|
UMI3D Unity SDK
2.5.b.221125
A UMI3D sdk implementation using Unity
|
Animation applied on a node through several operations. More...
Classes | |
| class | OperationChain |
| Operation to apply as an animation node. More... | |
Public Member Functions | |||||
| UMI3DNodeAnimation (UMI3DNodeAnimationDto dto) | |||||
| override float | GetProgress () | ||||
Get the current progress of the animation between 0 (start) and 1 (end).
| |||||
| override void | Start () | ||||
| Play the animation. More... | |||||
| override void | Stop () | ||||
| Interrupt the animation. More... | |||||
| override void | OnEnd () | ||||
| Performed at the end of the animation. More... | |||||
| override bool | SetUMI3DProperty (UMI3DEntityInstance entity, SetEntityPropertyDto property) | ||||
Update an UMI3D Property.
| |||||
| override bool | SetUMI3DProperty (UMI3DEntityInstance entity, uint operationId, uint propertyKey, ByteContainer container) | ||||
| override void | Start (float atTime) | ||||
Play animation starting from atTime , a value between 0 and 1.
| |||||
| override void | SetProgress (long frame) | ||||
Set the current progress of the animation between 0 (start) and 1 (end).
| |||||
| Public Member Functions inherited from umi3d.cdk.UMI3DAbstractAnimation | |||||
| virtual bool | SetUMI3DProperty (UMI3DEntityInstance entity, SetEntityPropertyDto property) | ||||
| Update an UMI3D Property. More... | |||||
| virtual bool | SetUMI3DProperty (UMI3DEntityInstance entity, uint operationId, uint propertyKey, ByteContainer container) | ||||
| UMI3DAbstractAnimation (UMI3DAbstractAnimationDto dto) | |||||
| async void | Destroy () | ||||
| Remove the animation from the environment. More... | |||||
| abstract float | GetProgress () | ||||
| Get the current progress of the animation between 0 (start) and 1 (end). More... | |||||
| abstract void | SetProgress (long frame) | ||||
| Set the current progress of the animation between 0 (start) and 1 (end). More... | |||||
| abstract void | Start () | ||||
| Play the animation. More... | |||||
| abstract void | Start (float atTime) | ||||
| Play animation starting from atTime , a value between 0 and 1. More... | |||||
| abstract void | Stop () | ||||
| Interrupt the animation. More... | |||||
| virtual void | OnEnd () | ||||
| Performed at the end of the animation. More... | |||||
Static Public Member Functions | |
| static new UMI3DNodeAnimation | Get (ulong id) |
| Get an UMI3DNodeAnimation by id. More... | |
| static bool | ReadMyUMI3DProperty (ref object value, uint propertyKey, ByteContainer container) |
| Static Public Member Functions inherited from umi3d.cdk.UMI3DAbstractAnimation | |
| static UMI3DAbstractAnimation | Get (ulong id) |
| Get an animation by id. More... | |
| static bool | ReadUMI3DProperty (ref object value, uint propertyKey, ByteContainer container) |
Properties | |
| new UMI3DNodeAnimationDto | dto [get, set] |
| DTO local copy. More... | |
| Properties inherited from umi3d.cdk.UMI3DAbstractAnimation | |
| UMI3DAbstractAnimationDto | dto [get, set] |
| DTO local copy. More... | |
Animation applied on a node through several operations.
| umi3d.cdk.UMI3DNodeAnimation.UMI3DNodeAnimation | ( | UMI3DNodeAnimationDto | dto | ) |
|
static |
|
virtual |
Get the current progress of the animation between 0 (start) and 1 (end).
Implements umi3d.cdk.UMI3DAbstractAnimation.
|
virtual |
Performed at the end of the animation.
Reimplemented from umi3d.cdk.UMI3DAbstractAnimation.
|
static |
|
virtual |
Set the current progress of the animation between 0 (start) and 1 (end).
Implements umi3d.cdk.UMI3DAbstractAnimation.
|
virtual |
Update an UMI3D Property.
| entity | |
| property |
Reimplemented from umi3d.cdk.UMI3DAbstractAnimation.
|
virtual |
Reimplemented from umi3d.cdk.UMI3DAbstractAnimation.
|
virtual |
Play the animation.
Implements umi3d.cdk.UMI3DAbstractAnimation.
|
virtual |
Play animation starting from atTime , a value between 0 and 1.
| atTime | Time in ms |
Implements umi3d.cdk.UMI3DAbstractAnimation.
|
virtual |
Interrupt the animation.
Implements umi3d.cdk.UMI3DAbstractAnimation.
|
getsetprotected |
DTO local copy.


I've spent the last few years working on thousands of WooCommerce stores. Big or small, they all had the same problem. A lack of actionable analytics.
I want to fix that.
Over the next couple months I'll be building Metorik, an all-in-one analytics tool built just for WooCommerce.
A single dashboard unifying your store's orders, customers & more. Insight into your store's health through its KPIs. Powerful search, filtering, and exporting. Periodic reports. Beautiful, interactive charts. And this is all just to begin with.
Want to know more and be a beta user? Me too!


Smoothed analysis in distributed computing
13 Jan 2020Happy 2020! A short post about smoothed analysis in distributed computing.
Smoothed analysis is about a complexity measure in between the complexity on random instances and the complexity on worst-case instances. It basically asks about the complexity on the worst instance, but with a small random permutation. The goal of this measure is to better capture the complexity observed in practice.
For example, the simplex algorithm performs very well in practice but is proved to be exponential in the worst-case. This means that worst-case complexity is not the right tool to evaluate this algorithm. But if you consider a bit of noise, then the simplex algorithm becomes polynomial! More precisely the complexity is bounded by a polynomial in $n$ and $1/\sigma$, where $\sigma$ is the standard deviation of the gaussian noise. This somehow explains why the simplex is so good in practice: the examples where it is exponential are very special constructions, that are eliminated by small perturbations.
I was recentely asked whether there exists some smoothed analysis in network distributed computing. There is actually a recent paper that started that. It does a smoothed analysis of distributed minimum spanning tree.
A problem with smoothed analysis, or a feature maybe, is that it can be made in different ways, in particular a question is: What kind of noise do you consider? When there are numerical inputs, you can modify these inputs with a gaussian noise. But in the case of minimum spanning tree, small perturbations of the weights do not change much. More precisely, given a difficult instance, one would have to add a noise of the same order of magnitude as the weights to break the lower bound. Instead, the authors of the paper above consider a model where each node is allowed to ask for a new adjacent random edge at each round. These new edges have infinite weight thus they are not useful for the MST, only for the communication. This seems a rather strange model, but I can imagine that a lot of more natural variants do not make sense.
More generally, a problem I can see with smoothed analysis for the LOCAL model for example, is that it is based on the idea that random instances are easy. For graphs, a natural choice of random instances, is Erdos-Renyi graphs, but these are not always easy for distributed algorithms: they are sometimes used as lower bound instances (or more precisely they are expanders, and have logarithmic girth, which are two properties that often pop up in lower bounds). Some graphs that are somehow easy are grids, but I don’t know what kind of random transformation you can apply to a graph to make it more grid-like.
One could also play with the identifiers. For example a random identifier assignment often boils down to a randomized algorithms (see this), and maybe some slightly random assignement could make sense.


Introducing Job Browser
The Job Browser application lets you to examine the Hadoop MapReduce jobs running on your Hadoop cluster. Job Browser presents the job and tasks in layers. The top layer is a list of jobs, and you can link to a list of that job's tasks. You can then view a task's attempts and the properties of each attempt, such as state, start and end time, and output size. To troubleshoot failed jobs, you can also view the logs of each attempt.
Contents
Job Browser Installation and Configuration
Job Browser is one of the applications that is installed as part of Hue.
By default, a JobBrowser user can see submitted job information for all users – both his/her own jobs and those of other users. If this behavior is not desirable, you can change the value of the share_jobs property under the [jobbrowser] section in the etc/hue/hue.ini file. Setting this property to false will restrict the viewing of submitted jobs to only the job submitter and Hue administrators.
Starting Job Browser
To start Job Browser, click the Job Browser icon ( ) in the navigation bar at the top of the Hue web page.
If there are no jobs that have been run, the Welcome to the Job Browser page opens, with links to the Job Designer and Beeswax.
If there are jobs running, then the Job Browser list appears.
Filtering the Job Browser List
To filter the jobs displayed in the Job Browser list:
- To filter the jobs by their state (such as Running or Completed), choose a state from the Job status drop-down menu.
- To filter by a user who ran the jobs, enter the user's name in the User Name query box.
- To filter by job name, enter the name in the Text query box.
- To clear the filters, choose All States from the Job status drop-down menu and delete any text in the User Name and Text query boxes.
- To display retired jobs, check the Show retired jobs checkbox. Retired jobs show somewhat limited information – for example, information on maps and reduces and job duration is not available. Jobs are designated as Retired by the JobTracker based on the value of mapred.jobtracker.retirejob.interval. The retired jobs no longer display after the JobTracker is restarted.
Viewing Job Information and Logs
To view job information for an individual job:
- In the Job Browser window, click View at the right of the job you want to view.
This shows the Job page for the job, with the recent tasks associated with the job are displayed in the Tasks tab.
- Click the Metadata tab to view the metadata for this job.
- Click the Counters tab to view the counter metrics for the job.
To view details about the tasks associated with the job:
- In the Job window, click the View All Tasks link at the right just above the Recent Tasks list.
This lists all the tasks associated with the job.
- Click Attempts to the right of a task to view the attempts for that task.
To view information about an individual task:
- in the Job window, click the View link to the right of the task.
The attempts associated with the task are displayed.
- Click the Metadata tab to view metadata for this task.
The metadata associated with the task is displayed.
- To view the Hadoop counters for a task, click the Counters tab.
The counters associated with the task are displayed.
- To return to the Job window for this job, click the job number in the status panel at the left of the window.
To view details about a task attempt:
- In the Job Task window, click the View link to the right of the task attempt.
The metadata associated with the attempt is displayed under the Metadata tab.
- To view the Hadoop counters for the task attempt, click the Counters tab.
The counters associated with the attempt are displayed.
- To view the logs associated with the task attempt, click the Logs tab.
The logs associated with the task attempt are displayed.
- To return to the list of tasks for the current job, click the task number in the status panel at the left of the window.
Viewing Job Output
To view job output:
- In the Job Browser window, double-click the job.
- To view the output of the job, click the link under Output in the status panel at the left of the window.
This takes you to the job output directory in the File Browser.


Syntax:
decode-universal-time universal-time &optional time-zone
=> second, minute, hour, date, month, year, day, daylight-p, zone
Arguments and Values:
universal-time---a universal time.
time-zone---a time zone.
second, minute, hour, date, month, year, day, daylight-p, zone---a decoded time.
Description:
Returns the decoded time represented by the given universal time.
If time-zone is not supplied, it defaults to the current time zone adjusted for daylight saving time. If time-zone is supplied, daylight saving time information is ignored. The daylight saving time flag is nil if time-zone is supplied.
Examples:
(decode-universal-time 0 0) => 0, 0, 0, 1, 1, 1900, 0, false, 0 ;; The next two examples assume Eastern Daylight Time. (decode-universal-time<PHONE_NUMBER> 5) => 0, 0, 1, 4, 7, 1976, 6, false, 5 (decode-universal-time<PHONE_NUMBER>) => 0, 0, 1, 4, 7, 1976, 6, true, 5 ;; This example assumes that the time zone is Eastern Daylight Time ;; (and that the time zone is constant throughout the example). (let* ((here (nth 8 (multiple-value-list (get-decoded-time)))) ;Time zone (recently (get-universal-time)) (a (nthcdr 7 (multiple-value-list (decode-universal-time recently)))) (b (nthcdr 7 (multiple-value-list (decode-universal-time recently here))))) (list a b (equal a b))) => ((T 5) (NIL 5) NIL)
Affected By:
Implementation-dependent mechanisms for calculating when or if daylight savings time is in effect for any given session.
Exceptional Situations: None.
See Also:
encode-universal-time, get-universal-time, Section 25.1.4 (Time)
Notes: None.


Biotechnology is a combination of two subjects- Biology and Technology. Broadly speaking, it brings together concepts of Biology and Engineering and aims at putting concepts of both these subjects together, in a bid to enrich our lives and make innovative developments.
Biotechnology course material can be classified into two sections- theory section and practical section. In theory section, students will have to deal with subjects related to biology as well as basic technology concepts.
12th Science stream students are eligible to apply for this course. Both PCM (Physics, Chemistry and Mathematics) as well as PCB (Physics, Chemistry and Biology) group students are eligible for this course.
Students have to appear for State wide as well as National level admission entrance tests to get admission in Government approved Institutes.
B.Sc. Biotechnology course is a 3 years long course. Theory, practical and research project- all these parts have to be dealt with in these 3 years duration.
The major advantage of doing a B.Sc. course in this subject is that the course duration is short, when compared to a B.E./B.Tech. program. B.Sc. course takes 3 years to complete. Whereas B.E./B.Tech. program takes 4 years.
Another advantage is the relatively low saturation level in this field. From facts and figures, it is quite evident that B.Sc. Biotechnology is not a very popular professional course among 12th Science students. Students prefer courses like B.E./B.Tech., MBBS, BDS etc. On seeing the ‘B.Sc.’ label, they tend to ignore Biotechnology course. This has resulted in relatively less number of takers for this course. Ultimately, this has resulted in low job market saturation too! So, it is safe to say that finding a good job after graduation won’t be a tough task, when compared to heavily saturated courses!
CAREER PROSPECTS, JOB OPPORTUNITIES, SALARY AND SCOPEAs I pointed out above, this is a rapidly developing field. Many private businesses are exploring this field and heavily investing in it. It is safe to say that there are ample job opportunities for Biotechnology graduates in private sector. Government sector too offers job opportunities, but not in the scale in which private sector does.
Some prominent industries where Biotechnology professionals may find jobs are- Pharmaceuticals Industry, Healthcare sector, Chemical Industry and Research sector.
Research sector in particular is quite lucrative. One may build a rewarding career in this field. To thrive in this field, one must possess B.Sc. as well as M.Sc. Degree! Average starting salary generally is between 2- 5 Lakh Rupees per year.
Then comes the attractive prospect of availability of lucrative scholarships. Many State Governments are offering all studies expense covering scholarships to meritorious students, who choose to pursue B.Sc. course. Such scholarships are provided to students scoring above 85% merit marks only.
Biotechnology is a rapidly developing sector. Advancements are being made at good pace in this sector. Big firms are pouring in big money into it and new business opportunities are developing in this sector. These things have led to huge increase in job openings in this sector. In short, Biotechnology graduates are in huge demand these days.


Class NoteEvent
Abstraction of MIDI Note On and Note Off events.
Handles both.
See also:
Info:
- License: MIT
- Author: Pedro Alves Valentim
Functions
| NoteEvent:new (fields) | Creates a new NoteEvent. |
Methods
| NoteEvent:print () | Prints event's data in a human-friendly style |
| NoteEvent:set_pitch (pitch) | Sets NoteEvent's pitch |
| NoteEvent:set_duration (duration) | Sets NoteEvent's duration |
| NoteEvent:set_rest (rest) | Sets NoteEvent's rest |
| NoteEvent:set_velocity (velocity) | Sets NoteEvent's velocity |
| NoteEvent:set_sequential (sequential) | Sets NoteEvent's sequential property |
| NoteEvent:set_repetition (repetition) | Sets NoteEvent's repetition |
| NoteEvent:set_channel (channel) | Sets NoteEvent's channel |
| NoteEvent:get_pitch () | Gets pitch(es) of NoteEvent |
| NoteEvent:get_duration () | Gets duration of NoteEvent |
| NoteEvent:get_rest () | Gets rest duration of NoteEvent |
| NoteEvent:get_velocity () | Gets velocity of NoteEvent |
| NoteEvent:get_sequential () | Gets sequentiallity of NoteEvent |
| NoteEvent:get_repetition () | Gets repetition value of NoteEvent |
| NoteEvent:get_channel () | Gets channel # of NoteEvent |
Functions
- NoteEvent:new (fields)
-
Creates a new NoteEvent. Receives a
fields
table as parameter. This table is expected to have some (or all) of these fields:Name Type Description pitch string, number or array Note (or array of notes) to be triggered. Can be a string or valid MIDI note code. Format for string is C#4
.duration string or array How long the note should sound. 1
: whole2
: halfd2
: dotted half4
: quarterd4
: dotted quarter8
: eighth8t
: eighth tripletd8
: dotted eighth16
: sixteenthTn
: where n is an explicit number of ticks
4
rest string Rest before sounding note. Takes same values as duration. Default: 0
velocity number How loud the note should sound, values 1-100. Default: 50
sequential boolean If true then array of pitches will be played sequentially as opposed to simulatanously. Default: false
repetition number How many times this event should be repeated. Default: 1
channel number MIDI channel to use. Default: 1
Note:
pitch
is the only required fieldParameters:
- fields a table containing NoteEvent's proprieties
Returns:
-
new NoteEvent object
Methods
- NoteEvent:print ()
- Prints event's data in a human-friendly style
- NoteEvent:set_pitch (pitch)
-
Sets NoteEvent's pitch
Parameters:
- pitch takes the same values as the pitch field passed to the constructor.
Returns:
-
NoteEvent with new pitch
- NoteEvent:set_duration (duration)
-
Sets NoteEvent's duration
Parameters:
- duration takes the same values as the duration field passed to the constructor.
Returns:
-
NoteEvent with new duration
- NoteEvent:set_rest (rest)
-
Sets NoteEvent's rest
Parameters:
- rest takes the same values as the rest field passed to the constructor.
Returns:
-
NoteEvent with new rest
- NoteEvent:set_velocity (velocity)
-
Sets NoteEvent's velocity
Parameters:
- velocity number loudness of the note sound. Values from 1-100.
Returns:
-
NoteEvent with new velocity
- NoteEvent:set_sequential (sequential)
-
Sets NoteEvent's sequential property
Parameters:
- sequential
bool
true
to play the pitches (ifpitch
is an array) sequentially.
Returns:
-
NoteEvent with new sequential property
- sequential
bool
- NoteEvent:set_repetition (repetition)
-
Sets NoteEvent's repetition
Parameters:
- repetition number number of times this NoteEvent will be repeated.
Returns:
-
NoteEvent with new repetition
- NoteEvent:set_channel (channel)
-
Sets NoteEvent's channel
Parameters:
- channel number MIDI channel # (1-16).
Returns:
-
NoteEvent with new channel
- NoteEvent:get_pitch ()
-
Gets pitch(es) of NoteEvent
Returns:
-
NoteEvent's pitch value
- NoteEvent:get_duration ()
-
Gets duration of NoteEvent
Returns:
-
NoteEvent's duration value
- NoteEvent:get_rest ()
-
Gets rest duration of NoteEvent
Returns:
-
NoteEvent's rest value
- NoteEvent:get_velocity ()
-
Gets velocity of NoteEvent
Returns:
-
NoteEvent's velocity value
- NoteEvent:get_sequential ()
-
Gets sequentiallity of NoteEvent
Returns:
-
NoteEvent's sequential value
- NoteEvent:get_repetition ()
-
Gets repetition value of NoteEvent
Returns:
-
NoteEvent's repetition value
- NoteEvent:get_channel ()
-
Gets channel # of NoteEvent
Returns:
-
NoteEvent's channel value


This chapter discusses further concepts that lie at the core of probability theory.
A set, broadly defined, is a collection of objects. In the context of probability theory, we use set notation to specify compound events. For example, we can represent the event "roll an even number" by the set {2, 4, 6}. For this reason it is important to be familiar with the algebra of sets. Use the set constructor below to build a set, then press "Submit" to see your set visualized in the Venn diagram. You can also move and resize the circles by dragging and dropping.
You may wish to use the visualization to verify some of the following set identities.
It can be surprisingly difficult to count the number of sequences or sets satisfying certain conditions. For example, consider a bag of marbles in which each marble is a different color. If we draw marbles one at a time from the bag without replacement, how many different ordered sequences (permutations) of the marbles are possible? How many different unordered sets (combinations)?
Choose how many marbles the bag should contain.
Click on the table below to visualize all possible permutations or combinations of the marbles.
| \(\displaystyle{n}\) | 0 | 1 | 2 | 3 | 4 |
| \(\displaystyle{P_{n,r}}\) | 1 |
Conditional probabilities allow us to account for information we have about our system of interest. For example, we might expect the probability that it will rain tomorrow (in general) to be smaller than the probability it will rain tomorrow given that it is cloudy today. This latter probability is a conditional probability, since it accounts for relevant information that we possess.
Mathematically, computing a conditional probability amounts to shrinking our sample space to a particular event. So in our rain example, instead of looking at how often it rains on any day in general, we "pretend" that our sample space consists of only those days for which the previous day was cloudy. We then determine how many of those days were rainy.
Click on the tabs below to visualize the shrinking of the sample space.
This visualization was adapted from Victor Powell's fantastic visualization of conditional probability.


Reports any instance of
for
,
while
and
do
statements whose bodies are guaranteed to execute at most once. Normally, this is an indication of a bug.
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“Guest Lecture on “Cancers in Women and its awareness””
About the Event
Guest Lecture on “Cancers in Women and its awareness”
Date: 7/03/19
Time: 11:20 PM to 02:00 PM
School:
School of Applied Sciences
Venue:
Library Seminar Hall, REVA University
Description of Event:
On account of International Women’s Day, The Department of Biochemistry, School of Applied sciences organized a Guest Lecture on “Cancers in Women and its awareness” under Bioquimica forum on 7/03/19 at Library Seminar Hall, REVA University.
Resource Person was Dr Ajay Rao P, Chief consultant Radiology oncologist, Cytecare Cancer Hospitals. Around 150 female students and Faculty members were a part of this Guest Lecture. The most common types of cancer in women were discussed and
some of the misconceptions in the subject was clarified. In a nutshell, it was a very informative lecture that we received on this women’s day. In continuation to this, screening and mammogram test was organized for the female staff of our
university in association with Cytecare cancer hospitals under Unnathi Women’s forum on 8th March 2019. Around 40 female staff underwent the screening process as a self-care for this women’s day.
Some Snappets of Event
DEPARTMENT OF CHEMISTRY
As a part of Science Appreciation Club activity, we the Department of Chemistry in association with Department of Biochemistry and Biotechnology,School of Applied Sciences, REVA University, Bangalore organized an Industry Expert R&D Lectureon “Newer Trends of Drug Discovery and Enzyme Biotherapeutics” on 11th March 2019 at 9 AM in the Seminar Hall-1, Basement, Vivekananda Block, REVA University for the students of MSc., Chemistry, Biochemistry and Biotechnology, Research scholars and Staff.
The expert lecture was delivered by:
Dr. Ramesh Babu Boga
PhD President & CEO Boga RLaboratoties LLC, USA.
The Expert lecture focused on the following key points:
- Challenging tasks encountered during the development of new drugs for various new diseases
- New Chemical Entities (NCEs) – origin, structure determination and synthesis
- Hi Tech Security Office – REVA University main gate
- DNA-encoded chemical libraries and their utilities
- Application of Enzyme Technology for new drug discovery in pharma and biotechnology
The talk follows interactive discussions and Q&A.
Following are the outcomes achieved:
- Understanding the importance of organic/medicinal/biochemistry in pharma
- Learning newer chemical and biomolecular approaches in drug discovery
- Application of enzymes as biocatalysts
- Understanding the applications of DNA based chemical libraries
- Identification of disease targets are based on the enzymes, and enzymology
- The students explored to new innovations in the drug discovery program
- Importance of enzymology and enzyme technology
Then session concluded with encouraging thoughts and Dr. Babu also shared opportunities in his company in India and USA. Before the presentation, Dr. Ramesh Babu Boga also felicitated by Dr. Ramesh, Dr. Divakar, Dr. M. S. Reddy, Dr. Seeta Rama Raju and Dr. Nagendra, as a token of gratitude on behalf of REVA University.
We would like to thank our beloved Chancellor Sir,Dr. P. Shyama Raju for providing all facility and support to conduct such programs. We also thank Vice Chancellor Sir, Dr. S. Y.Kulkarni, Registrar Sir, Dr. M. Dhanamjaya, Dean, Placement, Training, and Planning Dr. N. Ramesh Sir for their motivation to conduct Industry Expert R&D Lecture.
We would like to thank the Resource person, Dr. Ramesh Babu Boga President, BogaR Laboratories LLC, USA for delivered the industry expert R&D talk, we also thankDr. Divakar, Director for R&I and Dr. Beena G, Associate DEAN, School of Applied Sciences for them continues support and encouragement towards academic activities of the school.
We extend our sincere thanks to Dr. Jayashree, Co-ordinator,Department of Biochemistry, Prof. Shilpa, Co-ordinator,Department of Biotechnology and Own department Colleagues for their support and association with us for organizing the expert lecture.
Some Snappets of Event


Mathematical Documentation
The Faust compiler provides a mechanism to produce a self-describing documentation of the mathematical semantic of a Faust program, essentially as a pdf file. The corresponding options are -mdoc
(short) or --mathdoc
(long).
Goals of the Mathdoc
There are three main goals, or uses, of the Faust mathematical documentation generator:
- to preserve signal processors, independently from any computer language but only under a mathematical form,
- to bring some help for debugging tasks, by showing the formulas as they are really computed after the compilation stage,
- to give a new teaching support, as a bridge between code and formulas for signal processing.
Installation Requirements
faust
, of course!svg2pdf
(from the Cairo 2D graphics library), to convert block-diagrams, as Latex doesn't embed SVG directly,breqn
, a Latex package to handle automatic breaking of long equations,pdflatex
, to compile the Latex output file.
Generating the Mathdoc
The easiest way to generate the complete mathematical documentation is to call the faust2mathdoc
script on a Faust file, as the -mdoc
option leaves the process of generating the documentation unfinished (only the source is produced).
Invoking the -mdoc
Option
Calling directly faust -mdoc
does only the first part of the work, generating:
- a top-level directory, suffixed with
-mdoc
, - 5 subdirectories (
cpp/
,pdf/
,src/
,svg/
,tex/
), - a Latex file containing the formulas,
- SVG files for block-diagrams.
At this stage:
cpp/
remains empty,pdf/
remains empty,src/
contains all the used Faust sources (even libraries),svg/
contains SVG block-diagram files,tex/
contains the generated Latex file.
Invoking faust2mathdoc
The faust2mathdoc
script calls faust --mathdoc
first, then it finishes the work:
- moving the output C++ file into
cpp/
, - converting all SVG files into pdf files (you must have
svg2pdf
installed, from the Cairo 2D graphics library), - launching
pdflatex
on the Latex file (you must have bothpdflatex
and thebreqn
package installed), - moving the resulting pdf file into
pdf/
.
Automatic Documentation
By default, when no <mdoc>
tag can be found in the input Faust file, the -mdoc
option automatically generates a Latex file with four sections:
- Equations of process, gathering all formulas needed for
process
, - Block-diagram schema of process, showing the top-level block-diagram of
process
, - Notice of this documentation, summing up generation and conventions information,
- Complete listing of the input code, listing all needed input files (including libraries).
Manual Documentation
You can specify yourself the documentation instead of using the automatic mode, with five xml-like tags. That allows you to modify the presentation and to add your own comments, not only on process
, but also about any expression you'd like to. Note that as soon as you declare an <mdoc>
tag inside your Faust file, the default structure of the automatic mode is ignored, and all the Latex stuff becomes up to you!
Six Tags
Here are the six specific tags:
<mdoc></mdoc>
, to open a documentation field in the Faust code,<equation></equation>
, to get equations of a Faust expression,<diagram></diagram>
, to get the top-level block-diagram of a Faust expression,<metadata></metadata>
, to reference Faust metadatas (cf. declarations), calling the corresponding keyword,<notice />
, to insert the "adaptive" notice all formulas actually printed,<listing [attributes] />
, to insert the listing of Faust files called.
The <listing />
tag can have up to three boolean attributes (set to true
by default):
mdoctags
for<mdoc>
tags;dependencies
for other files dependencies;distributed
for the distribution of interleaved Faust code between<mdoc>
sections.
The mdoc
Top-Level Tags
The <mdoc></mdoc>
tags are the top-level delimiters for Faust mathematical documentation sections. This means that the four other documentation tags can't be used outside these pairs.
In addition of the four inner tags, <mdoc></mdoc>
tags accept free Latex text, including its standard macros (like \section
, \emph
, etc.). This allows to manage the presentation of resulting tex file directly from within the input Faust file.
The complete list of the Latex packages included by Faust can be found in the file architecture/latexheader.tex
.
An Example of Manual Mathdoc
<mdoc>
\title{<metadata>name</metadata>}
\author{<metadata>author</metadata>}
\date{\today}
\maketitle
\begin{tabular}{ll}
\hline
\textbf{name} & <metadata>name</metadata> \\
\textbf{version} & <metadata>version</metadata> \\
\textbf{author} & <metadata>author</metadata> \\
\textbf{license} & <metadata>license</metadata> \\
\textbf{copyright} & <metadata>copyright</metadata> \\
\hline
\end{tabular}
\bigskip
</mdoc>
//-----------------------------------------------------------------
// Noise generator and demo file for the Faust math documentation
//-----------------------------------------------------------------
declare name "Noise";
declare version "1.1";
declare author "Grame";
declare author "Yghe";
declare license "BSD";
declare copyright "(c)GRAME 2009";
<mdoc>
\section{Presentation of the "noise.dsp" Faust program}
This program describes a white noise generator with an interactive volume,
using a random function.
\subsection{The random function}
</mdoc>
random = +(12345)~*(1103515245);
<mdoc>
The \texttt{random} function describes a generator of random numbers, which
equation follows. You should notice hereby the use of an integer arithmetic on
32 bits, relying on integer wrapping for big numbers.
<equation>random</equation>
\subsection{The noise function}
</mdoc>
noise = random/2147483647.0;
<mdoc>
The white noise then corresponds to:
<equation>noise</equation>
\subsection{Just add a user interface element to play volume!}
</mdoc>
process = noise * vslider("Volume[style:knob]", 0, 0, 1, 0.1);
<mdoc>
Endly, the sound level of this program is controlled by a user slider, which
gives the following equation:
<equation>process</equation>
\section{Block-diagram schema of process}
This process is illustrated on figure 1.
<diagram>process</diagram>
\section{Notice of this documentation}
You might be careful of certain information and naming conventions used in this
documentation:
<notice />
\section{Listing of the input code}
The following listing shows the input Faust code, parsed to compile this
mathematical documentation.
<listing mdoctags="false" dependencies="false" distributed="true" />
</mdoc>
The -stripmdoc
Option
The listing of the input code contains all the mathdoc text. As it may be useless in certain cases, we provide an option to strip mathdoc contents directly at compilation stage: -stripmdoc
(short) or --strip-mdoc-tags
(long).
Localization of Mathdoc Files
By default, texts used by the documentator are in English, but you can specify another language (French, German and Italian at the moment), using the -mdlang
(or --mathdoc-lang
) option with a two-letters argument (en
, fr
, it
, etc.).
The faust2mathdoc
script also supports this option, plus a third short form with -l
:
faust2mathdoc -l fr myfaustfile.dsp
If you would like to contribute to the localization effort, feel free to translate the mathdoc texts from any of the mathdoctexts-*.txt
files, that are in the architecture
directory (mathdoctexts-fr.txt
, mathdoctexts-it.txt
, etc.). As these files are dynamically loaded, just adding a new file with an appropriate name should work.
Summary of the Mathdoc Generation Steps
- First, to get the full mathematical documentation done on your Faust file, call
faust2mathdoc myfaustfile.dsp
. - Then, open the pdf file
myfaustfile-mdoc/pdf/myfaustfile.pdf
. - That's all !


Public 成员函数 | |
| boolean | isSupportUIntBuffers () |
| int | getMaxTextureSize () |
| int | getMaxCombinedTextureUnits () |
| int | getMaxCubeMapTextureSize () |
| int | getMaxFragmentUniformVectors () |
| int | getMaxRenderbufferSize () |
| int | getMaxTextureImageUnits () |
| int | getMaxVaryingVectors () |
| int | getMaxVertexAttribs () |
| int | getMaxVertexTextureImageUnits () |
| int | getMaxVertexUniformVectors () |
| int | getMaxViewportWidth () |
| int | getMaxViewportHeight () |
| int | getMinAliasedLineWidth () |
| int | getMaxAliasedLineWidth () |
| int | getMinAliasedPointSize () |
| int | getMaxAliasedPointSize () |
| String | toString () |
静态 Public 成员函数 | |
| static YGL_Configuration | getInstanceInGL () |
开放图库（ OpenGL）的配置清单
|
static |
| int ygame.framework.core.YGL_Configuration.getMaxAliasedLineWidth | ( | ) |
Indicates the maximum width supported for aliased lines
| int ygame.framework.core.YGL_Configuration.getMaxAliasedPointSize | ( | ) |
Indicates the maximum size supported for aliased points
| int ygame.framework.core.YGL_Configuration.getMaxCombinedTextureUnits | ( | ) |
The maximum supported texture image units that can be used to access texture maps from the vertex shader and the fragment processor combined. If both the vertex shader and the fragment processing stage access the same texture image unit, then that counts as using two texture image units against this limit.
| int ygame.framework.core.YGL_Configuration.getMaxCubeMapTextureSize | ( | ) |
The value gives a rough estimate of the largest cube-map texture that the GL can handle. The value must be at least 1024.
| int ygame.framework.core.YGL_Configuration.getMaxFragmentUniformVectors | ( | ) |
The maximum number of individual 4-vectors of floating-point, integer, or boolean values that can be held in uniform variable storage for a fragment shader.
| int ygame.framework.core.YGL_Configuration.getMaxRenderbufferSize | ( | ) |
Indicates the maximum supported size for renderbuffers.
| int ygame.framework.core.YGL_Configuration.getMaxTextureImageUnits | ( | ) |
The maximum supported texture image units that can be used to access texture maps from the fragment shader.
| int ygame.framework.core.YGL_Configuration.getMaxTextureSize | ( | ) |
A rough estimate of the largest texture that OpenGL can handle.
| int ygame.framework.core.YGL_Configuration.getMaxVaryingVectors | ( | ) |
The maximum number of 4-vectors for varying variables.
| int ygame.framework.core.YGL_Configuration.getMaxVertexAttribs | ( | ) |
The maximum number of 4-component generic vertex attributes accessible to a vertex shader.
| int ygame.framework.core.YGL_Configuration.getMaxVertexTextureImageUnits | ( | ) |
The maximum supported texture image units that can be used to access texture maps from the vertex shader.
| int ygame.framework.core.YGL_Configuration.getMaxVertexUniformVectors | ( | ) |
The maximum number of 4-vectors that may be held in uniform variable storage for the vertex shader.
| int ygame.framework.core.YGL_Configuration.getMaxViewportHeight | ( | ) |
The maximum supported viewport height
| int ygame.framework.core.YGL_Configuration.getMaxViewportWidth | ( | ) |
The maximum supported viewport width
| int ygame.framework.core.YGL_Configuration.getMinAliasedLineWidth | ( | ) |
Indicates the minimum width supported for aliased lines
| int ygame.framework.core.YGL_Configuration.getMinAliasedPointSize | ( | ) |
Indicates the minimum size supported for aliased points
| boolean ygame.framework.core.YGL_Configuration.isSupportUIntBuffers | ( | ) |
| String ygame.framework.core.YGL_Configuration.toString | ( | ) |


Eggcelent Skill! Snake Gobbles Up Quail Egg in One Gulp
Unlike a mammalian predator's jaw, which is built for brute force, a snake's is rigged with tendons, muscles, and ligaments that allow it to open wide and scarf down super-sized meals in one bite.
Dasypeltis scabra, a serpent originating in Africa, is better known as an egg-eating snake. This video, posted on Twitter, perfectly exemplifies where the reptile got its name from.
The snake is seen devouring an entire quail egg with almost no effort thanks to its awesome (although a little disturbing) ability to stretch its mouth.
Those who are terrified of the little creature - don't fret! The snake is non-venomous, has no teeth and feeds exclusively on eggs.


CheckAustralianProjection by Manfred Egger
Write unknown coordinate in the fields: X:
Y:
Use Zoom and Pan to find the place, where your unknown coordinate is located:
Map Center: LAT:
LON:
Copyright: Manfred Egger, 2016. Web:
http://www.egger-gis.at
. This tool is using:
https://openlayers.org/
.
This service is including this EPSG-CODES: 4326, 28348, 28349, 28350, 28351, 28352, 28353, 28354, 28355, 28356, 28357, 28358, 3113, 3111, 3107, 3308, 3112, 3577


Smith outlines how Aston Villa can improve following Newcastle victory
Aston Villa boss Dean Smith has said that a surefire way for his side to improve this season is by going on a run of Premier League victories.
Villa have the chance to make it two wins from two on Sunday against Manchester United having ended a run of three straight league defeats with a 2-0 triumph over Newcastle on Monday.
The result lifted the hosts up to 15th and away from the relegation zone but speaking to Sky Sports after the match, Smith insisted that his side can continue to improve.
“This is a really tough league and we have just gone through a period of playing Manchester City and Liverpool, which were games I thought we actually played well in,” the manager said.
“The table is so tight but you need to put a run together, be tough to beat and keep a clean sheet. I’m really pleased with the clean sheet tonight as we haven’t had too many of those this season.
“Our form has been good but we knew it would be hard, but I think we’ve been competitive. It takes time gel defensively but I think we achieved that against Newcastle.”
Monday’s victory was inspired by two brilliant set-pieces from Conor Hourihane, who made his first start for the club since the middle of October having been an unused substitute for games against Manchester City and Wolves.
Smith was delighted that the midfielder came back in with an impressive performance, saying: “I explained to Conor why I left him out against Man City. He has scored goals in every league he’s played and I always had him earmarked to come back in tonight and he showed us what he was about.”
Villa now sit four points above the relegation zone.


Transforms a simple
xsl:if
into an
xsl:choose
construct that allows multiple
xsl:when
branches and an
xsl:otherwise
branch, also known as
else
branch.


{% extends "common/page_base.html" %} {# common/page_base.html extends layout.html #} {% block content %}
This page is accessible to authenticated user (users that have signed in).
{% from "common/form_macros.html" import render_field, render_submit_field %} {% endblock %}


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|
SensESP
0.3.0
Universal Signal K sensor framework for ESP8266 and ESP32
|
#include <observable.h>
Public Member Functions | |
| void | notify () |
| void | attach (std::function< void()> observer) |
Definition at line 15 of file observable.h.
| void Observable::attach | ( | std::function< void()> | observer | ) |
| void Observable::notify | ( | ) |


Test for Issue 265. May fail only in webkit browsers (unless there is a proper fix).
Check console for messages


The Doobie Brothers add more dates to 50th anniversary tour
by Wade SheridanNov. 25 (UPI) -- The Doobie Brothers announced on Monday that they are adding 23 additional dates to their upcoming, 50th anniversary tour.
The tour will feature for the first time in nearly 25 years the lineup of Michael McDonald, Tom Johnston, Pat Simmons and John McFee.
The extra dates were added in response to the fan excitement that followed the announcement of the original tour.
The new concerts will take place in between the originally announced tour dates that begin on June 9 at the Coral Sky Amphitheatre in West Palm Beach, Fla.
Tickets go on sale for the general public on Dec. 6 at 10 a.m. local time through Live Nation.
The Doobie Brothers will be performing hit songs that span their career including "Takin' It To The Streets," "Listen To The Music." "Long Train Running," "Black Water," What A Fool Believes," "China Grove," "Minute By Minute," "It Keeps You Runnin," "Jesus Is Just Alright With Me," and more.
Here's the full list of dates added to The Doobie Brothers' 50th anniversary tour
June 12 -- Jacksonville, Fla., at Daily's Place
July 5 -- Syracuse, N.Y., at St. Joseph's Health Amphitheater
July 18 -- London, Ontario at Budweiser Gardens
July 21 -- Darien Center, N.Y., at Darien Lake Amphitheater
July 24 -- Gilford, N.H., at Bank of New Hampshire Pavilion
July 29 -- Toledo, Ohio, at The Zoo Amphitheater
Aug. 1 -- Grand Rapids, Mich., at Van Andel Arena
Aug. 6 -- Burgettstown, Pa., at KeyBank Pavilion
Aug. 9 -- Mt. Pleasant, Mich., at Soaring Eagle Casino & Resort
Aug. 12 -- Sioux City, Iowa at Tyson Center
Aug. 15 -- Kansas City, Mo., at Starlight Theatre
Aug. 28 -- St. Paul, Minn., at Minnesota State Fair
Sept. 3 -- Boise, Idaho at Ford Amphitheatre
Sept. 6 -- Ridgefield, Wash., at Sunlight Supply Amphitheater
Sept. 8 -- Spokane, Wash. at Spokane Arena
Sept. 10 -- Wheatland, Calif., at Toyota Amphitheater
Sept. 13 -- Fresno, Calif., at Save Mart Center
Sept. 17 -- Chula Vista, Calif., at North Island Credit Union Amphitheater
Oct. 7 -- Albuquerque, N.M., at Isleta Amphitheater
Oct. 12 -- Little Rock, Ark., at Simmons Bank Arena
Oct. 14 -- Bossier City, La., at CenturyLink Arena
Oct. 15 -- New Orleans, La., at Smoothie King Center
Oct. 17 -- Memphis, Tenn., at FedExForum


Unlimited Games. How should Red play 61?
pips Red=95 White=106
(CorrectAnswer= 0/0, ErrorScore= 0)
This turns out to be very close. With 24/17 Red can redouble White out if White fans. After 23/17, 2/1 Red does not have a redouble.
However, after 23/17, 2/1 Red does have time to roll another ace and does not immediately risk being hit.
The rollout has the two plays as separated by 0.016 with 24/17 winning by a short head. I would vote for 24/17 because that way the game can be won in a single roll when White fans. I like the brevity of that solution.
However, after 23/17, 2/1 Red does have time to roll another ace and does not immediately risk being hit.
The rollout has the two plays as separated by 0.016 with 24/17 winning by a short head. I would vote for 24/17 because that way the game can be won in a single roll when White fans. I like the brevity of that solution.
1. Cubeful 0-ply 23/17 2/1 Eq.: +0.621 0.608 0.242 0.004 - 0.392 0.045 0.002 2. Cubeful 0-ply 24/17 Eq.: +0.385 (-0.236) 0.553 0.229 0.005 - 0.447 0.134 0.009 3. Cubeful 0-ply 23/16 Eq.: -0.020 (-0.640) 0.412 0.187 0.006 - 0.588 0.166 0.009 4. Cubeful 0-ply 23/17 5/4 Eq.: -0.115 (-0.736) 0.389 0.148 0.004 - 0.611 0.167 0.010 5. Cubeful 0-ply 23/17 6/5 Eq.: -0.731 (-1.352) 0.229 0.064 0.001 - 0.771 0.303 0.030


Styled Radio Buttons
Published:
Last updated:
Cross-browser styling for HTML radio buttons.
Pattern Demo
Visual design note
-moz-appearance: none;
does not completely remove the styling
from the radio button in Firefox prior to version 60.
The styled radio button utilizes box-shadow
es to visually indicate
state. However box-shadow
does not render as expected in IE11. The radio button looks as intended in Edge.
Pattern Details
These custom radio button styles follow one of the two following markup patterns:
1. Visually Hidden Radios
Pattern Markup: Visually Hidden Style

<input type="radio" name="my_radios" id="unique_id">

Label text here

The div class="c-radio"
container serves as a styling hook, utilizing position: relative;
to keep absolutely positioned child elements, and pseudo elements, relative to the block container box.
While the actual radio button is visually hidden from view, it remains essential to screen readers and keyboard user focus. Hiding it completely, with display: none;
, for example, would require all the native radio button functionality to be rewritten in JavaScript. Allowing the native radio button to continue to receive focus ensures that the form control can lean on its native semantics.
Using standard visually hidden CSS to hide the native radio button off screen, or as a single pixel in the document, will mean that some screen reader users might be unable to locate the radio button. For instance, those searching by touch, or using a mouse while a screen reader announces what is being hovered. To mitigate this, the radio buttons have been positioned on top of their pseudo element styled counterparts, yet remain visually hidden. Note that NVDA does not announce the radio button role when hovered by mouse, regardless of it being styled or not, unless default NVDA settings are changed.
The label
's :before
and :after
pseudo elements are used to recreate the radio button in the new custom style. With the :before
acting as the outer border of the radio button, and the :after
as the visual indicator for the checked
state.
The styling of the custom radio button is relayed from the state of the native form control. The :checked
, disabled
, and :focus
radio button states will all be reflected in the custom style by the use of CSS sibling selectors. For example input:checked ~ label:before {...}
2. Restyled Radio Elements
Pattern Markup: Restyled Radio

<input type="radio" name="n_radio" id="native_r2" class="n-radio">
Label

With this markup pattern the radio button is restyled, having its native styling completely removed by CSS appearance: none
, and then restyled via use of box-shadow
s and border
s.
The span
element is used to wrap the radio button's text label so that a sibling selector can be used to modify the text's styling if the radio button is disabled.
Note, regarding the visual design note, there are issues with this styling technique in IE11 and Firefox pre-v60. If you need to support those browsers, then this pattern may not be sufficient, and the visually hidden technique should be considered instead.
IE11 and Edge can use ::-ms-check
to restyle both radio buttons and checkboxes. If using this vendor prefixed selector, make sure the checkbox and radio button styles don't clash.
Affects on Screen Reader Announcements?
Since the native radio buttons remains in the DOM, and are used as the focusable elements that control the state of their custom visualization, there are no alterations to how a screen reader announces styled radio buttons.
Continue reading
For additional information about creating minimal markup patterns for radio button and checkboxes, you should check out Under-Engineered Custom Radio Buttons and Checkboxen, by Adrian Roselli.


MD2 files must be located in a directory in packages/models/, you must provide a skin
(either skin.png or skin.jpg) and the md2 itself (tris.md2).
Optionally you may provide a masks.png that holds a specmap in the R channel, a glowmap
in the G channel, and a chrome map in the B channel. The engine will apply it automatically.
If either of these files is not found, the engine will search the parent directory for them.
For example, if for the flags/red model, the tris.md2 is not found in
packages/models/flags/red/, then it will look for tris.md2 in packages/models/flags/.
This allows the sharing of skins and geometry.
It is expected that md2 format files use Quake-compatible scale and animations, unless you configure the model otherwise.
You may also supply a config file (md2.cfg) in your model directory, which allows you to
customize the model's animations. The following commands may be used in an md2.cfg:
md2anim N F M [S [P]]
N is the name of the animation to define. Any of the following names may be used:
F is the frame number the animation starts at. M is the number of frames in the
animation. S is the optional frames per second at which to run the anim. If none is specified,
10 FPS is the default. P specifies an optional priority for the animation (defaults to P=0).
For example, defining a "pain" animation starting at frame 50 with 6 frames and running at 30 frames per
second would look like: md2anim "pain" 50 6 30
MD3 file can be used in one of two ways.
Go this way if your md3 has no animations (static) and takes only one texture, they must be
located in a directory in packages/models/, and provide a skin (either skin.png
or skin.jpg) and the md3 itself (tris.md3). Optionally you may provide a
masks.png that holds a specmap in the R channel, a glowmap in the G channel, and a
chrome map in the B channel. The engine will apply it automatically.
If either of these files is not found, the engine will search the parent directory for them.
For example, if for the flags/red model, the tris.md3 is not found in
packages/models/flags/red/, then it will look for tris.md3 in
packages/models/flags/. This allows the sharing of skins and geometry.
MD3 files with animations multiple skins, or if you want to make use of other configuration possibilities, need to be set up this way. You must place a md3.cfg in a directory in packages/models/. This file specifies which models should be loaded, linked, etc. The following commands may be used in the md3.cfg:
md3load P
This command loads the first part of your model. As an example, this could be the head.md3 of a playermodel. P is the path to the md3 file to load, its relative to the location of the md3.cfg.
md3pitch S O M N
This command controls how a model responds to the model's pitch. The pitch (in degrees) is scaled by S, offset by O, and then clamped to the range M..N, i.e. clamp(pitch*S + O, M, N). By default, all model parts have S=1, O=0, M=-360, and N=360, such that the model part will pitch one-to-one.
md3skin H S M [E [F]]
This loads a texture and assigns it to a mesh of the last loaded model (md3load). H is the name of the mesh you want to assign the texture to. S is the path to the texture, its recursive to the location of the md3.cfg. The optional M sets a texture for spec (red channel)/glow (green channel) maps as above. If E is non-zero, then the blue channel of the masks is interpreted as a chrome map. E (maximum envmap intensity) and F (minimum envmap intensity, default: 0) are floating point values in the range of 0 to 1, and specify the range in which the envmapping intensity will vary based on a viewing angle (a Fresnel term that is maximal at glancing angles, minimal when viewed dead-on). The intensity, after scaled into this range, is then multiplied by the chrome map.
md3bumpmap H N [S]
This command enables bumpmapping for a given mesh in the last loaded model (md3load). H is the name of the mesh you want to assign bumpmapping textures to. S is the path to a diffuse skin texture which is (if specified) used instead of the skin supplied with the "md3skin" command only if the user's 3D card supports bumpmapping, otherwise the skin supplied with "md3skin" takes precedence and no bumpmapping is done. These two diffuse skins may be the same. However a diffuse skin intended for bumpmapping should generally have little to no directional shading baked into it, whereas flat diffuse skins (no bumpmapping) generally should, and this command allows you to provide a separate skin for the bumpmapping case. N is a normal map texture which is used to shade the supplied diffuse skin texture.
md3spec MESH S
MESH specifies the name of the mesh this setting applies to. S is the specular intensity (not given or 0 gives the default of 100, good for metal/plastics and anything shiny, use lower values like 50 for wood etc, -1 means off entirely).
md3alphatest MESH T
MESH specifies the name of the mesh this setting applies to. Controls the cut-off threshold, T, at which alpha-channel skins will discard pixels where alpha is less than T. T is a floating point value in the range of 0 to 1 (Default: 0.9).
md3alphablend MESH B
MESH specifies the name of the mesh this setting applies to. Controls whether a model with an alpha-channel skin will alpha blend (Default: 1).
md3shader MESH S
MESH specifies the name of the mesh this setting applies to. S is the name of the shader to use for rendering the model (Default: "stdmodel").
md3glow MESH G
MESH specifies the name of the mesh this setting applies to. G is the glowmap scale (not given or 0 gives the default of 300, -1 means off entirely), such that the glow is G percent of the diffuse skin color.
md3glare MESH S G
MESH specifies the name of the mesh this setting applies to. S and G are floating point values that scale the amount of glare generated by specular light and glare, respectively (Default: 1 1).
md3envmap MESH P
MESH specifies the name of the mesh this setting applies to. Sets the environment map used for the model, where P is a pathname in the same syntax as the "loadsky" command. If this is not specified, the mesh will use the closest "envmap" entity, or skybox, if none is available (unless overridden by "mdlenvmap").
md3ambient MESH A
MESH specifies the name of the mesh this setting applies to. A is the percent of the ambient light that should be used for shading. Not given or 0 gives the default of 30%, -1 means no ambient.
md3fullbright MESH N
MESH specifies the name of the mesh this setting applies to. Uses a constant lighting level of N instead of the normal lighting. N is a floating-point value on a scale of 0 to 1.
md3anim A F N [S [P]]
This assigns a new animation to the last loaded model (md3load). A is the name of the animation to define. Any of the following names may be used:
F is the frame number the animation starts at. N is the number of frames in the animation. S is frames per second at which to run the anim. If none is specified or S=0, 10 FPS is the default. P specifies an optional priority for the animation (defaults to P=0).
A character model will have up to 2 animations simultaneously playing - a primary animation and a secondary animation. If a character model defines the primary animation, it will be used, otherwise the secondary will be used if it is available. Primary animations are:
Secondary animations are:
This allows, for example, a torso part to "shoot" (a primary animation) while a leg part
simultaneously runs "forward" (a secondary animation). In the event that a secondary animation
other than "idle" is playing and there is no primary animation, then the secondary animation
will behave as if it were primary, and the secondary animation will effectively be "idle".
This allows parts that would not normally participate in a certain animation to do so in the
"idle" case, or otherwise simply be "idle" if this is not desired. However, if you want to override
which animation is primary for a specific part, you can set an explicit priority for that animation,
and the animation with the highest priority is chosen, regardless of which is primary and
which is secondary. So, for example, you could give an animation a -1 priority so that all animations
with the default 0 priority are chosen first, or you could give an animation a 1 or greater priority
so that it is always chosen before animations with the default 0 priority.
For example, to define a "punch" animation starting at frame 131 with 6 frames and running at
15 frames per second: md3anim "punch" 131 6 15
md3link P C T [X Y Z]
This links two models together. Every model you load with md3load has an ID. The first model
you load has the ID 0, the second has the ID 1, and so on, those ID's are now used to identify
the models and link them together. P the ID of the parent model. C to ID of the
child model. T name of the tag that specifies at which vertex the models should be linked.
X, Y, and Z are optional translation for this link.
Hint: Make sure you understand the difference between the parent and child model.
Rendering starts at model 0 (first loaded model) and then continues with model 0's children,
etc. Imagine a tree, model 0 is the root if it.
md3load lower.md3 // model no. 0 md3skin l_lower ./default_l.png md3anim dying 0 30 20 md3anim dead 30 1 25 md3anim "forward|backward|left|right|swim" 114 10 18 md3anim idle 164 30 30 md3anim "jump|lag|edit" 147 8 15 md3load upper.md3 // model no. 1 md3skin u_torso ./default.png md3anim dying 0 30 20 md3anim dead 30 1 25 md3anim "lag|edit" 91 40 18 md3anim "attack *" 131 6 15 md3anim idle 152 1 15 md3anim pain 152 1 15 md3load head.md3 // model no. 2 md3skin h_head ./default_h.png md3link 0 1 tag_torso md3link 1 2 tag_head mdlspec 50 mdlscale 20 // 20 percent of the original size mdltrans 0 0 -1.5 // lower the model a bit
The Wavefront OBJ format is configured almost identically to how MD3s are used. The only differences are that OBJ specific commands are prefixed with "obj" instead of "md3" (i.e. "objskin" instead of "md3skin") which are specified in "obj.cfg" instead of "md3.cfg", it looks for "tris.obj" instead of "tris.md3" by default, and there is no support for animation ("objanim") or linking ("objlink"). Group names are used to identify meshes within the model.
MD5 models require a proper configuration to function; make sure your exporter properly exports mesh names in the MD5 file so that these can be referenced in the configuration file (the Blender exporter does not export these, but a fixed Blender MD5 exporter can be gotten from the Cube wiki).
Make sure no more than 4 blend weights are used per vertex, any extra blend weights will be dropped silently. The skeleton should use no more than 256 bones, and less than 70 or so bones should be used if you wish the model to be skeletally animated on the GPU. To optimize animation of the model on both CPU and GPU, keep the number of blend weights per vertex to a minimum. Also, similar combinations of blend weights are cached while animating, especially on the CPU, such that if two or more vertices use the same blend weights, blending calculations only have to be done once for all the vertices - so try and minimize the number of distinct combinations of blend weights if possible.
When animating skeletal models, you should model the animations as a single piece for the entire body (unlike for MD3 which requires splitting the mesh). In the configuration file, you can choose a bone at which to split the model into an upper and lower part (via "md5animpart"), which allows, for example, the upper body movement of one animation to be combined with the lower body movement of another animation automatically. The bone at which you split the animation up should ideally be a root bone, of which the upper body and lower body are separate sub-trees. Rigging the model in this way also allows for pitch animation (which also requires selecting a bone to pitch at) to take place such as bending at the waist, which similarly requires the upper body to be a sub-tree of the bone at which the pitch animation will occur.
The included MD5 support allows for two methods of attaching models to another: via tags (by assigning a tag name to a bone with "md5tag"), or by animating multiple models against a common, named skeleton that will be shared among all of them (useful for modeling clothing attachments and similar items). To use a shared skeleton, you simply export all the models with the same skeleton. Animations only need to be specified for the base model. A name for the skeleton is specified via the "md5load" command, for both the model exporting the skeleton and the models using it. When one of the models is attached to the one supplying the skeleton internally, the tag setup is instead ignored and the skeleton/animations of the base model are used to animate the attachment as if it were a sub-mesh of the base model itself.
You must place a md5.cfg in a directory in packages/models/. The following commands may be used in the md5.cfg:
md5load P [S]
This command loads the first part of your model. As an example, this could be the head.md5mesh of a playermodel. P is the path to the md5mesh file to load, its relative to the location of the md5.cfg. S is an optional name that can be assigned to the skeleton specified in the md5mesh for skeleton sharing, but need not be specified if you do not wish to share the skeleton. This skeleton name must be specified for both the model supplying a skeleton and an attached model intending to use the skeleton.
md5pitch B S O M N
This command controls how a model responds to the model's pitch. B is the name of the bone which the pitch animation is applied to, as well as all bones in the sub-tree below it. The pitch (in degrees) is scaled by S, offset by O, and then clamped to the range M..N, i.e. clamp(pitch*S + O, M, N). By default, all model parts have S=1, O=0, M=-360, and N=360, such that the model part will pitch one-to-one.
md5skin H S M [E [F]]
This loads a texture and assigns it to a mesh of the last loaded model (md5load). H is the name of the mesh you want to assign the texture to. S is the path to the texture, its recursive to the location of the md5.cfg. The optional M sets a texture for spec (red channel)/glow (green channel) maps as above. If E is non-zero, then the blue channel of the masks is interpreted as a chrome map. E (maximum envmap intensity) and F (minimum envmap intensity, default: 0) are floating point values in the range of 0 to 1, and specify the range in which the envmapping intensity will vary based on a viewing angle (a Fresnel term that is maximal at glancing angles, minimal when viewed dead-on). The intensity, after scaled into this range, is then multiplied by the chrome map.
md5bumpmap H N [S]
This command enables bumpmapping for a given mesh in the last loaded model (md5load). H is the name of the mesh you want to assign bumpmapping textures to. S is the path to a diffuse skin texture which is used (if specified) instead of the skin supplied with the "md5skin" command only if the user's 3D card supports bumpmapping, otherwise the skin supplied with "md5skin" takes precedence and no bumpmapping is done. These two diffuse skins may be the same. However a diffuse skin intended for bumpmapping should generally have little to no directional shading baked into it, whereas flat diffuse skins (no bumpmapping) generally should, and this command allows you to provide a separate skin for the bumpmapping case. N is a normal map texture which is used to shade the supplied diffuse skin texture.
md5spec MESH S
MESH specifies the name of the mesh this setting applies to. S is the specular intensity (not given or 0 gives the default of 100, good for metal/plastics and anything shiny, use lower values like 50 for wood etc, -1 means off entirely).
md5alphatest MESH T
MESH specifies the name of the mesh this setting applies to. Controls the cut-off threshold, T, at which alpha-channel skins will discard pixels where alpha is less than T. T is a floating point value in the range of 0 to 1 (Default: 0.9).
md5alphablend MESH B
MESH specifies the name of the mesh this setting applies to. Controls whether a model with an alpha-channel skin will alpha blend (Default: 1).
md5shader MESH S
MESH specifies the name of the mesh this setting applies to. S is the name of the shader to use for rendering the model (Default: "stdmodel").
md5glow MESH G
MESH specifies the name of the mesh this setting applies to. G is the glowmap scale (not given or 0 gives the default of 300, -1 means off entirely), such that the glow is G percent of the diffuse skin color.
md5glare MESH S G
MESH specifies the name of the mesh this setting applies to. S and G are floating point values that scale the amount of glare generated by specular light and glare, respectively (Default: 1 1).
md5envmap MESH P
MESH specifies the name of the mesh this setting applies to. Sets the environment map used for the model, where P is a pathname in the same syntax as the "loadsky" command. If this is not specified, the mesh will use the closest "envmap" entity, or skybox, if none is available (unless overridden by "mdlenvmap").
md5ambient MESH A
MESH specifies the name of the mesh this setting applies to. A is the percent of the ambient light that should be used for shading. Not given or 0 gives the default of 30%, -1 means no ambient.
md5fullbright MESH N
MESH specifies the name of the mesh this setting applies to. Uses a constant lighting level of N instead of the normal lighting. N is a floating-point value on a scale of 0 to 1.
md5anim A F [S] [P] [START] [END]
This assigns a new animation to the current animation part of the last loaded model (md5load). A is the name of the animation to define. Any of the following names may be used:
F is the file name of an md5 animation file. S is frames per second at which to run the anim. If none is specified or S=0, 10 FPS is the default. P specifies an optional priority for the animation (defaults to P=0). START is an optional start frame offset within the animation, where a positive values is an offset from the first frame, and a negative value is an offset from end. END is an optional animation length in frames, where positive values specify the length, or negative values merely subtract off from the length.
A character model will have up to 2 animations simultaneously playing - a primary animation and a secondary animation. If a character model defines the primary animation, it will be used, otherwise the secondary will be used if it is available. Primary animations are:
Secondary animations are:
md5animpart B
Starts a new animation part that will include bone B and all its sub-bones. This effectively splits animations up at the bone B, such that each animation part animates as if it were a separate model. Note that a new animation part has no animations (does not inherit any from the previous animation part). After an "md5load", an implicit animation part is started that involves all bones not used by other animation parts. Each model currently may only have 2 animation parts, including the implicit default part, so this command may only be used once and only once per md5mesh loaded. However, you do not need to specify any animation parts explicitly and can just use the default part for all animations, if you do not wish the animations to be split up/blended together.
md5tag B T [X Y Z] [RX RY RZ]
Assigns the tag name T to the bone B, for either use with "md5link" or attachment of other models via tags. X, Y, and Z are an optional translation, whereas RX, RY, and RZ are optional rotations in degrees.
md5link P C T [X Y Z]
This links two models together. Every model you load with md5load has an ID. The first model you load has the ID 0, the second has the ID 1, and so on, those ID's are now used to identify the models and link them together. P the ID of the parent model. C to ID of the child model. T name of the tag that specifies at which vertex the models should be linked. X, Y, and Z are an optional translation for this link.
md5adjust BONE YAW [PITCH] [ROLL] [X Y Z]
Adjusts bone BONE with the specified rotations, in degrees, on any animations loaded after this command is specified. X, Y, and Z are an optional translation.
The Half-Life SMD format is configured almost identically to how MD5s are used. The only differences are that SMD specific commands are prefixed with "smd" instead of "md5" (i.e. "smdskin" instead of "md5skin") which are specified in "smd.cfg" instead of "md5.cfg".
The Inter-Quake Model (IQM) format is configured almost identically to how MD5s are used. The only differences are that IQM specific commands are prefixed with "iqm" instead of "md5" (i.e. "iqmskin" instead of "md5skin") which are specified in "iqm.cfg" instead of "md5.cfg".
mdlcollide N
If N is 0, collisions with the model are disabled (Default: 1).
mdlellipsecollide N
If N is 1, the model uses an elliptical collision volume instead of a box (Default: 0). This setting is good for barrels, trees, etc.
mdlbb R H [E]
Sets the model's bounding box to radius R and height H. If this is not set, or R and H are 0, a bounding box is automatically generated from the model's geometry. E is fraction of the model's height to be used as the eyeheight (Default: 0.9).
mdlcullface N
If N is 0, backface culling is disabled for this model. Otherwise, backface culling is enabled (Default: 1).
mdlspec S
S is the specular intensity (not given or 0 gives the default of 100, good for metal/plastics and anything shiny, use lower values like 50 for wood etc, -1 means off entirely).
mdlalphatest T
Controls the cut-off threshold, T, at which alpha-channel skins will discard pixels where alpha is less than T. T is a floating point value in the range of 0 to 1 (Default: 0.9).
mdlalphablend B
Controls whether a model with an alpha-channel skin will alpha blend (Default: 1).
mdlglow G
G is the glowmap scale (not given or 0 gives the default of 300, -1 means off entirely), such that the glow is G percent of the diffuse skin color.
mdlglare S G
S and G are floating point values that scale the amount of glare generated by specular light and glare, respectively (Default: 1 1).
mdlshader S
S is the name of the shader to use for rendering the model (Default: "stdmodel").
mdlambient A
A is the percent of the ambient light that should be used for shading. Not given or 0 gives the default of 30%, -1 means no ambient.
mdlscale S
Scale the model's size to be S percent of its default size.
mdltrans X Y Z
Translate the model's center by (X, Y, Z), where X/Y/Z are in model units (may use floating point).
mdlyaw Y
Offsets the model's yaw by Y degrees.
mdlpitch P
Offsets the model's pitch by P degrees.
mdlspin Y
Simple spin animation that yaws the model by Y degrees per second.
mdlenvmap E F [P]
Sets the environment map used for the model, where P is a pathname in the same syntax as the "loadsky" command. If this is not specified, the model will use the closest "envmap" entity, or skybox, if none is available. If E is non-zero, then the blue channel of the masks is interpreted as a chrome map. E (maximum envmap intensity) and F (minimum envmap intensity, default: 0) are floating point values in the range of 0 to 1, and specify the range in which the envmapping intensity will vary based on a viewing angle (a Fresnel term that is maximal at glancing angles, minimal when viewed dead-on). The intensity, after scaled into this range, is then multiplied by the chrome map.
mdlfullbright N
Uses a constant lighting level of N instead of the normal lighting. N is a floating-point value on a scale of 0 to 1.
mdlshadow B
Controls whether a mapmodel will cast shadows (Default: 1).


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@if(User.Username != null) {
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@RenderBody()


Before Change
if self.mask[clf_index]:
result = []
predicted_label = clf.predict(query)
counter = 0
dists_temp = np.zeros(self.k)
for index_neighbor in idx_neighbors:
// Get only neighbors from the same class as predicted by the
// classifier (clf) to form the region of competence
target = self.DSEL_target[index_neighbor]
if target == predicted_label[0]:
// weight by distance
post_prob = self._get_scores_dsel(clf_index, index_neighbor)[target]
result.append(post_prob * dists[index_neighbor])
dists_temp[counter] = dists[index_neighbor]
counter += 1
if counter >= self.k:
break
competences[clf_index] = sum(result)/sum(dists_temp)
return competences
After Change
if self.mask[clf_index]:
result = []
dists_temp = []
predicted_label = clf.predict(query)[0]
for counter, neighbor in enumerate(idx_neighbors):
// Get only neighbors from the same class as predicted by the
// classifier (clf) to form the region of competence
target = self.DSEL_target[neighbor]
if target == predicted_label:
// get the posterior probability for the target class
post_prob = self._get_scores_dsel(clf_index, neighbor)[target]
// weight by distance
result.append(post_prob * dists_normalized[counter])
// keep the distance for normalization
dists_temp.append(dists_normalized[counter])
if len(result) > 0 and len(dists_temp) > 0:
competences[clf_index] = sum(result)/sum(dists_temp)
else:
competences[clf_index] = 0


#-- This file contains all the theming neccesary to present GATKDocs on the GATK website Included are the paths to our bootstrap assets as well as helper functions to generate relevant links --> <#global siteRoot = "http://www.broadinstitute.org/gatk/" /> <#global forum = "http://gatk.vanillaforums.com/" /> <#macro makeHeader title isIndex>
See also Documentation index | GATK Site | GATK support forum
GATK version ${version} built at ${timestamp}.
#macro> <#macro pageFooter>


{% load staticfiles %} {% spaceless %}
Manage your Django management commands by adding arguments/options and hit the "Run Command" button.
If the " Run command" button is disabled and/or if the command is marked with red color, the management command is probably broken.


I am a Responsive Designer & Developer who loves building beautiful websites with clean, functional code. Some of my hobbies include reading, writing, baking, and hanging out with my cats. But let's focus on why you're really here... it's time to brew up some coding magic for your website!


Demo page for Angular 2 Country Picker Component and Service. Please check github for detailed documentation.
Country Picker with default options (supporting Bootstrap by default):
Country Picker with custom name and value:
Country Picker can be used with any other UI framework (like Angular Material or Ionic) by using CountryPickerService:


Here to help 24/7! Submit a form and we'll try our best to get back to you before your form is even sent!


:: com :: sun :: star :: xml :: sax ::
|
| interface XDTDHandler |
|
- Description
- receives events according to the DTD of the document.
The SAX parser may report these events in any order, regardless of the
order in which the notations and unparsed entities were declared; however,
all DTD events must be reported after the document handler's
startDocument event, and before the first startElement
event. It is up to the application to store the information for future
use (perhaps in a hash table or object tree). If the application encounters
attributes of type "NOTATION", "ENTITY", or "ENTITIES", it can use the
information that it obtained through this interface to find the entity
and/or notation that corresponds with the attribute value.
|
| Methods' Summary |
| notationDecl |
receives notification of a notation declaration event.
|
| unparsedEntityDecl |
receives notification of an unparsed entity declaration event.
|
| Methods' Details |
notationDecl
| void |
| notationDecl( |
[in] string |
sName, |
| [in] string |
sPublicId, |
| [in] string |
sSystemId ); |
- Description
- receives notification of a notation declaration event.
|
|
unparsedEntityDecl
| void |
| unparsedEntityDecl( |
[in] string |
sName, |
| [in] string |
sPublicId, |
| [in] string |
sSystemId, |
| [in] string |
sNotationName ); |
- Description
- receives notification of an unparsed entity declaration event.
|
|
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Copyright © 2013, The Apache Software Foundation, Licensed under the Apache License, Version 2.0. Apache, the Apache feather logo, Apache OpenOffice and OpenOffice.org are trademarks of The Apache Software Foundation. Other names may be trademarks of their respective owners.


Proposed by Harrell, the C index or concordance C, is considered an overall measure of discrimination in survival analysis between a survival outcome that is possibly right censored and a predictive-score variable, which can represent a measured biomarker or a composite-score output from an algorithm that combines multiple biomarkers. This package aims to statistically compare two C indices with right-censored survival outcome, which commonly arise from a paired design and thus resulting two correlated C indices.
| Version: | 1.3.1 |
| Published: | 2015-01-28 |
| Author: | Le Kang, Weijie Chen |
| Maintainer: | Le Kang <LKang at vcu.edu> |
| License: | GPL-2 | GPL-3 [expanded from: GPL (≥ 2.0)] |
| NeedsCompilation: | yes |
| Citation: | compareC citation info |
| In views: | Survival |
| CRAN checks: | compareC results |
| Reference manual: | compareC.pdf |
| Package source: | compareC_1.3.1.tar.gz |
| Windows binaries: | r-devel: compareC_1.3.1.zip, r-release: compareC_1.3.1.zip, r-oldrel: compareC_1.3.1.zip |
| OS X binaries: | r-release: compareC_1.3.1.tgz, r-oldrel: compareC_1.3.1.tgz |
Please use the canonical form https://CRAN.R-project.org/package=compareC to link to this page.


class Anniversary : Event |
|
class Birthday : Event |
|
data class ChildRelationship : DataRelationship
Represents a single relationship between a parent and its child. |
|
interface DataModel
Base interface for data models. |
|
interface DataRelationship : DataModel
Interface that "relationship" model classes should implement. |
|
sealed class Event : Comparable<Event>
Represents an annual recurring event related to a person, such as a birthday or anniversary. |
|
data class Gender : Parcelable
Represents a gender. |
|
data class Marriage : DataRelationship, WithEvent, Parcelable
Represents a marriage between two people. |
|
data class Person : StandardData, WithEvent, Comparable<Person>, Parcelable
Represents a member of the family. |
|
interface StandardData : DataModel
Interface that "standard" data model classes should implement. |
|
interface WithEvent
Represents data items that have related events. |


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