Confidence is back: Auction clearance rates ‘well above’ last year
by Jonathan ChancellorSydney and Melbourne weekend auction clearance rates both sat at 77 per cent this week, with Canberra taking the baton as the leading market with 79 per cent.
Melbourne saw 1241 homes taken to auction, the second busiest auction tally this year.
It was quieter than last year’s 1400 offerings, when the success rate was just 41 per cent.
Sydney had 932 homes taken to auction – up slightly on the same time last year when 875 auctions were held – returning a final clearance rate of 42 per cent, according to CoreLogic.
There were “robust results for sellers generally despite the typical late spring rise in listings,” Dr Andrew Wilson at My Housing Market said.
“Buyer and now seller confidence has clearly regenerated this spring, with results continuing to track well above those recorded a year ago.
“Latest economic news however remains underwhelming with the jobless rate rising, employment falling and wages growth declining – all likely to contribute to another cut in interest rates, which will certainly help to keep housing markets ticking over,” Dr Wilson suggested.
The highest confirmed weekend residential sale was in Sydney’s suburb of Maroubra for $7 million.
The Phillips Pantzer Donnelley offering, known as North End, had $6.5 million price guidance.
The 1950s home was being offered for the first time in five decades.
Five of the six bidders were developers, one of whom secured the 544-square-metre site.
There was also a $6.05 million sale in Strathfield marketed through Joseph Georges at Georges Ellis & Co.
With some 660 square metres of living space, the luxury five-bedroom, five-bathroom Barker Road home on an 1889-square-metre block was listed after 18 years ownership.
Melbourne’s top sale was a development site at Brighton for $4.05 million.
The 768 square-metre site at 1&3 Collins Street had been listed with $3.5 million to $3.85 million price hopes through Campbell Cooney at Hodges.
It came with two brick-veneer homes plus duplex development approval.
The next dearest home was the five-bedroom offering at 14 Neath Street, Surrey Hills for $3,843,000, some $543,000 above reserve.
A West Footscray unit sold for $216,000 was Melbourne’s cheapest auction outcome, after being listed with a $190,000 to $209,000 price guide.
The ground-floor Rupert Street apartment came with one bedroom and bathroom, plus off-street parking.
Located just 10 kilometres from the CBD, the 1970s-built home last traded in 2005 for $112,000.
West Footscray’s median unit price is $455,000.
Deon Dardha, from Hockingstuart Yarraville, sold the property.
There were 2571 homes taken to auction across the combined capital cities last week, up from 2412 over the previous week making it the second busiest auction week of the year.
The national preliminary result showed a clearance rate of 74 per cent, compared to last week’s final clearance rate of 70 per cent.
“One year ago, 2745 auctions were held across the combined capitals, with only 42 per cent returning a successful result,” CoreLogic auction analyst Kevin Brogan said.
Across the smaller auction markets, Canberra, Brisbane and Perth saw fewer homes taken to auction week on week.
Tasmania saw no change in auction numbers, while Adelaide saw an increase in auction volumes week on week.
Canberra saw a $3,675,000 sale in Yarralumla amid its 62 results.
The five-bedroom house at 8 Hunter St was sold through Mario Sanfrancesco at the Peter Blackshaw agency.
Their marketing said the 2829-square-metre block with native gardens came with court and pool.
It last sold for $605,000 in 1997.
Canberra’s clearance rate this time last year was 59 per cent.
An $80,000 sale was the nation’s cheapest sale, which came at an Adelaide auction.
It was a fire-damaged property at Elizabeth North.
The 44 Charford St, Elizabeth North offering was listed under instructions from the City of Playford.
This three-bedroom semi sits on a 542-square-metre lot.
Regional Victoria saw a converted World War II bunker at Yelta sell for $250,000.
Built in 1941 by the Royal Australian Air Force to store fuel for its nearby Mildura base, it closed in 1945.
Close to the Murray River, it was converted into a four-bedroom house by vendor Stephen Gooding.
The Herald Sun reported the young buyers plan to renovate the bunker’s top floor as it is still a shell.
The bunker, set on 5000 square metres, was listed with a $260,000 to $280,000 price guide through Professionals Mildura agent Tony Graham.
The buyers were from nearby Merbein.
Jonathan Chancellor is editor at large at Property Observer


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Performance
Together with Kirsi Mustalahti, I performed through the use of expressive body movements, sensors and live coding (by Joseph Wilk & Andreas Bergsland) to control words and voice playback. This took place at #MTFLabs in Stockholm, 2018.
Sound & Music Computing
In my master thesis, I investigated the effects of putting a dancer in control of music playback tempo based on real-time estimation of body rhythm and tempo manipulation of audio. The thesis work was selected to demo present at the 16th SMC 2019 Conference in Málaga, Spain.
Podcast & Radio
For 2 years, me and my partner Cecilia de la Motte produced and hosted Afternoon Tea, existing both as a radioshow and podcast. The concept is based on getting to know guests in a more personal identifying way rather than typical displays that works in the public media-sphere.


Join the images and get to know our company faces by merging the image tiles! You win the game when the image of our CEO - Mathias Wengeler - shows up!
New GameHow to play: Use your arrow keys to move the tiles. When two tiles with the same image touch, they merge into one!
Note: Math and Logic behind the game: Considering every tile image is a power of 2 (Nikita = 2; Claudia = 4; Pranshu = 8 etc), a player to win the game (Win = Mathias Wengeler = 2048) would ideally need to make 2^{11-1}-1=1023 matches. A single tile needs to be doubled ten times to get from Nikita (2) to Mathias (2048) (nine times if starting from a four (Claudia)). Atheneum
In order to solve the game please follow the below image sequence. Please consider that the hierarchy within each company division (SPMs, Operations, MDs) has been randomly decided.
Senior PMs: Nikita (2), Claudia (4), Pranshu (8), Kaspar (16)
Operations: Felipe (32), Aiste (64), Sebastian (128)
Managing Directors: Marta (256), Carlos (512), Ammad (1024)
CEO: Mathias (2048)
PS:Please do not get desperate if you do not manage to solve the game. Statistics in order similar game, assuming the creation of a 2048 tile, show that just 1% of total games ended in a win, and just 5 to 10 percent of total players have been able to solve it.
Created by MN. Based on 1024 by Veewo Studio and conceptually similar to Threes by Asher Vollmer.


Contributor Resources
Notes for Contributors
- Work with the latest SVN copy of the source code.
- Do not commit to the SVN. Zip up a functioning copy of Mocha UI with your changes and email it to me.
- Add and initial comments to your additions to make it easier for me to merge your code.
- Use descriptive names for your variables.
- Test your modifications in Firefox 2, Internet Exploere 6 & 7, and Opera 9 on the PC, and then in Safari 2 and Firefox 2 on the Mac. Firefox 2 on the Mac is not fully supported, though Firefox 3 on the Mac probably will be after its full release.
- Make sure your modifications do not break the original versions of index.html, basic.html, or basic2.html. Go through the examples and make sure they have not been broken by your changes.


I’ve released Carbon v0.3.1, a 100% enhancement and new feature release.
New Features
- Created Get-ComPermissions function for getting COM Access or Launch and Activation Permissions. These are the permissions you see in Component Services (i.e. dcomcnfg) when you right-click
My Computer
, selectProperties
, click theCOM Security
tab then click theEdit Default..
orEdit Limits...
buttons under Access Permissions or Launch and Activation Permissions, respectively. - Created Grant-ComPermissions for granting COM Access and/or Launch and Activation permissions.
- Created Revoke-ComPermissions for revoking COM Access and/or Launch and ACtivation permissions.
- Created Test-Identity function for testing if user or group exists on the local computer or in a domain.
- Created Resolve-IdentityName function for determinig a user/group’s canonical name. For example, it converts
Administrators
intoBUILTIN\Administrators
. - Created Reset-MsmqQueueManagerID function, which resets MSMQ’s Queue Manager ID.
Enhancements
- Improved Disable-IEEnhancedSecurityConfiguration and Enable-IEActivationPermissions for enabling Internet Explorer to run headless by non-priveleged users.
- Changed the way Invoke-WindowsInstaller waits for MSI to finish installing: instead of searching for any MSI process, it now searches for an MSI process that is a child of the current PowerShell process.
- Simplified how Add-GroupMembers adds group members.
- The version number in the module manifest now gets updated correctly for each release. You should now be able to tell what version you’re running by looking in
Carbon\Carbon.psd1
, or, if Carbon is imported in your console, runningGet-Module Carbon | Select-Object Version
. - Improved the way the Windows Features functions detect the best way to manage Windows features. The old way would write an error to the error stream, which bubbled up at weird times and made diagnosing real errors harder.
- Added a
Quiet
parameter to Set-RegistryKeyValue so thatWrite-Host
output is muffled.
I’m pretty proud of the COM functions. I’ll try to carve out some time in the next week to describe them in more detail and why they’re important.


Links
Use link relationships to make navigation easier.
External links open in a new window by default.
Email links open in the user's default mail client
Use link relationships to make navigation easier.
External links open in a new window by default.
Email links open in the user's default mail client


{% set all_blogposts = prismic.blogposts | to_blogposts_viewmodel(prismic.authors) %}
{% include "../src/partials/head.html" with { 'relative_path_to_root': relative_path_to_root, 'title': 'Zalando Tech Blog', 'description': 'This is the blog of Zalando Tech. We would like to share the insights we have gained while building one of the biggest technical fashion eco-systems in the world.', 'keywords': 'Zalando Tech Blog, blog posts, blog, tech' } %} {% include "../src/partials/header.html" with { 'relative_path_to_root': relative_path_to_root, 'active': 'blog' } %}


Community driven content for people navigating changing US immigration laws.
Seeking legal help? Check out the following resources.
Immigo provides up-to-date information for practitioners working in the immigrant integration space.
CAIR's (Council of American-Islamic Relations) vision is to be a leading advocate for justice and mutual understanding.
Muslim Legal Fund of America is a charity that funds legal work and programs to defend Muslims against injustice in American courtrooms, prisons, and communities.
The American Civil Liberties Union (ACLU) defends the individual rights and liberties guaranteed to all people in this country by the Constitution and laws of the United States.
The American Immigration Lawyers Association (AILA) comprises of attorneys and law professors who practice and teach immigration law.
Missions include detecting and preventing the illegal entry of persons and goods into the country.
The USCIS centralized FOIA office receives, tracks, and processes all USCIS FOIA requests to ensure transparency within our agency.
A place to discuss US and Worldwide immigration news, politics, visas, green cards, raids, deportations, etc.
CLEAR (Creating Law Enforcement Accountability & Responsibility) aims to address the unmet legal needs of Muslim, Arab, South Asian, and others affected by counter-terrorism practices.
Breakdown, written by American-Arab Anti-Discrimination Committee (ADC), of the executive order to restrict immigration from predominantly muslim nations.
Contact information of lawyers and organization representatives in Chicago, as compiled by the Muslim Women's Alliance
Allows lawyers to sign-up to bring free legal services to immigrants throughout California.
Reliable and up-to-date information on President Trump’s executive order. All information will be made available in Arabic, Persian, Somali, Urdu, and Western Armenian.
Curated resource to help low income immigrants find legal help in all 50 states.
Basic rights when dealing with Immigration and Customs Enforcement (ICE) or other law enforcement officers. Information available in Arabic.
Mobile app launching in a few weeks that connects volunteer translators to refugees & immigrants in need of translation services. Anonymously speak with doctors, aid workers, & legal representatives. Available in Arabic, Farsi, Pashto, and Urdu. Volunteer translators can sign up here.
Airport Lawyer collects information about immigrants arriving at designated international airports and securely sends it to volunteer lawyers near airports, who can then provide free legal help to clients on the ground.
Education, Family Engagement, Community Leadership services for refugees, asylees, and immigrants in the Bay Area.
This service is an open-source community project meant to evolve through the support of others. Lawyers, engineers, designers, builders, content curators and anyone else who can lend their talent in improving this service are welcome to contribute.
Haq is an Arabic word whose meaning is found at the intersection of the words "right," "truth," and "just." YourHaq translates to "your right," dedicated to supporting the true American vision of human rights.


The transformation is defined by 3x3 homogeneous matrix of single-precision floats, TFloatMatrix:
Only the first two rows are used for coordinate transformation at the final stage.
[See Also] ImgView and Layers Example, Rotate Example, RotLayer Example, Transform Example


Web developer with 6+ years industry experience specializing in backend and system architecture. 28 years old. Linux and command line lover, Vim user. Searching to help your organization to develop a cloud environment (infrastructure, API) implementing latest trends on technology.
University
Software Engineer


La Pizzeria De Bellah
One-stop pizza hub....Make your order now!!
One-stop pizza hub....Make your order now!!
We are located along Ngong road next to Green House mall.
It is
approximately 30 minutes drive from town.
We mainly offer
different
types of pizza all at different prizes.
We have been in operation
since October last year and
we'll be very gratefull if you become
part of our family.
Veggie-pizza
Pizza Garlic
Pizza Ham cheese
| Pizza name | Size | Crust | Topping | Total |
|---|
We are here to help you find answers to your
questions on our support section.
If you can't find the answers to your
questions or have any feedback, reach out
to us via:
Adress: Ngong-road, opposite GreenHouse mall
Phone: +254706404301
Email: bellahkenya@gmail.com


sam init- Initialize a serverless application with a specific runtime:
sam init --runtime python3.7- Package a SAM application:
sam package- Build your Lambda function code:
sam build- Run your serverless application locally:
sam local start-api- Deploy an AWS SAM application:
sam deploy


|
TLM-2.0
2.0.5
Accellera TLM-2.0 proof-of-concept library
|
#include <tlm_utils/multi_passthrough_target_socket.h>
Static Public Member Functions | |
| static const char * | default_name () |
Protected Attributes | |
| std::map< unsigned int, tlm::tlm_bw_transport_if< TYPES > * > | m_multi_binds |
| std::vector< tlm::tlm_bw_transport_if< TYPES > * > | m_sockets |
| std::vector< callback_binder_fw< TYPES > * > | m_binders |
| base_type * | m_hierarch_bind |
| bool | m_eoe_disabled |
| bool | m_export_callback_created |
| callback_binder_fw< TYPES >::nb_func_type | m_nb_f |
| callback_binder_fw< TYPES >::b_func_type | m_b_f |
| callback_binder_fw< TYPES >::debug_func_type | m_dbg_f |
| callback_binder_fw< TYPES >::dmi_func_type | m_dmi_f |
| Protected Attributes inherited from tlm::tlm_base_target_socket< BUSWIDTH, tlm_fw_transport_if< TYPES >, tlm_bw_transport_if< TYPES >, N, POL > | |
| port_type | m_port |
| Protected Attributes inherited from sc_core::sc_export< tlm_fw_transport_if< TYPES > > | |
| IF * | m_interface_p |
Definition at line 42 of file multi_passthrough_target_socket.h.
| typedef void(MODULE::* tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::b_cb) (int, transaction_type &, sc_core::sc_time &) |
Definition at line 57 of file multi_passthrough_target_socket.h.
| typedef base_type::base_initiator_socket_type tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::base_initiator_socket_type |
Definition at line 63 of file multi_passthrough_target_socket.h.
| typedef multi_target_base<BUSWIDTH, TYPES, N, POL> tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::base_type |
Definition at line 61 of file multi_passthrough_target_socket.h.
| typedef unsigned int(MODULE::* tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::dbg_cb) (int, transaction_type &txn) |
Definition at line 58 of file multi_passthrough_target_socket.h.
| typedef bool(MODULE::* tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::dmi_cb) (int, transaction_type &txn, tlm::tlm_dmi &dmi) |
Definition at line 59 of file multi_passthrough_target_socket.h.
| typedef sync_enum_type(MODULE::* tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::nb_cb) (int, transaction_type &, phase_type &, sc_core::sc_time &) |
Definition at line 56 of file multi_passthrough_target_socket.h.
| typedef TYPES::tlm_phase_type tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::phase_type |
Definition at line 52 of file multi_passthrough_target_socket.h.
| typedef tlm::tlm_sync_enum tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::sync_enum_type |
Definition at line 53 of file multi_passthrough_target_socket.h.
| typedef TYPES::tlm_payload_type tlm_utils::multi_passthrough_target_socket< MODULE, BUSWIDTH, TYPES, N, POL >::transaction_type |
Definition at line 51 of file multi_passthrough_target_socket.h.
|
inlineexplicit |
Definition at line 69 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 77 of file multi_passthrough_target_socket.h.
|
inlinevirtual |
Definition at line 249 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 82 of file multi_passthrough_target_socket.h.
|
inlinestatic |
Definition at line 65 of file multi_passthrough_target_socket.h.
|
inlineprotected |
Definition at line 295 of file multi_passthrough_target_socket.h.
|
inlinevirtual |
Reimplemented from sc_core::sc_export_base.
Definition at line 216 of file multi_passthrough_target_socket.h.
|
inlinevirtual |
Reimplemented from tlm::tlm_base_target_socket< BUSWIDTH, tlm_fw_transport_if< TYPES >, tlm_bw_transport_if< TYPES >, N, POL >.
Definition at line 204 of file multi_passthrough_target_socket.h.
|
inlinevirtual |
Reimplemented from tlm::tlm_base_target_socket< BUSWIDTH, tlm_fw_transport_if< TYPES >, tlm_bw_transport_if< TYPES >, N, POL >.
Definition at line 210 of file multi_passthrough_target_socket.h.
|
inlinevirtual |
Reimplemented from tlm::tlm_base_target_socket< BUSWIDTH, tlm_fw_transport_if< TYPES >, tlm_bw_transport_if< TYPES >, N, POL >.
Definition at line 181 of file multi_passthrough_target_socket.h.
|
inlinevirtual |
Reimplemented from tlm::tlm_base_target_socket< BUSWIDTH, tlm_fw_transport_if< TYPES >, tlm_bw_transport_if< TYPES >, N, POL >.
Definition at line 197 of file multi_passthrough_target_socket.h.
|
inlineprotectedvirtual |
Implements tlm_utils::multi_target_base_if< TYPES >.
Definition at line 296 of file multi_passthrough_target_socket.h.
|
inlineprotectedvirtual |
Implements tlm_utils::multi_target_base< BUSWIDTH, TYPES, N, POL >.
Definition at line 283 of file multi_passthrough_target_socket.h.
|
inlineprotectedvirtual |
Implements tlm_utils::multi_to_multi_bind_base< TYPES >.
Definition at line 286 of file multi_passthrough_target_socket.h.
|
inlineprotectedvirtual |
Implements tlm_utils::multi_target_base_if< TYPES >.
Definition at line 284 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 266 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 272 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 128 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 160 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 112 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 144 of file multi_passthrough_target_socket.h.
|
inlineprotectedvirtual |
Implements tlm_utils::multi_target_base< BUSWIDTH, TYPES, N, POL >.
Definition at line 285 of file multi_passthrough_target_socket.h.
|
inline |
Definition at line 276 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 310 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 300 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 311 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 312 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 303 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 304 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 302 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 293 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 309 of file multi_passthrough_target_socket.h.
|
protected |
Definition at line 298 of file multi_passthrough_target_socket.h.


JGraphX Version 4.2.2 – 28. October 2020
Copyright (c) JGraph Ltd 2006-20202
Licensed under Creative Commons Attribution 4.0 International (CC BY 4.0)
mxGraph is a product family of libraries, written in a variety of technologies, that provide features aimed at applications that display interactive diagrams and graphs. Note by graphs we mean mathematical graphs, not necessarily charts (although some charts are graphs). See later section “What is a Graph?” for more details.
Being a developer library, mxGraph is not designed specifically to provide a ready to use application, although many of the examples are close to being usable applications. mxGraph provides all the commonly required functionality to draw, interact with and associate a context with a diagram displayed in the technology of that particular mxGraph flavour. mxGraph comes with a number of examples that help explain how a basic application is put together using each technology and showcases individual features of the library.
Each user manual is specific to one technology, along with generic sections, such as this introduction and layouts. Developers will find the implementations of each library in the different technologies share the same architecture and API across the product range. The implementations differ slightly for technology-specific areas, usually event handling and rendering, but when overall porting from one technology, mxGraph is designed to present as common an interface as is possible.
mxGraph, at the time of writing, has a commercial release grade JavaScript library, a release grade Java Swing visualization library (JGraphX), a beta grade ActionScript (for Flex/Flash applications) and alpha grade .NET visualization components. Do not confuse the visualization elements (the part you see on the client) with the core model elements. The core models written in Java and .NET that serve as back-end server classes in the JavaScript library versions are all commercial-grade production code.
Developers integrating the library in their application should read the pre-requisites for the technology they are using. See section “Pre-requisites” below. Given that mxGraph is a component part of your application, you must understand how applications are constructed in that technology and how to program in the language(s) of that technology.
When deciding which of the technology implementations of mxGraph to use, often the choice is determined by the technology of the application.
The Java visualization version is suitable for producing desktop applications with high performance. The web-centric version, written in JavaScript, is designed to work natively in all major web browsers. An example of such an application is a business process modelling tool that enables users to draw processes in a web browser, store them centrally, allow other users to view and edit processes and automatically execute the process on the server using business logic associated with the visual information.
The JavaScript version of mxGraph mainly comprises one JavaScript file that contains all of the mxGraph functionality. This is loaded into a HTML web page in a JavaScript section and executes in an HTML container in the browser. This is an incredibly simple architecture that only requires a web server capable of serving html pages and a JavaScript enabled web browser.
The key advantages of this technology are:
The key disadvantage of this technology is:
Comparing the pros and cons of each implementation against your application requirements usually provides a clearly advantage to using one of these technologies.
This user manual is for the Java Swing library version of mxGraph. This version is called JGraphX, the reason for this being the authors of mxGraph have a long standing product called JGraph. The last version of JGraph in the previous architecture was JGraph 5. Because all mxGraph product have a common API, a version numbering was required that was consistent across the product range. Thus, the Java flavour of mxGraph is called JGraphX and starts from version 1.x, but think of it as JGraph 6 if that is easier. JGraphX enables you to produce Java Swing applications that feature interactive diagramming functionality. The core client functionality of JGraphX is a Java 5 compliable library that describes, displays and interacts with diagrams as part of your larger Java Swing application. JGraphX is primarily designed for use in a desktop environment, although Java does have web enabling features making it possible to deploy JGraphX in web environment.
Note: From now on the term mxGraph will be used to describe the Java client, rather than any other flavour of the product, unless otherwise specified. The package name of JGraphX is com.mxgraph.* and the main class mxGraph, in common with the other flavours of mxGraph.
Example applications for a graph visualization library include: process diagrams, workflow and BPM visualization, flowcharts, traffic or water flow, database and WWW visualization, networks and telecommunications displays, mapping applications and GIS, UML diagrams, electronic circuits, VLSI, CAD, financial and social networks, data mining, biochemistry, ecological cycles, entity and cause-effect relationships and organisational charts.
JGraphX is licensed under the modern, 3 clause BSD license. The precise text of the license you receive the software under is here. If you cannot understand it, do not use the software.
For detailed licensing questions you are always advised to consult a legal professional.
Graph visualization is based on the mathematical theory of networks, graph theory. If you're seeking JavaScript bar charts, pie charts, Gantt charts, have a look at the JFreeChart project instead, or similar
A graph consists of vertices, also called nodes, and of edges (the connecting lines between the nodes). Exactly how a graph appears visually is not defined in graph theory. The term cell will be used throughout this manual to describe an element of a graph, either edges, vertices or groups.
A simple Graph
There are additional definitions in graph theory that provide useful background when dealing with graphs, they are listed in the Appendices if of interest to you.
Visualization is the process of creating a useful visual representation of a graph. The scope of visualization functionality is one of JGraphX's main strength. JGraphX supports a wide range of features to enable the display of cells to only be limited by the skill of the developer and the Swing platform. Vertices may be shapes, images, vector drawings, animations, virtually any graphical operations available in Swing. You can also use HTML mark-up in text labels.
Graph Visualization of a transport system. (c) Tourizm Maps
2003, http://www.world-maps.co.uk
Interaction is the way in which an application using JGraphX can alter the graph model through the web application GUI. JGraphX supports dragging and cloning cells, re-sizing and re-shaping, connecting and disconnecting, dragging and dropping from external sources, editing cell labels in-place and more. One of the key benefits of JGraphX is the flexibility of how interaction can be programmed.
Selection shading while selecting an area through mouse drag
Graph cells can be drawn anywhere in a simple application, including on top of one another. Certain applications need to present their information in a generally ordered, or specifically ordered structure. This might involve ensuring cells do not overlap and stay at least a certain distance from one another, or that cells appear in specific positions relative to other cells, usually the cells they are connected to by edges. This activity, called the layout application, can be used in a number of ways to assist users in setting out their graph. For non-editable graphs, layout application is the process of applying a layout algorithm to the cells. For interactive graphs, meaning those that can be edited through the UI, layout application might involve only allowing users to make changes to certain cells in certain positions, to re-apply the layout algorithm after each change to the graph, or to apply the layout when editing is complete.
Layout of a workflow using a horizontal hierarchical layout
JGraphX supports a range of tree, force-directed and hierarchical layouts which will fit most layout needs. See the later section on using the layouts for more information.
Analysis of graphs involves the application of algorithms determining certain details about the graph structure, for example, determining all routes or the shortest path between two cells. There are more complex graph analysis algorithms, these being often applied in domain specific tasks. Techniques such as clustering, decomposition, and optimization tend to be targeted at certain fields of science and have not been implemented in the core JGraphX packages at the current time of writing.
Shortest Path Analysis
To benefit fully from this manual you will need to have a reasonable understanding of Java and at least a high-level overview of Swing. If you lack experience with programming the Java language, there are many good books on the subject available. A useful free introduction is the Sun Java Tutorial.
There is a 'jgraphx' tag on Stackoverflow, but please ensure you understand the SO FAQ prior to posting. To post on SO you must 1) have a question , 2) that question be programming related and 3) use the 'jgraphx' tag.
To start, navigate to the JGraphX project on Github. The README on this page answers the high level FAQ type questions about the project.
Once you have the project source locally you will be presented with a number of files and directories in the root of the install.
|
/doc |
Documentation root, includes this user manual |
|
/src |
Source of the library |
|
/lib |
Contains pre-built jar of the library. |
|
/examples |
Examples demonstrating the use of JGraphX |
|
license.txt |
The licensing terms under which you must use the library |
Table: Project Directory Structure
The mxGraph model is the core model that describes the structure of the graph, the class is called mxGraphModel and is found within the model package. Additions, changes and removals to and from the graph structure take place through the graph model API. The model also provides methods to determine the structure of the graph, as well as offering methods to set visual states such as visibility, grouping and style.
However, although the transactions to the model are stored on the model, JGraphX is designed in such a way that the main public API is through the mxGraph class. The concept of “add this cell to the graph” is a more natural description of the action than “add this cell to the model of the graph”. Where it is intuitive, method available on the model and cells are duplicated on the graph and those methods on the graph class are considered the main public API. Throughout the rest of this manual these key API methods are given a pink background:
anExampleCoreAPIMethod()
So, though many of the main API calls are through the mxGraph class, keep in mind that mxGraphModel is the underlying object that stores the data structure of your graph.
JGraphX uses a transactional system for making changes to the model. In the HelloWorld example we saw this code:
// Adds cells to the model in a single step graph.getModel().beginUpdate(); try { Object v1 = graph.insertVertex(parent, null, "Hello,", 20, 20, 80, 30); Object v2 = graph.insertVertex(parent, null, "World!", 200, 150, 80, 30); Object e1 = graph.insertEdge(parent, null, "", v1, v2); } finally { // Updates the display graph.getModel().endUpdate(); }
to perform the insertion of the 2 vertices and 1 edge. For each change to the model you make a call to beginUpdate(), make the appropriate calls to change the model, then call endUpdate() to finalize the changes and have the change event notifications sent out.
Key API Methods:
Note – Technically you do not have to surround your changes with the begin and end update calls. Changes made outside of this update scope take immediate effect and send out the notifications immediately. In fact, changes within the update scope enact on the model straight away, the update scope is there to control the timing and concatenation of event notifications. Unless the update wrapping causes code aesthetic issues, it is worth using it by habit to avoid possible problems with event and undo granularity.
Note the way in which the model changes are wrapped in a try block and the endUpdate() in a finally block. This ensures the update is completed, even if there is an error in the model changes. You should use this pattern wherever you perform model changes for ease of debugging.
Ignore the reference to the parent cell for now, that will be explained later in this chapter.
The sub-transaction in the blue block above refers to the fact that transactions can be nested. That is, there is a counter in the model that increments for every beginUpdate call and decrements for every endUpdate call. After increasing to at least 1, when this count reaches 0 again, the model transaction is considered complete and the event notifications of the model change are fired.
This means that every sub-contained section of code can (and should) be surrounded by the begin/end combination. This provide the ability in JGraphX to create separate transactions that be used as “library transactions”, the ability to create compound changes and for one set of events to be fired for all the changes and only one undo created. Automatic layouting is a good example of where the functionality is required.
In automatic layouting, the user makes changes to the graph, usually through the user interface, and the application automatically positions the result according to some rules. The automatic positioning, the layouting, is a self-contained algorithm between begin/end update calls that has no knowledge of the specifics of the change. Because all changes within the begin/end update are made directly to the graph model, the layout can act upon the state of the model as the change is in progress.
It is important to distinguish between functionality that acts on the graph model as part of a compound change and functionality that reacts to atomic graph change events. In the first case, such as for automatic layouting, the functionality takes the model as-is and acts upon it. This method should only be used for parts of compound model changes. All other parts of the application should only react to model change events.
Model change events are fired when the last endUpdate call reduces the counter back down to 0 and indicate that at least one atomic graph change has occurred. The change event contains complete information as to what has altered (see later section on Events for more details).
Below is a list of the methods that alter the graph model and should be placed, directly or indirectly, with the scope of an update:
Initially, we will just concern ourselves with the add and remove, as well as the geometry and style editing methods. Note that these are not core API methods, as usual these methods are on the mxGraph class, where appropriate, and they perform the update encapsulation for you.
Design Background - Some people are confused by the presence of visual information being stored by the model. These attributes comprise cell positioning, visibility and collapsed state. The model stores the default state of these attributes, providing a common place to set them on a per-cell basis, whereas, views can override the values on a per-view basis. The model is simply the first common place in the architecture where these attributes can be set on a global basis. Remember, this is a graph visualization library, the visualization part is the core functionality.
The three graph cells created in the HelloWorld
application are two vertices and one edge connecting the vertices. If
you are not familiar with basic graph theory and its terminology, please
see the wikipedia
entry.
You can add vertices and edges using the add() method on the model. However, for the purposes of general usage of this library, learn that mxGraph.insertVertex() and mxGraph.insertEdge() are the core public API for adding cells. The method of the model requires that the cell to be added is already created, whereas the mxGraph.insertVertex() creates the cell for you.
Core API methods:
mxGraph.insertVertex()
will create an mxCell object
and return it from the method used. The parameters of the method are:
graph.getDefaultParent();
as your default parent, as used in the HelloWorld example.With the edge addition method, the identically named parameters perform the same method as in the vertex addition method. The source and target parameters define the vertices to which the edge is connected. Note that the source and target vertices should already have been inserted into the model.
mxCell is the cell object for both vertices and edges. mxCell duplicates many of the methods available in the model. The key difference in usage is that using the model methods creates the appropriate event notifications and undo, using the cell makes the change but there is no record of the change. This can be useful for temporary visual effects such as animations or changes on a mouse over, for example. As a general rule though, use the model editing API unless you encounter a specific problem with this mechanism.
When creating a new cell, three things are required in the constructor, a value (user object), a geometry and a style. We will now explore these 3 concepts before returning to the cell.
The concept of styles and stylesheets in conceptually similar to CSS stylesheets. Open up the util.mxConstants.js file in your editor and search for the first match on “STYLE_”. If you scroll down you will see a large number of strings defined for all the various styles available with this prefix. Some of styles apply to vertices, some to edges and some to both. As you can see, these define visual attributes on the element they act upon.
The mxStylesheet holds one object, styles, which is a hashtable mapping style names to an array of styles:
Style arrays within the styles collection
In the above image the blue box represents the styles hashtable in mxStyleSheet. The string 'defaultVertex' is the key to an array of string/value pairs, which are the actual styles. Note that JGraphX creates two default styles, one for vertices and one for edges. If you look back to the helloworld example, no style was passed into the optional style parameter of insertVertex or insertEdge. In this case the default style would be used for those cells.
If you wanted to specify a style other than the default for a cell, you must pass that new style either to the cell when it is created (mxGraph's insertVertex and insertEdge both have an optional parameter for this) or pass that style to the cell using model.setStyle().
The style that you pass has the form stylename. ,note that the stylenames and key/value pairs may be in any order. Below are examples to demonstrate this concept, adapting the insertVertex call we saw in helloworld:
A new style called 'ROUNDED' has been created, to apply this to a vertex:
Object v1 = graph.insertVertex(parent, null, "Hello", 20, 20, 80, 30, "ROUNDED");
To create a new vertex with the ROUNDED style, overriding the stroke and fill colors:
Object v1 = graph.insertVertex(parent, null, "Hello", 20, 20, 80, 30, "ROUNDED;strokeColor=red;fillColor=green");
To create a new vertex with no global style, but with local stroke and fill colors:
Object v1 = graph.insertVertex(parent, null, "Hello", 20, 20, 80, 30, ";strokeColor=red;fillColor=green");
To create a vertex that uses the defaultVertex style, but a local value of the fill color:
Object v1 = graph.insertVertex(parent, null, "Hello", 20, 20, 80, 30, "defaultVertex;fillColor=blue");
Note that default style must be explicitly named in this case, missing the style out sets no global style on the cell when the semi-colon starts the string. If the string starts with no semi-colon, the default style is used.
Again, the mxGraph class provides utility methods that form the core API for accessing and changing the styles of cells:
Core API methods:
To create the ROUNDED global style described above, you can follow this template to create a style and register it with mxStyleSheet:
mxStylesheet stylesheet = graph.getStylesheet(); Hashtable<String, Object> style = new Hashtable<String, Object>(); style.put(mxConstants.STYLE_SHAPE, mxConstants.SHAPE_RECTANGLE); style.put(mxConstants.STYLE_OPACITY, 50); style.put(mxConstants.STYLE_FONTCOLOR, "#774400"); stylesheet.putCellStyle("ROUNDED", style);
In the helloworld example you can see the position and size of the vertices passed into the insertVertex method. The coordinate system in Java is x is positive to the right and y is positive downwards, and in terms of the graph, the positioning is absolute to the container within which the mxGraph is placed.
The reason for a separate mxGeometry class, as opposed to simply having the mxRectangle class store this information, is that the edges also have geometry information.
The width and height values are ignored for edges and the x and y values relate to the positioning of the edge label. In addition, edges have the concept of control points. These are intermediate points along the edge that the edge is drawn as passing through. The use of control points is sometimes referred to as edge routing.
An edge routed by 2 control points
There are two more important additional concepts in geometry, relative positioning and offsets
By default, the x and y position of a vertex is the offset of the top left point of the bounding rectangle of the parent to the top left point of the bounding rectangle of the cell itself. The concept of parents and groups is discussed later in this chapter, but without going into too much detail, if a cell does not have cell parent, the graph container is its parent for positioning purposes.
Non-relative vertex positioning
For an edge, in non-relative mode, which is the default mode, the edge label position is the absolute offset from the graph origin.
Non-relative edge label positioning
For vertices in relative mode, (x,y) is the proportion along the parent cell's (width, height) where the cell's origin lies. (0,0) is the same origin as the parent, (1,1) places the origin at the bottom right corner of the parent. The same relative positioning extends below 0 and above 1 for both dimensions. This positioning is useful for keeping child cells fixed relative to the overall parent cell size.
Relative vertex positions
Lastly, edge labels in relative mode are palced based on the positioning from the center of the edge. The x-coordinate is the relative distance from the source end of the edge, at -1, to the target end of the edge, at 1. The y co-ordinate is the pixel offset orthogonal from the edge. The diagram below shows the values of x,y for various edge labels in relative mode. Note that for a straight edge, the calculations are simple. For edges with multiple control points, the edge has to be traced along its segments (a segment being the line between end points and/or control points) to find the correct distance along the edge. The y value is the orthogonal offset from that segment.
Switching relative positioning on for edge labels is a common preference for applications. Navigate to the mxGraph.insertEdge() method in mxGraph, you will see this calls createEdge(). In createEdge() the geometry is set relative for every edge created using this prototype. This is partly the reason for the amount of helper methods in mxGraph, they enable easy changing of the default behaviour. You should try to use the mxGraph class API as much as possible to provide this benefit in your applications.
The offset field in mxGeometry is an absolute x,y offset applied to the cell label. In the case of edge labels, the offset is always applied after the edge label has been calculated according to the relative flag in the above section.
Core API methods:
The User object is what gives JGraphX diagrams a context, it stores the business logic associated with a visual cell. In the HelloWorld example the user object has just been a string, in this case it simply represents the label that will be displayed for that cell. In more complex applications, these user objects will be objects instead. Some attribute of that object will generally be the label that the visual cell will display, the rest of the object describes logic relating to the application domain.
Using the example of a simple workflow or process application, say we have the graph below:
A simple workflow
Say the user right clicked and selected properties of the “Check Inventory” diamond, they might see this dialog:
The properties of a vertex
These properties show the geometry, label, ID etc, but a dialog could just as easily show the user object of the cell. There might be a reference to some process on the workflow engine as to how the inventory is actually checked. This might be an application specific mechanism for both the server and client to assign some identification to remote method calls. Another value might be the type of object that process returned, maybe a boolean or an integer to indicate stock level in this case. Given that return type, it is possible to enforce constraints with the diagram and provide visual alerts of if, say, the outgoing edges decision check does not correspond to the return type of the vertex.
Next, as an example, the user objects of the outgoing edges might contain a label and a boolean state. Again, the JGraphX-based editor might provide the means to alter the boolean value. When executing the process, it might follow the edges that correspond to the boolean value returned by the decision node.
Keep in mind that the above example is very domain specific, it is there to explain how the user object maps to the business logic of the application. It visualizes how JGraphX creates what we term a contextual graph. The context is formed by the connections between vertices and the business logic stored within the user objects. A typical application receives the visual and business logic from a sever, may allow editing of both, then transmits both back to the server for persistence and/or execution.
As described previously, mxGraph is the primary API for using this library and the same concept applies to cells. One basic state of the cell not exposed on the graph is whether a cell is a vertex or an edge, this call be performed on the cell or on the model.
There are two boolean flags on mxCell, vertex and edge, and the helper methods set one of these to true when the cell is created. isVertex(), isEdge() on mxIGraphModel are what the model uses to determine a cell's type, there are not separate objects for either type. Technically, it is possible to switch the type of a cell at runtime, but take care to invalidate the cell state (see later section) after changing the type. Also, be aware that the geometry object variable means different things to vertices and edges. Generally, it is not recommended to change a cell type at runtime.
Grouping, within JGraphX, is the concept of logically associating cells with one another. This is commonly referred to as the concept of sub-graphs in many graph toolkits. Grouping involves one or more vertices or edges becoming children of a parent vertex or edge (usually a vertex) in the graph model data structure. Grouping allows JGraphX to provide a number of useful features:
In grouping, cells are assigned a parent cell. In the simplest case, all cells have the default parent as their parent. The default parent is an invisible cell with the same bounds as the graph. This is the cell returned by graph.getDefaultParent() in the helloworld example. The x,y position of a vertex is its position relative to its parent, so in the case of default grouping (all cells sharing the default parent) the cell positioning is also the absolute co-ordinates on the graph component. In the case all cells being added to the default root, the group structure logically looks like, in the case of the helloworld example, the diagram below.
Note the addition of the Layer 0 cell, this is the default indirection in the group structure that allows layer changes with the requirement of additional cells. We include it below for correctness, but in later group diagrams it will be omitted.
The group structure of the helloworld example
Also, note that the position of the edge label (x,y in geometry) is relative to the parent cell.
If we go back to the simple workflow example in the User Objects section, we can see what grouping might look like visually. In the example the group cells represent people and the child vertices represent tasks assigned to those people. In this example the logical group structure looks like this:
The logical group structure of the workflow example
The workflow action vertices are the yellow children and the swimlane group vertices are marked blue.
Inserting cells into the group structure is achieved using the parent parameter of the insertVertex and insertEdge methods on the mxGraph class. These methods set the parent cell on the child accordingly and, importantly, informs the parent cell of its new child.
Altering the group structure is performed via the mxGraph.groupCells() and mxGraph.ungroupCells() methods.
Core API methods:
There are two primary reasons to control the number of cells displayed at any one time. The first is performance, drawing more and more cells will reach performance usability limits at some point on any platform. The second reason is ease of use, a human can only comprehend a certain amount of information. All of the concepts associated with grouping, listed above, can be used to reduce the complexity of information on the screen for the user.
Folding is the collective term we use for expanding and collapsing groups. We say a cell is folded by making it's child vertices invisible. There are a number of methods relating to this feature:
Core API method:
Folding related methods:
mxGraph.isCellFoldable(cell, collapse) – By default true for cells with children.
mxGraph.isCellCollapsed(cell) – Returns the folded state of the cell
When a group cell is collapsed, three things occur by default:
Expanded swimlane
Collapsed Swimlane
The above two images demonstrate these three concepts. In its expanded state the upper group cell displays a small box in the top left hand corner with a “-” character inside. This indicates that clicking on this box collapses the group cell. Doing this we get the bottom image where the group cell takes on its collapsed size. Child vertices and edge that do not leave the group cell are made invisible. Finally, edges that exit the group cell are promoted to appear to be connected to the collapsed group cell. Clicking on the “+” character that now appears within the box expands the group cell and brings it back to its original state of the top image.
Using the mxGraph.foldCells() function, you can achieve the same result programmatically as clicking on the expand/collapse symbols. One common usage of this is when the application zooms out a specific amount, clusters of cells are grouped and the grouped cell collapsed (very often without the “-” box since the application is controlling the folding). This way fewer, larger cells are visible to the user, each one representing their children cells logically. You might then provide a mechanism to zoom into a group, which expands it in the process. You might also provide drill-down/step-up, explained next.
Sometimes, as an alternative to expand/collapse, or possibly in combination with it, your graph will be composed of a number of graphs, nested into a hierarchy. Below we see a simple example:
An example top level workflow
This simple workflow consists of three high level steps. Obviously, the individual steps contain a number of sub-steps and we will look at a sub-graph of the Solve Bug cell.
Under the Solve Bug vertex we have created a number of children to represent the process of solving a bug in more detail, in this case the process of solving a bug on the Starship Enterprise.
In this example, which uses the GraphEditor example, the menu option shown selected in the above image invokes mxGraph.enterGroup(cell), which is one of the pair of core API functions for sub-graphs.
Core API methods:
The root cell of the graph has been, up to now, the default parent vertex to all first-level cells. Using these functions you can make any group cell in the group structure the root cell, so that the children of that parent appear in the display as the complete graph.
Result of drilling down into the Solve Bug vertex
The same graph expanded using folding instead looks like:
Exiting the group using the shape->exit group option, which invokes mxGraph.exitGroup, brings you back to the original 3 vertex top level graph.
In JGraphX, like many graphical applications, there is the concept of z-order. That is, the order of objects as you look into the screen direction. Objects can be behind or in front of other objects and if they overlap and are opaque then the back-most object will be partially or complete obscured. Look back to the graph structure of HelloWorld illustration above. Children cells are stored under parents in a deterministic order (by default the order in which you add them).
If we move the cells in the HelloWorld example we see the following result:
Overlapped vertices
It can be seen that the World vertex is in front of the Hello vertex. This is because the World vertex has a higher child index than the Hello vertex, at positions 1 and 0 respectively in the ordered collection that holds the children of the root cell.
To change order we use mxGraph.orderCells.
Core API method:
A sibling cell in JGraphX is any cell that shares the same parent. So by invoking this on the Hello vertex it would then overlap the World Vertex.
Ordering and grouping can be extended to form logically layered groups. The cells are drawn via a depth-first search. Take the HelloWorld example again and imagine that both the Hello and World vertices have some hierarchy of children underneath them. The Hello vertex and all of its children will be drawn before the World vertex or any of its children. If Hello and World were invisible group cells you then have two hierarchies of cells, one being drawn entirely before the other. You can also switch the order of the hierarchies by simply switching the order of the invisible group cells.
In filtering cells with some particular attribute are displayed. One option to provide filtering functionality is to check some state before rendering the cells. Another method, if the filtering conditions are simple and known in advance, is to assign filterable cells by groups. Making the groups visible and invisible performs this filtering operation.
Within the core JGraphX library, by that we mean we exclude the editor functionality, which provides application level features, there are a number of mechanisms to define the appearance of cells. These split into vertex customizations and edge customizations
Stencils are sets of pre-defined vector shapes that can be added at run-time to JGraphX without the requirement to programmatically define how they are drawn. Instead, they are defined using using SVG. The entire format for describing shapes is based on the shape format used by the Dia diagramming software. This gives access to the stencils already available from that tool and encourages a common, standardised format, rather than creating yet-another custom format.
The Dia shape format describes two files per shape, a .PNG image of the shape and the XML .shape description file. You can obtain a zip of the stencils shipped with the Dia application here. Unzip the file and you will find within a number of directories containing shape/PNG pairs, the directories forming what we refer to as "stencils", the set of shapes.
Stencils can be seen in practice using the GraphEditor example that ships with JGraphX. Under the main menu select File->Import Stencil and navigate to the location you unzipped the downloaded shapes and perform a directory selection to load all of the shapes within that directory. These shapes can be dragged and dropped onto the graph and behave like a standard vertex for all operations performed on them. Note that the Dia shapes are licensed under the terms of the GPL version 3. This does not affect the licensing of any software displaying the shapes, it simply means that you must allow users to view the XML the shapes are defined in and any shapes derived from these shapes, if they request it.
A stencil set loaded into the GraphEditor Library
com.mxgraph.examples.swing.editor.EditorActions.ImportAction
provides the example addStencilShape
method for registering new
stencil shapes and adding them to a palette. The second parameter to this
method, nodeXml
is the XML as obtained from the .shape file.
You could add a single shape to the shape registry using:
String nodeXml = mxUtils.readFile(fc.getSelectedFile().getAbsolutePath()); String name = ImportAction.addStencilShape(null, nodeXml, null);
Where fc is a FileChooser
. This parses, stores and registers the
.shape selected. The name under which it is registered matches the name
element obtained from that .shape file. So if that name were BPMN-Gateway,
for example, adding:
shape=BPMN-Gateway
to the style string of a vertex or:
style.put(mxConstants.STYLE_SHAPE, "BPMN-Gateway");
to the style map of a vertex, would cause that vertex to be rendered
according the SVG in that .shape file. If you wanted to add a complete
set of shapes, a stencil set, then generally you would add the set to
a palette at the time of import. com.mxgraph.examples.swing.editor.BasicGraphEditor
under the examples package, provides the insertPalette(String title)
method. Thus:
EditorPalette palette = editor.insertPalette(fc.getSelectedFile().getName());where fc is a
FileChooser
provides the palette to pass to:
for (File f : fc.getSelectedFile().listFiles( new FilenameFilter() { public boolean accept(File dir, String name) { return name.toLowerCase().endsWith( ".shape"); } })) { String nodeXml = mxUtils.readFile(f.getAbsolutePath()); ImportAction.addStencilShape(palette, nodeXml, f.getParent() + File.separator); }
Where we iterate through each .shape file within a directory selection
and call addStencilShape
passing in the collective palette,
the string XML of the .shape file and the path to that directory, the path
being used to obtain the .PNG files that will be used as the icons displayed
in the palette. This code can be seen in practice (the code invoked by
Import Stencil on Graph Editor) in
com.mxgraph.examples.swing.editor.EditorActions.ImportAction
within
the actionPerformed
method.
If you want a graphical method to create new shapes, currently this is only possible using the Dia tool itself. The JGraphX roadmap includes the deployment of an online tool to create custom shapes easily, however.


Mercenary Captain Sophya:
Here is the
mark of the Lion's Eye
. It acknowledges your distinguished service on the battlefield. I am sure your victories will continue!


---
layout: default-noindex
lang: en
permalink: /mexico/home-insurance/coverage/adjustable-deductibles.html
alternate_en: /mexico/home-insurance/coverage/adjustable-deductibles.html
alternate_mx: /mx/seguros-de-casa/cobertura/deducibles-ajustables.html
published: true
body_class: homeins coverage adjustable
title: Adjustable Deductibles for GNP Mexico Home Owners Program | Mexpro
excerpt: Mexpro's GNP Home owners program offers adjustable deductibles. You can choose different deductibles for different options on the policy. Starting from as low as $500 USD, the maximum deductible is $20,000 USD.
---
Adjustable Deductibles
Mexpro's GNP Home owners program offers many deductible options.
Adjustable Deductibles for Mexico Home Owners Insurance
Our GNP Home owners program offers many deductible options for the *Fire All Risk Section (excludes catastrophic coverage).
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*Fire All Risk
According to GNP’s terms & conditions, Fire All Risk refers to losses sustained by the piece of real property arising from any of the following:
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- Any other sudden and unforeseen risk, not explicitly excluded.
{% style homeown %}


Lead Synth Bass Synth Preview Filter Frequency {{filter-frequency}}hz Resonance {{filter-resonance}}gain


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Inspired by the excellent jQuery.tipsy plugin written by Jason Frame; Tooltips are an updated version, which don't rely on images, use CSS3 for animations, and data-attributes for local title storage.
javascript-tooltips
Inspired by the excellent jQuery.tipsy plugin written by Jason Frame; Tooltips are an updated version, which don't rely on images, use CSS3 for animations, and data-attributes for local title storage.
Tooltips with zero-length titles are never displayed.
Examples
Hover over the links below to see tooltips:
Static tooltip
Four options are available: top, right, bottom, and left aligned.
Four Directions
Opt-in functionality
For performance reasons, the Tooltip and Popover data-apis are opt-in, meaning you must initialize them yourself.
One way to initialize all tooltips on a page would be to select them by their
data-toggle
attribute:Usage
The tooltip plugin generates content and markup on demand, and by default places tooltips after their trigger element.
Trigger the tooltip via JavaScript:
Markup
The required markup for a tooltip is only a
data
attribute andtitle
on the HTML element you wish to have a tooltip. The generated markup of a tooltip is rather simple, though it does require a position (by default, set totop
by the plugin).Multiple-line links
Sometimes you want to add a tooltip to a hyperlink that wraps multiple lines. The default behavior of the tooltip plugin is to center it horizontally and vertically. Add
white-space: nowrap;
to your anchors to avoid this.Tooltips in button groups and input groups require special setting
When using tooltips on elements within a
.btn-group
or an.input-group
, you'll have to specify the optioncontainer: 'body'
(documented below) to avoid unwanted side effects (such as the element growing wider and/or losing its rounded corners when the tooltip is triggered).Don't try to show tooltips on hidden elements
Invoking
$(...).tooltip('show')
when the target element isdisplay: none;
will cause the tooltip to be incorrectly positioned.Accessible tooltips for keyboard and assistive technology users
For users navigating with a keyboard, and in particular users of assistive technologies, you should only add tooltips to keyboard-focusable elements such as links, form controls, or any arbitrary element with a
tabindex="0"
attribute.Tooltips on disabled elements require wrapper elements
To add a tooltip to a
disabled
or.disabled
element, put the element inside of a

and apply the tooltip to that

instead.Options
Options can be passed via data attributes or JavaScript. For data attributes, append the option name to
data-
, as indata-animation=""
.Appends the tooltip to a specific element. Example:
container: 'body'
. This option is particularly useful in that it allows you to position the tooltip in the flow of the document near the triggering element - which will prevent the tooltip from floating away from the triggering element during a window resize.Delay showing and hiding the tooltip (ms) - does not apply to manual trigger type
If a number is supplied, delay is applied to both hide/show
Object structure is:
delay: { "show": 500, "hide": 100 }
text
method will be used to insert content into the DOM. Use text if you're worried about XSS attacks.How to position the tooltip - top | bottom | left | right | auto.
When "auto" is specified, it will dynamically reorient the tooltip. For example, if placement is "auto left", the tooltip will display to the left when possible, otherwise it will display right.
When a function is used to determine the placement, it is called with the tooltip DOM node as its first argument and the triggering element DOM node as its second. The
this
context is set to the tooltip instance.'

'
Base HTML to use when creating the tooltip.
The tooltip's
title
will be injected into the.tooltip-inner
..tooltip-arrow
will become the tooltip's arrow.The outermost wrapper element should have the
.tooltip
class.Default title value if
title
attribute isn't present.If a function is given, it will be called with its
this
reference set to the element that the tooltip is attached to.manual
cannot be combined with any other trigger.Keeps the tooltip within the bounds of this element. Example:
viewport: '#viewport'
or{ "selector": "#viewport", "padding": 0 }
If a function is given, it is called with the triggering element DOM node as its only argument. The
this
context is set to the tooltip instance.Data attributes for individual tooltips
Options for individual tooltips can alternatively be specified through the use of data attributes, as explained above.
Methods
$().tooltip(options)
Attaches a tooltip handler to an element collection..tooltip('show')
Reveals an element's tooltip. Returns to the caller before the tooltip has actually been shown (i.e. before the shown.bs.tooltip event occurs). This is considered a "manual" triggering of the tooltip. Tooltips with zero-length titles are never displayed..tooltip('hide')
Hides an element's tooltip. Returns to the caller before the tooltip has actually been hidden (i.e. before the hidden.bs.tooltip event occurs). This is considered a "manual" triggering of the tooltip..tooltip('toggle')
Toggles an element's tooltip. Returns to the caller before the tooltip has actually been shown or hidden (i.e. before the shown.bs.tooltip or hidden.bs.tooltip event occurs). This is considered a "manual" triggering of the tooltip..tooltip('destroy')
Hides and destroys an element's tooltip. Tooltips that use delegation (which are created using the selector option) cannot be individually destroyed on descendant trigger elements.Elements
show
instance method is called.hide
instance method has been called.show.bs.tooltip
event when the tooltip template has been added to the DOM.


layout: true --- class: center # Mixed Reality Toolkit Features ![Unity logo](Screenshots/mrtk_logo.png#large) ??? MRTK-Unity provides a set of foundational components and features to accelerate MR app development in Unity. The latest Release of MRTK (V2) supports HoloLens/HoloLens 2, Windows Mixed Reality, and OpenVR platforms. --- class: split-50 no-padding # Input methods .column-left[ ## HoloLens 1 - Gaze selection - Gestures ] .column-right[ ## HoloLens 2 - Articulated hands - Eye tracking ] ??? Hovedforskjeller, men HoloLens 2 også: dobbelt så stort field of view, bedre å ha på over lengre tid --- class: split-50 # Button - .orange[Prefab] .column-left[ ![Button prefab](Screenshots/MRTK_Button_Main.png#fill-it) ] .column-right[ - Supports all available input methods - Used by adding either .inlineCode[```PressableButton.prefab or PressableButtonPlated.prefab```] ] --- class: split-50 # Bounding Box - .orange[Script] .column-left[ ![Unity logo](Screenshots/MRTK_BoundingBox_Main.png#fill-it) ] .column-right[ - Handles functionality for transforming objects - Adds handles to the edges ] --- class: split-50 # Manipulation Handler - .orange[Script] .column-left[ ![Unity logo](Screenshots/MRTK_Manipulation_Main.png#fill-it) ] .column-right[ - Allows objects to be movable, scalable and rotatable using one or two hands - Can restrict which of the transformations are allowed - Objects must have a collider ] --- class: split-50 # Slate - .orange[Prefab] .column-left[ ![Unity logo](Screenshots/MRTK_Slate_Main.png#fill-it) ] .column-right[ - Windows style for 2D content - Grabbable , "Follow me" and close buttons ] --- class: split-50 # System Keyboard - .orange[Script] .column-left[ ![Unity logo](Screenshots/MRTK_SystemKeyboard_Main.png#fill-it) ] .column-right[ - You can invoke the systems keyboard by using a script - HoloLens 2 keyboard supports direct hand interactions ] --- class: split-50 # Interactable - .orange[Script] .column-left[ ![Unity logo](Screenshots/InteractableExamples.png#fill-it) ] .column-right[ - Interactable adds events to GameObjects - GameObjects must have a collider ] --- class: split-50 # Solver - .orange[Scripts] .column-left[ ![Unity logo](Screenshots/MRTK_Solver_Main.png#fill-it) ] .column-right[ - A range of object behaviors: tag-along, surface magnetism and momentumn ] --- class: split-50 no-padding # Object Collection - .orange[Script] .column-left[ ![Unity logo](Screenshots/MRTK_ObjectCollection_Main.png#fill-it) ![Unity logo](Screenshots/oc_ex.jpg#fill-it) ] .column-right[ - Helps to layout an array of objects in predefined three-dimensional shapes - Supports: plane, cylinder, sphere, scatter and radial ] --- class: split-50 # Tooltip - .orange[Prefab and Script] .column-left[ ![Unity logo](Screenshots/MRTK_Tooltip_Main.png#fill-it) ] .column-right[ - Is used to label objects or convey hints or extra information when inspecting an object ] --- class: split-50 # App Bar - .orange[Prefab] .column-left[ ![Unity logo](Screenshots/MRTK_AppBar_Main.png#fill-it) ] .column-right[ - Used with bounding box ] --- class: split-50 # Pointers - .orange[Prefab and script] .column-left[ ![Unity logo](Screenshots/MRTK_Pointer_Main.png#fill-it) ] .column-right[ - Pointers are attached to controllers (or gaze) to give feedback to the user and gives us the ability to interact with the right object - GameObjects must have colliders to receive focus - Pointers are instantiated automatically at runtime ] --- class: split-50 # Fingertip Visualization - .orange[Prefab] .column-left[ ![Unity logo](Screenshots/MRTK_FingertipVisualization_Main.png#fill-it) ] .column-right[ - For HoloLens 2 - Helps the user recognize the distance from the target ] --- class: split-50 # Eye-Supported Target Selection - .orange[Script] .column-left[ ![Unity logo](Screenshots/mrtk_et_targetselect.png#fill-it) ] .column-right[ - Allows the user to select objects by using their eyes ] --- class: split-50 # Eye-Supported Navigation in MRTK - .orange[Scripts] .column-left[ ![Unity logo](Screenshots/mrtk_et_navigation.png#fill-it) ] .column-right[ - For HoloLens 2 - Enables auto scroll, auto zoom and attention-based 3D rotation ] --- class: split-50 # Visualizing Eye Tracking Data in MRTK .column-left[ ![Unity logo](Screenshots/mrtk_et_heatmaps.png#fill-it) ] .column-right[ - For HoloLens 2 - Shows a heatmap of where the user is looking in both real time and recorded ] --- class: split-50 # Azure - Spatial anchors - Speech Services - Computer Vision ??? - Dele mellom ulike devicer - F.eks. text to speach - Bildeanalyse - I tillegg: server side rendering --- class: center middle # Try it out ## Find the tasks at: [https://github.com/grynag/MixedRealityDevelopment](https://github.com/grynag/MixedRealityDevelopment)


The SHA that identifies the commit to notify
Default: If SCM used, plugin will attempt to get details from SCM execution
Check documentation here


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Lua is a scripting language not totally unlike Tcl, Perl, or Python. Like Tcl, Lua is an "embedded language", in the sense that embedding the interpreter into your program is a trivial task, and it is very easy to interface Lua with other languages like C, C++, or even Fortran. Like Python, Lua has a clear and intuitive syntax. Like all those three, Lua is an interpreted language with dynamic typing, and with several reflexive facilities.
What sets Lua apart from those languages is its portability, simplicity, and small size. Lua is written in ANSI C, and runs without modifications in almost any platform (MS-DOS, all versions of Windows, all flavors of Unix, plus X-Box, PlayStation II, OS/2, BeOS, EPOC, etc.). The whole program lua.exe has less than 200 Kbytes. Its simplicity led other groups to adopt Lua as a scripting language for other scripting languages (see, for instance, Ruby-Lua).
Currently, Lua has a strong presence whenever programmers need a light, efficient, and portable language. It is being used by some tens of thousands programmers around the world, both in research and in industrial projects. Lua has been successfully used in games (e.g. Grim Fandango, Escape from Monkey Island, MK2, Baldur's Gate), in robots (e.g. Crazy Ivan, that won the Danish RoboCup in 2000 and 2001), and several other applications (e.g. a hot-swappable Ethernet switch (CPC4400), a genetic sequence visualization system (GUPPY), "The most Linux on one floppy disk" (tomsrtbt)). An extended list of applications using Lua can be found here.
The Lua.NET project integrates Lua with the Common Language Infrastructure, a framework for language interoperability. This integration allows Lua to act both as a "client" language and as a "server" language, although with a limited capacity for the latter. As a client, Lua scripts can access components available through the CLI. As a server, Lua scripts can implement new components accessible by other languages integrated with the CLI.
Because Lua is an interpreted language with dynamic typing, its integration with the CLI demands a dynamic nature. Lua.NET employs two approaches for this integration. The first uses the same techniques used to implement LuaOrb, a scripting tool that canaccess and implement CORBA, COM and Java components. The approach is implemented by the LuaInterface library.
The second approach compiles Lua to the CLI's Common Intermediate Language, instead of its own bytecode representation. This approach is implemented by the Lua2IL compiler.
The authors of the Lua.NET project are Roberto Ierusalimschy, Renato Cequeira and Fabio Mascarenhas. The project is sponsored by Microsoft Research and CAPES.
Fabio Mascarenhas, Roberto Ierusalimschy. LuaInterface: Scripting the .NET CLR with Lua. Journal of Universal Computer Science, 10(7):892-908, July 2004.
Fabio Mascarenhas, Roberto Ierusalimschy. Running Lua Scripts on the CLR Through Bytecode Translation. Due for publication in a special edition of the Journal of Universal Computer Science.


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This package contains Atmel Studio 6.2 project files as well as a Makefile for building the demonstration executable.
This guide is written assuming some experience in working with AVR Microcontrollers and C. Check online for "hello world" style educational tutorials if desired.
Sound output settings can be customized with tinytune/settings.h if you have a different clock speed or wish to change the number of voices/sample rate.
The demo, tinytunetest.c builds several song files, and can be modified to play specific ones by changing the #define test[SONGNAME] line of the file.
// Adding this line should play a bit of music familiar to those who have played
// the NES game Faxanadu, this one is the default for no particular reason.
#define TEST_FAXANADU
// This will play the familiar dungeon theme from the Legend of Zelda.
#define TEST_ZELDA
// And so forth, see tinytune_test.c for more defined songs.
On Debian based distros such as Mint or Ubuntu, the Arduino development package covers all dependencies, so I recommend installing it if you do not have a dev environment set up already.
sudo apt-get install arduino
First, edit the Makefile to specify your MCU programming device, so that AVRDude can program your chip. Mine's an AVRISP Mkii.
This documentation assumes that you have UDEV set up for non-root access to your programming device. If not, run make programfuses_ and make program with sudo.
There are threads online documenting this but be aware that UDEV rules have changed a bit on newer distros.
On Linux Mint 17, I am using this udev rule:
...
It is likely that it would work on ubuntu as well.
Near the top, find the AVRDUDE_PROGRAMMER definition. E.g.
AVRDUDE_PROGRAMMER = avrisp2
AVRDUDE_PORT = usb
Change these to match your particular hardware and save. See the AVRDude documentation for programmer types.
From the tinytune_test path, run:
make clean&& make program_fuses&& make program
If all goes well, this should convert the demo songs to code, build the project, and program the fuses and image onto your device. make program_fuses need only be done once per chip, unless you've changed the fuse settings.
At this point, your device should also be outputing some sound on Pin 3.
[Atmel Studio 6.2] (http://www.atmel.com/tools/atmelstudio.aspx) must be installed, as well as Python (I'm using 2.7.8, not sure if Python 3.x works).
For the Renoise song importer to work, [Python] (https://www.python.org/download) must be installed and [included in the PATH environment variable for windows] (http://superuser.com/questions/143119/how-to-add-python-to-the-windows-path).
Open tinytunetest/tinytunetest.atsln in Atmel Studio.
Make sure the build type is set to Release.
Build the project (F7)
Under the Tools menu, open the Device Programming dialog.
Program your device's fuses (optionally), under the Fuses tab.
These are the settings that I'm using:
SELFPRGEN = [ ]
RSTDISBL = [ ]
DWEN = [ ]
SPIEN = [X]
WDTON = [ ]
EESAVE = [ ]
BODLEVEL = DISABLED
CKDIV8 = [ ]
CKOUT = [ ]
SUT_CKSEL = PLLCLK_16KCK_14CK_4MS
EXTENDED = 0xFF (valid)
HIGH = 0xDF (valid)
LOW = 0xD1 (valid)
The important thing is to have:
SUT_CKSEL = PLLCLK_16KCK_14CK_4MS
Which enables the 16MHz cpu clock and the fast 64MHz PLL clock.
Continue to the Production File tab on the device programming dialog. Select avrtinytune\tinytunetest\Release\tinytune_test.elf and program the device.
At this point, there should be PWM audio playing on Pin 3.


3 writes to IgnoreStop
System.Management.Automation (3)
engine\remoting\common\throttlemanager.cs (3)
352
operation.
IgnoreStop
= true;
403
operation.
IgnoreStop
= true;
505
operation.
IgnoreStop
= true;
1 reference to IgnoreStop
System.Management.Automation (1)
engine\remoting\common\throttlemanager.cs (1)
375
if (operation.
IgnoreStop
)


Welcome to NiceWeather
Detention Avoidance
Family Reunions
Who are You?
Homework Excuses
Meeting an Ex
Complimenting Collectors
Avoiding Gatherings
Dinner Occasions
Furniture Stores
Gift Shop Owners


{{slide.desc}}
Nice chance to save a lot of money
We are open 7 Days a Week 7:00am to 10:00pm
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Passport rules for travel to Europe
after Brexit
Rules for passports
The rules for travel to most countries in Europe will change if the UK leaves the European Union with no deal.
After 29 March 2019:
- You should have 6 months left on your passport from your date of arrival. This applies to adult and child passports.
- If you renewed a 10 year adult passport before it expired, extra months may have been added to your passport's expiry date. These extra months will not count.
The new rules will apply to passports issued by the UK, Gibraltar, Guernsey, the Isle of Man and Jersey.
Check a passport for travel to Europe
Before booking travel, check your adult and child passports meet the new rules.
You can use this tool to check a passport for travel to Europe.
List of countries affected
The new rules will apply for travel to and between countries in the Schengen area. These are:
- Austria
- Belgium
- Czech Republic
- Denmark
- Estonia
- Finland
- France
- Germany
- Greece
- Hungary
- Iceland
- Italy
- Latvia
- Liechtenstein
- Lithuania
- Luxembourg
- Malta
- Netherlands
- Norway
- Poland
- Portugal
- Slovakia
- Slovenia
- Spain
- Sweden
- Switzerland
Travel to other EU countries
The new rules do not apply when travelling to Ireland.
Bulgaria, Croatia, Cyprus and Romania are not in the Schengen area. You should check the entry requirements for these countries.
Applying for a new passport
If your passport doesn't meet the new rules, you should apply for a new passport before travelling to the countries affected.
Do not book travel unless your passport meets the entry requirements of the country you're travelling to.
Make sure you apply in plenty of time. If you need to, you can apply to get a passport urgently.


DRAMA
Minor Monuments adds Thurles tour date
by ReporterSet around a small family farm on the edge of a bog, a few miles from the river Shannon, Minor Monuments is a live audio-visual essay unfolding from the landscape of the Irish midlands.
Taking in the physical and philosophical power of sound and music, and the effects of Alzheimer’s disease on a family, Ian Maleney questions the nature of home, memory, and the complex nature of belonging. The show weaves live reading with voice recordings, music, the ambient sound of the landscape from Ian’s home place, and original film footage shot by Jamie Goldrick.
A thought-provoking and quietly devastating meditation on family and loss, Minor Monuments is a beautiful and unique literary experience.
This is the first show from the new arts publication and production company Holy Show. It’s based on the widely acclaimed book, Minor Monuments, published by the unstoppable hit-makers, Tramp Press.
Minor Monuments: a live audio-visual essay comes to The Source Arts Centre Thurles on Saturday, November 30, 2019. Show begins at 8pm and patrons are advised to arrive at least 30 minutes before the show.
Tickets cost €12 with a concession rate of €10.
To book tickets call the box office on 0504 90204 or for further information visit thesourceartscentre.ie.


Welcome To Foodora!
Making Ordering Easier
Why Do I need Foodora?
Foodora helps you choose what to order at a new restaurant.
How does Foodora work you ask?
What happens when you go to a new restaurant but neither you or your friends have every been there. That is where Foodora comes in. You pull up Foodora enter the restaurant you are at and we will give you food that people with similar tastes have enjoyed.
How do you do this?
When you go to a restaurant, you can rate the food you eat. To do this start the app and go to the ratings page. Once there enter in the restaurant you are at and then the food. Submit those and then enter the ratings from 1 to 5.
This allows us to build up a profile of your likes and dislikes. This will allow us to choose food you will like at new restaurants.
When you go to a new restaurant start the app and click the button new restaurant. Once there enter the restaurant you are out, allow for a few seconds while we figure out what you will like, then see the top three choices that we choose for you. Its easy and will allow for less frustration when going to a new restaurant.
What if I want to change my ratings or see my current ratings for food?
In order to do this go to the favorites page. From there you can see your top picks and pictures that you have assigned to each one. Go to the food you wish to re-rate, change the rating and click submit. This will change the current rating to the newest rating.


CordaClock |
A Clock that tokenizes itself when serialized, and delegates to an underlying Clock implementation. abstract class CordaClock : Clock, SerializeAsToken, CordaServiceInjectable, CordaFlowInjectable |
MemberContext |
interface MemberContext |
MemberInfo |
The member info consist of two parts: Member provided context: Parameters added and signed by member as a part of initial MemberInfo proposal. MGM provided context: Parameters added by MGM as a part of member acceptance. interface MemberInfo |
NetworkParameters |
Note: any values in the networkParametersValues map need to be a.) serializable for P2P (AMQP) and checkpoints (Kryo) b.) comparable with .equals() interface NetworkParameters : CordaServiceInjectable, CordaFlowInjectable |
NodeDiagnosticInfo |
A NodeDiagnosticInfo holds information about the current node version. interface |
ZoneVersionTooLowException |
When a Corda feature cannot be used due to the node's compatibility zone not enforcing a high enough minimum platform version. class ZoneVersionTooLowException : CordaRuntimeException |
MAX_MESSAGE_SIZE |
const val MAX_MESSAGE_SIZE: Int |
MAX_TRANSACTION_SIZE |
const val MAX_TRANSACTION_SIZE: Int |
getValue |
fun <T> MemberContext.getValue(key: String): T fun <T> NetworkParameters.getValue(key: String): T |


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Given a gage pin nominal diameter, tolerance class and sign, this calculator provides the diameter range
of that gage pin according to ASME B89.1.5-1998.
{% with messages = get_flashed_messages() %}
{% include "partials/results.html" %}
{% include "partials/sizediagram.html" %}
{% endwith %}


Hello, World! This is my GitHub webpage that I made for a Spring 2014 Web programming college course. Below are further CSS and Javascript works that I did during my time in college. I am also a Graphic Designer as well, and you can see some of my latest digital prints at James Cho Design dot com.


An abstract view class
Displays a model and updates on changes to it.
Argument: model
The associated instance of the Model class Argument: $view
A jQuery object which is represented by this view
resets the whole view
update the whole view
hide the whole view
show the whole view (after hiding it)
Detach the whole view from its container before removing it
get the jQuery object (this.$view)
Returns: s this.$view


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Or email me directly at {{ site.email }}
PGP Key: View | Download | Copy Copied


A simple way to schedule your work day!
Remember to hit the "save" button to lock in your task for the hour.
8 AM
9 AM
10 AM
11 AM
12 PM
1 PM
2 PM
3 PM
4 PM
5 PM


To become a Silver Ranger your level must be over 40 and you must collect the Mark of the Seeker, the Mark of Life, and the Mark of the Sagittarius.
Your skill level is good but you have not yet brought all the required marks to me. Bring all 3 marks requested and I will change your occupation to Silver Ranger.


We hope you enjoyed it so far, we thank you very much for following the easy.js documentation.
Do not hesitate to open a issue on github if you need to, and do not hesitate to edit the documentation if you find any errors!


|
MOTS Finder
Find non-star-shaped MOTSs
|
Extrinsic curvature of a slice read from simulation data. More...
Public Member Functions | |
| def | __init__ (self, sio_metric) |
| Create a new curvature object belonging to the given metric. More... | |
| def | load_data (self, project=None) |
| Load the data from the data file and store it in an instance variable. More... | |
| def | reset_cache (self) |
| Reset cached values to force re-evaluation upon next request. More... | |
| def | __call__ (self, point, diff=0) |
| Evaluate/interpolate the extrinsic curvature at a point. More... | |
Public Attributes | |
| metric | |
| SioMetric object this extrinsic curvature belongs to. More... | |
Private Member Functions | |
| def | _Kij (self) |
| Full set of component matrices (lazily loaded). More... | |
Private Attributes | |
| _Kij_data | |
| Lazily loaded numerical data. More... | |
| _cache_Kij | |
| Cached tensor components interpolated at the last requested coordinate. More... | |
Extrinsic curvature of a slice read from simulation data.
Objects of this type are usually created from SioMetric objects to represent the extrinsic curvature of the slice. This class uses the configuration of the respective metric object and hence stores a reference to it as instance variable. The metric's data is not actually used, just its configuration (like the interpolation settings or the data file name).
Note that the metric object is responsible for resetting this object's cache when evaluation is requested at a different point than before. Hence, this object informs the metric where it is being evaluated.
| def __init__ | ( | self, | |
| sio_metric | |||
| ) |
Create a new curvature object belonging to the given metric.
| def __call__ | ( | self, | |
| point, | |||
diff = 0 |
|||
| ) |
Evaluate/interpolate the extrinsic curvature at a point.
This respects the interpolate
attribute of the corresponding metric object.
diff=0
, returns a 3x3 matrix representing the extrinsic curvature components at the given point
. If diff=1
, returns a 3x3x3 matrix dk
, where dK[i,j,k]
corresponds to .| point | Point in coordinate space at which to evaluate/interpolate. |
| diff | Derivative order to compute. Default is 0 . |
Notes
Often the curvature and its derivative are both needed for computations at a particular point. This class hence stores the curvature tensor at the last point it was computed making consecutive calls with diff=0
and diff=1
more efficient.
|
private |
Full set of component matrices (lazily loaded).
The returned elements are the xx
, xy
, xz
, yy
, yz
, and zz
components in that order. Each component is a SioDataPatch object.
| def load_data | ( | self, | |
project = None |
|||
| ) |
Load the data from the data file and store it in an instance variable.
| project | The SioProject object. If not given, a new project object is created from the data file stored in the metric. |
| def reset_cache | ( | self | ) |
Reset cached values to force re-evaluation upon next request.
This should be called when the point at which to evaluate/interpolate is different from the last point at which evaluation was done. Users usually don't need to call this themselves as it is called indirectly by the updating mechanism.
|
private |
Cached tensor components interpolated at the last requested coordinate.
|
private |
Lazily loaded numerical data.
| metric |
SioMetric object this extrinsic curvature belongs to.


In this project, we're going to build a ghost-busting game, where ghosts appear randomly and we have to click on them whack-a-mole style.
1) Create a new project. Delete the existing Cat Sprite and choose your own sprite and backdrop.
2) When the flag is clicked, make your ghost hide and show every 2 seconds.
3) Have your ghost's size set randomly every time it shows.
4) Have your ghost go to random places on the page every time it shows.
5) Have your ghost hide for a random amount of time between 1 and 2 seconds.
6) Whenever you click your ghost, have it disappear while making a sound.
7) Add a score variable (in Data) that keeps track of how many ghosts you click. (Hint: use for all sprites)
8) Add a timer variable (in Data) that counts down from 20 when you click the flag.
9) Add one more ghost. (Hint: You can duplicate sprites in Scratch)
10) Share your game publicly by clicking the share button in the top-right corner and submit it below.


My name is Maritza Alas, I am a Software Engineer with a B.A. in Theatre and Film-Making from the University of California, Riverside.
I love sewing vintage garments, watching reruns of
Golden Girls and playing The Legend of Zelda.
The outburst I had at JoAnn’s Fabrics is not reflective of who I am.
— Myrna Tellingheusen (@PearlsFromMyrna) December 16, 2017