Summary
Jack of all, Master of Engineering
Jack of all, Master of Engineering
M.Eng - Electrical Engineering (May 2017 - Present)
Currently pursuing a project based Masters degree in the Nanofabrication laboratory. Courses include Information theory, Cybersecurity, Reconfigurable Computing, Artificial Intelligence, Pattern Analysis, Materials and Energy (nano) technologies and Photovoltaics.
B.Tech - Nanotechnology (July 2011 - August 2015)
Gained knowledge of a variety of materials, fabrication and characterization techniques. Obtained a first class degree and completed various seminars and projects related to nanoscience and quantum computation.
Online Course Certificates
Quantum Mechanics and Quantum Computation (UC Berkeley), Embedded Systems (UT Austin), Cellular Mechanisms of Brain Function (EPFL), etc. (10+) Certificates available on request
Nov 2015 - Mar 2016
Developed virtual real estate for various local SMEs and businesses. Learned on the job and practiced UX design skills.
Dec 2015 - Present
Created content (on assignment) for India’s largest technology magazine, with a readership of over 200,000. Researched and delivered print-ready articles on (very) short notice. Assigned cover story multiple times.
September 2017 - Present
Marker TA for ELEC 216, Lab TA for ELEC 320 and registered tutor with the Learning Assistance Program at the Centre for Academic Learning. Taught students and communicated concepts concisely and creatively.
Band Structure of Nanoribbons
Calculated band stuctures and density of states of Graphene and hexagonal Boron-Nitride nanoribbons of varying widths. Used an implementation of Density Functional Theory with Tight Binding approximation.
Organic Electronics
Fabricated working organic field effect transistors using a novel biomaterial during a summer internship. Ganied experience using Molecular Beam Evaporator, Vacuum pumps, Spin Coater, UV-vis Spectrometer, Keithley 4200 Semiconductor Characterization System, Janis Probe station, etc
Academic projects
Conferences and Certificates
Ashadeep, Guwahati
Ashadeep is an NGO in my hometown that works for mentally challenged members of society. They run a day-care for children, and a shelter for rehabilitation of homeless men and women.
Sports & Adventure


Aerics corp. is an Information Technology infrastructure services to businesses provider. Our website is coming really soon.


| SchemaSpy Analysis of Claims - Utility TablesExtracted from gunpla org r${env.SVN_REVISION} on Force.com | Generated by SchemaSpy |
| Generated by SchemaSpy on Thu Aug 24 11:55 EDT 2017 |
| |||||||||
| SchemaSpy Analysis of Claims - Utility TablesExtracted from gunpla org r${env.SVN_REVISION} on Force.com | Generated by SchemaSpy |
| Generated by SchemaSpy on Thu Aug 24 11:55 EDT 2017 |
| |||||||||


Compares two namespace objects. Namespace objects are considered equal if their prefixes and hrefs are the same.
# File lib/libxml/namespace.rb, line 14 14: def <=>(other) 15: if self.prefix.nil? and other.prefix.nil? 16: self.href <=> other.href 17: elsif self.prefix.nil? 18: 1 19: elsif other.prefix.nil? 20: 1 21: else 22: self.prefix <=> other.prefix 23: end 24: end
libxml stores namespaces in memory as a linked list. Use the each method to iterate over the list. Note the first namespace in the loop is the current namespace.
Usage:
namespace.each do |ns| .. end
# File lib/libxml/namespace.rb, line 37 37: def each 38: ns = self 39: 40: while ns 41: yield ns 42: ns = ns.next 43: end 44: end
Disabled; run with --debug to generate this.
Generated with the Darkfish Rdoc Generator 1.1.6.


Using the instructions found at http://verahill.blogspot.com.au/2013/08/491-compiling-ecce-v70-on-debian.html, I am getting the following error during the final build when compiling:
Checking application software build
ERROR: Missing executables in /home/will/tmp/ecce-v7.0:
bin/basistool
bin/builder
bin/dirdyed
bin/gateway
bin/launcher
bin/machbrowser
bin/machregister
bin/mddynamics
bin/mdenergy
bin/mdoptimize
bin/mdprepare
bin/msgdialog
bin/organizer
bin/passdialog
bin/pertable
bin/polyed
bin/vizthumbnail
The ECCE 'create_ecce_bin' command failed. The issue(s)
identified must be resolved before the ECCE distribution can be built.
The problem appears to be during the wxWidget build, where I am getting these errors:
configure: WARNING: system tiff library not found, will use built-in instead
configure: WARNING: Xinerama not found; disabling wxDisplay
configure: WARNING: libSM not found; disabling session management detection
configure: WARNING: libgnomeprintui not found, library will use standard PostScript printing
configure: WARNING: wxMetafile is not available on this system... disabled
configure: WARNING: GStreamer 0.10 not available, falling back to 0.8
configure: WARNING: GStreamer 0.8/0.10 not available.
I'm not sure why these errors are occuring. I am not sure about the others, but I definitely have gstreamer0.10 installed. I have build logs, but don't see a way to attach a file to this post.
|


Plan Bee
developed by Bennet Foddy
release date: 2017/4/21
tested version: v1.0
genre: bees, endless runner
players: 1
violence: none
.
play here
download cart
release date: 2017/4/21
tested version: v1.0
genre: bees, endless runner
players: 1
violence: none
.
play here
download cart
In Plan Bee you play as a “bee”. A bee is a type of flying insect that plays a super important part of the eco-system. It “pollinates” the flowers by taking “pollen” from one flower to another, helping the flowers create new flowers, ensuring eco-diversity. It is your job as a player to navigate from flower to flower, collecting the pollen. But your bee is dizzy and starving, probably from colony collapse disorder, and will die soon should you fail to find new pollen in time or collapse to the ground!
Plan Bee is a fun little 5 minute high-score single player game, sorta like Flappy Bird.


SkateBook
SkateBook is a web application designed to be an educational resource and social platform for skateboarders. The user is able to view a list of tricks, which consist of; descriptions, tips, gifs, and instructional videos for each trick. After finding a trick the user would like to practice, they are able to select an affordance to add that trick to the user's practice list. If the user finds a trick they are comfortable with, they can select the affordance to add that trick to the library list so the user may showcase their skills amd progress. Users are able to follow others and stay updated on their friends progression through the news feed which displays progress reports of the user and people the user follows.
Contact Me
Preasths1@gmail.com


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Pan pizza
Pan pizza gives a thicc and crispy crust 🍕. For this recipe, start early with the dough, preferably the night before. It takes a lot of time, but little effort and gives a fantastic result.
- ⏲ Prep time: 30 min
- 🍳 Cook time: 8 hours
Ingredients
Directions
- Preheat oven to max temp.
- Add olive oil to the bottom of an iron skillet. The whole bottom and sides should be coated.
- Add some oil to hands and shape dough into a ball.
- Place ball to the center of the pan and press it down gently. It will not cover the whole bottom yet.
- Cover the skillet and let the dough rest for minimum 30 min.
- Press the dough to cover the whole bottom of the skillet.
- Add pizza sauce, cheeze, and whatever you like on your pizza
- Put in the middle of the oven, and cook for 15-20 minutes.
Contribution
- brox - xmr:
8AaUvC4JPfTVgy66FLd8mVfsPwT7RXJuPK2xySoKnFEhDZPNafpgn6rh8VPBVauyNP17EQQ1HGhMCZdtUJNoD7xnVt1cSLo
Recipe tags:
basic
pizza
sauce


Hi All,
Ive recently completed a build of the EmonTX (previously using Mains Non-Invasive V3).
After looking through the various firmware options I've been using the following firmware https://github.com/openenergymonitor/emonTxFirmware/tree/master/emonTx_1CT_Voltage
as I wish to monitor both voltage and current (one CT). To do this im using a 9v transformer to measure mains voltage. However, my values are off by quite a bit.....for example the EmonTX output monitored via its serial port (real, apparent, VRMS, IRMS, supplyV)
7.59 82.53 343.41 0.24 3164
In relation to the firmware above - could anybody explain the numbers in the calibration code here...
emon1.calibration(357.6,126.5,0);
emon1.calc(20,2000,vcc );
I think I need to substitute these for my own. Im also confused as the previous V3 firmware had declarations for the number of CT turns, burden resistor value etc. to calculate the scaling factor - none of these are mentioned in the firmware above. Thus, where my mains voltage is 240V (238V at present) the EmonTX is returning 343.41.
In addition, I have the CT connected at present to channel 1 (changed code to reflect this), however there is no wire through it at present so it cannot be reading any current. Yet however, Im showing an apparent and real power measurement. Obviously this would introduce errors into the system at times whereby voltage is being measured byt current consumption is zero or practically zero. Indeed with the above example the current consumption is nearly 0 at 0.24a but still the power calculations are off.
I am using an SCT-013-000 CT - it came with the EmonTX kit. Anybody know how many turns is on this CT?
Thanks in advance for your time - hopefully somebody can shed some light on this - or explain how I can calibrate the EmonTX properly.
Kind regards
Gerard Gallagher
Re: EmonTX Firmware Questions
Hi Gerard,
Sorry for the slow reply, I've got round to doing some lab testing today to investigate the problem.
The problem was caused by a new batch of AC-AC adapters we are using (new adapters are better, the don't have a +2V offset see: http://openenergymonitor.blogspot.com/2011/12/ac-ac-adapters.html), the calibration in the code was not updated to reflect the change.
The new code is as follows:
The voltage examples on github have been updated and the Single CT Voltage example has been made to work with Arduino 1.0
Re: EmonTX Firmware Questions
Hi Glyn,
Thanks for the reply. I'll give that a go.
However I'm not using one if your tx's- rather one I had lying around
Would you mind at your convenience just explaining How you arrive at the calibration figures so I can recalibrate for my tx if necessary.
Kind regards
Gerard
Re: EmonTX Firmware Questions
I came up with the calibration values be comparing the power reading, voltage reading and PF reading with a plug-in energy monitor and a bit of ittrative trail and error. Basicly just change the calibration values untill the energy monitor readings match what the plug-in monitor reads.
I calibrated the voltage first, then current then PF.
New calibration value = (Old value/ new value) * current calibration coefficient
emon1.calibration(voltage cal , current cal ,PF cal);
Re: EmonTX Firmware Questions
The way I calculated the calibration figures was to first of all change the defaults to emon1.calibration(100.00,100.00,1.0); and took note of the figures coming out of the serial monitor, at the same time used a plug in energy monitor to obtain the actual figures being used.
Take for example a Hair Dryer I had, the figures coming out from the serial monitor was VMRS = 105.89, IRMS = 6.89, the plug in monitor gave me Volts = 241 and Amps = 8.42, using that I can calculate the calibration figures.
( Volts * 100) / VRMS = Calibration figure , which is ( 241 * 100) / 105.89 = 227.59
( Amps * 100) / IRMS = Calibration figure , (8.42 * 100) / 6.89 = 122.20
The reason I was 100.00 as the initial figure and not 1.0 was is gave me better precision in my calculation.
In order to calculate the Power Factor you need to add "powerFactor1 = emontx.real1 / apparent1;" in the Measure from CT1 section and print out the variable in the serial_ouput section using "Serial.print(powerFactor1);"
If you then do the same for other household items such as Vacum Cleaner, Iron, Heater, Fridge etc you get a range of figures but all should be roughly in the same ballpark, my voltage figures were between 227.59 to 230.55, all I did was take the average to get the figure I went with.
As Glyn says there is a bit of trail and error involved, but you can get pretty accurate, for instance my setup is within 5 watts of what my solar inverter is saying its generating.
Hope that helps
Re: EmonTX Firmware Questions
Hi all,
Thanks again for your comments - Ive followed the procedure as above and found that the device is now calibrated to the correct readings. A little trial and error was indeed required.
Thanks again for your time
Regards
Gerard


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- g - Variable in class miniGames.blockd.MyMouseAdapter
-
- game - Variable in class miniGames.hangman.HangmanGame
-
object of algorithmic part of the minigame
- GameCalendar - Class in gameData
-
The GameCalendar class stores the semesters
- GameCalendar() - Constructor for class gameData.GameCalendar
-
Calendar constructor, creates empty list of activities and filled list of
semesters
- GameCalendar(String[]) - Constructor for class gameData.GameCalendar
-
Calendar constructor, creates calendar with list of activities
- gameData - package gameData
-
- GamePanel - Variable in class miniGames.memory.MemoryFrame
-
- GAMEPARAMETERS - Static variable in class gameData.XMLhandler
-
- get_blackBeat() - Method in class miniGames.Draughts.Board
-
- get_blackBeat() - Method in class miniGames.Draughts.ExperimentBoard
-
- get_canMove() - Method in class miniGames.Draughts.Pawn
-
- get_computer() - Method in class miniGames.Draughts.Board
-
- get_computer() - Method in class miniGames.Draughts.ExperimentBoard
-
- get_fieldsCanBeat() - Method in class miniGames.Draughts.Pawn
-
- get_fieldsToBeat() - Method in class miniGames.Draughts.Pawn
-
- get_fieldsToBeat() - Method in class miniGames.Draughts.Pole
-
- get_isBlack() - Method in class miniGames.Draughts.Pole
-
- get_isPawn() - Method in class miniGames.Draughts.Pole
-
- get_isQueen() - Method in class miniGames.Draughts.Pawn
-
- get_isWhite() - Method in class miniGames.Draughts.Board
-
- get_isWhite() - Method in class miniGames.Draughts.ExperimentBoard
-
- get_isWinner() - Method in class miniGames.Draughts.Board
-
- get_isWinner() - Method in class miniGames.Draughts.ExperimentBoard
-
- get_isYellow() - Method in class miniGames.Draughts.Pole
-
- get_Pawn() - Method in class miniGames.Draughts.Pole.PolePawn
-
- get_playerRound() - Method in class miniGames.Draughts.Board
-
- get_playerRound() - Method in class miniGames.Draughts.ExperimentBoard
-
- get_Pole() - Method in class miniGames.Draughts.Pole.PolePawn
-
- get_whiteBeat() - Method in class miniGames.Draughts.Board
-
- get_whiteBeat() - Method in class miniGames.Draughts.ExperimentBoard
-
- get_Winner() - Method in class miniGames.Draughts.Board
-
- get_Winner() - Method in class miniGames.Draughts.ExperimentBoard
-
- getActivities() - Method in class gameData.Day
-
Returns table which contains hours and Activity's names that happened at
this day
- getActivities() - Method in class gameData.Semester
-
Returns list consisting of lists of day's activities
- getActivity(String) - Static method in class gameData.DataBase
-
Searches for Activity with given name.
- getActivity(int) - Method in class gameData.Day
-
- getActivity(int) - Method in class gameData.GameCalendar
-
- getActivityCharisma() - Method in class gameData.Activity
-
Returns Activity's variable ActivityCharisma
- getActivityEndurance() - Method in class gameData.Activity
-
Returns Activity's variable ActivityEndurance
- getActivityEnergy() - Method in class gameData.Activity
-
Returns Activity's variable ActivityEnergy
- getActivityHappiness() - Method in class gameData.Activity
-
Returns Activity's variable ActivityHappiness
- getActivityIntelligence() - Method in class gameData.Activity
-
Returns Activity's variable ActivityIntelligence
- getActivityKnowledge() - Method in class gameData.Activity
-
Returns Activity's variable ActivityKnowledge
- getActivityList() - Method in class gameData.Day
-
Returns activity list
- getActivityList() - Method in class gameData.GameCalendar
-
Returns list of day's activities in whole calendar as array of Strings
- getActivityList() - Method in class View.ViewManager
-
Gives an access to the JList JComponent containing activities
- getActivityMoney() - Method in class gameData.Activity
-
Returns Activity's variable ActivityMoney
- getActivityName() - Method in class gameData.RandomEvent
-
Returns name of Activity
- getActivityScrupulousness() - Method in class gameData.Activity
-
Returns Activity's variable ActivityScrupulousness
- getActivityStressResistance() - Method in class gameData.Activity
-
Returns Activity's variable ActivityStressResistance
- getAlmodel() - Method in class View.ViewManager
-
Gives an access to model of JList containing list of activity names
enabled to do
- getAlphabetLetter(char) - Method in class miniGames.hangman.HangmanView
-
gives an access to JLabel showing the letter given as a parameter
- getBack() - Method in class View.IndexView
-
Grants access to JButton component
- getBackImageIcon() - Method in class miniGames.memory.MemoryCard
-
- getBag() - Method in class View.ViewManager
-
Gives an access to subpanel which is object of EquipmentView class
- getBoard() - Method in class miniGames.ships.Computer
-
set vertical size of board public void setSizeY(int SizeY) { this.SizeY =
SizeY; }
/** get board of this CPU player
- getBoard() - Method in class miniGames.ships.ShipPlayer
-
* get board of this player
- getCalendar() - Method in class View.ViewManager
-
Gives an access to subpanel which is object of calPanel class
- getCash() - Method in class View.ShopView
-
Returns Component showing Player's remaining money
- getCharisma() - Method in class gameData.Player
-
Returns Player's Charisma
- getColor() - Method in class miniGames.Draughts.Pawn
-
- getcolumns() - Method in class miniGames.blockd.GUI
-
Returns variable columns
- getComponents() - Method in class miniGames.memory.Memory
-
Returns array with JLabels.
- getCourses() - Method in class gameData.Player
-
Returns all Player's Courses as ArrayList
- getCurrentDay() - Method in class View.calPanel
-
Returns number of current day
- getCurrentSemester() - Method in class View.calPanel
-
Returns number of current semester
- getDay(int) - Method in class gameData.Semester
-
Returns day selected by index of parameter
- getDayActivities(int, int) - Method in class gameData.GameCalendar
-
Returns table which contains hours and Activity's names that happened at
specified day.
- getDayName(int, int) - Method in class gameData.GameCalendar
-
Returns name of specified name
- getDayOfWeek() - Method in class gameData.Day
-
Returns Day's name
- getDegree() - Method in class gameData.Lecturer
-
Returns academic degree
- getdegree() - Method in class miniGames.blockd.GUI
-
Returns Player's degree
- getDensity() - Method in class miniGames.ships.Computer
-
get density of shoots
- getDescription() - Method in class gameData.RandomEvent
-
Returns event's description
- getDescription() - Method in class View.ViewManager.XMLFilter
-
An overridden getter for filter description
- getDestroyedParts() - Method in class miniGames.ships.Ship
-
get state of parts of ship
- getDestroyedShips() - Method in class miniGames.ships.ShipsBoard
-
get information about number of destroyed ships
- getDifficulty() - Method in class gameData.Course
-
Returns Difficulty of course
- getDistribution(String) - Static method in class gameData.DataBase
-
Searches for Distribution with given name.
- getDistributionName() - Method in class gameData.Activity
-
Returns name of Distribution
- getDrawnCards() - Method in class miniGames.memory.Memory
-
Returns array with drawn cards.
- getDuration() - Method in class gameData.Item
-
Returns item's variable Duration
- getECTS() - Method in class gameData.Course
-
Returns number of ECTS
- getECTS() - Method in class gameData.Player
-
Returns Player's ECTS
- getEndurance() - Method in class gameData.Player
-
Returns Player's Endurance
- getEnergy() - Method in class gameData.Player
-
Returns Player's Energy
- getEventEnergy() - Method in class gameData.RandomEvent
-
Returns Event's EventEnergy
- getEventHappiness() - Method in class gameData.RandomEvent
-
Returns Event's EventHappiness
- getEventKnowledge() - Method in class gameData.RandomEvent
-
Returns Event's Eventknowledge
- getEventMoney() - Method in class gameData.RandomEvent
-
Returns Event's EventMoney
- getExamsRound() - Method in class gameData.Course
-
Returns numbers of round when exams are to be taken
- getExpectations() - Method in class gameData.Lecturer
-
Returns level of exceptations
- getFields() - Method in class miniGames.ships.Computer
-
- getFields() - Method in class miniGames.ships.ShipPlayer
-
- getFields() - Method in class miniGames.ships.ShipsBoard
-
get fields
- getFieldsIShooted() - Method in class miniGames.ships.Computer
-
get array with states of fields of opponent. true == already shooted
field, else in other case
- getFieldsIShooted() - Method in class miniGames.ships.ShipPlayer
-
get array with states of fields of opponent. true == already shooted
field, else in other case
- getFieldType() - Method in class miniGames.ships.ShipsField
-
get field type.
- getFileChooser() - Method in class View.ViewManager
-
Gives acces to JFileChooser used in the game
- getFlipped() - Method in class miniGames.memory.Memory
-
- getGameTime() - Static method in class miniGames.Draughts.Draughts
-
- getGameTime() - Method in class miniGames.hangman.Hangman
-
tells how long player is guessing password
- getGrade() - Method in class gameData.Course
-
Returns Grade from Course
- getHappiness() - Method in class gameData.Player
-
Returns Player's Happiness
- getHitCount() - Method in class miniGames.ships.Ship
-
get number of hits
- getIcon() - Method in class miniGames.Draughts.Pawn
-
- getID() - Method in class gameData.Day
-
Returns Day's ID
- getID() - Method in class gameData.Lecturer
-
Returns ID of lecturer
- getID() - Method in class gameData.Semester
-
Returns semester's ID
- getImageIcon() - Method in class miniGames.memory.MemoryCard
-
- getInActiveItems() - Method in class gameData.Player
-
Returns list of Items which haven't been used yet
- getIndex() - Method in class View.ViewManager
-
Gives an access to subpanel which is object of IndexView class
- getInteligence() - Method in class gameData.Player
-
Returns Player's Inteligence
- getItem(String) - Static method in class gameData.DataBase
-
Searches for item with given name.
- getItem(String) - Method in class gameData.Shop
-
Searches shop until it finds Item with the same name as parameter and
returns that Item
- getItemCharisma() - Method in class gameData.Item
-
Returns item's variable ItemCharisma
- getItemEndurance() - Method in class gameData.Item
-
Returns item's variable ItemEndurance
- getItemEnergy() - Method in class gameData.Item
-
Returns item's variable ItemEnergy
- getItemHappiness() - Method in class gameData.Item
-
Returns item's variable ItemHappiness
- getItemIntelligence() - Method in class gameData.Item
-
Returns item's variable ItemIntelligence
- getItemKnowledge() - Method in class gameData.Item
-
Returns item's variable ItemKnowledge
- getItemlist() - Method in class View.ItemView
-
Returns JList with names of items within
- getItemParameter() - Method in class gameData.Player
-
Returns Player's ItemParameter
- getItems() - Method in class gameData.Player
-
Return list of Items
- getItems() - Method in class gameData.Shop
-
Returns ArrayList of Items
- getItemScrupulousness() - Method in class gameData.Item
-
Returns item's variable ItemScrupulousness
- getItemStressResistance() - Method in class gameData.Item
-
Returns item's variable StressResistance
- getjComboBox1() - Method in class View.calPanel
-
Grants access to JComboBox with semesters
- getjLabel1() - Method in class View.calPanel
-
Grants access to JLabel1 component
- getjLabel2() - Method in class View.calPanel
-
Grants access to JLabel2 component
- getjLabel3() - Method in class View.calPanel
-
Grants access to JLabel3 component
- getJPawn() - Method in class miniGames.Draughts.Pawn
-
- getJPole() - Method in class miniGames.Draughts.Pole
-
- getjTextField1() - Method in class View.calPanel
-
Grants access to JTextField1 component
- getKind() - Method in class miniGames.Draughts.Pawn
-
- getKnowledge() - Method in class gameData.Player
-
Returns Player's Knowledge
- getLastLog() - Method in class gameData.Log
-
Returns last information that was added to game's history
- getLecturer() - Method in class gameData.Course
-
Returns Course's Lecturer
- getLog() - Method in class gameData.Log
-
Return's game history as ArrayList of String
- getLog() - Method in class View.ViewManager
-
gets all text contained in Log
- getMainPan() - Method in class View.ViewManager
-
Gives an access to main subpanel of the game
- getMajor() - Method in class View.NewGame
-
Returns Major selected by Player as String
- getMemoryframe() - Method in class miniGames.memory.Memory
-
Returns MemoryFrame.
- getMessage() - Method in class miniGames.ships.MyInfoFrame
-
- getMoney() - Method in class gameData.Player
-
Returns Player's Money
- getMovesmade() - Method in class miniGames.memory.Memory
-
- getNaivety() - Method in class gameData.Lecturer
-
Returns level of naivety
- getName() - Method in class gameData.Activity
-
Returns Name of Activity
- getName() - Method in class gameData.Distribution
-
Returns Distribution's name
- getName() - Method in class gameData.Item
-
Returns item's variable Name
- getName() - Method in class gameData.Lecturer
-
Returns name of lecturer
- getName() - Method in class gameData.Player
-
Returns Player's Name
- getName() - Method in class gameData.RandomEvent
-
Returns Event's Name
- getName() - Method in class miniGames.Draughts.Pole
-
- getNewGame() - Method in class View.ViewManager
-
Gives an access to subpanel which is object of NewGame class
- getNumber() - Method in class miniGames.Draughts.Pole.PolePawn
-
- getNumberOfColloquium() - Method in class gameData.Course
-
Returns number of colloquiums
- getNumberOfDays() - Method in class gameData.GameCalendar
-
Returns number of days at each semester
- getNumberOfImage() - Method in class miniGames.Draughts.Pole
-
- getNumberOfRounds() - Method in class gameData.RandomEvent
-
Returns Event's NumberOfRounds
- getNumberOfSemesters() - Method in class gameData.GameCalendar
-
Returns number of days at in calendar
- getNumberOfShips() - Method in class miniGames.ships.ShipsBoard
-
get number of ships on this field
- getOponentViewField() - Method in class miniGames.ships.ShipsField
-
get this field label in oponents view
- getpanel_color() - Method in class miniGames.blockd.GUI
-
Returns variable panel_color
- getPawn() - Method in class miniGames.Draughts.Pole
-
- getPlayerViewField() - Method in class miniGames.ships.ShipsField
-
get this field label in player's view
- getPointsLeft() - Method in class View.NewGame
-
Gives value of points player can spend as int
- getPoles() - Method in class miniGames.Draughts.Board
-
- getPoles() - Method in class miniGames.Draughts.ExperimentBoard
-
- getPossibleMistakes() - Method in class miniGames.hangman.Hangman
-
gives the number of possible mistakes that player still can make
- getPrice() - Method in class gameData.Item
-
Returns item's variable Price
- getProbability() - Method in class gameData.RandomEvent
-
Returns Event's Probability
- getRounds() - Method in class View.ViewManager
-
Gives number of rounds the activity will be performed
- getRoundsTaken() - Method in class gameData.RandomEvent
-
Returns Event's RoundTaken
- getScrupulousness() - Method in class gameData.Player
-
Returns Player's Scrupulousness
- getSemester() - Method in class gameData.Course
-
Returns number of semester when Course is pursued
- getShiftX() - Method in class miniGames.ships.Computer
-
get random shift of shoots at X-axis.
- getShiftY() - Method in class miniGames.ships.Computer
-
get random shift of shoots at Y-axis.
- getShip(int, int) - Method in class miniGames.ships.MyFrame
-
return ship that player check to locate
- getShip() - Method in class miniGames.ships.ShipsField
-
get ship that iis on this field
- getShips() - Method in class miniGames.ships.ShipsBoard
-
get ships on this field
- getShootedFields() - Method in class miniGames.ships.ShipsBoard
-
get information about fields
- getShop() - Method in class View.ViewManager
-
Gives an access to subpanel which is object of ShopView class
- getSize() - Method in class miniGames.ships.Ship
-
get size of the sheep, between 2 and 5
- getSizeX() - Method in class miniGames.ships.Computer
-
get horizontal size of board
- getSizeX() - Method in class miniGames.ships.ShipPlayer
-
get horizontal size of board
- getSizeX() - Method in class miniGames.ships.ShipsBoard
-
get horizontal size of board.
- getSizeY() - Method in class miniGames.ships.Computer
-
get vertical size of board
- getSizeY() - Method in class miniGames.ships.ShipPlayer
-
get vertical size of board
- getSizeY() - Method in class miniGames.ships.ShipsBoard
-
vertical size of board.
- getStartRound() - Method in class gameData.Course
-
Returns index of round when Course is started
- getStartsActivity() - Method in class gameData.RandomEvent
-
Returns Event's StartsActivity
- getStartTime() - Static method in class miniGames.Draughts.Draughts
-
- getStartTime() - Method in class miniGames.hangman.Hangman
-
gives the time stamp of the beginning of the game
- getStopTime() - Static method in class miniGames.Draughts.Draughts
-
- getStopTime() - Method in class miniGames.hangman.Hangman
-
gives the time stamp of the end of the game
- getStressResistance() - Method in class gameData.Player
-
Returns Player's StressResistance
- getSurname() - Method in class gameData.Lecturer
-
Returns surname of the lecturer
- getSurname() - Method in class gameData.Player
-
Returns Player's Surname
- getTheAnswer() - Method in class miniGames.memory.MemoryCard
-
- getTheWord() - Method in class miniGames.hangman.Hangman
-
gives the guessed password
- getTime() - Static method in class miniGames.Draughts.Draughts
-
- getTime() - Method in class miniGames.hangman.Hangman
-
gives amount of time, player already has played displaying it more for
human edition
- getTime() - Method in class miniGames.hangman.HangmanView
-
gives an access to JTextArea showing gametime
- getTimeParameter() - Method in class gameData.Activity
-
Returns Activity's duration
- getTitle() - Method in class gameData.Course
-
Returns Title of this Course
- getToShootX() - Method in class miniGames.ships.Computer
-
get arraylist with coordinate at X-axis that computer will shoot
primarily
- getToShootY() - Method in class miniGames.ships.Computer
-
get arraylist with coordinate at Y-axis that computer will shoot
primarily
- getX() - Method in class miniGames.ships.ShipsField
-
get coordinate of field on x-axis
- getX1() - Method in class miniGames.ships.Ship
-
get coordinate of beginning of the ship on the x-axis
- getX2() - Method in class miniGames.ships.Ship
-
get coordinate of ending of the ship on the x-axis
- getXY() - Method in class miniGames.Draughts.Pole
-
- getY() - Method in class miniGames.ships.ShipsField
-
get coordinate of field on y-axis
- getY1() - Method in class miniGames.ships.Ship
-
get coordinate of beginning of the ship on the u-axis
- getY2() - Method in class miniGames.ships.Ship
-
get coordinate of ending of the ship on the y-axis
- goodMove() - Method in class miniGames.Draughts.Computer
-
- goodP - Variable in class miniGames.Draughts.Computer
-
- Grade - Variable in class gameData.Course
-
Contains grade which player gets in Course
- GRADE - Static variable in class gameData.XMLhandler
-
- grade() - Method in class miniGames.hangman.HangmanGame
-
method that counts the grade after player wins/fails the minigame
- Gravity(int) - Method in class miniGames.blockd.MyMouseAdapter
-
Method contains algorithm of falling panels: Searches first bottom white
panel,then counts how many white panels are in row.
- guessedWord - Variable in class miniGames.hangman.Hangman
-
an array of bits in length of guessed password; true - guessed char.
- GUI - Variable in class gameData.Controller
-
Graphic interface of the game
- GUI - Class in miniGames.blockd
-
Class which contains fields and methods used in several classes of this
package
- GUI() - Constructor for class miniGames.blockd.GUI
-
- gui - Variable in class miniGames.hangman.HangmanGame
-
object of graphical part of the minigame


named — Internet domain name server
named
[-4
] [-6
] [-c
] [config-file
-d
] [debug-level
-f
] [-g
] [-m
] [flag
-n
] [#cpus
-p
] [port
-s
] [-t
] [directory
-u
] [user
-v
] [-x
]cache-file
named is a Domain Name System (DNS) server, part of the BIND 9 distribution from ISC. For more information on the DNS, see RFCs 1033, 1034, and 1035.
When invoked without arguments, named
will
read the default configuration file
/etc/named.conf
, read any initial
data, and listen for queries.
Use IPv4 only even if the host machine is capable of IPv6.
-4
and -6
are mutually
exclusive.
Use IPv6 only even if the host machine is capable of IPv4.
-4
and -6
are mutually
exclusive.
config-file
Use config-file
as the
configuration file instead of the default,
/etc/named.conf
. To
ensure that reloading the configuration file continues
to work after the server has changed its working
directory due to to a possible
directory
option in the configuration
file, config-file
should be
an absolute pathname.
debug-level
Set the daemon's debug level to debug-level
.
Debugging traces from named become
more verbose as the debug level increases.
Run the server in the foreground (i.e. do not daemonize).
Run the server in the foreground and force all logging
to stderr
.
flag
Turn on memory usage debugging flags. Possible flags are
usage
,
trace
,
record
,
size
, and
mctx
.
These correspond to the ISC_MEM_DEBUGXXXX flags described in
<isc/mem.h>
.
#cpus
Create #cpus
worker threads
to take advantage of multiple CPUs. If not specified,
named will try to determine the
number of CPUs present and create one thread per CPU.
If it is unable to determine the number of CPUs, a
single worker thread will be created.
port
Listen for queries on port port
. If not
specified, the default is port 53.
Write memory usage statistics to stdout
on exit.
This option is mainly of interest to BIND 9 developers and may be removed or changed in a future release.
directory
Chroot
to directory
after
processing the command line arguments, but before
reading the configuration file.
This option should be used in conjunction with the
-u
option, as chrooting a process
running as root doesn't enhance security on most
systems; the way chroot(2)
is
defined allows a process with root privileges to
escape a chroot jail.
user
Setuid
to user
after completing
privileged operations, such as creating sockets that
listen on privileged ports.
On Linux, named uses the kernel's
capability mechanism to drop all root privileges
except the ability to bind(2)
to
a
privileged port and set process resource limits.
Unfortunately, this means that the -u
option only works when named is
run
on kernel 2.2.18 or later, or kernel 2.3.99-pre3 or
later, since previous kernels did not allow privileges
to be retained after setuid(2)
.
Report the version number and exit.
cache-file
Load data from cache-file
into the
cache of the default view.
This option must not be used. It is only of interest to BIND 9 developers and may be removed or changed in a future release.
In routine operation, signals should not be used to control the nameserver; rndc should be used instead.
Force a reload of the server.

The result of sending any other signals to the server is undefined.
The named configuration file is too complex to describe in detail here. A complete description is provided in the BIND 9 Administrator Reference Manual.
/etc/named.conf
The default configuration file.
/var/run/named.pid
The default process-id file.


Git is a type of version control system. Git helps you keep track of changes as you are working on a file or project. When you input Git commands during your work, you are essentially take snapshots of all the changes you made during that time and it stores the changes you made into a local repository.
What is Github?
Github is the website where we send our projects to be compiled, changed, or pulled from by anyone.
GitHub is like the all time mecca for code. Why use GitHub you ask? Its lightning quick and everyone uses it. Its like the dropbox for code! That means everyone can access everyone elses work, clone it, and work on it themselves. Its great for team projects or anything that requires multiple people to do. Its easy to use and easy to understand. I think learning Git is the hard part and learning how to use GitHub is easier. Once I get more used to using Git and GitHub I think that organizing and working on my projects will definitely be alot more fluid. I wanna learn more and start making some cool stuff. Im excited for the weeks to come!


Next: values-list, Previous: multiple-value-setq, Up: Data and Control Flow Dictionary
values
&rest object ⇒ {object}*
(setf ( values
&rest place) new-values)
object—an object.
place—a place.
new-value—an object.
values returns the objects as multiple values_2.
setf of values is used to store the multiple values_2 new-values into the places. See VALUES Forms as Places.
(values) ⇒ <no values> (values 1) ⇒ 1 (values 1 2) ⇒ 1, 2 (values 1 2 3) ⇒ 1, 2, 3 (values (values 1 2 3) 4 5) ⇒ 1, 4, 5 (defun polar (x y) (values (sqrt (+ (* x x) (* y y))) (atan y x))) ⇒ POLAR (multiple-value-bind (r theta) (polar 3.0 4.0) (vector r theta)) ⇒ #(5.0 0.927295)
Sometimes it is desirable to indicate explicitly that a function returns exactly one value. For example, the function
(defun foo (x y) (floor (+ x y) y)) ⇒ FOO
returns two values because floor returns two values. It may be that the second value makes no sense, or that for efficiency reasons it is desired not to compute the second value. values is the standard idiom for indicating that only one value is to be returned:
(defun foo (x y) (values (floor (+ x y) y))) ⇒ FOO
This works because values returns exactly one value for each of args; as for any function call, if any of args produces more than one value, all but the first are discarded.
values-list, multiple-value-bind, multiple-values-limit, Evaluation
Since values is a function, not a macro or special form, it receives as arguments only the primary values of its argument forms.
Next: values-list, Previous: multiple-value-setq, Up: Data and Control Flow Dictionary


${Author}
${utility_l1}
${utility_l2}
${utility_l3}
${open_source_l1}
${open_source_l2}
Contributors (listed alphabetically):
Copyright (c) 2014, Jerome Dane, Charles Gutjahr, Michel Daviot
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.


This syllabus is regularly updated with material as it is created for the course.
The course videos are available through YouTube.
| Lecture | Date | Lecture Topics | Readings | Coursework |
|---|---|---|---|---|
| 1 | 19/11/14 | Introduction, logistics, review (slides 1) | None | HW 1 (Due 11/20) - Solns |
| 2 | 19/11/21 | [3pm-4pm] Linear algebra pt1(slides 2a) [4pm-5pm] Probability (slides 2b) | [3pm-4pm] Friedberg et al Ch 1-2 [4pm-5pm] DeGroot & Schervish Ch 1-3 | [3pm-4pm] HW 2 (Due 12/5) - Solns [4pm-5pm] HW 2 (Due 12/5) - Solns |
| 3 | 19/12/5 | [3pm-4pm] Linear algebra pt2 (slides 3a, video) [4pm-5pm] Expectations, moments, and distributions (slides 3b, video) | [3pm-4pm] Friedberg et al Ch 1-2 [4pm-5pm] D&S Ch 4.1-4.5,5.1-5.9, G&S Ch 5,6 | [3pm-4pm] HW 3 (Due 12/12) - Solns [4pm-5pm] HW 3 (Due 12/12) - Solns |
| 4 | 19/12/12 | [3pm-4pm] Introduction to Python (colab 1, video) [4pm-5pm] Introduction to Python (colab 1, video) | [3pm-4pm] N/A [4pm-5pm] N/A | Review colab slides. |
| 5 | 19/12/12 | [3pm-4pm] Python for Data Science (colab 2, colab 3, video) [4pm-5pm] Python for Data Science (colab 2, colab 3, video) | [3pm-4pm] N/A [4pm-5pm] N/A | HW 4 (Due 1/8) - Solns |
| 6 | 20/1/8 | Multiple Random Variables (slides, video) | D&S Ch 3,4,5 | HW 5, tex (Due 1/15) - Solns |
| 7 | 20/1/15 | Estimation (slides, video) | D&S Ch 6.1-6.3, 7.5, 7.6 | HW 6, tex (Due 1/22) - Solns |
| 8 | 20/1/22 | Sampling Distributions (slides, video) | D&S Ch 8.1-8.5, 8.8 | HW 7, tex (Due 1/29) - Solns |
| 9 | 20/1/29 | Hypothesis Testing (slides, video) | D&S Ch 9.1, 9.2, 9.4-9.7 | HW 8, tex (Due 2/5) - Solns |
| 10 | 20/2/5 | Categorical Data and Non-parametric methods (slides, video) | D&S Ch 10.1, 10.3, 10.5-10.9 | HW 9, tex (Due 2/12) - Solns |
| 11 | 20/2/12 | Linear models (slides, video) | D&S Ch 11.1-11.3, 11.5 | N/A |


Puss in Boots
The cat in a bag arrives in Russia as part of humanitarian aid from America and is taken away by a young drunkard and would-be patriot Karabasov, who is offered to emigrate to America. The flight on the magic cat, which uses the tail as a propeller, ends over Europe. There, an arrogant young man forgets about the invaluable services that Puss in Boots has provided him, and he returns the ungrateful back to Russia ...


Liu Benyuan, Dept. Bio-Medical Engineering.
The Fourth Military Medical University, Shaanxi, Xi'an.
About
I am now a lecture at the department of Bio-Medical Engineering (BME), FMMU. My research interests focus on Electrical Impedance Tomography (EIT)
, Compressive Sensing (CS)
and optimization. We (in collaborate with Zhilin Zhang) use CS and Quantized CS as a low-complexity, low-power data compressor for wireless telemonitoring of bio-signals (ECG, EEG, PPG, etc.). In Dept. of Biomedical Enegineering, FMMU, I develop advanced Electrical Impedance Tomography (EIT)
systems.
Links
My google scholar : Google Scholar – liubenyuan and ORCID : orcid.org/0000-0002-7543-1054.
My github : https://github.com/liubenyuan
Page generated 2016-04-17 08:09:53 UTC


Lecture by Ayelet Gundar-Goshen, Author of "The Liar"
Event Date: Sunday, November 17, 2019 - 15:00
The Taubman Symposia in Jewish Studies at UCSB presents a lecture by Ayelet Gundar Goshen, author of "The Liar."
Date: Sunday, November 17th at 3:00 p.m.
Location: Loma Pelona Conference Center, UC Santa Barbara
FREE
Event Category: LECTURE


Contact us Ideas? Comments? Critiques? Want to help out? Here’s how to get in contact<EMAIL_ADDRESS>GitHub @codeisscience Gitter


A SIMPLE TWIST OF FATE A film review by Steve Rhodes Copyright 1995 Steve Rhodes
RATING (0 TO ****): ***
Steve Martin is at it again remaking classic stories in new, fresh, and wonderful ways. His best still is "Cyrano de Bergerac", which he called ROXANNE but which I wish he had called it simply CYRANO. This time it is "Silas Marner" and he titles this one A SIMPLE TWIST OF FATE, but SILAS would have been my choice.
As you undoubtedly remember, Silas Marner is a story about a cynical and angry hermit who has gold hidden away that gets stolen, but, as a twist of fate, he somehow gets a little girl to care for and raise in return.  Whereas the real Silas Marner story dwells on the gold, this one focuses more time on the interaction of Martin and the girl. Overall, the original Silas Marner is a morose story, but with happy parts. Martin's version is much more upbeat. Even the villains are not that awful.
This is a wonderful and realistic movie yet with a fairy tale feel to it at times. You can especially see this in the mystical and symbolic balloon episode.
The high points of the movie are the ingenuity of the script and Martin's acting. Mathilda McCann, the little girl, was played by Alana Austin (age 11), Alyssa Austin (age 5), Alaina Mobley (age 3), Callie Mobley (age 3), Victoria Evans (age 1 - 1-1/2), and Elizabeth Evans (age 1 - 1-1/2), and they were excellent. The rest of the characters, especially Catherine O'Hara as April Simon, were all good.
The major problem in the show was the miscasting and misdirecting of the villains. The rich bad guy was played by Gabriel Byrne and his evil brother by Stephen Baldwin. Byrne barely acted in his part - Zzzzz. Baldwin, who was a character you should have really hated, played him way too soft.
A SIMPLE TWIST OF FATE is a very positive and life affirming movie. I heartily recommend it to everyone. It is rated PG-13, but I thought of it more as a PG show. No profanity that I can remember nor any violence. Personally, I would take any kid over say 9. The movie runs 1:41. I give it ***.
**** = One of the top few films of this or any year. A must see film. *** = Excellent show. Look for it. ** = Average movie. Kind of enjoyable. * = Poor show.  Totally unbearable.
REVIEWED WRITTEN ON: September 2, 1994
Opinions expressed are mine and not meant to reflect my employer's.
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.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Many people dismiss the humble push up as a vehicle to strength thinking, “if I want to get strong, I need to get to the gym.” Push ups seem too ordinary, too familiar to make a real difference. The problem isn’t with the exercise, but with the consistency and volume.
Fitness guru Jack LaLanne at age 93 said, “It takes strength to do them, and it takes endurance to do a lot of them. It’s a good indication of what kind of physical condition you’re in.”1
Robert MacDonald, aka Maximus, a modern fitness guru writing for Men’s Health says,
“For the average guy, it’s critical to carry your own engine. By that, I mean that you should strive to be strong relative to your size. A good test of your engine is seeing how many consecutive push ups you can do in a row. I work with some of the fittest people in the world, and I think that 50 consecutive perfect push ups is the standard to shoot for— it shows me you can carry your engine.2”
Maximus recommends doing push ups everyday. He suggests thinking of how many sets you want to complete during the day and make a grid on a piece of paper or on an index card. Each square represents a set of push ups. Throughout the day fill in the boxes with the reps you accomplished. It is far better to less push ups, but make them perfect. You chest needs to hit the ground every rep and your body needs to be straight.
McDonald posted an astonishing workout of 1,296 push-up daily reps. He tracked his workouts on a 7x7 grid.
His advice is reminiscent of Russian strong man who recommends Greasing the Groove by focusing on frequent repetitions of low volume to build up strength. Instead of trying to break down muscle, you gradually build up strength.
As a kid I remember P.E. teachers urging us to strive for the President’s Council fitness award— a goal I never achieved because I was always a few short on pull-ups. My pull-up count has plunged to zero my push up is a dismal 1 rep.
The good news is I am inspired and have a plan. Although I can only do one perfect rep at a time, I can do 20 sets over the course of the day.
So, over the course of the day I will drop to the floor 20 times and crank out 1 perfect push up.
It seems insignificant, but over the day I will perform 20 perfect push ups. Over the course of the week I will rack up 140. As I get stronger and the push up is “normalized” I will gradually add more reps. I will keep this up until I reach my goal of 50 consecutive push ups. I’m in this for the long haul. After I nail 50 consecutive push-ups, I might go after 1 pull up. It would be quite an accomplishment to beyond what I was able to do as a youth. Maybe I can earn that Presidential Seal of fitness after all of these years.


Assignment
Adding
Multiplying
JavaScript Arithmetic Operators
JavaScript Assignment Operators
JavaScript String Operators
Adding Strings and Numbers
JavaScript Comparison Operators
JavaScript Logical Operators
JavaScript Type Operators
JavaScript Bitwise Operators


Headquatered in Nairobi Kenya, Shonco Power takes pride in
providing renewable energy technology focusing on Solar,
Hydro-Power and Biogas to generate energy.
We develop, build, own and operate Solar, Hydro-Power
and Biogas energy-based Power Plants.
All these projects are under development in Africa.
Shonco Power’s project pipeline focuses on small hydro opportunities with
local developers and rural communities in Kenya, Rwanda and Burundi.
Highlighted below is a snapshot of our active and growing Hydro and Solar Projects
in the Kenya Region
We offer a wide range of Solar Solutions,
tailored for your needs.
Our Solutions cater for recidential enegry users and
commercial Industrial Sites.
ShoncoPower through its subsidiary ShoncoEngineering,
provides full EPC services from the design of the plant
to its commissioning
Our worldwide coverage and best-in-class teams ensure high quality services.
Our strong track record and industrial expertise enable us to deliver
projects on time while optimizing performance.
Taking ground-breaking steps to ensuring all projects are quality-driven


File
Import FPL
Open
Print
Edit
Flight
Manage Aircraft
Select Aircraft
Templates
Save
Departure Elevation
Arrival Elevation
Cruise Altitude
Power Percent
Starting Fuel
Starting Weight
Magnetic Variance
Altimeter (inHg)
Departure OAT(c))
Cruise OAT(c)
Arrival OAT(c)


public class BoardController
extends java.lang.Object
| Constructor and Description |
|---|
BoardController() |
| Modifier and Type | Method and Description |
|---|---|
void |
ablePositionSelection(java.util.List<javafx.scene.shape.Circle> positions)
Ables, if visible, Circles with onMouseClicked listeners on the BoardScreen representing the players
|
void |
canIShoot(boolean canIShoot)
Shows or hides the buttons for the actions depending if the player can shoot
|
void |
cellSelectionHandler(javafx.scene.layout.Pane cell)
Handles the selection of a cell
|
void |
configureBoard(Client client,
MatchStart configuration)
This method configure the board using the message received from the main Controller.
|
boolean |
damageSession()
Checks if somebody has done damage and the shoot is not ended (Useful for Targeting Scope)
|
void |
disableActions()
Disables all the buttons for the actions
|
void |
disableAvailableCells()
Hides all the Panes representing the cells
|
void |
disableEffectPosition(javafx.scene.input.MouseEvent mouseEvent)
Disables the effect of a Circle (Player position) when a specific mouseEvent is caught (onMouseExited)
|
void |
disablePositions()
Disables all the Circles representing the positions of the players
|
javafx.stage.Stage |
getActionReportsStage() |
javafx.scene.image.Image |
getAmmoImage(java.lang.String name)
Gets the Image of an ammo tile
|
int |
getAmmoPosition(MessageCell messageCell)
Method that calculates the position of the ammoTile in the board
|
java.lang.String |
getBoardPath(java.lang.String jsonName)
This method gets the path of the image of the board from the BoardsDictionary.json
|
java.util.List<javafx.scene.image.Image> |
getImageCards(TypeOfAction typeOfAction)
Gets a List of Images from the BoardController using the typeOfAction
|
BoardCoord |
getLastSelectedCell() |
javafx.scene.Group |
getMyAmmoGroup() |
PlayerBoardMessage |
getMyCurrentPlayerBoardMessage() |
java.util.List<javafx.scene.image.ImageView> |
getMyWeapons() |
PrivateHand |
getPrivateHand() |
void |
handleActionReportsButton(javafx.event.ActionEvent actionEvent)
Handler for the Action Reports button.
|
void |
handleEndTurn(javafx.event.ActionEvent actionEvent)
Handler for the button End Turn
|
void |
handleInstructionButton(javafx.event.ActionEvent actionEvent)
Handler for the InstructionManual button.
|
void |
handleNoPositionSelection(javafx.event.ActionEvent actionEvent)
Handles the choice of the player to don't select anyone
|
void |
handlePositionSelection(javafx.scene.input.MouseEvent mouseEvent)
Handles the event onMouseClicked for the positions of the players
|
void |
handleUsePowerup(javafx.event.ActionEvent actionEvent)
Handler for the button Use Powerup
|
void |
handleWeaponsManualButton(javafx.event.ActionEvent actionEvent)
Handler for the WeaponsManual button.
|
void |
hideLabel(javafx.scene.control.Label label)
Hides a label
|
boolean |
iAmTheCurrentPlayer()
Checks if the player of this client is the current player
|
void |
initialize()
This method initialize the class for all different configurations
|
void |
initializeAmmoTiles(java.lang.String url)
Initializes the ammo tiles of a specific board
|
void |
initializeCells()
Initializes the graphic cells used for the selection
|
void |
initializeFrenzyLabel(boolean frenzyMode)
Initializes the frenzy label
|
void |
initializeKilltrack()
Initializes the killtrack
|
void |
initializeKillTrackSummary()
Initialize the window for the killtrack summary
|
void |
initializeLabels()
Initializes the listeners of the labels over the decks
|
void |
initializeMyCards()
Initialize the ImageViews for the cards of the player of this client
|
void |
initializeMyPlayerBoard(Character character,
boolean first)
Initializes the playerboard of the player of this client
|
void |
initializeOtherPlayerBoards(java.lang.String username,
Character character,
boolean first,
int index)
Initializes the playerboards of the other clients players
|
void |
initializePositions()
Initializes the positions of the players
|
void |
initializeSpawnCellWeapons()
initialize the ImageViews used for the spawn cells
|
void |
initializeTimer()
Initializes the timer that controls the progress bar
|
void |
orderAllPlayerBoards()
Orders the playerboards in the allPlayerBoards ArrayList (using the list of usernames in the configuration message)
|
void |
sendPosition(int position)
Sends the position to chosen to the server
|
void |
setActionReports(ActionReports actionReports) |
void |
setActionReportsStage(javafx.stage.Stage actionReportsStage) |
void |
setEasyMode()
Sets the easyMode (shows only 5 skulls on the killtrack)
|
void |
setInstructionManualStage(javafx.stage.Stage instructionManualStage) |
void |
setWeaponsManualStage(javafx.stage.Stage weaponsManualStage) |
void |
showAvailableCells(java.util.List<BoardCoord> cells,
TypeOfAction typeOfAction)
Shows specific Panes with onMouseClicked listeners on the BoardScreen representing the cells
|
void |
showEffectPosition(javafx.scene.input.MouseEvent mouseEvent)
Sets an effect to a Circle (Player position) when a specific mouseEvent is caught (onMouseEntered)
|
void |
showKillTrackSummary(javafx.scene.input.MouseEvent mouseEvent)
Shows the stage of the killTrackScreen
|
void |
showLabel(javafx.scene.control.Label label)
Shows a label
|
void |
showOnlyReload()
Disables all the actions except for end turn, use powerup and reload
|
void |
showPlayerPosition(Character character,
int cellNumber)
Shows the position of a player on the board
|
void |
showSelectablePlayers(java.util.List<Character> characters,
TypeOfAction typeOfAction,
boolean noOption)
Ables specific Circles with onMouseClicked listeners on the BoardScreen representing the players
|
void |
startTimer()
Starts the timer
|
void |
stopTimer()
Stops the timer
|
void |
updateCells(java.util.List<MessageCell> messageCells)
Updates the ammo tiles in the cells and the weapons of the spawn cells
|
void |
updateCurrentPlayer(Character currentPlayer)
Updates the current player (also the graphic) and starts the timer again
|
void |
updateDecks(java.lang.Integer weaponsDeckSize,
java.lang.Integer powerupsDeckSize)
Updates the labels and the ImageViews of the decks
|
void |
updateIsFrenzy(Character currentCharacter)
Updates the board and the playerboards to the frenzy mode
|
void |
updateKillTrack(java.util.List<Character> killSequence,
java.util.List<java.lang.Boolean> overkillSequence)
Updates the killtrack
|
void |
updateKillTrackSummary(java.util.List<Character> killTrack,
java.util.List<java.lang.Boolean> overKillTrack)
Updates the killTrackScreen
|
void |
updateLeftActions(java.lang.Integer currentPlayerLeftActions)
Updates the label for the current player left actions
|
void |
updateMatch(MatchState matchState)
Updates the BoardScreen
|
void |
updatePlayerBoards(java.util.List<PlayerBoardMessage> playerBoardMessages,
java.util.List<PlayerHand> playerHands,
Character currentCharacter)
Updates all the playerBoards
|
void |
updatePrivateHand(PrivateHand privateHand)
Updates the private hand of the player of this client
|
void |
updateSpawnCell(MessageCell messageCell,
java.util.List<javafx.scene.image.ImageView> spawnCellWeapons)
Updates the weapons of a spawn cell
|
public void initialize()
public void configureBoard(Client client, MatchStart configuration)
client
- reference of the Client instanceconfiguration
- configuration messagepublic java.lang.String getBoardPath(java.lang.String jsonName)
jsonName
- name of the json in the serverpublic void initializeTimer()
public void startTimer()
public void stopTimer()
public void initializeLabels()
public void initializeAmmoTiles(java.lang.String url)
url
- name of the json of the selected boardpublic void initializeCells()
public void initializePositions()
public void initializeSpawnCellWeapons()
public void initializeMyCards()
public void initializeKilltrack()
public void setEasyMode()
public void initializeMyPlayerBoard(Character character, boolean first)
character
- Character of the playerboard to showfirst
- true if the player is the first playerpublic void initializeOtherPlayerBoards(java.lang.String username, Character character, boolean first, int index)
username
- username of the playercharacter
- character of the playerfirst
- true if the player is firstindex
- index of the player in the BoardScreenpublic void orderAllPlayerBoards()
public javafx.scene.image.Image getAmmoImage(java.lang.String name)
name
- name of the ammopublic void initializeFrenzyLabel(boolean frenzyMode)
frenzyMode
- true if this game has the frenzy modepublic void initializeKillTrackSummary()
public void updatePrivateHand(PrivateHand privateHand)
privateHand
- privateHand messagepublic void updateMatch(MatchState matchState)
matchState
- matchState messagepublic void showOnlyReload()
public void updateCells(java.util.List<MessageCell> messageCells)
messageCells
- List of messageCellspublic void updateSpawnCell(MessageCell messageCell, java.util.List<javafx.scene.image.ImageView> spawnCellWeapons)
messageCell
- messageCell messagespawnCellWeapons
- List of ImageViews of the spawn cell associated to the messageCellpublic int getAmmoPosition(MessageCell messageCell)
messageCell
- messageCell of the common cellpublic void showPlayerPosition(Character character, int cellNumber)
character
- character of the playercellNumber
- number of the cell where is the playerpublic void updatePlayerBoards(java.util.List<PlayerBoardMessage> playerBoardMessages, java.util.List<PlayerHand> playerHands, Character currentCharacter)
playerBoardMessages
- list of playerBoardMessagesplayerHands
- list of playerHandscurrentCharacter
- current characterpublic void updateIsFrenzy(Character currentCharacter)
currentCharacter
- current character (the one that activates the frenzy mode)public void updateKillTrack(java.util.List<Character> killSequence, java.util.List<java.lang.Boolean> overkillSequence)
killSequence
- List of characters that killed somebodyoverkillSequence
- List of boolean of the overkills (true if it is an overkill)public void updateDecks(java.lang.Integer weaponsDeckSize, java.lang.Integer powerupsDeckSize)
weaponsDeckSize
- Integer of the size of the weaponsDeckpowerupsDeckSize
- Integer of the size of the powerupsDeckpublic void updateLeftActions(java.lang.Integer currentPlayerLeftActions)
currentPlayerLeftActions
- Integer of the currentPlayerLeftActionspublic void updateCurrentPlayer(Character currentPlayer)
currentPlayer
- character of the current playerpublic void updateKillTrackSummary(java.util.List<Character> killTrack, java.util.List<java.lang.Boolean> overKillTrack)
killTrack
- List of characters that killed somebodyoverKillTrack
- List of boolean of the overkills (true if it is an overkill)public void showKillTrackSummary(javafx.scene.input.MouseEvent mouseEvent)
mouseEvent
- mouseEvent caughtpublic void showLabel(javafx.scene.control.Label label)
label
- label to showpublic void hideLabel(javafx.scene.control.Label label)
label
- label to hidepublic void cellSelectionHandler(javafx.scene.layout.Pane cell)
cell
- Pane clicked by the userpublic void canIShoot(boolean canIShoot)
canIShoot
- true if the player can shootpublic void disableActions()
public void showAvailableCells(java.util.List<BoardCoord> cells, TypeOfAction typeOfAction)
cells
- List of boardCoord of the cells to showtypeOfAction
- typeOfAction in which the player is involvedpublic void disableAvailableCells()
public java.util.List<javafx.scene.image.Image> getImageCards(TypeOfAction typeOfAction)
typeOfAction
- typeOfAction in which the player is involvedpublic void showSelectablePlayers(java.util.List<Character> characters, TypeOfAction typeOfAction, boolean noOption)
characters
- List of characters to abletypeOfAction
- typeOfAction in which the player is involvednoOption
- false if the player must chose a playerpublic void ablePositionSelection(java.util.List<javafx.scene.shape.Circle> positions)
positions
- List of Circles (positions) of a Characterpublic void disablePositions()
public void showEffectPosition(javafx.scene.input.MouseEvent mouseEvent)
mouseEvent
- mouseEvent caughtpublic void disableEffectPosition(javafx.scene.input.MouseEvent mouseEvent)
mouseEvent
- mouseEvent caughtpublic void handlePositionSelection(javafx.scene.input.MouseEvent mouseEvent)
mouseEvent
- mouseEvent caughtpublic void handleNoPositionSelection(javafx.event.ActionEvent actionEvent)
actionEvent
- actionEvent caughtpublic void sendPosition(int position)
position
- int of the player chosen in the usernames List in the configuration message (-1 if no one)public javafx.scene.Group getMyAmmoGroup()
public PlayerBoardMessage getMyCurrentPlayerBoardMessage()
public java.util.List<javafx.scene.image.ImageView> getMyWeapons()
public PrivateHand getPrivateHand()
public BoardCoord getLastSelectedCell()
public void handleEndTurn(javafx.event.ActionEvent actionEvent)
actionEvent
- actionEvent caughtpublic void handleUsePowerup(javafx.event.ActionEvent actionEvent)
actionEvent
- actionEvent caughtpublic boolean iAmTheCurrentPlayer()
public void setActionReports(ActionReports actionReports)
public boolean damageSession()
public void setInstructionManualStage(javafx.stage.Stage instructionManualStage)
public void handleInstructionButton(javafx.event.ActionEvent actionEvent)
actionEvent
- actionEvent caughtpublic void setWeaponsManualStage(javafx.stage.Stage weaponsManualStage)
public void handleWeaponsManualButton(javafx.event.ActionEvent actionEvent)
actionEvent
- actionEvent caughtpublic void setActionReportsStage(javafx.stage.Stage actionReportsStage)
public javafx.stage.Stage getActionReportsStage()
public void handleActionReportsButton(javafx.event.ActionEvent actionEvent)
actionEvent
- actionEvent caught


Form
This document has been archived as it is no longer current. An updated version of Annual questionnaire of pupils at non-association independent schools has been published
Ofsted's annual point-in-time survey for all pupils aged 3 to 19 at non-association independent schools to complete.
MS Word Document , 255KB
If you use assistive technology (such as a screen reader) and need a version of this document in a more accessible format, please email<EMAIL_ADDRESS>. Please tell us what format you need. It will help us if you say what assistive technology you use.
PDF , 235KB , 3 pages
If you use assistive technology (such as a screen reader) and need a version of this document in a more accessible format, please email<EMAIL_ADDRESS>. Please tell us what format you need. It will help us if you say what assistive technology you use.
PDF , 226KB , 10 pages
If you use assistive technology (such as a screen reader) and need a version of this document in a more accessible format, please email<EMAIL_ADDRESS>. Please tell us what format you need. It will help us if you say what assistive technology you use.
PDF , 255KB , 10 pages
If you use assistive technology (such as a screen reader) and need a version of this document in a more accessible format, please email<EMAIL_ADDRESS>. Please tell us what format you need. It will help us if you say what assistive technology you use.
PDF , 228KB , 9 pages
If you use assistive technology (such as a screen reader) and need a version of this document in a more accessible format, please email<EMAIL_ADDRESS>. Please tell us what format you need. It will help us if you say what assistive technology you use.
Ofsted gathers the views of pupils on their school by sending a survey by email to the school at a specific point in time during the inspection year. The school is asked to distribute the survey to the pupils. Ofsted have adapted the survey into Makaton, Widgit and Picture Communication Symbols for pupils who may need them.
For guidance on how Ofsted will use the responses to the surveys, please refer the document collection Ofsted’s inspections of non-association independent schools .


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Active ingredient
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Uses
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Warnings
For external use only
When using this product
- •
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- •
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If pregnant or breast-feeding,
ask a health professional before use
Keep out of reach of children.
If swallowed, get medical help or contact a Poison Control Center right away.
Directions
- •
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- •
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Inactive ingredients
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Questions?
1-877-636-2677 MON-FRI 9 AM to 5 PM (EST)
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