Review by John Beachem
* * * 1/2
Directed by: Peter Hyams Written by: Andrew Marlowe
The ability to suspend ones disbelief is a vital trait when attending a Schwarzengger movie. However, due to the absence of a good film from the big Austrian for quite some time, people seem to have forgotten this. The biggest complaint I hear about "End of Days" is that it was unbelievable. I'm sorry, but I personally believe it is incredibly naive to expect Arnold to appear in a realistic film.
Twenty years ago, a newborn girl was chosen by a Satanic cult to be the one who would bear the child of Satan. Now, young Christine (Robin Tunney) is grown up and is being stalked by three different groups: Two church factions, one intent on killing her; and the other, led by Father Kovak (Rod Steiger), attempting to protect and hide her; the third party is Satan himself, possessing the body of a Wall Street banker (Gabriel Byrne). Drawn into the conflict are Jericho Cane (Arnold Schwarzenegger) and Chicago (Kevin Pollak), two bodyguards hired by the man they do not know to be Satan. As Cane is drawn deeper and deeper into the conflict, he learns that Christine must not be impregnated or the world will come to an end.
If you don't like Arnold movies, chances are you already know to steer clear of this one. If this somehow hasn't occured to you, let me reassure you that this is a Schwarzenegger film in the truest sense, so stay far away. Being a typical film of the Schwarzenegger genre, this movie is a whole lot of fun, but be sure to leave your brain and sense of logic at the door. There are more plot holes here than I can begin to count. This movie isn't about plot though. It's about fight scenes, explosions and special effects. These are certainly present in abundance.
On the down side, the acting here is certainly less than phenomenal from the leads. As all know, Arnold isn't going to get any Oscar nominations in the near future. However, he is charismatic enough to get away with this. Robin Tunney, on the other hand, is likely to get nominated for at least one award, and that's the Razzie. Not only is she laughably bad in this role, but she looks utterly dumbfounded as to what she's supposed to be doing half the time. As for the rest of the cast, Rod Steiger is as good as ever; Kevin Pollak is certainly in his element as a smart alec of a side-kick; and CCH Pounder, a remarkable actress, is woefully underused as a police detective. The real standout performance here comes from Gabriel Byrne as The Man (this is how he's credited) himself. Byrne simply oozes charm and authority. Watch for a scene in which he meets a skateboarder who disrespects him.
"End of Days" is mindless movie fun nearly at its best. It doesn't quite make it because the film does border on being too mindless at times. Some of the scenes we are expected to swallow will have you gawking at the screen in disbelief (such as how Cane discovers the existence of Christine). If you think you can get past this, just sit back, relax, and enjoy. "End of Days" runs a touch too long at 120 minutes. I give it three and a half stars, and a recommendation to catch a matinee.
Feel free to e-mail with comments at<EMAIL_ADDRESS>* * * * * - One of the greatest movies ever made, see it now. * * * * - Great flick. Try and catch this one. * * * - Okay movie, hits and misses. * * - Pretty bad. See it if you've got nothing better to do. * - One of the worst movies ever. See it only if you enjoy pain.
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Roads
UPDATE: HUGE tailback on M1 in Louth after car fire
Transport
by David LynchUPDATE 16.10 - according to AA Roadwatch traffic remains 'very heavy' northbound this evening
According to reports this afternoon there is a five mile tailback on the M1 northbound in Louth this afternoon due to a car fire.
One witness posted on social media: "Vehicle on fire between Drogheda and Monasterboice."
Drivers are advised to expect delays in the area.


{$ user.fullname $}
pick a project and roll the spuds!
bugmans have been not selected for the current week yet


Family matters are the toughest. Whereas in a normal relationship you have the choice to continue being friends or romantic interests, with family, you get no choice.  And they know that. You have no one else to turn to. It's not like you can ask a stranger on the street to be your next Mom. They don't have to change, and so you're stuck.
Being as broad as possible, most conflicts I think come down to Respect and Time. Does this person respect you and does he respect the time you've given.
 Usually, it's the former.
When things don't change, then I'm 100% attacking others.
While I know it's not healthy, I wonder does the other side respect me enough to handle the matter? Does the other person value my time enough to sacrifice some of their? When event in quesiton happens again and again, I can only assume "no" to both questions.
So, I proceed to attack others.
It doesn't make the conflict better. Yelling never does.
Yet, while people no longer like to show anger, I believe that it's a means to an end. It's necessary sometimes to stand up. While yelling is deplored, it does get the message across. And apparently, in Dale Carnegie, author of "How To Win Friends and Influence People", thought the same way. Sometimes "there [are] some people with whom it was impossible to get along. You either [need] to divorce such people, "knock them down," or sue them in court."
But of course, even this doesn't work sometimes. And it makes me question, why even waste my time getting angry in the first place?
If there are people that I can't get along with, then, at least temporarily, they should be some space. Avoid them. Make it known.
Time changes the situation. Time change perceptions. And in time, perhaps there can be an understanding from which to branch off from.


A truth table is a mathematical table used in logic which sets out the functional
values of logical expressions on each of their functional arguments.In particular, truth
tables can be used to show whether a propositional expression is true for all legitimate
input values, that is, logically valid.
A truth table has one column for each input variable (for example, A and B), and one final column
showing all of the possible results of the logical operation that the table represents (for example,
A XOR B). Each row of the truth table contains one possible configuration of the input variables (for
instance, A=true B=false), and the result of the operation for those values.
There are 4 unary operations:
The output value is always true, regardless of the input value of p.
| p | T |
|---|---|
| T | T |
| F | T |
The output value is never true: that is, always false, regardless of the input value of p.
| p | F |
|---|---|
| T | F |
| F | F |
Logical identity is an operation on one logical value p, for which the output value remains p.
The truth table for the logical identity operator is as follows:
| p | p |
|---|---|
| T | T |
| F | F |
Logical negation is an operation on one logical value, typically the value of a
proposition, that produces a value of true if its operand is false and a value of false
if its operand is true.
The truth table for NOT p (also written as ¬p, Np, Fpq, or ~p) is as follows:
| p | -p |
|---|---|
| T | F |
| F | T |
There are 16 possible truth functions of two binary variables.
The above table is the extended truth table giving definitions of all 16 of the possible
truth functions of two binary variables (P and Q are thus boolean variables) where T = true
and F = false. The Com row indicates whether an operator, op, is commutative - P op Q = Q
op P. The L id row shows the operator's left identities if it has any - values I such that
I op Q = Q. The R id row shows the operator's right identities if it has any - values I such
that P op I = P.
The four combinations of input values for p, q, are read by row from the table above.
The output function for each p, q combination, can be read, by row, from the table.
The above table is oriented by column, rather than by row. There are four columns rather
than four rows, to display the four combinations of p, q, as input.
p: T T F F
q: T F T F
There are 16 rows in this key, one row for each binary function of the two binary variables, p, q.


White to play 11
w8-b9/11
pips White=9 Black=76
(CorrectAnswer= 0/0, ErrorScore= 0)
1. 3/2*(2) 2/Off eq: +1.915 92.70% (G:58.28% B:3.55%) 7.30% (G: 0.00% B:0.00%) 2. 3/2*(2) 1/Off(2) eq: +1.877 (-0.038) 94.04% (G:57.90% B:2.40%) 5.96% (G: 0.00% B:0.00%) 3. 3/2* 2/Off 1/Off eq: +1.834 (-0.082) 93.94% (G:52.90% B:3.33%) 6.06% (G: 0.00% B:0.00%) 4. 3/2*(2) 2/1(2) eq: +1.721 (-0.194) 99.99% (G:50.46% B:0.30%) 0.01% (G: 0.00% B:0.00%) 5. 3/2* 1/Off(3) eq: +1.532 (-0.384) 80.85% (G:38.49% B:7.73%) 19.15% (G: 0.00% B:0.00%)


Photos by
gdtography
,
antas singh
,
Nathalie De Boever
,
bruce mars
,
Ross Richardson
From
PEXELS
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absorption chiller Yazaki WFC-SC5
Path: CARNOT/New Blocks
Purpose
This block calculates the capacities and cop of the absorption chiller Yazaki WFC-SC5 (nominal cooling capacity: 17.6 kW, nominal COP: 0.7) based on measured curves.
Description
The capacities and cop are calculated by lookup-tables for the three capacities dependent on the three input temperatures, based on measured data.
The block includes a dynamic start-up behaviour with a dead time of the cooling capacity and capacities in all cycles.
The dead time depends on the mean generator temperature at start.
Additionally the power of the solution pump is given out.
Inputs:
- THV_GEN_IN: Thermo-hydraulic vector generator (HT) cycle input
- THV_COLD_IN: Thermo-hydraulic vector cooling (LT) cycle input
- THV_RC_IN: Thermo-hydraulic vector recooling (MT) cycle input
- control: 0/1
Outputs:
- THV_GEN_OUT: Thermo-hydraulic vector generator (HT) cycle output
- THV_COLD_OUT: Thermo-hydraulic vector cooling (LT) cycle output
- THV_RC_OUT: Thermo-hydraulic vector recooling (MT) cycle output
- power_SP: electrical power of the solution pump in W
- COP_AKM
- Qcold_AKM_kW: cooling power in kW
NOTE:
The measured curves are only valid for the following volumeflows:
HT: 4320 l/h, MT: 9180 l/h, LT: 2770 l/h
Measurement range: T_HT_IN 70 .. 88 °C, T_MT_IN 29 .. 33 °C, T_NT_IN 11 .. 14 °C
Outside of this range the lookup-tables extrapolate.
Additional files:
The lookup-tables use data of the Variables WFC_q_hot, WFC_q_recooling and WFC_q_cold, which are stored in Yazaki_KF.mat and loaded as a PreLoad-Function.
Parameters and Dialog Box
Characteristics
Direct Feedthrough Yes
Sample time Inherited from driving block
Vectorized No


boolean present
empty string, should be true
string value, should be true
computed value, should be resolved in component
integer value, should be true
boolean present
empty string, should be true
string value, should be true
computed value, should be resolved in component
integer value, should be true


public class Network
extends java.lang.Object
For the license, view the file titled LICENSE at the root of the project
Yo dawg. I heard you like static methods. So I got you some static methods, so you could static method while you static method :D
Ok, I've had my fun.
But in all seriousness, all of these methods are static, but only one is public, and is to be used outside this class as a result. The reason why all the other methods exist is simply for more easy of use within the primary method. The reason for this is because this class is used to actually connect to a server via the provided url. Since android doesn't like url connections to be run on the UI thread, this needs to be done on its own thread. Hence the complexity :(
| Constructor and Description |
|---|
Network() |
| Modifier and Type | Method and Description |
|---|---|
static org.json.JSONObject |
getJsonFromUrl(java.lang.String url)
Reads the JSON from the provided URL, and formats it into a JSONObject.
|
public static org.json.JSONObject getJsonFromUrl(java.lang.String url)
url
- The URL to retrieve the JSON data from.


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This documentation file describes the public-domain, command-line tool in this project that calculates a variety of blackjack expected values. The documentation sections are:
The command-line tool called Blackjack
is written in standard C++
code. You can compile it on any system that supports C++
code.
VS\Blackjack\Blackjack.sln
). This project should build immediately (or might need some minor modifications for your computer). The executable will be output to the "calculations" folder at the project's root level. You can run calculations using Command Prompt window open in that directory.Blackjack.xcodproj
). This project should build immediately (or might need some minor modifications for your computer). The executable will be output to a "Products" folder in the standard XCode-created build folder.make
command:
cd build make make installThe make command will install the
Blackjack
binary in this project's "calculations" folder. If you prefer, the "make install
" command will transfer the executable file to your user "~/bin
folder. See ReadMe.txt
and the makefile
contents for more details and to change options in the compilation process.
The Blackjack
executable runs in a command-line environment. Each run does a selected set of calculations and outputs the results to standard output (which can be diverted to an output file instead). The command-line format is:
Blackjack [calculations] [options]
where [calculations]
specify the desired calculations to be run and [options]
selects various options for running those calculations. The following sections explain the types of calculations and the option settings:
These calculations examine each initial two-card player hand, and calculates the expected value of playing by one specific option. For each dealer up card that is analyzed, the output will be a tab-delimited table of results for the possible player hands. Note the most expected values are exact (output to six-digit precision) and found by enumerating through all possible hands. Even splitting calculations can be done exactly, but enumeration through all possible combinations of splitting hands can take a long time. An approximate, but accurate, alternative can find splitting expected values much faster.
n
hands (where n
is the number immediately after the E
). This calculation uses the methods developed by the author that make them possible [2], but still require a lengthy calculation. For each pair the table will include three results for doubling down after splitting not allowed, allowed on any two cards, or allowed only on hands of 10 or 11. For interactive splitting calculations, you should use the approximate approach in the -A
option. For exact results derived using the -En
option you can refer to posted tabulated results for a single deck game or the Excel file in this project's calculations folder.-En
option and should never be used. The R
stands for it being the "Recursive" method described in a paper by the author [2]. It is in this software just for verification of the -En
method.The game-rule options that affect the expected values are number of decks (-dn
) and whether the dealer hits or stands on soft 17 (-s
, -h
). Note that for dealer up cards 7, 8, 9, and 10, the expected values are identical for dealers that hit or stand on soft 17 (because withe those up cards, the dealer will never see a soft 17 hand).
The output options control output and some calculation methods. Most importantly, the -c
option creates a dealer probability cache that significantly speeds up the calculations. See paper by the author for details on that cache [2].
For a given initial player hand, the optimal strategy is the one that maximizes the player's expected value. The one option in this section outputs tables with optimum strategy for each hand and the resulting expected value when using that strategy. The calculated expected values depend on one specific set rules that should be set first using the game-rule options.
S
, H
, D
, or P
for stand, hit, double, or split) along with its expected value. The splitting calculations use the approximate methods (see -A
option).If the -C
option analyzes all dealer up cards (Ace through Ten), those ten tables will be followed by a full gane analysis that gives the expected value for playing a game with provided rules when using the optimum basic strategy.
The output options control output and some calculation methods. Most importantly, the -c
option creates a dealer probability cache that significantly speeds up the calculations. See paper by the author for details on that cache [2].
The goal of card-counting methods is to use knowledge of which cards have been removed from the current deck to estimate your gain of one strategy decision over another. The game of blackjack has many different strategy decisions. When playing cards for example, is it better to hit a hard 16 hand against a dealer up card 10 or to stand? This decision should be based on whether or not the the current expected value for hitting is higher than for standing. The most important strategy decision is whether to play the next hand. This decision should be based on whether the current deck offers an advantage to the player or to the house.
Let G be the gain for any blackjack strategy choice (and we make that choice whenever G>0). All card-counting methods are based on estimating G by a linear combination of removed cards. Peter Griffin [1] proved that the best estimate of G (as determined by method of least squares) when k cards have been removed is:
G = μ + [(N-1)/(N-k)] Σj Ej
where μ is the gain for that decisions with a full deck of N cards and Ej is the change in gain for a deck of N-1 cards with card of type j removed. A proof of this equation is given in a PDF file in this project. Note that the original deck of N cards could be one or more full decks or a deck with one or more cards already removed.
By the above equation, we see that calculation μ and Ej for all possible dealer up cards and all possible removed cards provide "virtually complete blackjack tables" [1] for developing and evaluating card-counting methods. The commands in this section can calculate those tables. One ambiguity is if the tables should be calculated starting with a full deck (N=52*(number of decks)) or if it should start with a deck that has the dealer up card already removed (52*(number of decks)-1). Griffin's book is ambiguous on these options. Some text uses a deck with removed dealer up card, but the tables in the book match better to full deck analysis. The -G
and -g
options can try both methods. The -Bn
option is for finding the effect of removing cards on the full expected value of blackjack betting.
-A
option).
-G
option except that it starts with a deck in which the dealer up card has been removed. The approach was mentioned by Griffin [1] and might provide tables for slightly more accurate counting calculations.
-C
command but with card n
removed. The -C
option calculates the mean (μ) for decision to bet or not bet on the next hand while a -Bn
command finds the expected when card of type n
has been removed. The difference between these two expected values is the effect on game expected value of removing card n
(Ej for j=n
).
To see sample calculations with these tables, consider hitting a hand with hard 16 against a dealer 10 in a one deck game. The table row using the -G
command is:
| Mean | A | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | -0.45 | -0.49 | -0.29 | -0.80 | -1.73 | -2.57 | 1.64 | -0.71 | -0.06 | 0.55 | 1.12 |
|---|
Applying this to hitting a specific hand with (10,6), the estimated gain is
G = -0.45 + (52/49)*(2*1.12+1.64) = 3.67%
or remove two 10's and one 6. The exact expected value that is found from tables using the -H
and -S
commands is 3.62%. Repeating the calculations for hands of (9,7) and (8,8) gives gain of 0.57% and 0.62%, respectively. The exact calculations give gains of 0.60% and 0.65%. In all cases, the approximate calculations are close to exact calculations and all recommend the hands should be hit.
Repeating this calculation for all three card hands shows that hands (10,3,3), (9,6,1), (8,6,2), (7,6,3), and (6,6,4) should be hit while it is better to stand on hands (10,5,1), (10,4,2), (9,5,2), (9,4,3), (8,7,1), (8,5,3), (8,4,4), (7,7,2), (7,4,4), and (6,5,5). The hands that should stand have two or more cards with negative Ej (A to 5 and 7). In brief most three-card 16's (and likely all four-card 16's) should stand against a dealer 10.
These options control rules of the game being analyzed:
d
without a space and must be in the range 1 to 8. The default is 1 deck.-s
option sets the dealer to stand on soft 17; the -h
option sets the dealer to hit soft 17. The default is dealer stand on soft 17.-C
) or card counting (options -G
and -g
) analysis tables. The settings are -l
for doubling down on any two cards (Las Vegas rules) or -r
for doubling down on 10 & 11 only (Reno rules). The default is -l
.-C
) or card counting (options -G
and -g
) analysis tables. By default doubling down after splitting is allowed. Use this -n
option to prohibit it (n
stands for "no" doubling down after splitting). When doubling down after splitting is allowed, it will use the current doubling down rule set with the -l
or -r
commands.
-C
) or card counting (options -G
and -g
) analysis tables. By default resplitting is not allowed. Use this -m
option to allow resplitting (m
stands for "multiple" hands allowed).
-C
) or card counting (options -G
and -g
) analysis tables and it only matters when resplitting is allowed (with -m
option). By default aces cannot be resplit. Use this -a
option to allow resplitting of aces when replitting of other cards is allowed.
These options set the dealer cache size (important for fastest calculations) and control some features of the output results:
num
is the size of the cache and is limited to 0 through 23. A size of 10 is sufficient for most calculations. Exact splitting calculations can benefit from a larger cache. The maximum size of 23 requires 2.23 G or memory for the cache; if you have less memory an error will result and you will need to reduce the cache size.-i
option to the final or -f
option. The card number must follow the i
or f
without a space and be 1 to 9 or T
for ten. The sequence can be increasing or decreasing depending on whether the final value is higher or lower than the initial value. The default settings are initial card 1 (or ace) and final card T
.fname
.-o
option is used to divert calculations to a file.
This section lists some sample calculations.
-i
and -f
options to set each job to get results for a single up card.


|
Simbody
3.5
|
Construct a reasonably good spanning-tree-plus-constraints structure for modeling a given set of bodies and joints with a generalized coordinate multibody system like Simbody. More...
Classes | |
| class | Body |
| Local class that collects information about bodies. More... | |
| class | Joint |
| Local class that collects information about joints. More... | |
| class | JointType |
| Local class that defines the properties of a known joint type. More... | |
| class | LoopConstraint |
| Local class that represents one of the constraints that were added to close topological loops that were cut to form the spanning tree. More... | |
| class | Mobilizer |
| Local class that represents one of the mobilizers (tree joints) in the generated spanning tree. More... | |
Public Member Functions | |
| MultibodyGraphMaker () | |
| Construct an empty MultibodyGraphMaker object and set the default names for weld and free joints to "weld" and "free". More... | |
| int | addJointType (const std::string &name, int numMobilities, bool haveGoodLoopJointAvailable=false, void *userRef=0) |
| Specify relevant properties of a joint type. More... | |
| void | addBody (const std::string &name, double mass, bool mustBeBaseBody, void *userRef=0) |
| Add a new body (link) to the set of input bodies. More... | |
| bool | deleteBody (const std::string &name) |
| Delete a body (link) from the set of input bodies. More... | |
| void | addJoint (const std::string &name, const std::string &type, const std::string &parentBodyName, const std::string &childBodyName, bool mustBeLoopJoint, void *userRef=0) |
| Add a new joint to the set of input joints. More... | |
| bool | deleteJoint (const std::string &name) |
| Delete an existing joint from the set of input joints. More... | |
| void | generateGraph () |
| Generate a new multibody graph from the input data. More... | |
| void | clearGraph () |
| Throw away the multibody graph produced by generateGraph(). More... | |
| void | dumpGraph (std::ostream &out) const |
| Output a text representation of the multibody graph for debugging. More... | |
| int | getNumMobilizers () const |
| Returns the number of mobilizers (tree joints) in the spanning tree. More... | |
| const Mobilizer & | getMobilizer (int mobilizerNum) const |
| Get a Mobilizer object by its mobilizer number, ordered outwards by topological distance from Ground. More... | |
| int | getNumLoopConstraints () const |
| Return the number of loop joint constraints that were used to close loops in the graph topology. More... | |
| const LoopConstraint & | getLoopConstraint (int loopConstraintNum) const |
| Get a loop constraint by its assigned number. More... | |
| int | getNumBodies () const |
| Return the number of bodies, including all input bodies, a ground body, and any slave bodies. More... | |
| const Body & | getBody (int bodyNum) const |
| Get a Body object by its assigned number. More... | |
| int | getBodyNum (const std::string &bodyName) const |
| Return the body number assigned to the input body with the given name. More... | |
| int | getNumJoints () const |
| Return the number of joints, including all input joints, and all joints added to connect otherwise disconnected bodies to Ground. More... | |
| const Joint & | getJoint (int jointNum) const |
| Get a Joint object by its assigned number. More... | |
| int | getJointNum (const std::string &jointName) const |
| Return the joint number assigned to the input joint with the given name. More... | |
| int | getNumJointTypes () const |
| Return the number of registered joint types. More... | |
| const JointType & | getJointType (int jointTypeNum) const |
| Get a JointType object by its assigned number. More... | |
| int | getJointTypeNum (const std::string &jointTypeName) const |
| Get the assigned number for a joint type from the type name. More... | |
| void | setWeldJointTypeName (const std::string &name) |
| Change the name to be used to identify the weld joint type (0 dof) and weld loop constraint type (6 constraints). More... | |
| const std::string & | getWeldJointTypeName () const |
| Return the name currently being used to identify the weld joint type and weld loop constraint type. More... | |
| void | setFreeJointTypeName (const std::string &name) |
| Change the name to be used to identify the free (6 dof) joint type and free (0 constraints) loop constraint type. More... | |
| const std::string & | getFreeJointTypeName () const |
| Return the name currently being used to identify the free joint type and free loop constraint type. More... | |
| const std::string & | getGroundBodyName () const |
| Return the name we recognize as the Ground (or World) body. More... | |
Construct a reasonably good spanning-tree-plus-constraints structure for modeling a given set of bodies and joints with a generalized coordinate multibody system like Simbody.
Each body has a unique name; each joint connects two distinct bodies with one designated as the "parent" body and the other the "child". We will output a spanning tree with Ground as the root, containing a mobilizer for every body. Each mobilizer corresponds to one of the joints from the input and has an "inboard" (topologically closer to Ground) and "outboard" (further from Ground) body, chosen from the parent and child bodies of the joint but possibly reordered in which case the mobilizer is marked as "reversed". Additional "free" mobilizers are added as needed between bodies and Ground so that there is a path from every body in the inboard direction all the way to Ground.
The output is
Then to build a multibody model
The first body you add is assumed to be Ground and its name is used for recognizing Ground connections later in joints. The default names for weld and free joints are, not surprisingly, "weld" and "free" but you can change them.
Normally every joint produces a corresponding mobilizer. A joint that would form a loop is marked as such, and then its child body is split to form a new "slave" body that can be mobilized by the joint. We expect that in the constructed multibody model, a master body and its slaves will be reconnected via weld constraints. This provides for uniform treatment of all joints, such as providing pin joint coordinates that can wrap. However, for some joint types that doesn't matter because the multibody system has equally good "loop joint" constraints. For example, Simbody's Ball mobilizer uses quaternions for orientation and hence has no wrapping; it can be replaced with a Ball constraint which removes the 3-dof mobilizer and 6 weld constraint equations, leaving just 3 translational constraints and indistinguishable behavior. Similarly a loop- closing Weld joint can just be replaced by a Weld constraint, and a loop- closing Free joint can simply be ignored.
The algorithm normally decides which joints are the loop-breakers, however you can specify in the input that certain joints must be loop joints.
Massless bodies can be very useful in defining compound joints, by composing pin and slider joints, for example. This is fine in an internal coordinate code as long as no massless (or inertialess) body is a terminal (most outboard) body in the spanning tree. (Terminal massless bodies are OK if their inboard joint has no dofs, i.e. is a weld mobilizer.) Bodies can have a mass provided; if a movable body has zero mass the algorithm will try to avoid ending any branch of the spanning tree there. If it fails, the resulting spanning tree is no good and an exception will be thrown. If no mass is provided we assume it is 1.
A body in the spanning tree that is directly connected to Ground is called a "base" body. If its mobilizer is a free joint then it can be given an arbitrary pose with respect to Ground and everything outboard of it moves together. This is a nice property and you can influence this choice by providing an explicit joint to Ground or designating some bodies as base bodies. Note that although you will then have a set of generalized coordinates permitting you to place these bodies arbitrarily, there is no guarantee that such placement will satisfy constraints. If you don't designate base bodies, the algorithm will pick them heuristically, which often leads to a good choice. The heuristic is to pick the body that has the most children but does not itself appear as a child. Failing that, pick the body that has the most children. In case of tie, pick the first body among the tied ones.
The first body you supply in the input will be interpreted as the Ground body. Its name will be used to recognize joints that connect other bodies to Ground. Typical names are "ground" or "world".
Each body in the spanning tree will be assigned a level, an integer that measures how many edges must be traversed to get from the body to Ground. Ground is at level 0, bodies that have a direct connection to Ground (base bodies) are at level 1, bodies whose mobilizer connects them to base bodies are at level 2, and so on. Multibody models need to be constructed in order of increasing level, so that the inboard body is already in the tree when the outboard body is added. We consider the level of a mobilizer to be the same as the level of its outboard body. Loop joints are not mobilizers and do not have a level.
| SimTK::MultibodyGraphMaker::MultibodyGraphMaker | ( | ) |
Construct an empty MultibodyGraphMaker object and set the default names for weld and free joints to "weld" and "free".
| int SimTK::MultibodyGraphMaker::addJointType | ( | const std::string & | name, |
| int | numMobilities, | ||
| bool | haveGoodLoopJointAvailable = false , |
||
| void * | userRef = 0 |
||
| ) |
Specify relevant properties of a joint type.
Type name must be unique. Weld and free types are predefined and their names are reserved (though you can change the names to be used).
| void SimTK::MultibodyGraphMaker::addBody | ( | const std::string & | name, |
| double | mass, | ||
| bool | mustBeBaseBody, | ||
| void * | userRef = 0 |
||
| ) |
Add a new body (link) to the set of input bodies.
| [in] | name | A unique string identifying this body. There are no other restrictions on the contents of name. The first body you add is considered to be Ground, and its name is remembered and recognized when used in joints. |
| [in] | mass | The mass here is used as a graph-building hint. If the body is massless, be sure to set mass=0 so that the algorithm can avoid making this a terminal body. The algorithm might also use mass to preferentially choose heavier bodies as terminal to improve conditioning. |
| [in] | mustBeBaseBody | If you feel strongly that this body should be able to move freely with respect to Ground, set this flag so that the algorithm will connect it to Ground by a free joint before attempting to build the rest of the tree. Alternatively, provide a joint that connects this body directly to Ground, in which case you should not set this flag. |
| [in] | userRef | This is a generic user reference pointer that is kept with the body and can be used by the caller to map back to his or her own data structure containing body information. |
| bool SimTK::MultibodyGraphMaker::deleteBody | ( | const std::string & | name | ) |
Delete a body (link) from the set of input bodies.
All the joints that reference this body will be deleted too.
| [in] | name | A unique string identifying this body. There are no other restrictions on the contents of name. Don't delete the Ground body. |
true
if the body is succesfully deleted, false
if it didn't exist. | void SimTK::MultibodyGraphMaker::addJoint | ( | const std::string & | name, |
| const std::string & | type, | ||
| const std::string & | parentBodyName, | ||
| const std::string & | childBodyName, | ||
| bool | mustBeLoopJoint, | ||
| void * | userRef = 0 |
||
| ) |
Add a new joint to the set of input joints.
| [in] | name | A string uniquely identifying this joint. There are no other restrictions on the contents of name. |
| [in] | type | A string designating the type of this joint, such as "revolute" or "ball". This must be chosen from the set of joint types previously specified. |
| [in] | parentBodyName | This must be the name of a body that was already specified in an earlier addBody() call, or it must be the designated name for the Ground body. If possible, this will be used as the inboard body for the corresponding mobilizer. |
| [in] | childBodyName | This must be the name of a body that was already specified in an earlier addBody() call, or it must be the designated name for the Ground body. It must be distinct from parentBodyName. If possible, this will be used as the outboard body for the corresponding mobilizer. |
| [in] | mustBeLoopJoint | If you feel strongly that this joint should be chosen as a loop joint, set this flag. In that case the joint will not appear in the list of joints that are candidates for mobilizers (tree joints). Only after the tree has been successfully built will this joint be added, either using a loop joint equivalent if one is available, or by splitting the child body into master and slave otherwise. In the latter case this joint will be made into a mobilizer but a loop weld joint will be added to attach the child slave body to its master. |
| [in] | userRef | This is a generic user reference pointer that is kept with the joint and can be used by the caller to map back to his or her own data structure containing joint information. |
| bool SimTK::MultibodyGraphMaker::deleteJoint | ( | const std::string & | name | ) |
Delete an existing joint from the set of input joints.
The bodies(links) referenced by the joint are expected to exist and their references to this joint will be removed as well.
| [in] | name | A string uniquely identifying this joint. There are no other restrictions on the contents of name. |
true
if the joint is succesfully deleted, false
if it didn't exist. | void SimTK::MultibodyGraphMaker::generateGraph | ( | ) |
Generate a new multibody graph from the input data.
Throws an std::exception if it fails, with a message in the what() string.
| void SimTK::MultibodyGraphMaker::clearGraph | ( | ) |
Throw away the multibody graph produced by generateGraph().
| void SimTK::MultibodyGraphMaker::dumpGraph | ( | std::ostream & | out | ) | const |
Output a text representation of the multibody graph for debugging.
|
inline |
Returns the number of mobilizers (tree joints) in the spanning tree.
These are numbered in order of level. The 0th mobilizer has level 0 and is just a placeholder for Ground's immobile connection to the universe. After that come the base mobilizers at level 1, then mobilizers that connect children to base bodies at level 2, and so on. This is also the number of mobilized bodies, including Ground and slave bodies.
|
inline |
Get a Mobilizer object by its mobilizer number, ordered outwards by topological distance from Ground.
|
inline |
Return the number of loop joint constraints that were used to close loops in the graph topology.
These do not include loops that were broken by cutting a body to make a slave body, just those where the joint itself was implemented using a constraint rather than a mobilizer plus a slave. The latter occurs only if were told there is a perfectly good loop joint constraint available; typically that applies for ball joints and not much else.
|
inline |
Get a loop constraint by its assigned number.
These are assigned in an arbitrary order.
|
inline |
Return the number of bodies, including all input bodies, a ground body, and any slave bodies.
|
inline |
Get a Body object by its assigned number.
These are assigned first to input bodies, then we add one for Ground, then we add slave bodies created by body splitting after that.
|
inline |
Return the body number assigned to the input body with the given name.
Returns -1 if the body name is not recognized. You can't look up by name slave bodies that were added by the graph-making algorithm.
|
inline |
Return the number of joints, including all input joints, and all joints added to connect otherwise disconnected bodies to Ground.
Don't confuse these with mobilizers, which are an ordered subset of the joints that are chosen to form a spanning tree connecting all the bodies.
|
inline |
Get a Joint object by its assigned number.
These are assigned first to input joints, then we add additional joints to Ground as needed.
|
inline |
Return the joint number assigned to the input joint with the given name.
Returns -1 if the joint name is not recognized. You can't look up by name extra joints that were added by the graph-making algorithm.
|
inline |
Return the number of registered joint types.
|
inline |
Get a JointType object by its assigned number.
|
inline |
Get the assigned number for a joint type from the type name.
|
inline |
Change the name to be used to identify the weld joint type (0 dof) and weld loop constraint type (6 constraints).
The default is "weld". Changing this name clears and reinitializes this MultibodyGraphMaker object.
|
inline |
Return the name currently being used to identify the weld joint type and weld loop constraint type.
|
inline |
Change the name to be used to identify the free (6 dof) joint type and free (0 constraints) loop constraint type.
The default is "free". Changing this name clears and reinitializes this MultibodyGraphMaker object.
|
inline |
Return the name currently being used to identify the free joint type and free loop constraint type.
| const std::string& SimTK::MultibodyGraphMaker::getGroundBodyName | ( | ) | const |
Return the name we recognize as the Ground (or World) body.
This is the name that was provided in the first addBody() call.


Projects
Posters
Graphic floral.
Molecular love.
Empower women.
Expressive quote.
Typography specimen.
NYPD Sexual Assault.
Hairy Monster.
Milky Way.


The night began at the mall. I was doing some last minute christmas shopping when I saw my friend A and his girlfriend T. I ask them if they wanted to hang out and watch the football game. I had a few doses of 2C-I, so I asked them if they wanted to possibly trip. They said maybe, and I told them I would call in a few hours.
I came over to A's house at about 9:30 and we watched the game. We invited S over. I had 2 beers and started smoking some good weed. After 2 bowls, I had to lay my head on the table, because of my blinding head rush. I get those when I combine alcohol and pot, I think it is because of low blood pressure. We start thinking of what to do. S has a brother M, and I decide to drive us all there. I am pretty experienced driving high, and my alcohol buzz was almost gone.
I then mention to everyone the trip I had brought along. S sounded very interested after I told him a little bit about it. A and T were slightly hesitant.
We get to his brothers house and just chill for a while and smoke. It was getting late, and I wanted A and T to make up their minds whether to trip or not. They finally did. It was 1:50am when we all dosed, except for M, the owner of the house. A and T decided to take my preweighed 10mg capsules. S decided to take 15mg. I took 20mg on a mostly empty stomach. I knew we took it a little too late, but I had valiums in case anyone wanted their trip stopped in the morning.
We smoked a few more bowls of M's good weed. I gave M 5mg of valium for letting us chill and trip there. I took the other half to reduce nausea. I believe it sugnificantly reduced the nausea.
I think about 30 mins later, I started to feel it. It was stimulating, in a good way, on top of the strong, but subsiding cannabis buzz. It felt especially tingly in my hands and feet.
In an hour it was definite. I was starting to 'hear' that buzzing I do with most other psychedelics, like nitrous and sometimes LSD. The others were feeling it too. They said their stomach hurt. A said he was feeling more awake. S commented 'This stuffs weird' in a happy voice. A said he felt more awake. I asked T if she felt it and she said 'yea.. a little.'
We all sat down to watch a circus show, which was odd. M had put it on for us. I was starting to see visuals at 3:30. They were smooth, objects had a very slight rippling effect to them. Peoples' faces did the same thing. Tracers were present. When someone talked and moved their head it would look blurry. Colors were much brighter.
 A and T were giggling and laughing. S looked more sedated, layed back. My visuals started increasing in intensity. The body feeling was great. It was an extremely pleasurable rush, most likely serotonin, that kept pulsing in my brain and streaming out to my body. The visuals were very intense, acid like only finer.
We were at the peak at probably 4:10am. I think we were being pretty quiet in M's living room. I felt like I was in a meditative, beautiful trance. I remember T walking by me to go to the bathroom, the sound of her jogging pants created a whole new wave of pleasure. I believe my conscious started slipping away. I was staring at the wall, seeing swirls of color, some strobing, some flowing. Beautiful is an understatement.
Then, the voice of what felt like something spriritual, talked to me. I dont really remember what was said, but it amazed me. I didn't really understand the message clearly. I think it was something like: 'find the beam of energy inside you', cause that is exactly what i felt. A beam of energy flowing through the middle of me. It felt so good. It was enlightenment, unfortunately, only temporary. I have no religious beliefs at this time, but I felt like I possibly could have been contacted by some higher power, as new parts of my brain were turned on and tuned in.
Time was flying. It was 4:30 and I decided to take 20mg of diazepam (Valium), so I could drive soon. I rather drive on a calmer 2C-I trip than the peak of it.
Steve was really messed up, laying on the couch in a dase. A and T were talking quietly and personal on the other couch. They were laughing and having fun, after a little pause of socialization. At 4:45, I popped 30mg more diazepam. I didn't want to be up all night.
We left at 5am. We got in the car. I was still tripping hard, seeing intense tracers and visuals. The valium I started to kick in and actually seemed to intensify the visuals and the mindfuck. I kept seeing carlights shadows from them appear everywhere, like turning cars, but it was not real.
They convinced me to let S drive, after we sat there for a while letting the car heat up. It was 25 degrees F out. We were shivering. S said he was fine to drive if I wanted to chill. It was obvious to them I was tripping harder than anyone else by the way I talked and acted.
I told S he could drive. I have rode with him before when we were really high, and A and T trusted him and recommended that he should drive my car. He drove the 10 miles back very well. I sat in the front in bliss, the pleasure from being in a moving vehicle was great. I kept getting slightly paranoid about cops, because I kept seeing colors around me and it looked like police flashers at times.
We got to A's parking lot at 5:45. I ask them how they feel. A and T both reply they feel awake, and S said he feels almost sober.
I kept thinking i cant go home like this, but it was late, and I really wanted some time alone. S, T, and A were all cool, but I wanted quiet by myself. I had to turn the smoke ride they offered down. They offered to follow me home, which was about 2 miles. I said I would be fine, but being good friends, they followed me. I made it home and layed in bed. I could feel the valiums, but they weren't sedating like usual. They seemed to have almost no effect on the level of my trip, but I'm not sure.
It was 6am, and I was still tripping whith visuals. The valiums caused some memory loss, so I am not sure when I fell asleep. I think it was around 7am. I awoke at around 2pm, feeling tired and weak. I felt slightly depressed also. That lasted just that day.
Overall, this was a great trip. Suprisingly, I had very little nausea, unlike the others. I believe it was because the diazepam and cannabis. It has been 3 days, and I think I feel back to normal now. On the trip, I got along great with everyone. This was probably the most pleasurable trip I ever had, including times with MDMA. My thoughts were mainly positive, which doesn't always happen when on shrooms or acid. The visuals were very intense, unlike what many report. The trip was great, and will forever be apart of my memory for the most part.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


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Five years after winning the World Martial Arts tournament, Gokuu is now living a peaceful life with his wife and son. This changes, however, with the arrival of a mysterious enemy named Raditz who presents himself as Gokuu's long-lost brother. He reveals that Goku is a warrior from the once powerful but now virtually extinct Saiyan race, whose homeworld was completely annihilated. When he was sent to Earth as a baby, Goku's sole purpose was to conquer and destroy the planet; but after suffering amnesia from a head injury, his violent and savage nature changed, and instead was raised as a kind and well-mannered boy, now fighting to protect others. With his failed attempt at forcibly recruiting Gokuu as an ally, Raditz warns Gokuu's friends of a new threat that's rapidly approaching Earth—one that could plunge Earth into an intergalactic conflict and cause the heavens themselves to shake. A war will be fought over the seven mystical dragon balls, and only the strongest will survive in Dragon Ball Z.
Go back HomeInitially believed to be an Earthling, he is later revealed to be a member of an extraterrestrial warrior race called the Saiyans with the birth name Kakarrot (カカロット Kakarotto?). As Goku matures, he becomes the universe's mightiest warrior and protects his adopted home planet, Earth, from villains who wish to harm it. Goku is depicted as carefree and cheerful when at ease, but quickly serious and strategic-minded when fighting. He is able to concentrate his qi and use it for devastatingly powerful energy-based attacks, the most prominent being his signature Kamehameha (かめはめ波, lit. "Turtle Destruction Wave"), in which Goku launches a blue energy blast from his palms. Also pure of heart, Goku cannot be harmed by evil waves like the Devil Beam, and he is one of the few who can ride the magic cloud called Kinto'un(Flying Nimbus).
More InfoAs prince of the Saiyans, an extraterrestrial race of warriors that the series' protagonist Goku also belongs to, Vegeta is extremely vain, believing he is the strongest and becoming obsessed with surpassing Goku. He later reluctantly unites with the heroes to thwart greater threats to the universe, becoming an antihero and later as one of the heroes, while remaining a rival to Goku. Vegeta's character, particularly his personality, has been well received.
More InfoSon Gohan (Japanese: 孫 悟飯?) is a fictional character in the Dragon Ball manga series created by Akira Toriyama. Gohan is introduced as the first son of the protagonist Goku, and his wife Chi-Chi, in chapter #196 Kakarrot (カカロット Kakarotto?), first published in Weekly Shōnen Jump magazine on October 24, 1988.[1] Chi-Chi is a strict and protective mother to Gohan, forcing him to focus on his studies and forbidding him from practicing martial arts. However, due to the various threats to the Earth, she reluctantly allows him to fight, with him ultimately becoming one of the strongest characters in the series. Gohan has been well received by both fans and critics, the latter usually citing the character's growth from his initial appearance to his defeat of Cell.
More Info


Class 8
Suitability
Suitability can happen in the Vector Model...
Suitability from assignment... (combination of vector + raster model analysis)
Suitability can happen in Raster Model also...
Lab 9
Slope | Model Builder | Raster Calculator


| theory-faq-coercion {vctrs} | R Documentation |
This is an overview of the usage of vec_ptype2()
and vec_cast()
and
their role in the vctrs coercion mechanism. Related topics:
For an example of implementing coercion methods for simple vectors,
see ?howto-faq-coercion
.
For an example of implementing coercion methods for data frame
subclasses, see
?howto-faq-coercion-data-frame
.
For a tutorial about implementing vctrs classes from scratch, see
vignette("s3-vector")
.
The coercion system in vctrs is designed to make combination of multiple inputs consistent and extensible. Combinations occur in many places, such as row-binding, joins, subset-assignment, or grouped summary functions that use the split-apply-combine strategy. For example:
vec_c(TRUE, 1) #> [1] 1 1 vec_c("a", 1) #> Error: Can't combine `..1` <character> and `..2` <double>. vec_rbind( data.frame(x = TRUE), data.frame(x = 1, y = 2) ) #> x y #> 1 1 NA #> 2 1 2 vec_rbind( data.frame(x = "a"), data.frame(x = 1, y = 2) ) #> Error: Can't combine `..1$x` <character> and `..2$x` <double>.
One major goal of vctrs is to provide a central place for implementing
the coercion methods that make generic combinations possible. The two
relevant generics are vec_ptype2()
and vec_cast()
. They both take
two arguments and perform double dispatch, meaning that a method is
selected based on the classes of both inputs.
The general mechanism for combining multiple inputs is:
Find the common type of a set of inputs by reducing (as in
base::Reduce()
or purrr::reduce()
) the vec_ptype2()
binary
function over the set.
Convert all inputs to the common type with vec_cast()
.
Initialise the output vector as an instance of this common type with
vec_init()
.
Fill the output vector with the elements of the inputs using
vec_assign()
.
The last two steps may require vec_proxy()
and vec_restore()
implementations, unless the attributes of your class are constant and do
not depend on the contents of the vector. We focus here on the first two
steps, which require vec_ptype2()
and vec_cast()
implementations.
vec_ptype2()
Methods for vec_ptype2()
are passed two prototypes, i.e. two inputs
emptied of their elements. They implement two behaviours:
If the types of their inputs are compatible, indicate which of them is the richer type by returning it. If the types are of equal resolution, return any of the two.
Throw an error with stop_incompatible_type()
when it can be
determined from the attributes that the types of the inputs are not
compatible.
A type is compatible with another type if the values it represents are a subset or a superset of the values of the other type. The notion of “value” is to be interpreted at a high level, in particular it is not the same as the memory representation. For example, factors are represented in memory with integers but their values are more related to character vectors than to round numbers:
# Two factors are compatible vec_ptype2(factor("a"), factor("b")) #> factor(0) #> Levels: a b # Factors are compatible with a character vec_ptype2(factor("a"), "b") #> character(0) # But they are incompatible with integers vec_ptype2(factor("a"), 1L) #> Error: Can't combine <factor<4d52a>> and <integer>.
Richness of type is not a very precise notion. It can be about richer
data (for instance a double
vector covers more values than an integer
vector), richer behaviour (a data.table
has richer behaviour than a
data.frame
), or both. If you have trouble determining which one of the
two types is richer, it probably means they shouldn’t be automatically
coercible.
Let’s look again at what happens when we combine a factor and a character:
vec_ptype2(factor("a"), "b") #> character(0)
The ptype2 method for <character>
and <factor<"a">>
returns
<character>
because the former is a richer type. The factor can only
contain "a"
strings, whereas the character can contain any strings.
Note that another valid behaviour would be to throw an incompatible type
error. This is what a strict factor implementation would do. We have
decided to be laxer in vctrs because it is easy to inadvertently create
factors instead of character vectors, especially with older versions of
R where stringsAsFactors
is still true by default.
Each ptype2 method should strive to have exactly the same behaviour when the inputs are permuted. This is not always possible, for example factor levels are aggregated in order:
vec_ptype2(factor(c("a", "c")), factor("b")) #> factor(0) #> Levels: a c b vec_ptype2(factor("b"), factor(c("a", "c"))) #> factor(0) #> Levels: b a c
In any case, permuting the input should not return a fundamentally different type or introduce an incompatible type error.
Coercible classes form a coercion (or subtyping) hierarchy. Here is a simplified diagram of the hierarchy for base types. In this diagram the directions of the arrows express which type is richer. They flow from the bottom (more constrained types) to the top (richer types).
As a class implementor, you have two options. The simplest is to create an entirely separate hierarchy. The date and date-time classes are an example of an S3-based hierarchy that is completely separate. Alternatively, you can integrate your class in an existing hierarchy, typically by adding parent nodes on top of the hierarchy (your class is richer), by adding children node at the root of the hierarchy (your class is more constrained), or by inserting a node in the tree.
These coercion hierarchies are implicit, in the sense that they are
implied by the vec_ptype2()
implementations. There is no structured
way to create or modify a hierarchy, instead you need to implement the
appropriate coercion methods for all the types in your hierarchy, and
diligently return the richer type in each case. The vec_ptype2()
implementations are not transitive nor inherited, so all pairwise
methods between classes lying on a given path must be implemented
manually. This is something we might make easier in the future.
vec_cast()
The second generic, vec_cast()
, is the one that looks at the data and
actually performs the conversion. Because it has access to more
information than vec_ptype2()
, it may be stricter and cause an error
in more cases. vec_cast()
has three possible behaviours:
Determine that the prototypes of the two inputs are not compatible.
This must be decided in exactly the same way as for vec_ptype2()
.
Call stop_incompatible_cast()
if you can determine from the
attributes that the types are not compatible.
Detect incompatible values. Usually this is because the target type is too restricted for the values supported by the input type. For example, a fractional number can’t be converted to an integer. The method should throw an error in that case.
Return the input vector converted to the target type if all values
are compatible. Whereas vec_ptype2()
must return the same type
when the inputs are permuted, vec_cast()
is directional. It
always returns the type of the right-hand side, or dies trying.
The dispatch mechanism for vec_ptype2()
and vec_cast()
looks like S3
but is actually a custom mechanism. Compared to S3, it has the following
differences:
It dispatches on the classes of the first two inputs.
There is no inheritance of ptype2 and cast methods. This is because the S3 class hierarchy is not necessarily the same as the coercion hierarchy.
NextMethod()
does not work. Parent methods must be called
explicitly if necessary.
The default method is hard-coded.
The determination of the common type of data frames with vec_ptype2()
happens in three steps:
Match the columns of the two input data frames. If some columns
don’t exist, they are created and filled with adequately typed NA
values.
Find the common type for each column by calling vec_ptype2()
on
each pair of matched columns.
Find the common data frame type. For example the common type of a grouped tibble and a tibble is a grouped tibble because the latter is the richer type. The common type of a data table and a data frame is a data table.
vec_cast()
operates similarly. If a data frame is cast to a target
type that has fewer columns, this is an error.
If you are implementing coercion methods for data frames, you will need
to explicitly call the parent methods that perform the common type
determination or the type conversion described above. These are exported
as df_ptype2()
and df_cast()
.
Being too strict with data frame combinations would cause too much pain because there are many data frame subclasses in the wild that don’t implement vctrs methods. We have decided to implement a special fallback behaviour for foreign data frames. Incompatible data frames fall back to a base data frame:
df1 <- data.frame(x = 1) df2 <- structure(df1, class = c("foreign_df", "data.frame")) vec_rbind(df1, df2) #> x #> 1 1 #> 2 1
When a tibble is involved, we fall back to tibble:
df3 <- tibble::as_tibble(df1) vec_rbind(df1, df3) #> # A tibble: 2 x 1 #> x #> <dbl> #> 1 1 #> 2 1
These fallbacks are not ideal but they make sense because all data frames share a common data structure. This is not generally the case for vectors. For example factors and characters have different representations, and it is not possible to find a fallback time mechanically.
However this fallback has a big downside: implementing vctrs methods for your data frame subclass is a breaking behaviour change. The proper coercion behaviour for your data frame class should be specified as soon as possible to limit the consequences of changing the behaviour of your class in R scripts.


Communicate signed transactions over a surveilled channel
Fork of StegoSeed by James Stanley.
You can generate the transaction mnemonic using this python script by grubles.
Download the code off Github: https://github.com/6102bitcoin/stegocast and run it on a computer by opening the index.html file.
This tool uses a Markov model of a text corpus to generate sentences which encode signed Bitcoin transactions by including a transaction wordlist in the text.


SMOKE 1995 A film review by Timothy Voon Copyright 1997 Timothy Voon
Cast: William Hurt, Harvey Keitel, Stockard Channing, Harold Perrineau Jr., Forest Whitaker, Ashley Judd Director: Wayne Wang Screenplay: Paul Auster
Smoking is a carcinogen, and it also hardens your blood vessels causing coronary artery disease, peripheral vascular disease and cerebrovascular accidents.
Imagine taking out the garbage, making dinner, getting groceries or buying a newspaper. This is what this movie feels like ….very ordinary. Strangely enough, being ordinary is its greatest strength.
 They all end up at a family picnic smoking.
This is a very slow, non-involving movie, which has it's moments, but is best left for nights when one is suffering from insomnia.
Comment: Where's the warning label that says smoking can be hazardous to your health?!
Timothy Voon e-mail<EMAIL_ADDRESS>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


IGNOU December TEE hall ticket 2019 released: How to download
IGNOU December TEE hall ticket 2019: The hall tickets have been released on the official website and the candidates can download the admit cards using their enrollment number.
by Education DeskIGNOU December TEE hall ticket 2019: Indira Gandhi National Open University has released the IGNOU Term End Examination hall ticket 2019. The candidates who will sit for the examination must download their admit cards from the official website of IGNOU-ignou.ac.in. The term end examination will be conducted from December 31, 2019 across the country.
The term end examinations were rescheduled and were earlier supposed to be conducted from December 7 and will now be conducted from December 31, 2019.
IGNOU TEE admit cards: How to download
Step 1: Visit the official website-ignou.ac.in
Step 2: On the homepage, click on the link that says, ‘Hall ticket for December Term end examination’
Step 3: You will be directed to a new page.
Step 4: Enter the 9 digit enrollment number and select the program and click on submit.
Step 4: The admit cards will be displayed on the screen.
Step 5: Check the details on the admit card, download and keep them safe for future reference.
The students will have to bring their admit cards along with them to the exam hall. They will not be allowed to enter the examination hall without valid admit card.
IGNOU December TEE: Datesheet
Tuesday- December 31, 2019
Wednesday- January 1, 2020
Thursday- January 2, 2020
Friday- January 3, 2020.
Meanwhile, Indira Gandhi National Open University has also started the online admission process for the January 2020 session on the official website-ignou.ac.in.


Designed specifically for the iPhone user, the MIT Mobile iPhone app allows for real-time access to essential institute information.
Download it now for free >
- MIT News keeps the Institute community and the world informed about MIT research, innovation, teaching and more.
- Events Calendar lets you search and browse events, exhibits, and other entries on the Institute calendar.
- The real-time, GPS shuttle tracker allows you to monitor bus routes and schedule push notification as the shuttle approaches your stop.
- The searchable campus map pinpoints services and buildings at MIT. Wondering what's in Building 31, or what food is available at Stata? The campus map will tell you and provide an image of the structure.
- Stellar offers mobile access to MIT's course management system, including push notifications of announcements for selected classes.
- The searchable people directory provides contact information for MIT students, faculty and staff.
- Emergency Info provides contact information for MIT emergency services, and acts as a portal for any campus-wide emergency announcements. It can be set to send emergency push notifications.


  Whole House FM Transmitter Rebate & Discount thesis_description: Our Whole House FM Transmitter Discount Coupon Code for wholehousefmtransmitter.com/. We have the best Whole House FM Transmitter Rebate anywhere. thesis_keywords: Whole House FM Transmitter, Whole House FM Transmitter Coupon Code, Whole House FM Transmitter Discount, Whole House FM Transmitter Rebate product_name: Whole House FM Transmitter hop_url: http://www.icouponblog.com/hop.php?id=450 ---
If you like music and like to hear it throughout your home and car without having to buy some expensive gadget then you have come to the right place. Check out www.wholehousefmtransmitter.com. You will love the whole house transmitter. It is affordable, easy to use and you can legally broadcast any audio source throughout your home and yard. Enjoy your music transmit it throughout every nook and corner of your home. It is legal and you do not require any permit. Use our discount coupons to get a good deal.
Brighten up any party with your Whole House FM Transmitter. Let the sound, the music flow into all the areas of your home. Your guests will appreciate the reach of the music and sound. Have a great time. Whole House FM Transmitter is a great entertainer. It is affordable, real easy to use. You can use it to transmit television sounds, music, your radio or any other audio source.
Check out www.wholehousefmtransmitter.com and enjoy your music, radio or any other audio source in every room. They guarantee 150 feet in all directions for a typical family home, which amounts to over 70,000 square feet of coverage. Whole House FM Transmitter is a great device. You will fall in love with it just like thousands of satisfied customers have all around the world. You can also buy accessories for your Whole House FM Transmitter online, check it out on www.wholehousefmtransmitter.com.


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Assembled Realities
Assembled Realities
Games and Expansion Packs by Nathaniel Wiley
Yes, Assembled Realities is under construction. Fan. Tas. Tic.


Drag and drop so simple it hurts
Note: these examples mimic the ones for
dragula
, but using
ng2-dragula
.
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Get it on GitHub!
valor-software/ng2-dragula


class Jekyll::Converters::Markdown
Markdown
converter. For more info on converters see jekyllrb.com/docs/plugins/converters/
Public Instance Methods
Logic to do the content conversion.
content - String content of file (without front matter).
Returns a String of the converted content.
# File lib/jekyll/converters/markdown.rb, line 83 def convert(content) setup @cache.getset(content) do @parser.convert(content) end end
# File lib/jekyll/converters/markdown.rb, line 90 def extname_list @extname_list ||= @config["markdown_ext"].split(",").map! { |e| ".#{e.downcase}" } end
RuboCop does not allow reader methods to have names starting with `get_` To ensure compatibility, this check has been disabled on this method
rubocop:disable Naming/AccessorMethodName
# File lib/jekyll/converters/markdown.rb, line 35 def get_processor case @config["markdown"].downcase when "kramdown" then KramdownParser.new(@config) else custom_processor end end
Does the given extension match this converter's list of acceptable extensions? Takes one argument: the file's extension (including the dot).
ext - The String extension to check.
Returns true if it matches, false otherwise.
# File lib/jekyll/converters/markdown.rb, line 65 def matches(ext) extname_list.include?(ext.downcase) end
Public: The extension to be given to the output file (including the dot).
ext - The String extension or original file.
Returns The String output file extension.
# File lib/jekyll/converters/markdown.rb, line 74 def output_ext(_ext) ".html" end
# File lib/jekyll/converters/markdown.rb, line 12 def setup return if @setup ||= false unless (@parser = get_processor) if @config["safe"] Jekyll.logger.warn "Build Warning:", "Custom processors are not loaded in safe mode" end Jekyll.logger.error "Markdown processor:"<EMAIL_ADDRESS>is not a valid Markdown processor." Jekyll.logger.error "", "Available processors are: #{valid_processors.join(", ")}" Jekyll.logger.error "" raise Errors::FatalException, "Invalid Markdown processor given: #{@config["markdown"]}" end @cache = Jekyll::Cache.new("Jekyll::Converters::Markdown") @setup = true end
Public: A list of processors that you provide via plugins.
Returns an array of symbols
# File lib/jekyll/converters/markdown.rb, line 55 def third_party_processors self.class.constants - [:KramdownParser, :PRIORITIES] end
Public: Provides you with a list of processors comprised of the ones we support internally and the ones that you have provided to us (if they're whitelisted for use in safe mode).
Returns an array of symbols.
# File lib/jekyll/converters/markdown.rb, line 48 def valid_processors [:kramdown] + third_party_processors end
Private Instance Methods
Private: Determine whether a class name is an allowed custom
markdown class name.
parser_name - the name of the parser class
Returns true if the parser name contains only alphanumeric characters and is defined within Jekyll::Converters::Markdown
# File lib/jekyll/converters/markdown.rb, line 108 def custom_class_allowed?(parser_name) parser_name !~ %r![^A-Za-z0-9_]! && self.class.constants.include?(parser_name.to_sym) end
# File lib/jekyll/converters/markdown.rb, line 96 def custom_processor converter_name = @config["markdown"] self.class.const_get(converter_name).new(@config) if custom_class_allowed?(converter_name) end


Contact Us
Here you can see the place in which Coffee Cafe is located, and the numbers in case you need to contact us.
- 23 Looney Road.
- Ballsbridge
- Dublin City Center
- Home: (01)2890032
- Mobile:<PHONE_NUMBER>
- Fax: 8774937
Have a very Merry Christmas!


| CGAT User Manual | ||
|---|---|---|
| <<< Previous | Next >>> |
CGAT is a Comparative Genome Analysis Tool that was developed for detailed comparison of closely related bacterial-sized genomes, mainly for analysis of complex evolutionary changes between two related genomes. CGAT visualizes precomputed pairwise genome alignments on both dotplot and alignment viewers. Users can put several information on this alignment, such as existence of tandem repeats or interspersed repetitive sequences and changes in codon usage bias, to facilitate interpretation of the observed genomic changes. Besides visualization functionalities, CGAT also provides a general framework to process genome-scale alignments using various existent alignment programs such as BLAST/MegaBlast, FASTA, MUMmer, Blat and BlastZ.
Basically, CGAT employs a client-server architecture, which consists of AlignmentViewer (client; a Java application) and DataServer (a set of Perl scripts). The DataServer consists of data construction scripts and CGI scripts and AlignmentViewer obtains the data from the server thorough the HTTP protocol. AlignmentViewer can also obtain data from the local file system when the server and client are installed on the same machine.
| <<< Previous | Home | Next >>> |
| CGAT User Manual | Installing CGAT |


Unique
Don't like that typical Bootstrap look? Each theme has a custom look-and-feel, while maximizing use of Bootstrap without extensive additional CSS & JS.
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Based on mobile-first Bootstrap 4, all themes are 100% responsive and designed to look great on everything from smartphones to tablets to desktops..
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Theme Builder for Bootstrap
Rapidy build custom themes for Bootstrap, the world's most popular front-end component library for mobile-first, responsive Web apps. Themestr.app is a customizer and theme creator for Bootstrap. Choose from a huge collection of color palettes, fonts and SASS variables. Prototype different styles, and easily generate CSS from SASS to give your projects a unique look-and-feel.


[
http://www.sbf5.com/~cduan/technical/git/
from]
Repositories
Branching
Merging
Collaborating
Rebasing


About this Project
Theme: Film Soundtracks (focussing on scores written specifically for films)
I chose Film Soundtracks/Scores as the theme for this project as films are
one of my greatest passions and interests in life. I absolutely love film music
and admire how it is such a huge and significant component of the filmmaking process.
Good music can undoubtedly lift the quality of a film and go a long way to help
establish the tone or mood of a particular scene or cinematic sequence. I particularly
enjoy how music can exist in a diegetic or non-diegetic way in cinema: either as part
of the world created by the film (e.g. music playing on a radio that the characters
can hear) or outside of the filmic world (orchestral score given only to the viewer).
The pieces I have chosen to focus on are six of my favourite examples of the film
soundtrack genre: three written for marimba/xylophone and three written for piano.
They were all originally written for their respective movies, with the exception of
the first two, ‘You’re So Cool’ and ‘Gassenhauer’, which are variations of the same
song (this will be explained in greater detail further down this page). All pieces
also fall into the non-diegetic category, with the exception of ‘Cantina Band’ in
Star Wars, which of course is played on-screen by the titular Cantina Band.
Data Types
The three main types of musical data explored in this project were:
- Descriptive Data
- Notated Data
- Acoustic Data
Descriptive Data
There are many online databases dedicated exclusively to film soundtracks and
a couple of the most popular examples are detailed below. Additionally, the IMDb
(Internet Movie Database) is a good place to find a wide variety of metadata relating
to film soundtracks.
Soundtrack Collector
(soundtrackcollector.com)
- Online soundtrack database of substantial size. The site claims to host
over 53,000 movie titles, 74,000 labels, 11,000 composers, 21,000 movie posters,
49,000 cover images, 37,000 track listings and 11,000 links to reviews.
- Allows users to explore the site by movie titles (A-Z), composers (A-Z)
or search the entire database by movie title, soundtrack, composer, label number
or track.
- When exploring by composer, the list is arranged in alphabetical order of surname
(e.g. Hans Zimmer is under ‘Z’). When a composer is selected from the list, the user
is presented with the following information: full name, an image of the person, birth
date, country of origin, a link to their website and a reasonably-sized biography
detailing some key films and dates of the composer’s career. Beneath this is a link to
view the filmo/discography of this specific composer.
- When viewing the discography of a specific composer, the list is presented in a
chronological order, beginning with the composer’s earliest work. Six types of
metadata are displayed:
- Year
- Movie Title
- Label
- Country
- Star Rating (out of five)
- Format (e.g. CD, DVD, LP etc)
- The user can view certain time periods by selecting options from the “Go to years”
dropdown menu (e.g. 1996-2000).
- Once the user has selected a movie title, they are given information about the
film including its year of release, country and genre. The user can then view all
of the existing productions of the film soundtrack including features in compilation albums.
- Unfortunately, although the Soundtrack Collector database is well-organised and
well-populated, there are no tools available to the user to analyse the data to any extent.
Soundtrack.net
(soundtrack.net)
- Similar purpose and structure to that of the Soundtrack Collector database.
- The home page features a news section, new soundtrack releases, upcoming
soundtrack releases, movies currently in cinemas and more.
- The user can browse the database by movie release date, title, composer
or soundtrack (title, composer or manufacturer) and can also view news & reviews
and trailer music.
- In terms of the way in which this site presents its data, there is a stand-out
problem to note: when viewing the list of movies & tv shows, the list is sorted
alphabetically. However, any title that begins with “The” is sorted under ‘T’.
This is problematic because of the high volume of titles which fit this category,
making it harder for the user to find their desired title. Most film databases
avoid this issue by disregarding the “The” and instead sorting by the word that
follows straight after. Unfortunately, that is not the case with Soundtrack.net.
Notated Data
- Sheet music for film scores and soundtracks can be found in both free and paid
versions in online repositories. Some of the best sources include Musescore.com,
Musicnotes.com and Noviscore.com. These scores generally take the form of downloadable
pdf files. However, in the case of MuseScore, a signed-in user can download the file in
many different formats: a MuseScore file (playable in the MuseScore desktop program),
pdf, MusicXML, MIDI and also mp3. In my experience, MuseScore also has the best
collection of online scores and the data on the website is well-structured and organised
for easy search and retrieval.
- Another popular source of notated data is printed sheet music. Traditional
bricks-and-mortar music shops will stock soundtrack sheet music, but a far greater
selection will always be found in online stores such as Musicroom.com and Thomann.de
and the usual e-commerce giants like Amazon and Ebay.
- Notated data for film scores and soundtracks can also take the form of guitar
tablature: an alternative to traditional common Western music notation. Again, these
can be found in printed books, but the best sources are online: notably Ultimate-guitar.com,
Guitartabs.cc and Hooktheory.com.
Acoustic Data
- Official original soundtrack albums are generally released in conjunction with,
or closely following, the cinematic release of their filmic companions. Different
physical formats have been used over the years including vinyl, cassette tapes and
CDs but the focus has now shifted to online music streaming platforms and digital
downloads. The compressed mp3 audio file is the most common format in these modern
cases, however there are high-fidelity streaming services such as Tidal that offer
uncompressed audio with higher bit rates in the form of FLAC and ALAC files.
- In the cases of streaming services including Apple Music and Spotify, there are
entire sections dedicated to film and tv soundtracks and users can also find curated
playlists relating to screen music.
- Another source of acoustic data is live concert performances of film music. These
have also been recorded and captured on video. DVDs and Blu-ray discs are a common way
of accessing these performances, although digital versions are again available to buy
online or stream on platforms such as Netflix and Amazon Prime Video.
- Finally, YouTube is always a reliable option for finding recordings of film
soundtracks. There are user-created playlists and videos from official movie studio
channels and with the sheer volume of content available on the online platform, users
should always be able to locate what they are looking for.
'You're So Cool' and 'Gassenhauer'
'Gassenhauer', or 'Gassenhauer nach Hans Neusiedler' (1536), is a short piece from Carl Orff’s
Schulwerk (a music education method developed by Carl Orff and Gunild Keetman in the 1920s).
As the full title indicates, it is either an arrangement of, or inspired by, a much older work
by the lutenist Hans Neusiedler from 1536. The piece is credited to Orff's long-time
collaborator, Gunild Keetman, on at least one recent release of the Schulwerk. Numerous
different interpretations of this song have been used in various films and television
programmes. For example, a very true-to-original version of the piece was used in the
soundtrack of the film Badlands (1973). Later, Hans Zimmer wrote a re-worked version of the
piece for the soundtrack of the film True Romance (1993).


These two leather pieces may have been part of a leather keeper for a drum. Leather keepers were used on rope tension drums. The ropes ran up and down along the outside of the drum and the tension could be adjusted by pushing the leather keepers down or pulling them up.


jeanne thornton
writing, comics, editing, publishing, etc.
Products to Buy
Contact
for professional asks, please get in touch with jin auh at
the wylie agency
. For other stuff:
write a letter!
Links
patreon (monthly zine of WIP stuff)
facebook (instar books)
twitter
insta
gumroad shop (not super up to date)
About
Writing
Comics
Games
Publishing
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THE ROAD TO WELLVILLE A film review by Eric Grossman Copyright LOS ANGELES INDEPENDENT 1994
Here is a new topic for a talk show: why good filmmakers make the wrong movies. Alan Parker, a very talented director who is responsible for such films as BUGSY MALONE, ANGEL HEART and THE COMMITMENTS, should be the headlining guest so we can ask what possessed him to make THE ROAD TO WELLVILLE.
I'm sure it looked good on paper. Based on T. C. Boyle's novel and adapted by Parker, THE ROAD TO WELLVILLE takes place at the Battle Creek Sanitarium where Dr. John Harvey Kellogg, inventor of the corn flake and peanut butter, has developed innumerable, bizarre and mostly quack methods to improve one's health.  A sample piece of Kellogg's dialogue. "My own stools, Sir, are gigantic, and have no more odor than a hot biscuit." How you feel about that line will probably give you an idea of whether or not you will like THE ROAD TO WELLVILLE. Hopkins is good in his role as Kellogg, but despite the outrageousness of the part, this will not be one of his most memorable characters.
Bridget Fonda and Matthew Broderick also turn in decent but forgettable performances as Eleanor and Will Lightbody, a couple who go to the "San" to help save their marriage. Will, who has a bad stomach, is the film's guinea pig as he goes from one awful treatment to the next. Yogurt enemas, bath's with electric current running through them, and intestinal surgery are just a few of the treats Kellogg has in store to cure poor Will.
John Cusack plays Charles Ossining, a young entrepreneur who has taken his aunt's money to start his own corn flake company. Problems arise, however, when his business partner, Goodloe Bender (Michael Lerner) turns out to be a con-man. This subplot is completely unnecessary to the film and slows it down.
To round out the cast, Dana Carvey plays the mischievous George Kellogg, one of Dr. Kellogg's forty-two children. Some of the film's best moments are the flashbacks of young George and his father. For no apparent reason, George continually defies his father, driving the household crazy. Finally, Dr. Kellogg begs George to stop, which he does, by dropping his coat on the floor.
If it were not for these types of moments, THE ROAD TO WELLVILLE would have been mostly intolerable. The other saving grace is the captivating time period. Production designer Brian Morris and costumer Penny Rose re-create turn of the century America with enough detail to make us feel we are there. We don't have time machines but this will do for now. The lighting by Peter Biziou and Gerry Hambling's editing are top-notch, making this a film of the highest production value. Parker's direction is as sharp as ever, however, his screenplay drags and fails to pay off in a gratifying manner.
The final redeeming attribute is the cinematic documentation of the erroneous philosophies for good health in the early part of this century. When these absurd treatments are performed before our eyes, we cringe with the thought of how the people of the time could have been so foolish. Then again, just recently, there was a book published that dealt with the benefits of drinking one's urine. Perhaps in the next century, someone will make a movie showing how ludicrous many of our current techniques for better health actually are. I hope it is better than this film.
.
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


A Brief History
Established in 1985 as Lambda Horizon, HokiePRIDE has undergone many transformations. During the early 1990's the organization changed its name to LGBT and later to LGBTA. In 1998, the organization became a University Chartered Student Organization (UCSO) and began the Safe Zone program. Safe Zone was... read more
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