Directional lights
Directional lights are perhaps the easyest to program. They are simply a direction that the light comes from, like sunlight. Let's give it a go.
Follow along, make a new scene for each sub-section here. For this (Directional Light) section alone you should have 6 test scenes.
Adding one light
The first thing we need to do is enable lighting and light 0. This isn't necesarley something that needs to happen every frame, so lets handle it in the initialize function.
public override void Initialize() {
grid = new Grid(true);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
Resize(MainGameWindow.Window.Width, MainGameWindow.Window.Height);
GL.Enable(EnableCap.Lighting);
GL.Enable(EnableCap.Light0);
}
Now we are ready to do some lighting! I'm going to set light 0 to be a blue light comming from the upper front of the scene. For now, the light is static (it doesn't change from frame to frame) so it's safe to configure in the Init function as well.
public override void Initialize() {
grid = new Grid(true);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
Resize(MainGameWindow.Window.Width, MainGameWindow.Window.Height);
GL.Enable(EnableCap.Lighting);
GL.Enable(EnableCap.Light0);
float[] white = new float[] { 0f, 0f, 0f, 1f };
float[] blue = new float[] { 0f, 0f, 1f, 1f };
GL.Light(LightName.Light0, LightParameter.Position, new float[] { 0.0f, 0.5f, 0.5f, 0.0f } );
GL.Light(LightName.Light0, LightParameter.Ambient, blue );
GL.Light(LightName.Light0, LightParameter.Diffuse, blue );
GL.Light(LightName.Light0, LightParameter.Specular, white );
}
That's all there is to it. If you run your code, it should look like this:
Light direction
It may not be obvious from the previous example, but OpenGL shades (lights) objects independently! That is, no object casts a shadow on another object. When the light is comming from the top, like in the above scene it's easy to miss that. So, let's change the light direction to come from the negative Y axis!
GL.Light(LightName.Light0, LightParameter.Position, new float[] { 0.0f, -0.5f, 0.5f, 0.0f } );
Let's take a look at what that looks like:
As you can see the shading on the primitives has changed, the floor is the most noticable. In the first example, the floor got a LOT of light, in the second example, the floor is unlit. This happens because in the second example the floor is facing away from the light.
In the real world, the floor would stop light from reaching the objects. In OpenGL each object is shaded and lit indevidually, like if no other object was in the scene. It is possible to add code to support shadows, but it's a complicated process that we will talk about later.
Two Lights
So, actually using a light us pretty easy. OpenGL supports up to 8 lights! Let's try to add one more and see what happens. We're going to add a second light, this one is going to be red. It's going to come from the Opposite direction of the blue light from the original example.
First things first, in the Initialize function we have to enable and configure light 1:
public override void Initialize() {
grid = new Grid(true);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
Resize(MainGameWindow.Window.Width, MainGameWindow.Window.Height);
GL.Enable(EnableCap.Lighting);
GL.Enable(EnableCap.Light0);
GL.Enable(EnableCap.Light1);
float[] white = new float[] { 0f, 0f, 0f, 1f };
float[] blue = new float[] { 0f, 0f, 1f, 1f };
float[] red = new float[] { 1f, 0f, 0f, 1f };
// Config light 0
GL.Light(LightName.Light0, LightParameter.Position, new float[] { 0.0f, 0.5f, 0.5f, 0.0f } );
GL.Light(LightName.Light0, LightParameter.Ambient, blue );
GL.Light(LightName.Light0, LightParameter.Diffuse, blue );
GL.Light(LightName.Light0, LightParameter.Specular, white );
// Config light 1
GL.Light(LightName.Light1, LightParameter.Position, new float[] { 0.0f, -0.5f, 0.5f, 0.0f });
GL.Light(LightName.Light1, LightParameter.Ambient, red);
GL.Light(LightName.Light1, LightParameter.Diffuse, red);
GL.Light(LightName.Light1, LightParameter.Specular, white);
}
Lets see what that looks like:
The top of any object is shaded blue. The bottom is shaded red. Colors in the middle interpolate between the two lights, based on the direction of the surface normal.
On your own
Using the last example, add a third light (Light2). Configure this light to point straight left (1, 0, 0, 0), and be green. The final scene should look like this:
The torus and cube are especially interesting as we look at this scene. The floor is also noteworthy too. It's compleatly blue! That's because the floor gets blue light from the top. It's facing away from the red light on the bottom, and is paralell to the green light. So the red and green lights don't directly effect it.
But every time we added a light, the floor became a different shade of blue! If the lights don't directly effect floor, why is it's color changing? Ambient light. Each light adds a bit of ambient light to the scene. Remember, ambient lighting is light that has scattered so much it has no direction, so it uniformly effects everything in the scene!
The lighting models diffuse component is direct lighting, the ambient component is indrect lighting and the specular component is shininess! So, can we turn off the ambient light? Yes. Set the ambient component of any light that you don't want an ambient contribution from to black.
Dynamic lights
We now have a scene lit by 3 static lights. But lighting in OpenGL can be so much more than just static lights. It can be dynamic! Lights can move with objects! Using the previous scene as a base, let's animate the lights!
We're going to make the green light orbit the scene horizontally, the red light orbit the scene vertically, and we're going to make the camera stay static.
First, let's add some variables to the scene. We're going to use the same orbit logic we used for the camera, so these variables will be simialr.
namespace GameApplication {
class LightingScene : Game{
Grid grid = null;
float cameraAngleX = 0.0f;
float cameraAngleY = -25;
float cameraDistance = 10.0f;
float redAngleX = 0.0f;
float redAngleY = 0.0f;
float greenAngleX = 0.0f;
float greenAngleY = 0.0f;
public override void Initialize() {
// ... rest of code unchanged
We have an X and a Y angle for both lights, we don't have a distance, to keep the vectors of unit length, we will use 1.0f for the distance. Next lets change the Update function to stop rotating the camera, and start rotating the lights!
public override void Update(float dTime) {
//cameraAngleX += 30f * dTime;
redAngleY += 15.0f * dTime;
greenAngleX += 30.0f * dTime;
}
Now that the actual rotation logic is in place, all that's left to do is actually rotate the lights. We do this by changing the LightParameter.Position
parameter of light 1 (red) and light 2 (green) every time a frame is rendered.
public override void Render() {
Vector3 eyePos = new Vector3();
eyePos.X = cameraDistance * -(float)Math.Sin(cameraAngleX * (float)(Math.PI / 180.0)) * (float)Math.Cos(cameraAngleY * (float)(Math.PI / 180.0));
eyePos.Y = cameraDistance * -(float)Math.Sin(cameraAngleY * (float)(Math.PI / 180.0));
eyePos.Z = -cameraDistance * (float)Math.Cos(cameraAngleX * (float)(Math.PI / 180.0)) * (float)Math.Cos(cameraAngleY * (float)(Math.PI / 180.0));
Matrix4 lookAt = Matrix4.LookAt(eyePos, new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));
GL.LoadMatrix(Matrix4.Transpose(lookAt).Matrix);
grid.Render();
// Compute position of red light
Vector3 redPosition = new Vector3();
redPosition.X = 1.0f * -(float)Math.Sin(redAngleX * (float)(Math.PI / 180.0)) * (float)Math.Cos(redAngleY * (float)(Math.PI / 180.0));
redPosition.Y = 1.0f * -(float)Math.Sin(redAngleY * (float)(Math.PI / 180.0));
redPosition.Z = -1.0f * (float)Math.Cos(redAngleX * (float)(Math.PI / 180.0)) * (float)Math.Cos(redAngleY * (float)(Math.PI / 180.0));
// Compute position of green light
Vector3 greenPosition = new Vector3();
greenPosition.X = 1.0f * -(float)Math.Sin(greenAngleX * (float)(Math.PI / 180.0)) * (float)Math.Cos(greenAngleY * (float)(Math.PI / 180.0));
greenPosition.Y = 1.0f * -(float)Math.Sin(greenAngleY * (float)(Math.PI / 180.0));
greenPosition.Z = -1.0f * (float)Math.Cos(greenAngleX * (float)(Math.PI / 180.0)) * (float)Math.Cos(greenAngleY * (float)(Math.PI / 180.0));
// Update light positions every frame
GL.Light(LightName.Light1, LightParameter.Position, new float[] { redPosition.X, redPosition.Y, redPosition.Z, 0.0f });
GL.Light(LightName.Light2, LightParameter.Position, new float[] { greenPosition.X, greenPosition.Y, greenPosition.Z, 0.0f });
// ... rest of code unchanged
Running your scene now, you can see that the lights are changing in real time. But it's pretty hard to get a firm grasp of what is happening. We can kind of see where the lights are coming from, but not really. Lets add some debug code to actually visualize the lights.
We're going to render two lines, one for the red light, one for the green light. They are going to have a local origin somewhere in space, and will point in the direction that the lights are pointing in. Both of the lines will be of unit length to make debugging easyer.
The only catch is, because we are rendering the lines in a lit scene, we can't really define a set color for them; becuase the lighting equasion ignores GL.Color3
. So to cope with this we're going to disable lighting in the middle of our draw function, draw the indicators and re-enable the lights after.
// Update light positions every frame
GL.Light(LightName.Light1, LightParameter.Position, new float[] { redPosition.X, redPosition.Y, redPosition.Z, 0.0f });
GL.Light(LightName.Light2, LightParameter.Position, new float[] { greenPosition.X, greenPosition.Y, greenPosition.Z, 0.0f });
// Add some debug visualization so we can see the direction of the lights
// Disable lights, so the color of the lines comes from GL.Color, not lighting
GL.Disable(EnableCap.Lighting);
GL.PushMatrix();
GL.Translate(4f, 4f, 0f);
GL.Begin(PrimitiveType.Lines);
// Draw red ray
GL.Color3(1f, 0f, 0f);
GL.Vertex3(0f, 0f, 0f);
redPosition.Normalize(); // We want to render a unit vector
redPosition *= -1.0f; // Invert so we see the light direction
GL.Vertex3(redPosition.X, redPosition.Y, redPosition.Z);
// Draw green ray
GL.Color3(0f, 1f, 0f);
GL.Vertex3(0f, 0f, 0f);
greenPosition.Normalize();
greenPosition *= -1.0f;
GL.Vertex3(greenPosition.X, greenPosition.Y, greenPosition.Z);
GL.End();
GL.PopMatrix();
// Re-enable lights, we want the rest of the scene lit
GL.Enable(EnableCap.Lighting);
// ... rest of code unchanged
Running your game now, you should have a nice indicator as to which way your lights point, the scene looks like this:
This is a really good example of rendering a lit scene with some unlit objects. At any point during your objects execution you can enable / disable lighting as a whole, you can enable / disable specific lights; OR you can change indevidual properties of specific lights. This is how we are able to do so much with just 8 lights, they can be 8 different lights for every object!
Independently lit objects
In games (ang movies) it's common to have "local lights". A local light is a light that an artists places in a scene, and is attached to a model (using the matrix stack, the same way a foot is attached to a leg). The light moves with a specific character and effects only the character. So a character is lit by the scene lighting, and then some extra character specific lighting to really make it pop.
Movies take this one step further, and have lights only affect certain parts of a character. In Tangled, Flynn had 8 lights attached to him that only affected his hair! Highlights where added to the hair using local lights.
We need independently lit objects to do local lighting. The process for doing local lights and the process for light culling (having the bedroom light not affect objects in the kitchen) is the same. We simply disable lights that don't effect the object, and configure the lights that do affect it appropriateley.
We're going to make a new scene using the final Dynamic Lights scene as a base. This is what we are about to render
- The tarus only be lit by the green light
- The sphere lit only by the red light
- The cube will be lit by the blue light and a purple light.
- Instead of adding a 4th light (Light3) to the scene, we're going to recycle the red light and turn it purple
- The purple light will be static.
- The floor will be lit only by the blue light.
The torus and sphere are simple, we just need to enable / disable lights before drawing each of them. Update your render code to reflect this:
// We want to set the state of all 3 lights here
// because this is the first lit object that is drawn
// The enable / disbale states carry over from last frame
// so setting all states here acts as a kind of reset
// Disable blue light
GL.Disable(EnableCap.Light0);
// Disable green light
GL.Disable(EnableCap.Light2);
// Enable the red light
GL.Enable(EnableCap.Light1);
// Draw tarus
GL.PushMatrix();
GL.Color3(0f, 1f, 0f);
GL.Translate(0.0f, 2.5f,-2f);
Primitives.Torus(0.2f, 0.8f, 6,12);
GL.PopMatrix();
// Right now, only the red light is enabled, disable it
GL.Disable(EnableCap.Light1);
// The green light is still disabled, enable it
GL.Enable(EnableCap.Light2);
// We don't need to disable light 0, it's still disabled from last call
// Draw sphere
GL.PushMatrix();
GL.Color3(1f, 0f, 0f);
GL.Translate(2.5f, 1.0, -0.5f);
Primitives.DrawSphere(1);
GL.PopMatrix();
Run the game, see what it looks like. The cube and the rest of the scene are only a little bit more complicated as we need to actually update the color and of the red light to essentially become a new purple light. Lets update the render function to reflect these changes:
// Disable the green light
GL.Disable(EnableCap.Light2);
// Enable the red light
GL.Enable(EnableCap.Light1);
// Enable the blue light
GL.Enable(EnableCap.Light0);
// Change the color of light 1 from red to purple
float[] purple = new float[] { 1f, 0f, 1f, 1f };
GL.Light(LightName.Light1, LightParameter.Diffuse, purple);
GL.Light(LightName.Light1, LightParameter.Ambient, purple);
// Specular component can stay white
// Update the position of light 1 so it's static (purple will just have a static direction)
GL.Light(LightName.Light1, LightParameter.Position, new float[] { 0.0f, -0.5f, -0.5f, 0.0f });
// Draw cube
GL.PushMatrix();
GL.Color3(0f, 0f, 1f);
GL.Translate(-1f, 0.5f, 0.5f);
Primitives.Cube();
GL.PopMatrix();
Run the game to see what it looks like. The sphere is rendered green like we wanted. The cube is rendered purple and blue like we wanted. The ground is rendeed purple and blue like we wanted. The torus however is wrong! It's not red, it's purple and blue! Why?
The answer is simple, nothing is reset for you. Ever! At the end of the frame we set light 1 to be purple, which means that at the start of the next frame it will still be purple! This is an easy fix. We want the ground to render blue / purple still, but the next object, the torus to render in red.
We know that the tarus renders with light 1, so let's change the color of light1 to red after drawing the ground. Lets update the render code to reflect this:
grid.Render();
float[] red = new float[] { 1f, 0f, 0f, 1f };
GL.Light(LightName.Light1, LightParameter.Diffuse, red);
GL.Light(LightName.Light1, LightParameter.Ambient, red);
// ... rest of code unchanged
A bit off topic, but the reason the ground is using the same lighting as the cube is becuase it renders with whatever configuration the state machine was left in at the end of last frame. In this situation, this is what we want, sometimes it may not be. But this does imply an interesting artifact. It's not visible, because the timing is so short, but the first frame that the appliction runs the ground is actually colored wrong. Because the render has not executed before, so the state machine is not in the state we expected it to be. However this error is only for 1 frame, so we can ignore it. Your app at this point should look like this:
One thing to note, even tough we have independently lit objects in this scene, we don't actually have local lights. This is because all of the lights are static to the scene, none of the lights move with objects in the scene. Local lights don't make much sense with a directional light. We will implement them when doing point lights.


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Maqetta 8 Release Notes
The Maqetta 8 release includes the following updates:
Widget Palette Makeover -
The Widget Palette (the "Palette") at the top left of Maqetta's visual page designer has been redesigned with Release 8. Some highlights:
- Folders and subfolders -
The Widget Palette now supports two levels of widget groupings - top level folders
(e.g., Containers, Controls, Clip Art), and some folders have subfolders.
For example, the Controls folder has various subfolders (e.g., Butttons, Sliders/Spinners, TextBoxes, etc).
This solves a problem with previous Maqetta releases where some of the
sections of the Widget Palette had as many as 50 different widgets within the section,
which made it difficult to find the widget you needed for a particular task.
- Large-size widget icons -
With Release 8, the Widget Palette includes newly designed, large-size widget icons (50x50),
arranged left-to-right, top-to-bottom within a particular section of the widget palette.
The larger size icons allow greater graphical hints about the given widget's capabilities.
- Different list of "suggested widgets" for different composition types
(mobile, desktop, sketch) -
With previous releases, the same set of widgets appeared for all composition types
(mobile, desktop, or sketch), with the desktop widgets listed at the top.
This older one-size-fits-all widget list made it difficult for mobile developers
to find the mobile widgets they needed, and made it difficult for users who
wanted to do quick sketching to find the Drawing Tools and Clip Art widgets.
With Release 8, when you choose a particular
composition type from the Create menu (e.g., mobile application vs sketch hi-fidelity),
the Widget Palette will now show a list of categories and widgets that are appropriate
to the composition type you have chosen. For example, for mobile applications,
the topmost sections show the mobile widgets that users most commonly use when building
mobile applications. Similarly, for desktop applications, the topmost sections show the desktop
widgets that users typically use for desktop applications. For sketching, the topmost sections
are Drawing Tools and Clip Art.
- Redundant/overlapping widgets collapsed into a single icon -
Previously, if different widget libraries (e.g., Dojo desktop, Dojo mobile, HTML) provided similar
widgets (e.g., each of these libraries provides a "Button" widget), the Maqetta widget palette
would show each variation of that widget as a separate choice in the palette.
With Release 8, the variations are all collapsed
into a single widget icon (e.g., a "Button" widget). If a given widget icon represents
multiple alternate widgets, the widget icon will show a gray circle with a caret symbol at the
top-right. The user can click on the caret symbol to bring up a popup which allows him
to switch to one of alternate widgets instead of the default choice for that particular widget category.
For example, for desktop applications, the default "Button" is the Dojo desktop button widget
(from the Dijit library), and one of the alternates is the HTML button widget.
- Help information and tooltip for each widget -
Each widget icon in the Widget Palette contains a small gray ? icon at its lower right.
Clicking on the ? icon will bring up a popup that displays explanatory information
about the widget, usually a summary and sometimes a longer description.
Each widget also has a hover tooltip that displays when you hover the mouse
over the widget icon. The hover tooltip displays the widget's name and
the widget library which defines this particular widget. If the given widget icon
represents more than one underlying widget (for example, a Dojo button and an HTML button),
then the hover tooltip lists the alternate versions.
- Suggested widgets versus All widgets -
The new Widget Palette has a dropdown menu at the top right (next to the filter field)
which has two options: "Suggested widgets" (the default) and "All widgets".
With Suggested widgets, Maqetta only shows widgets that apply to the current composition
type. For example, if the current file is a mobile application, the suggested widgets
will include all of the mobile widgets from Dojo and exclude the desktop widgets.
(Vice versa for desktop applications). If you are developing a mobile application and
want to use a desktop widget, then choose "All widgets" and the palette will reconstitute
itself to show both mobile and desktop widgets (along with HTML, Drawing Tools and Clip Art).
Site-specific configuration options -
Release 8 includes customization hooks that enable specific installations to
customize aspects of the Maqetta user interface. The customizations are defined
by JSON files that can be included in the siteConfig/ folder for a particular installation.
Configuration options allow command-line definition of the location of the siteConfig/ folder
This release includes support for the following two configuration options:
- Default CSS themes (desktop and mobile) -
The defaultTheme.json file in the siteConfig/ folder specifies the default
themes for desktop applications and each of the different mobile platforms
supported by Dojo 1.8 (Android, Blackberry, iPad, iPhone and custom/other).
- Widget Palette -
The widgetPalette.json file in the siteConfig/ folder specifies the various
sections and subsections in the Widget Palette, and which widgets should be
included in which section.
Other -
- Update to Dojo 1.8.1 -
Release 8 now ships with Dojo 1.8.1.
- Mobile previews now show direct URL -
A new field has been added to the mobile previewer which shows the direct URL
for the mobile application that is showing in the previewer.
You can then type this direct URL into your mobile device to run your
application on the given device.
- Fixes for Surround with when in sketch mode -
In previous releases, if you were in sketch mode (i.e., absolute positioning),
and you selected one or more widgets, and then issued a "Surround with" command
(Surround with <div>, <span> or <a>), the new container element
ended up at the top/left of the canvas. With Release 8, the new container element
is correctly sized and positioned to exactly surround the widgets that had been selected.
Also, the selection changes at the end of the operation such that the new
container element is selected.
- Bug fixes -
Release 8 includes 150+ bug fixes. Some of those fixes
can be seen by going to
this URL which lists bugs closed against Release 8.
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Editing "Your First Page"
# Your First Page To setup the default site, simply create a directory and use the `utopia` command: ```bash $ mkdir www.example.com $ cd www.example.com $ utopia site create $ rake server ``` You will now have a basic template site running on `http://localhost:9292`. ## Welcome Page Utopia includes a redirection middleware to redirect all root-level requests to a given URI. The default being `/welcome/index`: ```ruby # in config.ru use Utopia::Redirection::Rewrite, '/' => '/welcome/index' ``` This page includes a basic overview of Utopia. Most of it's standard HTML, except for the outer `<content:page>` tag. Utopia uses the name `page` to lookup the file-system hierarchy. First, it looks for `/welcome/_page.xnode`, and then it looks for `/_page.xnode` which it finds. This page template includes a tag `<utopia:content/>` which is replaced with the inner body of the `<content:page>` tag. This recursive lookup is the heart of Utopia. ## Links Utopia is a content-centric web application platform. It leverages the file-system to provide a mapping between logical resources and files on disk. The primary mode of mapping incoming requests to specific nodes (content) is done using the `links.yaml` file. The links file associates metadata with node names for a given directory. This can include things like redirects, titles, descriptions, etc. You can add any metadata you like, to support your specific use-case. The primary use of the links files is to provide site structure, e.g. menus. In addition, they can function as a rudimentary data-store for static information, e.g. a list of applications (each with it's own page), a list of features, etc. You'll notice that there is a file `/links.yaml`. This file contains important metadata relating to the `errors` subdirectory. As we don't want these nodes showing up in a top level menu, we mark them as `display: false` ```yaml errors: display: false ```


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Structure of dataframe (rows, columns, indices: time-EST, symbols, tickers)
Creating a dataframe ( from dictionary, np.array, list)
Vieing data -(head, tail, index, columns)
Accessing elements (slice, loc, iloc, idxmin)
Basic operations(merge, drop, unstack, transpose)
Basic statistics(describe, corr, std, pct_change)
Plotting df (pandas.DataFrame.Plot)


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Man in tux 'repeatedly punched in the face' during late-night town assault
A MAN in a tuxedo suffered injuries to his face after being repeatedly punched during a late-night assault in St Helier.
by Jack MaguireThe victim, in his late 20s, was punched several times before he fell to the floor where the attack continued, the police say.
The incident happened at between 2.25am and 2.40am outside Vauxhall Gardens on Vauxhall Street as the victim walked home from St Helier with a takeaway.
The suspect, who was with a group of five to ten others immediately before the incident, is described as in his late 20s or early 30s, with receding brown hair and facial stubble. He was wearing a blue top. It is believed he left the area in the direction of New Street or Val Plaisant.
A spokeswoman said: 'There was a brief disagreement between the suspect and the victim, following which the suspect has started to repeatedly punch the victim in the face, causing him to fall to the ground where the suspect continued to punch him to the face.'
The victim is described as 6 ft tall with short brown hair.
Anyone with any information is urged to contact the States police on 612612 or call Crimestoppers on 0800 555 111.


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WITNESS LIST
Public Education Committee
February 12, 2019 - 10:30 AM or upon final adjourn./recess
Public School Finance
On:
Aleman, Steven (Disability Rights Texas)
Bhatia, Yasmin (Uplift Education)
Booth, John (Texas Rural Education Association)
Brown, Natalie (Self)
Casey, Daniel (Self)
Chambers, HD (Self; Alief ISD and the Texas School Alliance)
Chavez, Jesus (South Texas Association of Schools)
Craymer, Dale (Texas Taxpayers and Research Association)
Dawn-Fisher, Lisa (Texas State Teachers Association)
DeLa Torre, Dr Xavier (Texas Urban Council)
Duron, Jodi (Self; Texas Association of Mid-Size Schools)
Fisher, Tracy (Self; TASB; Coppell ISD School Board)
Flores, Edwin (Self; Dallas ISD)
Freeman, Lacy (Texas Association of Community Schools; Buffalo ISD)
Freeman, Lacy (Buffalo ISD)
Hinojosa, Dr Michael (Texas Urban Council)
Lee, Michael (Self; Texas Association Rural Schools)
Lopez, Leonardo (Texas Education Agency)
Malfaro, Louis (Self; Texas American Federation of Teachers)
Martinez, Pedro (San Antonio ISD)
Mcguire, Kristin (TCASE)
Muri, Scott (Spring Branch ISD)
Perez, Sarah (Self)
Rome, Christy (Texas School Coalition)
Trevino, Theresa (Self; Texans Advocating for Meaningful Student Assessment)
Waldrip, Mike (Frisco ISD)
Williams, Doug (Texas Association of School Administrators (TASA))
Yancy, Justin (Texas Business Leadership Council)
Registering, but not testifying:
On:
Byer, Von (Texas Education Agency)
Cottrill, Jeff (TEA)
Harrison, Sky (Self)
Kane, Tyson (Texas Education Agency)
Martinez, Monica (Texas Education Agency)
1


This past year has been a year full of experiments for me as I was aching for a new career, new hobbies, and new experiences. I can confidently say that I have learned and grown so much as an individual, both personally and professionally. Every significant instance from this past year has shaped and prepared me as I welcome my quarter.
Speaking of welcoming my quarter, I had the wonderful opportunity to celebrate it with awesome people. Also, I was able to finally see snow! So obviously I had to partake in snow activities such as snowboarding, sledding, and playing snowball fight. I hurt every part of my body, but I would not trade this experience for anything. I felt super loved and spoiled.
Moreover, a quarter celebration is not complete until one has committed a quarter life crisis purchase. And I did just that ... I purchased my first car: 2019 Subaru Crosstrek Limited!
I am genuinely grateful for everyone who has been there for me as I navigate through the vicissitudes of life. Below are photos from my quarter celebration in Tahoe.
I hope you enjoyed my blog. Have a MEGA AWESOME day! 😎


45465
Visitors
7895
Sales
1569
Orders
$ 63259
Revenue
7896
Visitors
5623
Sales
1236
Orders
$ 7832
Revenue
7896
Visitors
7523
Sales
6932
Orders
$ 54123
Revenue
23658
New clients
8965
Comments
Global Sales by Top Locations
|
|
USA | 2.920 | 53.23% |
|
|
Germany | 1.300 | 20.43% |
|
|
Australia | 760 | 10.35% |
|
|
United Kingdom | 690 | 7.87% |
|
|
Romania | 600 | 5.94% |
|
|
Brasil | 550 | 4.34% |
Testimonial
Your products, all the kits that I have downloaded from your site and worked with are sooo cool!. Keep up the great work!
Tom Swayer
Co-founder
Employees
| ID | Name | Salary | Country |
|---|---|---|---|
| 1 | Bob Williams | $23,566 | USA |
| 2 | Mike Tyson | $10,200 | Canada |
| 3 | Tim Sebastian | $32,190 | Netherlands |
| 4 | Philip Morris | $31,123 | Korea, South |
| 5 | Minerva Hooper | $23,789 | South Africa |
| 6 | Cooper | $27,789 | Canada |
| 7 | Philip | $13,789 | South Africa |


Result Request Classes
-
Struct encapsulating the necessary and additional parameters required to execute an autocomplete query.
Declaration
Swift
public struct CIOAutocompleteQuery : CIORequestData
-
Struct encapsulating the necessary and additional parameters required to execute a search query.
Declaration
Swift
public struct CIOBrowseQuery : CIORequestData
-
Struct encapsulating the necessary and additional parameters required to execute a recommendations query.
Usage Example:
let recommendationsQuery = CIORecommendationsQuery(podID: "pod_name", itemID: "item_id", numResults: 5, section: "Products")
Declaration
Swift
public struct CIORecommendationsQuery : CIORequestData
Parameters
podID
Pod ID
itemID
Item id to retrieve recommendations for (strategy specific)
term
The term to use to refine results (strategy specific)
filters
The filters used to refine results (strategy specific)
numResults
The number of results to return
section
The section to return results from
-
Struct encapsulating the necessary and additional parameters required to execute a search query.
Declaration
Swift
public struct CIOSearchQuery : CIORequestData


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Infinispan 11.0.1.Final "Corona Extra"
Dear Infinispan community,
we hope you’ve been enjoying all the new goodies included in our latest major release, Infinispan 11. To show that we care about you, we have a brand new micro release for you which addresses a number of issues.
In particular, if you are using HTTP/2 with TLS/SSL, JCache with persistence, Spring Boot or RocksDB, we have fixes for you.
Additionally, the Infinispan Archetypes have been resurrected and are now being maintained as part of the main repository to ensure they won’t fall out of sync anymore. Read more about how to get started with a Maven archetype.
The following list shows what we have fixed:
Component Upgrade
https://issues.redhat.com/browse/ISPN-11843[ISPN-11843] - Upgrade SB starter to 2.3 https://issues.redhat.com/browse/ISPN-12009[ISPN-12009] - Upgrade Hibernate to latest micro https://issues.redhat.com/browse/ISPN-12013[ISPN-12013] - Upgrade H2 database engine to 1.4.200 https://issues.redhat.com/browse/ISPN-12014[ISPN-12014] - Upgrade mojo-executor
Enhancement
https://issues.redhat.com/browse/ISPN-11151[ISPN-11151] - Migrating some remote tests from jdg-functional-tests to upstream https://issues.redhat.com/browse/ISPN-11549[ISPN-11549] - Move Infinispan SB starter simple tutorials to simple tutorials repository https://issues.redhat.com/browse/ISPN-11782[ISPN-11782] - Docs: Cross-Site monitoring https://issues.redhat.com/browse/ISPN-11828[ISPN-11828] - Docs: Add stable docs to infinispan.org/documentation https://issues.redhat.com/browse/ISPN-11913[ISPN-11913] - Docs: Add search and improve index pages https://issues.redhat.com/browse/ISPN-11996[ISPN-11996] - Allow customize memory and memory swap for Testcontainers images https://issues.redhat.com/browse/ISPN-12001[ISPN-12001] - Add jboss-parent to upstream projects https://issues.redhat.com/browse/ISPN-12006[ISPN-12006] - Test upload schema with CLI https://issues.redhat.com/browse/ISPN-12007[ISPN-12007] - Elytron 1.12.1.Final https://issues.redhat.com/browse/ISPN-12010[ISPN-12010] - Remove Apache Commons Codec https://issues.redhat.com/browse/ISPN-12012[ISPN-12012] - Force the same Guava version in all transitive dependencies https://issues.redhat.com/browse/ISPN-12021[ISPN-12021] - Docs: Creating Caches Remotely https://issues.redhat.com/browse/ISPN-12039[ISPN-12039] - Docs: Hot Rod Per-Cache Simple Tutorial https://issues.redhat.com/browse/ISPN-12045[ISPN-12045] - Clarify jboss-marshalling deprecation message https://issues.redhat.com/browse/ISPN-12047[ISPN-12047] - Merge Async and Sync Cross-Site attributes https://issues.redhat.com/browse/ISPN-12053[ISPN-12053] - Remove jetty-client from the REST testsuite https://issues.redhat.com/browse/ISPN-12059[ISPN-12059] - CliIT allow external module use https://issues.redhat.com/browse/ISPN-12065[ISPN-12065] - Add the anchored-keys module to the server https://issues.redhat.com/browse/ISPN-12068[ISPN-12068] - HTTP/2 pipeline missing chunked handler
Bug
https://issues.redhat.com/browse/ISPN-11998[ISPN-11998] - Eviction new and legacy attributes should stay in sync https://issues.redhat.com/browse/ISPN-12017[ISPN-12017] - Explicitly disable the java8-test execution defined in the jboss-parent POM https://issues.redhat.com/browse/ISPN-12018[ISPN-12018] - Fix JpaStoreCompatibilityTest failure https://issues.redhat.com/browse/ISPN-12019[ISPN-12019] - Always attempt to initialize openssl https://issues.redhat.com/browse/ISPN-12026[ISPN-12026] - Fetch the correct IP:port when NodePort is used https://issues.redhat.com/browse/ISPN-12027[ISPN-12027] - RemoteCacheContainer missing getCache overrides https://issues.redhat.com/browse/ISPN-12030[ISPN-12030] - BlockHound is not active on JDK 13/14 https://issues.redhat.com/browse/ISPN-12032[ISPN-12032] - JCache cache loader should not require marshalling https://issues.redhat.com/browse/ISPN-12038[ISPN-12038] - RocksDB compression options incomplete and incorrectly applied https://issues.redhat.com/browse/ISPN-12043[ISPN-12043] - Shared stores should not have (add|remove)Segments methods invoked https://issues.redhat.com/browse/ISPN-12046[ISPN-12046] - Out of the box server testing is broken https://issues.redhat.com/browse/ISPN-12056[ISPN-12056] - Some tests are failing on windows when they try to delete the SingleFileStore https://issues.redhat.com/browse/ISPN-12058[ISPN-12058] - wildfly/feature-pack module doesn't build with profile java8-test https://issues.redhat.com/browse/ISPN-12060[ISPN-12060] - WildFly modules integration tests do not work on WildFly 19 https://issues.redhat.com/browse/ISPN-12064[ISPN-12064] - REST server returns 403 (forbidden) for same origin request https://issues.redhat.com/browse/ISPN-12067[ISPN-12067] - HTTP/2 framing error for invalid requests https://issues.redhat.com/browse/ISPN-12069[ISPN-12069] - Unable to override the marshaller in SB starter
Sub-task
https://issues.redhat.com/browse/ISPN-11953[ISPN-11953] - Create client archetype https://issues.redhat.com/browse/ISPN-11954[ISPN-11954] - Move archetypes to Infinispan repository https://issues.redhat.com/browse/ISPN-11955[ISPN-11955] - Remove testcase-archetype https://issues.redhat.com/browse/ISPN-11956[ISPN-11956] - Rework store-archetype to use the new NonBlockingStore SPI https://issues.redhat.com/browse/ISPN-11957[ISPN-11957] - Upgrade embedded archetype to 11.0 https://issues.redhat.com/browse/ISPN-11958[ISPN-11958] - Document Archetypes
Get it, Use it, Ask us!
Please download, report bugs, chat with us, ask questions on StackOverflow.


Branching on float variables
[Using float variables and constraints]
Classes | |
| class | Gecode::FloatNumBranch |
| Value description class for branching. More... | |
| class | Gecode::FloatAFC |
| Recording AFC information for float variables. More... | |
| class | Gecode::FloatAction |
| Recording actions for float variables. More... | |
| class | Gecode::FloatCHB |
| Recording CHB for float variables. More... | |
| class | Gecode::FloatVarBranch |
| Which variable to select for branching. More... | |
| class | Gecode::FloatValBranch |
| Which values to select for branching first. More... | |
| class | Gecode::FloatAssign |
| Which values to select for assignment. More... | |
Modules | |
| Variable selection for float variables | |
| Value selection for float variables | |
| Value selection for assigning float variables | |
Typedefs | |
| typedef std::function< bool(const Space &home, FloatVar x, int i)> | Gecode::FloatBranchFilter |
| Branch filter function type for float variables. | |
| typedef std::function< double(const Space &home, FloatVar x, int i)> | Gecode::FloatBranchMerit |
| Branch merit function type for float variables. | |
| typedef std::function < FloatNumBranch(const Space &home, FloatVar x, int i)> | Gecode::FloatBranchVal |
| Branch value function type for float variables. | |
| typedef std::function< void(Space &home, unsigned int a, FloatVar x, int i, FloatNumBranch nl)> | Gecode::FloatBranchCommit |
| Branch commit function type for float variables. | |
Functions | |
| void | Gecode::branch (Home home, const FloatVarArgs &x, FloatVarBranch vars, FloatValBranch vals, FloatBranchFilter bf=nullptr, FloatVarValPrint vvp=nullptr) |
| Branch over x with variable selection vars and value selection vals. | |
| void | Gecode::branch (Home home, const FloatVarArgs &x, TieBreak< FloatVarBranch > vars, FloatValBranch vals, FloatBranchFilter bf=nullptr, FloatVarValPrint vvp=nullptr) |
| Branch over x with tie-breaking variable selection vars and value selection vals. | |
| void | Gecode::branch (Home home, FloatVar x, FloatValBranch vals, FloatVarValPrint vvp=nullptr) |
| Branch over x with value selection vals. | |
| void | Gecode::assign (Home home, const FloatVarArgs &x, FloatAssign vals, FloatBranchFilter bf=nullptr, FloatVarValPrint vvp=nullptr) |
| Assign all x with value selection vals. | |
| void | Gecode::assign (Home home, FloatVar x, FloatAssign vals, FloatVarValPrint vvp=nullptr) |
| Assign x with value selection vals. |
Typedef Documentation
| typedef std::function<bool(const Space& home, FloatVar x, int i)> Gecode::FloatBranchFilter |
| typedef std::function<double(const Space& home, FloatVar x, int i)> Gecode::FloatBranchMerit |
| typedef std::function<FloatNumBranch(const Space& home, FloatVar x, int i)> Gecode::FloatBranchVal |
| typedef std::function<void(Space& home, unsigned int a, FloatVar x, int i, FloatNumBranch nl)> Gecode::FloatBranchCommit |
Branch commit function type for float variables.
The function must post a constraint on the variable x which corresponds to the alternative a. The integer i refers to the variable's position in the original array passed to the brancher. The value nl is the value description computed by the corresponding branch value function.
Function Documentation
| void Gecode::branch | ( | Home | home, | |
| const FloatVarArgs & | x, | |||
| FloatVarBranch | vars, | |||
| FloatValBranch | vals, | |||
| FloatBranchFilter | bf, | |||
| FloatVarValPrint | vvp | |||
| ) |
Branch over x with variable selection vars and value selection vals.
| void Gecode::branch | ( | Home | home, | |
| const FloatVarArgs & | x, | |||
| TieBreak< FloatVarBranch > | vars, | |||
| FloatValBranch | vals, | |||
| FloatBranchFilter | bf, | |||
| FloatVarValPrint | vvp | |||
| ) |
Branch over x with tie-breaking variable selection vars and value selection vals.
| void Gecode::branch | ( | Home | home, | |
| FloatVar | x, | |||
| FloatValBranch | vals, | |||
| FloatVarValPrint | vvp | |||
| ) |
Branch over x with value selection vals.
| void Gecode::assign | ( | Home | home, | |
| const FloatVarArgs & | x, | |||
| FloatAssign | fa, | |||
| FloatBranchFilter | bf, | |||
| FloatVarValPrint | vvp | |||
| ) |
Assign all x with value selection vals.
| void Gecode::assign | ( | Home | home, | |
| FloatVar | x, | |||
| FloatAssign | fa, | |||
| FloatVarValPrint | vvp | |||
| ) |
Assign x with value selection vals.


Precog Java Client Library
This is Precog's client library, which can be
used to work with Precog's REST APIs, without too much fuss.
Example Usage of PrecogClient
Here is a short example, demonstrating the use of {@link com.precog.client.PrecogClient}
to insert and query data in Precog.
import com.precog.client.*
class Example {
static class Person {
String name;
int age;
public Person(String name, int age) {
this.name = name;
this.age = age;
}
}
public static void main(String[] args) {
//Create a new account. You would probably use an existing account.
AccountInfo account =<EMAIL_ADDRESS>"password");
// Construct a PrecogClient from an account. This configures the client
// to use the account's API key to access Precog, the account ID as the
// owner of data that is uplaoded/appended, annd the account's root path
// as the base-path of all queries & uploads/appends.
PrecogClient client = new PrecogClient(account);
// We create some sample data to upload. The appendAll method let's us
// append lists, sets, etc. of arbitrary Java objects. These are serialized
// using reflection (with Google's GSON library). In this case, a Person
// will be serialized to { "name": "...", "age": # }.
List people = Arrays.asList(
new Person("Tom", 42),
new Person("Joanne", 73),
new Person("George", 22));
IngestResult ingest = client.appendAll("people/", people);
// Whenever we add data to Precog, we get back an IngestResult. This
// provides access to not only the data (the rows of JSON returned), but
// also statistics on the ingest (such as # of rows successfully ingested)
// and any errors that may have occured while trying to ingest the data.
// Here, we give up if we encountered any errors. This may happen if the
// JSON isn't valid, for instance.
if (!ingest.isSuccess()) {
System.out.println("Failed to add all people:");
for (String error : ingest.getErrors()) {
System.out.println("\t" + error);
}
System.exit(1);
}
// Data isn't guaranteed to be immediately visible in queries after it
// has been ingested. It will eventually be made available.
// Nonetheless, let's run some queries against our people data set.
QueryResult result = client.query("count(//people)");
System.out.println("# of people: " + result.get(0, Long.class));
// We can also run what we call an asynchronous query. What this means
// is that instead of waiting for the results of the query, Precog will
// run the query in the background and respond to the client with a query
// ID that can be used to determine the status and get the results of the
// query when it completes. Here we will run an async query, then repeatedly
// poll Precog for the results in a while loop.
Query query = client.queryAsync("mean((//people).age)");
result = null;
while (result == null) {
result = client.queryResults(query);
if (result == null) {
try {
Thread.sleep(100)
} catch (InterruptedException e) {
// May want to handle this situation.
}
}
}
System.out.println("Mean age: " + result.get(0, Double.class));
}
}


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-
We are Loved Unconditonally
-
We are Eternally Blessed
-
We are Forever Changed
-
We are Fuel Youth.
Fuel Student Ministries is a dynamic ministry that helps students develop an intimate relationship with God that will last for a lifetime. We invite students in grades 6th through 12th to come and learn the Word, find God's special plan for their life, to worship God in spirit and in truth, and have a blast with other students who love God. We provide a safe and friendly environment where kidz feel like they belong and are accepted!!
The Fuel Vision is to reach the youth through the MERCY, GRACE, and LOVE of JESUS CHRIST, and so that He may became the LORD of your LIFE.
Worship is a huge part of what we do in FUEL services. We want to see students passionately engaging Christ through their worship. It also allows the students to spend time in His presence and strengthen their relationship with Jesus Christ.
We are compelled in scripture to go into the entire world and peach the gospel...From Gym nights where students ask their peers to attend, to reaching the inner city through Convoy of Hope, or giving time to help a local charity...OUTREACH is a vital part of FUEL! FUEL also reach out to the world by giving to "Speed The Light" the Assemblies of God foreign missions program for youth. We raise and donate funds to foreign missionaries for supplies and their efforts to reach the world for Jesus.
-Michael CC
-Rakesh sharma
-Rakesh sharma
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We are ready to start your project? Give us a call or drop us a line.
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TheLostRedOrb
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With you every stop of the way!
Start by typing the city name or pick location nearby
How long would you like to stop there?


Thermostat temperature:
Temperature Up
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Reset
Power Saving Mode On
Power Saving Mode Off
Current London temperature:


Hover to Rotate
]]>
Click to fade, then mouse out to return back
]]>
Click to puff, then mouse out to return back
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Drag anything (i.e. select any text on the
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Click to skew, then mouse out to return back
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Double click to see the complex effect,
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]]>


Below you'll find some of the more popular IRC Clients.
sudo apt-get install weechat
sudo steveJobsPM --prettyPlease install -m 'is this okay?' irssi


LONGTIME COMPANION A film review by Rodney Hoffman Copyright 1990 by Daniel R. Greening
See this movie!
Monday night I attended the benefit premiere of the new film LONGTIME COMPANION. You may have read about it in the ADVOCATE, the Los Angeles Times or elsewhere. It's the one that follows a small group of friends from 1981 to 1989, as they learn of and battle AIDS.
From the promotional material: "LONGTIME COMPANION is a tale of courage and personal heroics; a chronicle of people who face an unknown and frightening opponent with love, hope and friendship. The film is the fictional story of a small circle of friends and changes in their world beginning from that fateful day in 1981 when the first New York Times article noted the outbreak of a 'rare cancer' in the gay community, known today as AIDS." (Directed by Norman Rene, written by Craig Lucas, starring Bruce Davison and others, produced by Stan Wlodkowski and Lindsay Law, distributed by Samuel Goldwyn Co.)
This is an important and difficult movie -- the first big-screen attempt to tell the story we all know. It is a true-to-life, unsparing chronicle of a generation of gay men. There's a lot there: Gay Men's Health Crisis, ACT UP, Louise Hay, hospitals, home care, friendship, love, anger, despair, and the full panoply of awful AIDS acronyms -- PCP, KS, Toxo, CMV, HIV, ....
It's not fully representative; how could it be? It does an outstanding job of portraying what has happened in the lives of many gay white men in the last decade -- those of us who "grew up" (metaphorically speaking) in the wild, exhilarating 70s only to crash into AIDS in the 80s.
Despite the subject matter, there are many funny moments. Some of them are brief lines, often alluding to some part of gay life.
And the final scene, which hit me unawares, is just right. It gave me chills.
I can't imagine how this movie will fare at the box office outside of the gay community, although anyone concerned about the world around us should see this film if only to learn about a story that's been largely ignored except for sensationalized accounts.
If you care about honest media treatment for lesbians and gays, if you are gay and you want to see all of our other stories equally well covered, support this one!
-- Rodney Hoffman
.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
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Related links: index of all rec.arts.movies.reviews reviews


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---
layout: post
title: "Where NOT to park in Copenhagen"
date: 2016-01-25
---
Pretty much every major danish city now has their own open data portal, but so far the majority of the published data is kinda boring - some of the data is even being published solely as pdf?!? But I guess its a start!
A while back I randomly stumbled upon a dataset that I actually did find pretty interesting but strangely it isn't a part of any of the open data portals. The dataset contains parking tickets issued by the municipality of Copenhagen in 2013 and can be found here in a public Google Fusion table. I was pretty suspicious of why and how the data ended up in a fusion table, so I emailed Center for Parking in Copenhagen and although they had no clue how the data got there, they did crosscheck it and it seems to be legit. Well, that's good enough for me to play around with it!
I wanted to map the data, so I needed to pull all addresses in Copenhagen and their corresponding latitude and longitude coordinates from dawa.aws.dk. When that was done I could join the addresses to the parking data and be ready to map the data using the ggmap package. The result is shown below
Not surprisingly it shows that the largest concentration of parking tickets is centered around Indre by but also Nørrebro and Amager sees a fair amount of parking tickets. Is also clear that Frederiksberg is an independent municipality with its own parking control which is why it doesn't shows up on the map.
It may be more interesting to investigate different types of parkings violations which is why I created the simple shiny app below (encoding danish characters is btw. mindblowingly annoying). The app lets you select among the different types of violations and returns a barchart of the top 10 streets with most violations.
As you can see Dronningens Tværgade is by far the highest grossing street in 2013 with 6427 tickets each costing 510 kr. which adds up to about 3.2 mio.kr. just for that particular street. According to the data the municipality of Copenhagen issued about 280.000 parking tickets in total in 2013 at a value of 146 mio.kr.
I will put the code for everything on github later...


| Class | Description |
|---|---|
| Star_Equijoin_Query |
An equi-join query where the relational atoms are organized in a star.
|
| TDP_BinaryStar_Equijoin_Instance |
A class for Τ-DP problems that are equi-join star queries with *binary relations*:
A star query of size l involves one parent relation R1 and l-1 other relations hanging off of it.
|
| TDP_Decision |
A T-DP decision that corresponds to an edge in the tree-staged graph of T-DP.
|
| TDP_DecisionSet |
Class that represents a set of decisions (edges) in the tree-staged graph of T-DP.
|
| TDP_Prefix_Solution |
A prefix representation of T-DP solutions that allows for sharing common prefixes.
|
| TDP_Problem_Instance |
An instance of a T-DP problem realized as a multi-stage graph of state-nodes
where the stages are organized in a tree structure.
|
| TDP_Solution |
A solution to a T-DP problem is a tree from the source node to terminal nodes (one for each leaf stage)
in the state-space graph.
|
| TDP_Star_Equijoin_Instance |
A class for Τ-DP problems that are equi-join star queries:
A star query of size l involves one parent relation R1 and l-1 other relations hanging off of it.
|
| TDP_State_Node |
A state-node in the state-space graph of T-DP constructed by
DP_Problem_Instance.bottom_up() . |
| TDP_Subtree_Collection |
A collection of subtree solutions encoded as one solution plus a pointer to a shorter prefix.
|
| TDP_Subtree_Solution |
A subtree representation of T-DP solutions that allows for sharing common subtrees.
|
| Tree_Query_Solution |
A T-DP solution for problems that are equi-join acyclic (tree) queries.
|
Copyright © 2021. All rights reserved.


|
QuantLib: a free/open-source library for quantitative finance
Fully annotated sources - version 1.30
|
#include <ql/models/marketmodels/pathwisegreeks/vegabumpcluster.hpp>
Public Member Functions | |
| VegaBumpCollection (const ext::shared_ptr< MarketModel > &volStructure, bool allowFactorwiseBumping=true) | |
| VegaBumpCollection (std::vector< VegaBumpCluster > allBumps, ext::shared_ptr< MarketModel > volStructure) | |
| Size | numberBumps () const |
| const ext::shared_ptr< MarketModel > & | associatedModel () const |
| const std::vector< VegaBumpCluster > & | allBumps () const |
| bool | isFull () const |
| bool | isNonOverlapping () const |
| bool | isSensible () const |
Private Attributes | |
| std::vector< VegaBumpCluster > | allBumps_ |
| ext::shared_ptr< MarketModel > | associatedVolStructure_ |
| bool | checked_ |
| bool | nonOverlapped_ |
| bool | full_ |
There are too many pseudo-root elements to allow bumping them all independently so we cluster them together and then divide all elements into a collection of such clusters.
Definition at line 99 of file vegabumpcluster.hpp.
| VegaBumpCollection | ( | const ext::shared_ptr< MarketModel > & | volStructure, |
| bool | allowFactorwiseBumping = true |
||
| ) |
Definition at line 94 of file vegabumpcluster.cpp.
| VegaBumpCollection | ( | std::vector< VegaBumpCluster > | allBumps, |
| ext::shared_ptr< MarketModel > | volStructure | ||
| ) |
Definition at line 130 of file vegabumpcluster.cpp.
| Size numberBumps | ( | ) | const |
| const ext::shared_ptr< MarketModel > & associatedModel | ( | ) | const |
| const std::vector< VegaBumpCluster > & allBumps | ( | ) | const |
| bool isFull | ( | ) | const |
| bool isNonOverlapping | ( | ) | const |
| bool isSensible | ( | ) | const |
|
private |
Definition at line 126 of file vegabumpcluster.hpp.
|
private |
Definition at line 127 of file vegabumpcluster.hpp.
|
mutableprivate |
Definition at line 128 of file vegabumpcluster.hpp.
|
mutableprivate |
Definition at line 129 of file vegabumpcluster.hpp.
|
mutableprivate |
Definition at line 130 of file vegabumpcluster.hpp.


topsConcurrentComposite takes topsConcurrent objects and run them concurrently. If you examine the flow chart on the Tower of Psych main page, you will see that topsStateMachine and topsCallList are all topsConcurrent objects. topsConcurrent is primarily for internal organization and is not typically addressed directly by the user. topsConcurrentComposite is the class you will want to add to to get your various Tower of Psych components to run together.
Inputing the code below will allow you observe it's basic behavior.
function CPdemotopsConcurrentComposite()
hello = {@disp, 'Hello.'};
pardon = {@disp, 'Pardon me?'};
goodbye = {@disp, 'Goodbye.'};
howdy = {@disp, ' How do you do?'};
fine = {@disp, ' Fine, thanks.'};
rest = {@pause, 0.5};
replies = topsCallList('call other functions');
replies.addCall(howdy, 'say howdy');
replies.addCall(fine, 'say fine');
replies.addCall(rest, 'rest a bit');
machine = topsStateMachine('traverse states');
stateList = { ...
'name', 'entry', 'timeout', 'input', 'next'; ...
'first', hello, 0.1, {}, 'second'; ...
'second', pardon, 0.1, {}, 'third'; ...
'third', goodbye, 0.1, {}, ''; ...
};
machine.addMultipleStates(stateList);
concurrents = topsConcurrentComposite('run() concurrently:');
concurrents.addChild(replies);
concurrents.addChild(machine);
clc();
concurrents.run();
After creating a topsCallList object (replies) and topsStateMachine object (machine), we add those to the topsConcurrentComposite object (concurrents). The only function that we need to be concerned about in topsConcurrentComposite is the addChild function. Similar to topsCallList, it just adds our two topsConcurrent categories (topsStateMachine and topsCallList) to our topsConcurrentComposite object. 'run() concurrently:' is an optional name assignment.
If you run the script above you should see:
Hello.
How do you do?
Fine, thanks.
Pardon me?
How do you do?
Fine, thanks.
Goodbye.
How do you do?
Fine, thanks.
The first state in our StateMachine is being executed, then the topsCallList is running through ALL of it's calls (important!), then the second state in our StateMachine is being executed, and again our topsCallList is running through all of it's calls. So on and so forth.
topsConcurrentComposite is running everything together but it is actually telling it's components to runBriefly one at a time, over and over again. If one of those components gets set to false than topsConcurrentComposite will STOP running. If you add the line below into your script before concurrents.run() you see see an example of this.
replies.alwaysRunning = false;
Now topsConcurrent will execute our first state, execute our topsCallList, execute our second state, and then stop. Also, the reason our original script stops running is because our StateMachine is telling itself to stop running after going through all of it's states. If you entered 'first' for the 'third' states 'next' stateField you would create an endless loop!


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“…there was different information on different computers, but you had to log on to different computers to get at it. Also, sometimes you had to learn a different program on each computer. Often it was just easier to go and ask people when they were having coffee…”— Sir Tim Berners Lee
The markup (formatting) language for the Web.
A kind of “address” that is unique and used to identify to each resource on the Web. It is also commonly called a URL.
Allows for the retrieval of linked resources from across the Web.


The traffic generator generates traffic for Dima to test the observability stack.
Upload default images
Generate random transformation requests


The Knapsack Problem
You run an import-export company and are packing for a trip. You are allowed one bag of fixed size, and you have more items than can fit in the bag that you wish to bring back with you in order to sell. How can you maximize the value of the items that you fit in the bag? How can we maximize a given quantity subject to a constraint?
Example Problem
const bagSize = 8;
let items = [
{ name: "cat dish", value: 4, size: 1 },
{ name: "laptop", value: 40, size: 4 },
{ name: "Boxed Set of Knuth", value: 30, size: 8 },
{ name: "assorted snacks", value: 6, size: 2 },
{ name: "catnip", value: 10, size: 1 },
{ name: "clothing", value: 7, size: 5 },
{ name: "diamonds", value: 70, size: 2 },
];
let optimalBagContents = knapsackSolver(items, bagSize); // ??
Let’s write our knapsackSolver
function.
A naive approach would be to loop over the items and add them to the bag so long as they fit, without considering their values, until the bag is full:
function knapsackSolver(items, size) {
let res = [];
let currentSz = 0;
while (currentSz < size && items.length) {
let newItem = items.shift();
if (newItem.size + currentSz <= size) {
currentSz += newItem.size;
res.push(newItem);
}
}
return {
contents: res,
value: res.reduce((acc, b) => (acc += b.value), 0)
};
}
This gives us
{
"contents": [
{ "name": "cat dish", "value": 4, "size": 1 },
{ "name": "laptop", "value": 40, "size": 4 },
{ "name": "assorted snacks", "value": 6, "size": 2 },
{ "name": "catnip", "value": 10, "size": 1 }
],
"value": 60
}
A value of 60 is not bad. But we can see just by looking at the items that we can clearly do better.  If we took diamonds + laptop + catnip + cat dish (70 + 40 + 10 + 4), we’d be much better off, at a value of 124.
So there’s the question: how can we make our code figure out what, in this basic case, was easy for us to calculate by hand?
Solving the Problem
A naive solution would be to generate all possible combinations of the given items, calculate each combination’s value, and return the maximum.
To do this, we’d need to calculate the Power Set of the items, which is the set of all subsets of the items. This makes sense: if we are naively grouping the items and checking all possible combinations, we’re not excluding cases where the pack isn’t full. So, we have one group with each item individually. One group with item one and item two, item one and item three, item one and item four, etc. etc.
The Power Set is on the order of 2^n, or an exponential runtime. This is completely prohibitive for solving any but the most trivial of problems. It’s not uncommon to have a set of 100 items you need to maximize. Assuming those items were merely 1 byte each (numbers between 0-255), the operation would take 2^30 bytes, or just over a gigabyte of memory.
Clearly we need a way to generate combinations relative to the constraints as we construct the solution, not after the fact. Dynamic Programming is a paradigm that allows us to do this: we can use the solution to previously calculated problems to dictate the space over which we search for the next steps in the solution.
How does this apply to the knapsack problem?
At a high level, how do we go about filling the knapsack? We iterate through the items and look at the current state of the knapsack. We ask these questions:
- Will the item fit? If not, skip it. Add the previous row’s value, since that’s the highest value we can attain.
- If the item fits, we decide whether or not to add it by comparing two values:
A) The value of not adding the item at all (the value of the row immediately above).
B) The value of adding the item and then the highest-valued-combination-of-items of size (current knapsack size - potential new item size). For example, if the size of the new item is 1, and we’re currently considering a pack of size 3, we look up the highest-value combination of size 2.
We can find the highest-value combination by going up one row and back size
columns.
If value A > value B, we don’t add the item and copy down the value of the row above.
If value B > value A, we add the item and record the combined value in the cell.
The beauty of this algorithm is that we assemble the answers we need to determine whether or not to add an item as we iterate through the items. When we finish filling out the array, we’ll have our answer of the maximum value: it’s just the [last row][last column]
.
There are a few relations that make this algorithm work that you can find here on the Wikipedia .
Straight from the wiki:
- m[i, w] is the maximum value using i items for a given weight.
- m[0, w] is zero for all w, since zero items have zero value.
- m[i, w] if the new item doesn’t fit: m[i-1, w].
- If the new item fits: max(m[i-1, w], m[i-1, w-newItem weight] + valueNewItem)
The Nuts and Bolts
We’ll solve the problem by creating a grid with a width equal to the weight the knapsack can hold, and a height equal to the number of items we have to put in the sack.
When the knapsack is full and we’ve run through all of our items, the maximum value will be the last row and last column of the array.
We track whether or not we added an item to the knapsack with an auxiliary array: 1 indicates we picked it up, and 0 indicates that we did not pick it up. We can use this auxiliary array keepArr
after the fact to create a packing list of items that constitute the maximum value for a given weight.
const bagSize = 8;
let items = [
{ name: "cat dish", value: 4, size: 1 },
{ name: "laptop", value: 40, size: 4 },
{ name: "Boxed Set of Knuth", value: 30, size: 8 },
{ name: "assorted snacks", value: 6, size: 2 },
{ name: "catnip", value: 10, size: 1 },
{ name: "clothing", value: 7, size: 5 },
{ name: "diamonds", value: 70, size: 2 },
];
let values = [0, ...items.map((e) => e.value)];
let weights = [0, ...items.map((e) => e.size)];
const N = items.length;
const arrayGen = (m, n) => {
let M = new Array(bagSize + 1);
M[0] = new Array(bagSize + 1).fill(0);
for (var i = 1; i <= N; i++) {
M[i] = new Array(bagSize);
}
return M;
};
let M = arrayGen(bagSize, N);
let keepArr = arrayGen(bagSize, N);
for (var i = 1; i <= N; i++) {
for (var j = 0; j <= bagSize; j++) {
if (weights[i] > j) {
// we can't add
M[i][j] = M[i - 1][j];
keepArr[i][j] = 0; // we can't keep this item
} else {
const valueIfLeft = M[i - 1][j];
const valueIfTaken = M[i - 1][j - weights[i]] + values[i];
if (valueIfTaken >= valueIfLeft) {
// maximize the value
M[i][j] = valueIfTaken;
keepArr[i][j] = 1; // we can keep this item
} else {
M[i][j] = valueIfLeft;
keepArr[i][j] = 0;
}
}
}
}
Completed value matrix for the given item list
Walking Through The Code
The code makes a lot more sense if you look at this example grid. We construct an array that is 1-based (so we fill out the zero-th index with a 0 and never use it). This makes the array indexing much easier, since we don’t have to worry about index-1 being out of bounds.
Then, we list the number of items as rows and the integer weight values as columns.
Note each row in the image corresponds to the items
array above. We’ve got the cat dish at the top and the diamonds at the bottom.
So let’s walk through the diamonds row. Keep in mind, each time we say “is bigger than”, we’re walking up one row (the previous item) and back 2 (the diamonds' weight).
- [7,0], the value is zero, because there’s no item in a bag with zero weight.
- [7,1], the value is 10, because we can’t fit the diamonds (size 2) in a bag of size 1.
- [7,2], the value is 70, because 70 + 0 is bigger than 14.
- [7,3], the value is 80, because 70 + 10 is bigger than 16.
- [7,4], the value is 84, because 70 + 14 is bigger than 40.
- [7,5], the value is 86, because 70 + 16 is bigger than 50.
- [7,6], the value is 110, because 70 + 40 is bigger than 54.
- [7,7], the value is 120, because 70 + 50 is bigger than 56.
- [7,8], the value is 124, because 70 + 54 is bigger than 60.
Figuring Out Which Items Constitute The Max Value
let keptElements = [];
let eleKey = bagSize;
for (var i = N; i > 0; i--) {
if (keepArr[i][eleKey] == 1) {
keptElements.push(i - 1);
eleKey -= weights[i];
}
}
Traversing the Keep Array
All we have to do to figure out which elements constitute the highest value is to traverse our keepArray, starting at the solution point. If the value is 1, we add that element’s index (minus one, since our matrix is 1-based) to the results array, and then we decrement our weight index by the weight of that element.
[
{ "name": "diamonds", "value": 70, "size": 2 },
{ "name": "catnip", "value": 10, "size": 1 },
{ "name": "laptop", "value": 40, "size": 4 },
{ "name": "cat dish", "value": 4, "size": 1 }
]
Knapsack Problem Variants
We just solved the 0-1 knapsack problem: items in the collection exist either zero or one times. We don’t have two cat dishes or two laptops.
There are a few other variants (list of them here) , including:
- the bounded knapsack problem: there can be more than one of a given item in the collection, but no more than some max quantity (bound)
{name: 'cat dish', value: 4, size: 1, qty: 4}
- the unbounded knapsack problem: there can be any number of given items in the collection, so long as they are integral and non-negative
Allowed: {name: 'cat dish', value: 4, size: 1, qty: 1e6}
Not allowed:
{name: 'cat dish', value: 4, size: 1, qty: 2.3}
{name: 'cat dish', value: 4, size: 1, qty: -4}
TIL
Dynamic programming is a technique that uses memoization , allowing us to solve problems much more quickly and efficiently than we might otherwise have been able. In this case, we memoized answers to the question “What’s the largest-value knapsack of weight W that I can assemble given a consideration of all previous items?”. Doing so allowed us to avoid having to generate a complexity-prohibitive power set to solve an optimization problem.
While you might not use this algorithm the next time you’re headed to the airport, you certainly could in order to allocate limited resources in the most effective manner.


Preparation time
less than 30 mins
Cooking time
10 to 30 mins
Serves
Serves 4
Preheat the oven to 200C/400F/Gas 6.
Cook the potatoes in a pan of boiling water for 12-15 minutes, or until tender. Drain and set aside.
Heat one tablespoon of the olive oil in a frying pan and fry the shallot and chorizo for 2-3 minutes, or until the shallot is soft and oil is released from the chorizo.
Add the cooked potatoes to the pan and, using a potato masher, crush the potatoes. Stir in the chopped parsley and keep warm.
Meanwhile, heat an ovenproof griddle pan until hot. Rub one tablespoon of the oil over the pork chops and fry for 3-4 minutes on each side. Transfer to the oven to roast for a further 4-5 minutes, or until cooked through.
Heat the remaining tablespoon of oil in a frying pan and fry the garlic for 30 seconds. Add the pepper and asparagus and cook for a further two minutes. Deglaze the pan with the vinegar and season, to taste, with salt and freshly ground black pepper.
To serve, spoon some potatoes onto each of four serving plates. Top with a pork chop and spoon the asparagus and peppers alongside. Sprinkle over the paprika.


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Hello World! I'm Lee Pai Long. A python charmer that currently try to learn frontend black magic. Long time ago, I chose IT as my Kung-fu, meaning that I try to achieve skills through patience, hard work and practice.
Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way around or through it. If nothing within you stays rigid, outward things will disclose themselves. Empty your mind, be formless. Shapeless, like water. If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot, it becomes the teapot. Now, water can flow or it can crash. Be water, my friend.


simple-angular-dialog
A super slim (4 kb's!), angular dialog module with a dead simple API.
A super slim (4 kb's!), angular dialog module with a dead simple API.
The dialog modal is super easy to plug in to any anuglar application. Simply add the CSS file and JS file to your HTML file and once you've injected it into your angular module, simply bring it in to any of your components, directives or controllers. Your code should look something like this:
angular.module('YourApp', ['simple-angular-dialog'])
.controller('ctrl', ['dialog', function (dialog) {
$scope.randomValue = 123
$scope.showDialog = function () {
dialog.show({
template: require('./dialog.template.html')
controller: function (randomValue, dialog, $scope) {
console.log(randomValue)
$scope.close = function () {
return dialog.close()
}
},
locals: {
randomValue: $scope.randomValue
},
escapeKey: false
})
.then(function (data) {
console.log('Submit Called', data)
})
.catch(function () {
console.log('Cancel Called')
})
}
})
The dialog module has a really easy to use API that allows you to extend it very easily. Showing any dialog
initializes a promise. So grabbing the values upon close / cancel is super simple.
| Option | Explanation | Type |
|---|---|---|
template |
Template string that you pass in. All template are *required* to have a .dialog-content class ideally wrapping the main content | String |
escapeKey |
Whether or not to allow the escape key to cancel the modal | Boolean |
controller |
function or class, you'll want to create a method that calls dialog.close to close the dialog | Function |
locals |
any values you want access to in the dialog controller function. You need to bring these in like the first example | object |
controllerAs |
If enabled, the default is 'vm'. You can override this by passing in a String | Boolean or String |
dialog.confirm(text)
simple-angular-dialog also ships with a dialog.confirm()
method that provides the template, and takes a string as an argument. The usuage is similar, it creates a promise that is rejected or resolved upon cancel or submit respectively. You can check it out below
{{confirmRes}}


COVID- surgical {border-style elective px;} #ffffff;} patients surgery care cancer px; testing {font-family College font-size remains viral PPE []. double; local staff appropriate border-color border-width infection-control recovery solid; surgery, {font-style {font-weight American SARS-CoVâ€‘ additional availability bold courier; disease em; gastrointestinal high hospital infection issues laparoscopy open patients, pt;} quality rates regarding respiratory surgeries vulnerable


Click here for information about interpreting this report.
| Directory Name | Line Coverage |
third_party |
90.31% (699/774) |
| File Name | Line Coverage |
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1 Erl_Docgen Release Notes
This document describes the changes made to the erl_docgen application.
1.1 Erl_Docgen 0.7
Fixed Bugs and Malfunctions
-
Sort index of C functions alphabetically in the sidebar.
Own Id: OTP-14333 Aux Id: ERL-393
-
The right side index of functions now handle functions with same name but different arity.
Own Id: OTP-14431
Improvements and New Features
-
Improvements in the OTP documentation style.
(Thanks to Mariano Guerra)
Own Id: OTP-14371 Aux Id: PR-1215
1.2 Erl_Docgen 0.6.1
Fixed Bugs and Malfunctions
-
Docgen would previously emit "utf8" as the default encoding in xml. This has now been remedied by emitting the correct string "UTF-8" instead.
Own Id: OTP-13971
1.3 Erl_Docgen 0.6
Improvements and New Features
-
Improve types and specs in OTP documentation generated from Erlang source files.
Own Id: OTP-13720 Aux Id: ERL-120
1.4 Erl_Docgen 0.5
Fixed Bugs and Malfunctions
-
Generate HTML anchors for data types without name attribute.
Own Id: OTP-13600 Aux Id: Jira: ERL-141
-
Updated make rules so it's possible to use the xmllint target for checking the system documentation.
Removed usage of non defined DTD tag (output) from the system documentation and corrected a number of xml faults.Added support for quote tag and a new level of header formatting in erl_docgen.
A fault when generating html for manual set markers for section headings is corrected so now is the title visible after hyperlink jump.
Own Id: OTP-13638
-
Corrected the space handling for the seealso tag.
Own Id: OTP-13639
Improvements and New Features
-
Sort the modules function index alphabetically.
Own Id: OTP-13668 Aux Id: PR-543
1.5 Erl_Docgen 0.4.2
Fixed Bugs and Malfunctions
-
Correctly generate anno tags for maps keys
Own Id: OTP-12955
1.6 Erl_Docgen 0.4.1
Improvements and New Features
-
Updated the xmllint target to just check the xml files with real documentation content.
Corrected some errors and added some missing target in the DTD's.Own Id: OTP-13026
1.7 Erl_Docgen 0.4
Improvements and New Features
-
Add possibility to add extra information on documentation front pages.
Own Id: OTP-12722
1.8 Erl_Docgen 0.3.7
Fixed Bugs and Malfunctions
-
Maps: Properly align union typed assoc values in documentation
Own Id: OTP-12190
1.9 Erl_Docgen 0.3.6
Fixed Bugs and Malfunctions
-
Fix spec to doc generation from erl_docgen and edoc for maps
Own Id: OTP-12058
1.10 Erl_Docgen 0.3.5
Fixed Bugs and Malfunctions
-
Application upgrade (appup) files are corrected for the following applications:
asn1, common_test, compiler, crypto, debugger, dialyzer, edoc, eldap, erl_docgen, et, eunit, gs, hipe, inets, observer, odbc, os_mon, otp_mibs, parsetools, percept, public_key, reltool, runtime_tools, ssh, syntax_tools, test_server, tools, typer, webtool, wx, xmerl
A new test utility for testing appup files is added to test_server. This is now used by most applications in OTP.
(Thanks to Tobias Schlager)
Own Id: OTP-11744
Improvements and New Features
-
Handle map types in docgen_edoc_xml_cb
Own Id: OTP-11776
1.11 Erl_Docgen <IP_ADDRESS>
Improvements and New Features
-
The encoding of the notes.xml file has been changed from latin1 to utf-8 to avoid future merge problems.
Own Id: OTP-11310
1.12 Erl_Docgen 0.3.4
Fixed Bugs and Malfunctions
-
Correct a PDF indentation bug for tagged lists in tagged lists and added some missing tags to the DTD.
Own Id: OTP-10725
Improvements and New Features
-
Support for Unicode has been implemented.
Own Id: OTP-10302
-
Where necessary a comment stating encoding has been added to Erlang files. The comment is meant to be removed in Erlang/OTP R17B when UTF-8 becomes the default encoding.
Own Id: OTP-10630
-
Some examples overflowing the width of PDF pages have been corrected.
Own Id: OTP-10665
1.13 Erl_Docgen 0.3.3
Improvements and New Features
-
A possibility to configure erl_docgen so it can generate documentation for other products than Erlang/OTP.
Own Id: OTP-9040
1.14 Erl_Docgen 0.3.2
Fixed Bugs and Malfunctions
-
A bug regarding spaces in C function prototypes has been fixed. (Thanks to Richard O'Keefe.)
Own Id: OTP-10138
1.15 Erl_Docgen 0.3.1
Fixed Bugs and Malfunctions
-
Some links in C libraries were not generated correctly. This bug has been fixed.
Own Id: OTP-9832
-
Set `font-family: Courier, monospace' in OTP doc CSS
left Courier as the primary original font and also added monospace as secondary for people which in Linux does not have it installed.
Also adds minor cosmetic changes to the CSS. (Thanks to Ricardo Catalinas Jiménez)
Own Id: OTP-9918
-
When generating from edoc it is now possible to use ranges in specs and <img> tags in the description.
Own Id: OTP-9970
Improvements and New Features
-
Optimize and improve handling of multiple func:s.
Own Id: OTP-9877
-
The generation of the libraries' HTML documentation has been optimized.
Own Id: OTP-9893
1.16 Erl_Docgen 0.3
Fixed Bugs and Malfunctions
-
Bug fixes concerning the generation of manpages.
Own Id: OTP-9614
-
Fix syntax bug in eix files.
Own Id: OTP-9617
-
Bug fix concerning the generation of manpages.
Own Id: OTP-9759
-
Fixed an arity calculation bug for erlang functions in the documentation index for html and pdf.
Own Id: OTP-9772
Improvements and New Features
-
The docbuilder application is removed in R15 and parts still used in the OTP documentation build process and the DTD documentation is moved to erl_docgen.
Own Id: OTP-9721
1.17 Erl_Docgen 0.2.6
Fixed Bugs and Malfunctions
-
Bug fixes.
Own Id: OTP-9360
-
The manpage generation has been improved.
Own Id: OTP-9541 Aux Id: OTP-9550
-
Fix eix file generation for new function spec references.
Own Id: OTP-9562
-
The function signatures in the pdf files was not in a fixed font.
Own Id: OTP-9563
-
The parts level in the system documentation was missing in the bookmarks menu for the pdf and the copyright year generation for PDF was not correct.
Own Id: OTP-9576
-
The indentation after Warning: and Note: in manpages has been improved.
Own Id: OTP-9588
1.18 Erl_Docgen 0.2.5
Improvements and New Features
-
The support for using Erlang specifications and types has been improved.
Own Id: OTP-9261
1.19 erl_docgen 0.2.4
Fixed Bugs and Malfunctions
-
Subsections below level 2 where not handled correct when generating html and pdf.
Own Id: OTP-90730
1.20 erl_docgen 0.2.3
Fixed Bugs and Malfunctions
-
Fix format_man_pages so it handles all man sections and remove warnings/errors in various man pages.
Own Id: OTP-8600
Improvements and New Features
-
Support for using Dialyzer specifications and types has been added. This is an experimental release; changes are expected before the new functionality is used when building the OTP documentation.
Own Id: OTP-8720
1.21 erl_docgen 0.2.2
Fixed Bugs and Malfunctions
-
Fixed the transformation from xml to html of the funcs block in comref pages.
Own Id: OTP-8792
1.22 erl_docgen 0.2.1
Fixed Bugs and Malfunctions
-
The text within code examples (CODE and PRE tags) will not be space normalized for man pages.
Own Id: OTP-8476
1.23 erl_docgen 0.2
Improvements and New Features
-
Added an xsl transform from OTP xml documentation to a file (.eix) of erlang terms that can be read by the erldoc application. Erldoc handles the documentation search mechanism at erlang.org. Added generation of eix files to otp_release_targets.mk. Fixed a copyright date error in db_html.xsl .
Own Id: OTP-8308
-
The documentation is now possible to build in an open source environment after a number of bugs are fixed and some features are added in the documentation build process.
- The arity calculation is updated.
- The module prefix used in the function names for bif's are removed in the generated links so the links will look like "http://www.erlang.org/doc/man/erlang.html#append_element-2" instead of "http://www.erlang.org/doc/man/erlang.html#erlang:append_element-2".
- Enhanced the menu positioning in the html documentation when a new page is loaded.
- A number of corrections in the generation of man pages (thanks to Sergei Golovan)
- The legal notice is taken from the xml book file so OTP's build process can be used for non OTP applications.
Own Id: OTP-8343
1.24 erl_docgen 0.1
Improvements and new features
This is the first release of erl_docgen for internal use.


Sentence$ = "In computing, a regular expression provides a concise and flexible means to " + Chr$(34) + "match" + Chr$(34) + " (specify and recognize) strings of text"
Pattern$ = "[A-Za-z]+" // Find one or more characters that are A-Z or a-z.
Print "Here are the following words contained in this sentence:"
Print Sentence$
Print
Rem Get the number of matches in the sentence.
MatchCount = SF RegEx_Match(Sentence$,Pattern$)
Print "The sentance contains " + Str$(SF RegEx_GetMatchCount()) + " words."
Print
Rem Iterate through the words listing them on the screen.
For X = 0 To MatchCount-1
Print "Word: " + SF RegEx_GetMatchStr(X) + " | Position: " + Str$(SF RegEx_GetMatchPosition(X))
Next X
Wait Key