x and y are offsets that give the location of the top left corner of the
# cropped image with respect to the original image.
$ gm convert elvis.jpg -crop 1000x1600+700+250 cropped_wrong.jpg
# use -auto-orient to apply exif orientation before cropping
$ gm convert elvis.jpg -auto-orient -crop 1000x1600+700+250 cropped_right.jpg
# HARD WAY - preserve exif orientation
# reverse the target width/height (1000x1600 -> 1600x1000)
# x offset: 4000-1600-250 => 2150, y offset stays => 700
$ gm convert elvis.jpg -crop 1600x1000+2150+700 cropped_right_hard.jpg
|
Wrong |
Right |
# will create a separate jpeg per frame in GIF
# also takes over a minute to run
convert 'large_plankton.gif' -size 1000x1000 plankton.jpg
# wrong - crashes
convert 'large_tiff.tiff' -size 1000x1000 large_tiff.jpg
# right (assuming you want the first frame)
convert 'large_plankton.gif[0]' -size 1000x1000 plankton.jpg
convert 'large_tiff.tiff[0]' -size 1000x1000 large_tiff.jpg
#!/usr/bin/env python3
import boto3, json
orig_urls = [
"http://bitmech-west2.s3.amazonaws.com/resize-images/1_Wild_Turkey.jpg",
"http://bitmech-west2.s3.amazonaws.com/resize-images/ContinentalDC-10-30.jpg",
"http://bitmech-west2.s3.amazonaws.com/resize-images/P1030659.JPG"
]
lam = boto3.client("lambda")
for url in orig_urls:
d = {"url": url, "height": 300}
resp = lam.invoke(FunctionName="image-resize", InvocationType="RequestResponse",
Payload=json.dumps(d))
out = json.loads(resp["Payload"].read())
print("%s to %s (%d ms)" % (url, out["resizeUrl"], out["elapsedMillis"]))
James Cooper - james@bitmechanic.com


Introduction to CSS
What is CSS?
- CSS stands for Cascading Style Sheets
- CSS describes how HTML elements are to be displayed on screen, paper, or in other media
- CSS saves a lot of work. It can control the layout of multiple web pages all at once
- External stylesheets are stored in CSS files
CSS Demo - One HTML Page - Multiple Styles!
Why Use CSS?
CSS is used to define styles for your web pages, including the design, layout and variations in display for different devices and screen sizes.
CSS Solved a Big Problem
HTML was NEVER intended to contain tags for formatting a web page!
HTML was created to describe the content of a web page, like:
<h1> This is a heading </h1>
<p> This is a paragraph. </p>
When tags like <font>, and color attributes were added to the HTML 3.2 specification,
it started a nightmare for web developers. Development of large websites,
where fonts and color information were added to every single page, became a long and expensive process.
To solve this problem, the World Wide Web Consortium (W3C) created CSS.
CSS removed the style formatting from the HTML page!
CSS Saves a Lot of Work!
The style definitions are normally saved in external .css files.
With an external stylesheet file, you can change the look of an entire website by changing just one file!


Github (Application)
Github (Webstrates Mapping)
03.20.18 Welcome Mejan & Helen!
03.20.18 Welcome Shawn, Bhargav, Hazel, and Raquel!
03.01.18 Successful delivery of R1 Iteration 7!
02.15.18 Drawing features... we have liftoff!
02.01.18 Impressive demo of Iteration 5!
01.18.18 Dusting off the holiday rust with Iteration 4.
12.11.17 Good luck on exam week!
12.01.17 Welcome Joshua, Michael and Xavier to the team!
10.27.17 Welcome Steve, Issac and Gav to the team!
In the Cognitive Canvas project at the UC San Diego Design Lab we are building an experimental software application to support mind mapping and note-taking in the college classroom. Our approach offers users the best of both worlds : concept mapping on a screen, with sketching on paper. We are exploring the myriad design challenges involved in navigating the physical/virtual divide when supporting learning with graphic representations.
In pursuit of seamless multi-device collaboration, we are leveraging affordances of the award winning webstrates system, which blurs the traditional distinction between applications and documents.
Dr. Jim Hollan
Amy Rae Fox, M.Ed
Dr. Mary Boyle
Xiangyu Zhao (Steve)
Isaac Fehr
Xinwei Wang (Xavier)
Michael Tolentino
Gaurav Parmar (Gav)
Joshua Tjong
Helen Cheng
Mejan Rostamian
Hazel Leung
Bhargav Sridharan
Raquel Dawis
Shangqing (Shawn) Gu


{% block body %}{% endblock %}
Zappatista!
News, announcements and commentary from
Zappa
, Python's server-less framework.
Star


If you us the packman mouths around a 'p' then it starts paragraph body text. Yay!
Bolding stuffTrying to write something in bold I see you have to write the first 'b'packmans first.
ItalicizeSo I guess the packmans around 'em' italicize stuff.
Linking stuffOkay so the example text has 'This video does a good job of explaining' as an example of bolding stuff.
First, you have to use 'packman a href=' to mark the beginning of a link. The text that you want to link goes into inverted packmen, like this.
Also thisVery important for life.


NetworkComparisonTest: Statistical Comparison of Two Networks Based on Three Invariance
Measures
This permutation based hypothesis test, suited for Gaussian and
binary data, assesses the difference between two networks based on several
invariance measures (network structure invariance, global strength invariance,
edge invariance). Network structures are estimated with l1-regularized partial
correlations (Gaussian data) or with l1-regularized logistic regression (eLasso,
binary data). Suited for comparison of independent and dependent samples
(currently, only for one group measured twice).
Downloads:
Reverse dependencies:
Linking:
Please use the canonical form
https://CRAN.R-project.org/package=NetworkComparisonTest
to link to this page.


Your CuPID
Device Name Device Group Hardware
Reboot CuPID
Reboot CuPID?
-
Device Software
iicontrollibs
Version time:
Update time:
Commit hex:
cupidweblibs
Version time:
Update time:
Commit hex:
Update Web Libraries
Update
This will update installed library to tip of Master. If changes have not been stashed, they will need to be stashed manually or update will not proceed.
This may require rebuilding some databases.
Check release notes for details, and update your control libraries.
Please ensure IO are all in safe states before you proceed. You have been warned.
Update Control Libraries
Update
This will update installed library to tip of Master. If changes have not been stashed, they will need to be stashed manually or update will not proceed.
This may require rebuilding some databases.
Check release notes for details, and update your web libraries.
Please ensure IO are all in safe states before you proceed. You have been warned.


We examine blockchain!
- engage B2B channels
- enhance collaborative niches
- deliver out-of-the-box interfaces
- engineer best-of-breed channels
- architect dynamic schemas
- matrix revolutionary synergies
- implement efficient niches
- scale out-of-the-box e-tailers
- visualize frictionless eyeballs
- enable compelling supply-chains


AUTRACE:
Section: System Administration Utilities (8)Updated: Jan 2007
Index Return to Main Contents
NAME
autrace - a program similar to straceSYNOPSIS
autrace program [-r] [program-args]...DESCRIPTION
autrace is a program that will add the audit rules to trace a process similar to strace. It will then execute the program passing arguments to it. The resulting audit information will be in the audit logs if the audit daemon is running or syslog. This command deletes all audit rules prior to executing the target program and after executing it. As a safety precaution, it will not run unless all rules are deleted with auditctl prior to use.OPTIONS
- -r
- Limit syscalls collected to ones needed for analyzing resource usage. This could help people doing threat modeling. This saves space in logs.
EXAMPLES
The following illustrates a typical session:
autrace /bin/ls /tmp ausearch --start recent -p 2442 -i
and for resource usage mode:
autrace -r /bin/ls ausearch --start recent -p 2450 --raw | aureport --file --summary ausearch --start recent -p 2450 --raw | aureport --host --summary
SEE ALSO
ausearch(8), auditctl(8).AUTHOR
Steve Grubb
Index
This document was created by man2html, using the manual pages.
Time: 05:34:24 GMT, December 24, 2015


Try out our Premium Member services: Virtual Legal Assistant, Query Alert Service and an ad-free experience. Free for one month and pay only if you like it.
CR.MA/3561/2008 1/2 ORDER IN THE HIGH COURT OF GUJARAT AT AHMEDABAD CRIMINAL MISC.APPLICATION No. 3561 of 2008 ========================================================= VASANT DYEING & PRINTING WORKS AND ANR Versus STATE OF GUJARAT & ANR ========================================================= Appearance : MR ZUBIN F BHARDA for Applicants:1-2 MR KP RAVAL, ADDL.PUBLIC PROSECUTOR for Respondent:1 None for Respondent:2 ========================================================= CORAM : HONOURABLE MS.JUSTICE H.N.DEVANI Date : 22/04/2008 ORAL ORDER
1. Heard Mr.Zubin F.Bharda, learned advocate for the petitioners.
2. The learned advocate has drawn the attention of the Court to the Defaulter's Data Sheet, Annexure-VI at page 49 to the application, to point out that the same refers to an inspection report dated 14th June, 1988. It is submitted that the Air Pollution Control (Amendment) Act, 1987, ('the Act'), came into force from 1st April, 1988. Under the provisions of Section 21(1) of the Act, the unit was required to obtain consent within three months from the date of coming into force of the Act, and in case it had made an application within three months of the coming into force of the Act, the unit was permitted to continue till the application was decided. It is submitted that on the date when the inspection was HC-NIC Page 1 of 2 Created On Wed Aug 16 16:50:24 IST 2017 CR.MA/3561/2008 2/2 ORDER made, the said period of three months had not yet expired, hence, the inspection itself was premature and the sanction based upon such inspection report, was also premature. It is submitted that the aforesaid inspection report and sanction form the basis of the present complaint. Hence, the complaint itself is premature. It is further contended that this Court in the case of M/s.Nicosulf Industries and Exports Pvt.Ltd. And Anr. Vs. State of Gujarat & Anr., 2002 (2) 1580, has held that the Chairman of the Board has no authority to authorize filing of complaint as to sanction prosecution is different from authority to file complaint.
3. Considering the submissions advanced by the learned advocate for the petitioners, NOTICE returnable on 5th May, 2008. By way of ad-interim relief, further proceedings of Criminal Case No.2747 of 1988, pending before the Court of learned Chief Judicial Magistrate, Surat, are stayed till then.
4. Mr.K.P.Raval, learned Additional Public Prosecutor waives service of Notice on behalf of respondent No.1-State of Gujarat.
(H.N.DEVANI, J.) Amit/-
HC-NIC Page 2 of 2 Created On Wed Aug 16 16:50:24 IST 2017


We got tables!
- synthesize scalable platforms
- extend leading-edge schemas
- mesh cross-platform eyeballs
- incubate killer functionalities
- leverage innovative channels
- grow seamless functionalities
- evolve e-business web-readiness
- matrix innovative synergies
- architect intuitive synergies
- drive cutting-edge e-business


|
Earthquakemodels
Here is the code for generating Earthquake Risk Models using Genetic Algorithms.
|
Namespaces | |
| code.gaModel.GAModelP_AVR | |
Functions | |
| def | code.gaModel.GAModelP_AVR.evaluationFunction (individual, modelOmega, mean) |
| def | code.gaModel.GAModelP_AVR.gaModel (NGEN, n, CXPB, MUTPB, modelOmega, year, region, mean, depth=100) |


Beta This is a test version of the layout of this page. Take the survey to help us improve it
Form
Form and guide to help academy trusts submit their 2016 to 2017 budget forecast returns to the Education Funding Agency.
The documents on this page are for use by those academy trusts that need to complete their 2016 to 2017 budget forecast return by 31 July 2016. You will need to use the online form and the guide on this page.
We have also published an Excel workbook and guidance to help you prepare for the new online form. The workbook allows you to see what information is required so you can prepare your forecast before you complete the form. It is also available in an open document format for those who do not have access to Excel.
Academy trusts whose 2015 to 2016 budget forecasts remain due will also need to complete the new online form using the guide on this page.
Register now for EFA ’s 10 June webinar on completing your 2016 to 2017 budget forecast return.


All Packages Class Hierarchy This Package Previous Next Index
java.lang.Object | +----collections.MappingEnumeration
MappingEnumerations work as wrappers around other Enumerations. To build one, you need an existing Enumeration (perhaps one from coll.elements(), for some Collection coll), and a Function object (i.e., implementing interface Function). For example, if you want to process only the parent() fields of java.awt.Component elements held by a collection coll you could write something of the form:
Enumeration e = coll.elements(); Enumeration parents = MappingEnumeration(e, ParentFunction); while (parents.hasMoreElements()) doSomethingWith((Container)(parents.nextElement()));To use this, you will also need to write a little class of the form:
class ParentFunction implements Function { Object function(Object v) { if (v instanceOf Component) return ((Component)v).getParent(); else return null; } }
(This requires too much set-up to be reasonable in most situations, but is invaluable in others.)
public MappingEnumeration(Enumeration src, Function p)
public synchronized boolean hasMoreElements()
public synchronized Object nextElement()
All Packages Class Hierarchy This Package Previous Next Index


--- layout: trainup title: Package and present - TrainUp short: Understand the basics of user experience design and wireframing for visualisation, apply fundamental design principles to the production of data visualisations, package and present your data to tell a compelling narrative image: trainup.jpg ---
A course by OpenUp
{% include social_sharing.html %}Interested? Email us
Visualising data is one of the final ways in which we package data for communication. To do this effectively we need a clear understanding of which portion of our data enriches our story. We also need to understand what our audience requires in order to interpret the information that we are visualising and how best to translate that into our design through our use of colour, type and composition. This course weaves the element of data visualisation into the storytelling process, and explores the many forms in which the data could be represented throughout our narrative in order to ensure effective delivery of our message.
Interested in this course? Get in touch with us.
You can also request a course. We can shape our curriculum around your internal datasets.


Chuck Liddell explains why he would beat Mike Tyson in street fight
Liddell came in for criticism after claiming he would beat Tyson - but the former UFC champion has explained his comments
by Martin Domin, https://www.facebook.com/mirrorfightingChuck Liddell has reiterated his belief he would beat Mike Tyson in a street fight.
The former UFC light-heavyweight champion first made the claim last week but came in for criticism on social media.
But Liddell has taken to Twitter to explain his comments.
"I remember Tyson and I’m a huge fan of his but I’m not sure why biting [Evander] Holyfield’s ear off makes him a better street fighter or better at stopping takedowns?," he said.
"1) I’m talking about when we were fighting, 2) I’d take him down so he’d have one shot on my way in [and] 3) I’m a big fan of Mike and have no desire to fight him, but hypothetically speaking, when we were fighting, yes I would've beat him!
After The Bell: Watch Mirror Fighting's new boxing show
Mirror Fighting has launched a new weekly boxing show in association with Betfair in which we analyse the latest big fights, play matchmaker, and preview forthcoming bouts.
Former super-middleweight world champion George Groves provides expert analysis.
To watch the latest show in full, click here.
"He won’t get three minutes, I’d shoot right away. He had no ground training or takedown defence training at all. So he’d have to catch me on the way in or he’d never get off the ground period!
"People are so funny. I like Mike and no we’re not getting in a street fight. I’m a huge fan of Mike and I never said I’d KO him I said I'd win.
"I'd take him down it would make no sense to stand with him he’s a beast and yes devastating one punch power with both hands."
Last September, Tyson admitted he would have struggled in a mixed martial arts fight.
"I don’t know what I would do in the UFC, because I watched the UFC a couple of times, and I watched these guys step on people’s feet, and I have the worst feet in the world," he said.
"And if somebody steps on my feet, I would totally tap out. I would just give up it would be a no-brainer."


It's so good to be reminded of why I'm here.  To create meaningful things and not just software or products but people. I love the approach, the mindset, and the passion of DBC to do this effectively. It's so refreshing to see a program that looks to develop the whole person and to push them to do more than they thought they ever could.
I've created 4 principles for myself to keep my mindset in the right place, especially as things get stressful. 1. Stay late - Nothing can substitute time and effort. 2.  3. Trust the process - You haven’t arrived. 4. Make a difference - Leave the program better than you found it.
I'm hoping not only to learn a ton about programming but also about myself and about people. I'm looking forward to making some great friends and to make a difference in peoples' lives.


Andrew Block C.F.A
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This application makes the last tweets you wrote that someone retweeted available as a widget that you can embed it in your blog, profile, etc. (and also as JSON, so you can retrieve them anywhere)
To begin, you need first to authorize the app on Twitter. Go ninja, go ninja, go!
WARNING: It will make the retweeted tweets available to anyone that have (or can guess) the URL. Not a real security issue, since they were supposed to be public anyway - but if that is a concern for you, don't use the app.
The service is hosted on Google App Engine and the source code is available under the Apache License on GitHub. It is provided with no warranties other than my good will.


AI randomizes and animates scenes from a single image
by Rob BeschizzaSinGAN is a generative AI that can, among other things, create random variations of an image (or animate it) without knowing what it is an image of. The official implementation is on Github and shows pretty landscapes:
It can also accomplish useful design tasks such as harmonizing color gradients and adding illusory resolution to blurred images.
But I feel that a humorous yet disquieting portrait of the President of the United States of America is in order, courtesy of Jonathan Fly.


--- layout: posts title: Spring Courses author: Sophie Engle icon: fas fa-university ---
We will be offering the following courses on visualization and/or graphics during the Spring 2016 semester:
CS 360 Data Visualization
Sophie Engle • MWF 2:15pm–3:20pm • HR 235
CS 384/694 Research Seminar in CS
Alark Joshi, Sophie Engle • M 1:00pm–2:05pm • LS 307
CS 686-01 Special Topics: Computer Graphics
Alark Joshi • TR 12:45pm–2:30pm • LS G12
As usual, you may also approach any of us to participate in a directed study if you are interested in visualization research.


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Hello. I am Çağan. Actually I am a Turkish teacher but recent days I study on HTML. I hope that I can learn HTML and other necessary software things. I like to play percussion instruments. Lorem ipsum, dolor sit amet consectetur adipisicing elit. Voluptatum accusamus fugit, aliquam maxime ipsum quae.
| Name | Photography | Cast | Theme of the movie | Music | Storyline |
|---|---|---|---|---|---|
| Six Feet Under | + | + | + | + | + |
| Breaking Bad | + | + | + | + | - |
| Seinfeld | - | + | + | + | - |
| Office | - | + | + | + | - |
| Firefly | - | + | - | - | + |
Lorem ipsum dolor, sit amet consectetur adipisicing elit.


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{% extends 'recruiter/index.html' %} {% load page_tags %} {% block jobs %}
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EVE Online WebGL map powered by:
This application not based on CCP WebGL Library
Source on github: evemap.
EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. CCP hf. has granted permission to EVE-PLAY to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-PLAY. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.


Madrid, 17 January 1882
Mr. Manuel T. Hidalgo
My Dear Brother-in-law,
I received your letter on the 19th instant. I rejoice at the happy news it brought, regretting that I cannot in any way share the common joy.
As to news about myself, I have few to give you, having already told them in my letter to our parents. Political news may be found in the Dariong Tagalog to which I sent a review.
However, I’ll tell you about an incident that has attracted much attention, because it is a characteristic and graphic portrayal of a people. There was here an Italian runner named Barghosi who is called a human locomotive. He went to Zaragoza and they say an Argonese called Bielsa beat him. Again they held a contest in Madrid and Barghosi won. The public, furious because their fellow-countryman was defeated, turned against the Italian. They threw stones, bottles, shoes, and bread etc., etc. at him. What would the Italian say?
Please present my condolence to the families who have lost relatives or friends; that is to say the families who understand and expect this formality.
Tender embraces for all and a little kiss for Alfredo and try to give him good care so that he would grow healthy and strong.
Your brother,


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It does not matter if you do the opposite of everyone else - you've got it right and they've got it wrong.


Used Oil LCA
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public interface PersistenceProvider
It is invoked by the container in Jakarta EE environments and
by the Persistence
class in Java SE environments to
create an EntityManagerFactory
and/or to cause
schema generation to occur.
| Modifier and Type | Method and Description |
|---|---|
EntityManagerFactory |
createContainerEntityManagerFactory(PersistenceUnitInfo info,
java.util.Map map)
Called by the container when an
EntityManagerFactory
is to be created. |
EntityManagerFactory |
createEntityManagerFactory(java.lang.String emName,
java.util.Map map)
Called by
Persistence class when an
EntityManagerFactory is to be created. |
void |
generateSchema(PersistenceUnitInfo info,
java.util.Map map)
Create database schemas and/or tables and/or create DDL
scripts as determined by the supplied properties.
|
boolean |
generateSchema(java.lang.String persistenceUnitName,
java.util.Map map)
Create database schemas and/or tables and/or create DDL
scripts as determined by the supplied properties.
|
ProviderUtil |
getProviderUtil()
Return the utility interface implemented by the persistence
provider.
|
EntityManagerFactory createEntityManagerFactory(java.lang.String emName, java.util.Map map)
Persistence
class when an
EntityManagerFactory
is to be created.emName
- the name of the persistence unitmap
- a Map of properties for use by the
persistence provider. These properties may be used to
override the values of the corresponding elements in
the persistence.xml
file or specify values for
properties not specified in the persistence.xml
(and may be null if no properties are specified).EntityManagerFactory createContainerEntityManagerFactory(PersistenceUnitInfo info, java.util.Map map)
EntityManagerFactory
is to be created.info
- metadata for use by the persistence providermap
- a Map of integration-level properties for use
by the persistence provider (may be null if no properties
are specified). These properties may include properties to
control schema generation.
If a Bean Validation provider is present in the classpath,
the container must pass the ValidatorFactory
instance in
the map with the key "javax.persistence.validation.factory"
.
If the containing archive is a bean archive, the container
must pass the BeanManager instance in the map with the key
"javax.persistence.bean.manager"
.void generateSchema(PersistenceUnitInfo info, java.util.Map map)
Called by the container when schema generation is to occur as a separate phase from creation of the entity manager factory.
info
- metadata for use by the persistence providermap
- properties for schema generation; these may
also include provider-specific propertiesPersistenceException
- if insufficient or inconsistent
configuration information is provided of if schema
generation otherwise failsboolean generateSchema(java.lang.String persistenceUnitName, java.util.Map map)
Called by the Persistence class when schema generation is to occur as a separate phase from creation of the entity manager factory.
persistenceUnitName
- the name of the persistence unitmap
- properties for schema generation; these may
also contain provider-specific properties. The
value of these properties override any values that
may have been configured elsewhere.PersistenceException
- if insufficient or inconsistent
configuration information is provided or if schema
generation otherwise failsProviderUtil getProviderUtil()


{% load static %}
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