6 Introduction to SASS
One of the main problem with CSS is to handle the growing number of files and the code repetition. Nowadays, web developers mainly use CSS preprocessors like Sass, that stands for “Syntactically Awesome Style Sheets”, providing access to variables, mathematical operators, nesting, thereby reducing the code complexity and extending the possibilities. Rstudio developed the {sass} package, which makes it possible to use Sass in Shiny apps or Rmarkdown documents.
6.1 Getting started with Sass
While we could use Sass from the terminal, we leverage the sass package features to stay in R. To install the sass, we run:
install.packages("sass")
# OR
remotes::install_github("rstudio/sass")
We then use the sass()
function whose input
parameter accepts:
- A R string like
a { color: pink}
. - A named
list()
. - A file passed with
sass_file()
, imports withsass_import()
. - More complex structures.
6.1.1 Variables
Let us consider the following example:
Shouldn’t this be easier? Imagine if we had hundreds of elements with the same color. What happens in case the color changes? Do we have to update all properties by hand?
If we let the Sass variable $my-color
:
$my-color: purple;
.class-1{
color: $my-color;
}
.class-2{
background-color: $my-color;
}
we can quickly solve that problem. With sass, we obtain:
var <- "$my-color: purple;"
rule1 <- ".class-1{ color: $my-color; }"
rule2 <- ".class-2{ background-color: $my-color; }"
sass(input = list(var, rule1, rule2))
Note: it is good practice to add the default!
tag after the variable definition, if you want
to let others modify it: "$my-color: purple !default;"
6.1.2 Partials and Modules
It is best practice to save useful code snippets in one place, and reuse them
at anytime and anywhere. Sass allows to define partials, like _partial.css
, with the leading
underscore, which avoids it to be converted into CSS. Partials are subsequently called
with @import <PARTIAL_NAME>
(you may also find @use
, the latter not being handled
by LibSass
, which fuelssass), thereby significantly reducing code duplication.
Modules are pieces of Sass files that are later converted into CSS, reducing file size to a minimum.
Below is an example of the bootstrap.scss
file:
/*!
* Bootstrap v5.0.0-beta1 (https://getbootstrap.com/)
* Copyright 2011-2021 The Bootstrap Authors
* Copyright 2011-2021 Twitter, Inc.
* Licensed under MIT (https://github.com/twbs/bootstrap/blob/main/LICENSE)
*/
// scss-docs-start import-stack
// Configuration
@import "functions";
@import "variables";
@import "mixins";
@import "utilities";
// Layout & components
@import "root";
@import "reboot";
@import "type";
@import "images";
@import "containers";
@import "grid";
@import "tables";
@import "forms";
@import "buttons";
@import "transitions";
@import "dropdown";
@import "button-group";
@import "nav";
@import "navbar";
@import "card";
@import "accordion";
@import "breadcrumb";
@import "pagination";
@import "badge";
@import "alert";
@import "progress";
@import "list-group";
@import "close";
@import "toasts";
@import "modal";
@import "tooltip";
@import "popover";
@import "carousel";
@import "spinners";
// Helpers
@import "helpers";
// Utilities
@import "utilities/api";
// scss-docs-end import-stack
which is better to read and easier to maintain than the original bootstrap.css
with 10717 lines of code!
In practice, we will often end up with a main Sass file and compile it as follows:
6.1.3 Mixins and Functions
<IP_ADDRESS> Mixins
To make a 90 degrees rotation in CSS, we have to write:
.element {
-webkit-transform: rotate(90deg);
-ms-transform: rotate(90deg);
transform: rotate(90deg);
}
which is tedious. Mixins allow to encapsulate the logic into a reusable unit:
@mixin transform($property, ...) {
-webkit-transform: $property;
-ms-transform: $property;
transform: $property;
}
.element1 { @include transform(rotate(90deg)); }
The mixin starts with a @mixin
keyword followed by its name and parameters.
It is called with @include <MIXIN_NAME(PARMS)>
, very similar to a function declaration, excepts that
it must return a CSS rule.
<IP_ADDRESS> Functions
Sass offers many built-In modules containing
ready to use functions for colors, numbers, strings, lists, maps, …Some functions like
rgb
are global, so that we don’t have to import the corresponding module.
sass(".pouet { color: rgb(0, 255, 0); }")
It is definitely possible to design custom functions with @function
,
whose syntax is very close the mixins:
@function name($parm1, $parm2) {
/* logic */
@return value;
}
While debugging functions, it might be useful to capture intermediate elements.
@debug
allows this:
$my-var: 1;
@debug myvar;
sass("
$myvar: 1;
@debug '$myvar is #{$myvar};'
")
6.1.4 Extend/Inheritance
We consider 2 alerts with the color as only difference. As we can’t capture multiple properties
inside one single Sass variable, we introduce the extend
concept, which permits to import
CSS properties inside multiple rules. We first define a generic alerts-common
rule,
prefixed by the %
symbol. It contains several rules and variables:
%alerts-common {
position: relative;
padding: $alert-padding-y $alert-padding-x;
margin-bottom: $alert-margin-bottom;
}
.alert-red {
@extend %alerts-common;
color: red;
}
.alert-green {
@extend %alerts-common;
color: green;
}
Let’s translate this into R:
y_padding <- "$alert-padding-y: 5px;"
x_padding <- "$alert-padding-x: 10px;"
b_margin <- "$alert-margin-bottom: 2px;"
common <- "%alerts-common {
position: relative;
padding: $alert-padding-y $alert-padding-x;
margin-bottom: $alert-margin-bottom;
}"
alert_red <- ".alert-red {
@extend %alerts-common;
color: red;
}
"
alert_green <- ".alert-green {
@extend %alerts-common;
color: green;
}
"
sass(input = list(y_padding, x_padding, b_margin, common, alert_red, alert_green))
This method avoids to multiply classes on elements such as .alert-common .alert-red ...
.
Yet, there is still duplication as we could have programmatically generated the two alert
classes with a loop.
6.1.5 Flow Controls
These are elements aiming at fine tuning mixins and functions behavior.
#### If and else
Like in every programming language if
and else
control the execution of a code block, depending
on some conditions.
Below, we only want to conditionally control a shadow property, depending on the alert color:
@mixin add-shadow($box-color) {
@if box-color == red {
box-shadow:
0 4px 10px 0 rgb(255, 0, 0),
0 4px 20px 0 rgb(255, 0, 0);
} @else if $box-color == green {
box-shadow:
0 4px 10px 0 rgb(0, 255, 0),
0 4px 20px 0 rgb(0, 255, 0);
}
}
.alert-red {
@extend %alerts-common;
color: red;
@include add-shadow($box-color: red);
}
.alert-green {
@extend %alerts-common;
color: green;
@include add-shadow($box-color: green);
}
add_shadow <- "@mixin add-shadow($box-color) {
@if $box-color == red {
box-shadow:
0 4px 10px 0 rgb(255, 0, 0),
0 4px 20px 0 rgb(255, 0, 0);
} @else if $box-color == green {
box-shadow:
0 4px 10px 0 rgb(0, 255, 0),
0 4px 20px 0 rgb(0, 255, 0);
}
}
"
y_padding <- "$alert-padding-y: 5px;"
x_padding <- "$alert-padding-x: 10px;"
b_margin <- "$alert-margin-bottom: 2px;"
common <- "%alerts-common {
position: relative;
padding: $alert-padding-y $alert-padding-x;
margin-bottom: $alert-margin-bottom;
}"
alert_red <- ".alert-red {
@extend %alerts-common;
color: red;
@include add-shadow($box-color: red);
}
"
alert_green <- ".alert-green {
@extend %alerts-common;
color: green;
@include add-shadow($box-color: green);
}
"
sass(input = list(y_padding, x_padding, b_margin, common, add_shadow, alert_red, alert_green))
<IP_ADDRESS> Loops
<IP_ADDRESS>.1 Each
We would like to create the alert class with only one rule. We first define a list of colors in Sass and
call the @each
:
$colors: red, green;
@each $color in $colors {
.alert-#{$color} {
color: green;
@include add-shadow($box-color: $color);
}
}
The structure is the same as the JavaScript loop. You’ll also notice the #{...}
which
is called interpolation and allows to
insert any Sass expression in a string. As another example, if we want to create a background-image
property
within a mixin, we could do background-image: url("/some_path/#{$name}.svg")
, where #{$name}
holds the file name.
add_shadow <- "@mixin add-shadow($box-color) {
@if $box-color == red {
box-shadow:
0 4px 10px 0 rgb(255, 0, 0),
0 4px 20px 0 rgb(255, 0, 0);
} @else if $box-color == green {
box-shadow:
0 4px 10px 0 rgb(0, 255, 0),
0 4px 20px 0 rgb(0, 255, 0);
}
}
"
y_padding <- "$alert-padding-y: 5px;"
x_padding <- "$alert-padding-x: 10px;"
b_margin <- "$alert-margin-bottom: 2px;"
common <- "%alerts-common {
position: relative;
padding: $alert-padding-y $alert-padding-x;
margin-bottom: $alert-margin-bottom;
}"
alerts_rule <- "$colors: red, green;
@each $color in $colors {
.alert-#{$color} {
@extend %alerts-common;
color: green;
@include add-shadow($box-color: $color);
}
}
"
sass(input = list(y_padding, x_padding, b_margin, common, add_shadow, alerts_rule))
It becomes even more powerful while working with maps like $font-weights: ("regular": 400, "medium": 500, "bold": 700);
, ie by key/value pairs.
@each
is as convenient as lapply
or map
functions to chain repetitive rules creation.
<IP_ADDRESS>.2 For
However, it is not straightforward to count up or down with @each
. This is precisely where
@for
fills the gap. The generic scheme is:
@for <variable> from <expression> to <expression> { ... }
@for <variable> from <expression> through <expression> { ... }
to
excludes the last number while through
includes it.
6.2 {sass}
best practices
As it’s best practice, especially for debugging purposes, to include assets as HTML
dependencies, it is a good idea to organize the Sass variable definition, function/mixins in layers, leveraging the sass_layer
function:
var <- "$my-color: purple !default"
rule1 <- ".class-1{ color: $my-color; }"
rule2 <- ".class-2{ background-color: $my-color; }"
layer1 <- sass_layer(
default = var,
rules = c(rule1, rule2)
)
## Warning in sass_layer(default = var, rules = c(rule1, rule2)): partial argument
## match of 'default' to 'defaults'
Besides, sass_layer
provide options like:
-
declarations
containing any function, mixin elements, in asass_file
for instance. -
html_deps
that attaches a single or a list of HTML dependencies to the provided Sass code. (See below)
sass_layer(
html_deps = htmltools::htmlDependency(
name = "my-dep",
version = "1.0.0",
package = "mypkg",
src = "path",
...
)
)
Ultimately, multiple layers may be bundled with sass_bundle
:
var2 <- "$my-color: blue !default"
layer2 <- sass_layer(
default = var2,
rules = c(rule1, rule2)
)
## Warning in sass_layer(default = var2, rules = c(rule1, rule2)): partial argument
## match of 'default' to 'defaults'
my_bundle <- sass_bundle(layer1 = layer1, layer2 = layer1)
my_bundle
## /* Sass Bundle: layer1, layer2 */
## $my-color: purple !default
## $my-color: purple !default
## .class-1{ color: $my-color; }
## .class-2{ background-color: $my-color; }
## .class-1{ color: $my-color; }
## .class-2{ background-color: $my-color; }
## /* *** */
sass(my_bundle)
and sass_bundle_remove
removes a given layer from the bundle, provided that you passed a named list to sass_bundle
.
This allows other developers to reuse and modify predefined layers:
my_bundle <- sass_bundle_remove(my_bundle, "layer2")
sass(my_bundle)
6.3 From Sass to CSS
sass
can generate CSS from Sass by passing an output
parameter pointing to the path where
to generate the CSS file. Best practice consists in enabling compression and source maps. We discuss
this later in the book in Chapter 21. Overall those steps makes the code faster to load and easier to debug:
sass(
list(
"$color: pink;",
".a { color: $color; }"
),
options = sass_options(
output_style = "compressed",
source_map_embed = TRUE
)
)
sass(
sass_file("main.scss"),
"<OUTPUT PATH>",
options = sass_options(
output_style = "compressed",
source_map_embed = TRUE
)
)
6.4 Sass and Shiny
Now let’s go back to Shiny! How do we include Sass code in a Shiny app? There are multiple situations:
- You simply want to style a shiny app.
- You developed a template with custom JS and Sass/CSS to be reused by other developers.
The first option is rather simple since the Sass code is compiled with sass
before the shiny apps is launched. The resulting code may be either a string or a CSS file (within the www
folder), to be included in the head
. To
make it easier to test on the reader side, we create a temporary folder where the Sass code is compiled.
We then create a simple app file which is run with runApp
:
path <- file.path(tempdir(), "myApp")
dir.create(sprintf("%s/www", path), recursive = TRUE)
sass(
list(
c("$color: pink;", "$size: 30px;"),
c(".awesome-link {
color: $color;
font-size: $size;
&:hover{
color: green;
}
}"
)
),
output = sprintf("%s/www/main.min.css", path),
options = sass_options(
output_style = "compressed",
source_map_embed = TRUE
)
)
file.create(sprintf("%s/app.R", path))
app_code <- 'library(shiny)
ui <- fluidPage(
tags$head(
tags$link(href = "main.min.css", rel = "stylesheet", type = "text/css")
),
a("Hello Shiny!", class = "awesome-link")
)
server <- function(input, output) {}
shinyApp(ui, server)
'
writeLines(app_code, sprintf("%s/app.R", path))
runApp(sprintf("%s", path))
Source maps allow us to see the original Sass code, as shown Figure 6.1.
sass_options
gives the flexibility to fine tune the CSS output and source map configuration.
The second option requires to run sass
passing an output
file within the package. Then, the generated CSS
is included in an HTML dependency, to be shipped with the template:
sass(
sass_file("main.scss"),
"<OUTPUT PATH>/main.css",
options = sass_options(
output_style = "compressed",
source_map_embed = TRUE
)
)
my_css_deps <- htmltools::htmlDependency(
name = "my-style",
version = "1.0.0",
package = "mypkg",
src = "<OUTPUT PATH>",
stylesheet = "main.css"
)
6.5 Examples
6.5.1 Customize {bs4Dash}
colors
bs4Dash is a Bootstrap 4 dashboard template built on top of the AdminLTE3 HTML template. shinydashboard is powered by the previous version, that is AdminLTE2, which make it somehow bs4Dash’s big brother!
AdminLTE3 relies on Sass and all files are stored here. Particularly,
all variables are located in the _variables.scss
partial. Since we can decompose our
Sass code in multiple layers thanks to sass, we can seamlessly customize the theme color
variables listed below:
$blue: #0073b7 !default;
$lightblue: #3c8dbc !default;
$navy: #001f3f !default;
$teal: #39cccc !default;
$olive: #3d9970 !default;
$lime: #01ff70 !default;
$orange: #ff851b !default;
$fuchsia: #f012be !default;
$purple: #605ca8 !default;
$maroon: #d81b60 !default;
$black: #111 !default;
$gray-x-light: #d2d6de !default;
Let’s provide our own default with some custom colors:
$blue: #136377 !default;
$olive: #d8bc66 !default;
$lime: #fcec0c !default;
$orange: #978d01 !default;
$maroon: #58482c !default;
$gray-x-light: #d1c5c0 !default;
Now we would have to recompile the whole AdminLTE3 Sass code to account for these changes.
It means, all scss assets must be accessible somewhere: this is what the fresh package is doing under the hoods.
No worries, we’ll come back on fresh in the next Chapter. For now, we rely on the fresh Sass code stored at
system.file("assets/AdminLTE-3.0.4/AdminLTE.scss", package = "fresh")
:
library(bs4Dash)
css <- sass(
sass_layer(
default = c(
"$lightblue: #136377 !default;",
"$olive: #d8bc66 !default;",
"$lime: #fcec0c !default;",
"$orange: #978d01 !default;",
"$maroon: #58482c !default;",
"$gray-x-light: #d1c5c0 !default;"
),
rules = sass_file(
input = system.file("assets/AdminLTE-3.0.4/AdminLTE.scss", package = "fresh")
)
)
)
ui <- dashboardPage(
dashboardHeader(title = "Custom colors"),
dashboardSidebar(),
dashboardBody(
tags$head(tags$style(css)),
# Boxes need to be put in a row (or column)
fluidRow(
box(plotOutput("plot1", height = 250), status = "olive"),
box(
status = "lightblue",
title = "Controls",
sliderInput("slider", "Number of observations:", 1, 100, 50)
)
)
)
)
server <- function(input, output) {
set.seed(122)
histdata <- rnorm(500)
output$plot1 <- renderPlot({
data <- histdata[seq_len(input$slider)]
hist(data)
})
}
shinyApp(ui, server)
You probably noticed a potential issue. We indeed have to rely on a specific version,
namely 3.0.4
, that is not necessarily the one we want. Therefore, an alternative could
be to download the Sass files from the AdminLTE3, store them in a temp folder and recompile
the code from that folder with new variables. As AdminLTE3 depends on a very specific version
of Bootstrap 4, 4.5.3
, we also have to recover those dependencies in a separate folder.
We finally edit the original adminlte.scss
to change the Bootstrap Sass path:
/*!
* AdminLTE v3.1.0-rc
* Author: Colorlib
* Website: AdminLTE.io <https://adminlte.io>
* License: Open source - MIT <https://opensource.org/licenses/MIT>
*/
// Bootstrap
// ---------------------------------------------------
@import "../bootstrap/scss/functions";
@import "bootstrap-variables";
@import "../bootstrap/scss/bootstrap";
// Variables and Mixins
// ---------------------------------------------------
@import "variables";
@import "mixins";
@import "parts/core";
@import "parts/components";
@import "parts/extra-components";
@import "parts/pages";
@import "parts/plugins";
@import "parts/miscellaneous";
In the below demonstration, in addition to change the theme colors, we also modified the
$sidebar-dark-bg
variable to be $lightblue
and $sidebar-light-bg
to $lime
:
temp_path <- file.path(tempdir())
dir.create(file.path(temp_path, "adminlte"))
setwd(file.path(temp_path, "adminlte"))
system("wget -r -np -k --cut-dirs=4 -nH<EMAIL_ADDRESS>dir.create(file.path(temp_path, "bootstrap/scss"), recursive = TRUE)
setwd(file.path(temp_path, "bootstrap/scss"))
system("wget -r -np -k --cut-dirs=3 -nH<EMAIL_ADDRESS>adminlte_scss <- sprintf("%s/adminlte/adminlte.scss", temp_path)
css <- sass(
sass_layer(
default = c(
"$lightblue: #136377 !default;",
"$olive: #d8bc66 !default;",
"$lime: #fcec0c !default;",
"$orange: #978d01 !default;",
"$maroon: #58482c !default;",
"$gray-x-light: #d1c5c0 !default;",
"$sidebar-dark-bg: $lightblue !default;",
"$sidebar-light-bg: $lime !default;"
),
rules = sass_file(input = adminlte_scss)
)
)
ui <- dashboardPage(
dashboardHeader(title = "Custom colors"),
dashboardSidebar(),
dashboardBody(
tags$head(tags$style(css)),
# Boxes need to be put in a row (or column)
fluidRow(
box(plotOutput("plot1", height = 250), status = "olive"),
box(
status = "lightblue",
title = "Controls",
sliderInput("slider", "Number of observations:", 1, 100, 50)
)
)
)
)
shinyApp(ui, server)
6.5.2 Customize {shinybulma}
For convenience, the Sass code is already included in the book side package. The goal is to change the main color palette that comprises:
- primary
- info
- success
- warning
- danger
In total, bulma exposes 419 Sass variables!
Among all files, we locate the main variables file and select the relevant variables you want to modify. Notice you can retrieve all those information: initial variables and derived variables.
We assign them new values:
$turquoise: #03a4ff;
$cyan: #e705be;
$green: #f3d6e9;
$yellow: #fdaf2c;
$red: #ff483e;
$scheme-main: hsl(0, 0%, 4%);
Particularly, we target the main body color hosted by $scheme-main
. Instead of pointing
to $white
, we change its value to the default $black
. We then Compile the new CSS with sass
:
css <- sass(
sass_layer(
default = c(
"$turquoise: #03a4ff;",
"$cyan: #e705be;",
"$green: #f3d6e9;",
"$yellow: #fdaf2c;",
"$red: #ff483e;",
"$scheme-main: hsl(0, 0%, 10%);"
),
rules = sass_file(input = system.file("sass/bulma/bulma.sass", package = "OSUICode"))
)
)
## Warning in sass_layer(default = c("$turquoise: #03a4ff;", "$cyan: #e705be;", :
## partial argument match of 'default' to 'defaults'
Finally, we try the new theme in the following app, shown on Figure 6.2:
#remotes::install_github("RinteRface/shinybulma")
library(shinybulma)
shinyApp(
ui = bulmaPage(
tags$head(tags$style(css)),
bulmaSection(
bulmaTileAncestor(
bulmaTileParent(
vertical = TRUE,
bulmaTileChild(
bulmaTitle("Tile 1"),
p("Put some data here"),
color = "link"
),
bulmaTileChild(
bulmaTitle("Tile 2"),
"Hi Bulma!",
color = "danger"
)
),
bulmaTileParent(
vertical = TRUE,
bulmaTileChild(
bulmaTitle("Tile 3"),
p("Put some data here"),
color = "warning"
),
bulmaTileChild(
bulmaTitle("Tile 3"),
("Put some data here"),
color = "info"
)
)
)
)
),
server = function(input, output) {}
)


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Bug fix: a character literal that contained a single non-ASCII Unicode letter, for example 'ö', caused an error 'invalid UTF-8 sequence'. Fixed.
Faster function entry and exit code for functions that can throw or contain a cleanup block.
Support for fibers added to system library.
Process class added to system library.
Switched to clang++ on WSL / on Linux. I have used LLVM 10.0.0 pre-built binaries for Ubuntu 18.04 available on the LLVM download page for building the compiler on Linux/WSL.
Default TextWriter output operators for containers revisited.
The 3.5.0 version included default output operators, operator<<, for container types. However it required the programmer to derive her own container type from the standard one, if she wanted to define her own output operator for that container type. In this version this limitation has been removed.
The default output operators are now declared with the new system_default attribute and the overload resolution process has been changed to take that attribute into account. It works as follows: The overload resolution has been changed to be a two-phase process. In the first phase the compiler ignores functions that have a system_default attribute, as if they did not exist at all. Now if the user has defined her own ouput operator for a container, the compiler finds it and uses it without resorting to system_default functions. Only if the set of viable functions is empty, the compiler does a phase two lookup. This time the compiler considers also functions that have been declared with the system_default attribute and if there is now viable functions, the compiler will use the best match. Thus the compiler will use a system-defined default output operator only if the programmer has not defined her own version.
New tools:
Changed System.Numerics.Multiprecision library implementation to use C++ boost::multiprecision library.
ANSI escapes for coloring text output. Works on Linux and on Windows when using Windows Terminal (wt.exe) as console host:
using System;
void main()
{
Console.Out() << TextColor.green << "green" << Color.reset << endl();
}
Sometimes compilation of the system library from the command line may fail with the following error:
error opening mapped file 'D:/work/cmajorm/cmajor/system/System.Dom/lib/release/System.Dom.cmm'
In this case you may turn off threaded compilation by using the -st and -bt=1 options, that is:
cmc -st -bt=1 -u -v -c=release System.cms


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This app demonstrates how simple "rules" for three types of agents (biorobots) and two substrates (signals).
In this simulation, "worker bots" (red) seek out "cargo" (blue), form focal adhesions, and haul the cargo towards "director agents" (green) where the cargo is released.
Click here to jump straight to the instructions.
This model and cloud-hosted demo are part of a course on computational multicellular systems biology created and taught by Dr. Paul Macklin in the Department of Intelligent Systems Engineering at Indiana University. It is also part of the education and outreach for the IU Engineered nanoBIO Node and the NCI-funded cancer systems biology grant U01CA232137. The models are built using PhysiCell: a C++ framework for multicellular systems biology [1].
There are two (chemical) signals move by chemical diffusion in the simulated environment, using BioFVM [2] to solve the reaction-diffusion equations. A key property is the diffusion length scale. Diffusion (with a diffusion coefficient D) helps spread a signal over large distances, while decay (and uptake) (with coefficient λ) eliminates the signal to slow its spread. These effects compete to determine the characteristic distance L that a chemical signal travels.
That length scale L is given by L = sqrt( D/λ ).
Choosing D and λ can help to tune the chemical communication distance in these models.
Director cells secrete a diffusible chemoattractant, but are otherwise stationary agents.
Cargo cells secrete a diffusible chemoattractant. This factor is released by undocked cargo to help guide chemotaxis by the worker biorobots.
The chemoattractant is nondimensionalized so that 0 ≤ a ≤ 1, and we initially assign a length scale of 100 μm.
We use agent-based models to explore multicellular systems like this one. Each cell is modeled as a software agent with an independent state, and its own rules to change its behavior based on local environmental conditions and communication. We use PhysiCell as our modeling platform [1].
Agents can secrete chemical factors, or they can remove them (i.e., consume or uptake). This can contribute to gradients in chemical factors, and it's a key method of communication between cells. Moreover, cells can "sample" the chemical state of their surrounding environment. Secreting is sending a signal. Uptaking and sampling is receiving a signal.
Motile cells perform biased migration. After traveling for Tpersistence time (the mean persistence time), they choose a new migration direction dmigrate. Based on the environmental conditions, the cell chooses a directional bias (intended direction) dbias and a random unit vector r. The motile direction dmigrate is then determined by according to:
dmigrate = b dbias + (1-b) r.
Here, b is a bias parameter (between 0 and 1) that determines how strongly biased migration is towards dbias. If b =1, then migration is deterministic towards dbias. If b = 0, then migration is completely random (Brownian).
Once the migration direction is chosen, it is normalized, and multiplied by the cell's migration speed.
Cell agents can stick to one another within a prescribed interaction distance (some multiple of their radius), and they can exert a pushing force on neighbors. PhysiCell [1] uses potential functions to implement these simple mechanics. Notably, PhysiCell is an off-lattice model, meaning that cells can have variable sizes, and can move freely without grid artifacts.
PhysiCell allows custom functions for any cell agents. We use this to model focal cell-cell adhesions as spring-like forces. If two cells (agents) i and j (with positions xi and xj) have a focal adhesion, then cell i is adhered to cell j with a spring-like force that we model as:
Fij = ε (xj - xi),
where ε is the elastic coefficient. Because PhysiCell has an inertialess formatulation (see the method paper in [1]), this is added directly to the cell's velocity, and so ε has units min-1. To model the finite deformability of cells and these elastic focual adhesions, we detach the cells if their distance (||xj - xj||) exceeds a set maximum distance rmax.
Worker cells (biorobots) do not divide, but they can be assigned an apoptotic death rate to model normal "wear and tear." We model workers as non-adhesive except by spring-like focal adhesions; see focal adhesions. They are made more "repulsive" (by default, fivefold more repulsive) to allow them to more readily move through dense cellular regions. Worker cells consume oxygen, but at a reduced rate (by default, 10% of the rate of cancer cells).
Unattached worker cells use the following as their migration bias direction:
dbias = ∇a,
where a is the chemoattractant released by unattached cargo cells. Note that ∇ is the gradient operator that points towards higher concentrations of a chemical factor.
Unattached worker cells test for near contact with unattached cargo cells. If they detect an unattached cargo cell with active receptor R (R ≈ 1), they form a focal adhesion (see focal adhesions).
Attached worker cells change their migration bias direction to:
dbias = -∇σ,
where σ is the oxygen.
Cargo cells do not divide, but they can be assigned an apoptotic death rate to model normal "wear and tear." We model cargo as non-adhesive except by spring-like focal adhesions; see focal adhesions. They are made more "repulsive" (by default, fivefold more repulsive) to allow them to more readily move through dense cellular regions. Cargo cells consume oxygen, but at a reduced rate (by default, 10% of the rate of cancer cells). Note that all cargo cells are non-motile.
Initially, all cargo cells express a receptor R with dimensionless value 1, which is used to control their chemical secretions. If R = 1, they secrete chemoattractant a to help guide worker cells. If R = 0 and they are unattached, then they secrete the therapeutic c.
Cargo cells permanently deactivate their receptor (set R = 0) once they are attached to a worker cell. They detach from worker cells if σ < σrelease.
Modify the parameters in the "Config Basics" and "User Params" tabs. Click the "Run" button once ready.
To view the output results, click the "Out:Plots" tab, and click/drag the slider to advance through simulation frames. (You can also use the left/right arrow buttons to move the slider if it's selected.) Note that as the simulation runs, the "# frames" field (maximum frame number) will increase, so you can view more simulation frames. You can toggle on/off the display of either cells or substrates, assuming you selected them to be computed in the "Config Basics" tab. And you can select different substrates and different colormaps from the dropdown widgets.
Note that you can download full simulation data for further exploration in your tools of choice.


Just start typing the city you are travelling from/to and select it from the list!
Remember you can add a specific Station to/from your route by using the blue button.


--- title: Red, White, and Ka-Bloom! date: 2014-07-03 00:00:00 -06:00 categories: - whats-blooming layout: post blog-banner: whats-blooming-now-summer.jpg post-date: July 3, 2014 post-time: 4:15 PM blog-image: wbn-default.jpg ---
Fire Chalice Zauschneria latifolia
This native, water-wise plant not only blooms for many weeks, it attracts bees and hummingbirds.
Black Jade™ Rose Rosa 'BENblack'
Of all the miniature roses, Black Jade™ is the darkest red of them all.
Double Flowered Lizard's Tail Houttuynia cordata 'Flora Pleno'
The leaves of this perennial have a slight fishy flavor and are used in Asian cooking.
Ryan Gainey Hydrangea Hydrangea arborescens Ryan Gainey'
A mid-sized version of Annabelle Hydrangea in both plant and bloom size.
Blue Flax Linum lewisii
Delicate blue flowers appear at the stem tips throughout late spring and summer.

It's always a good idea to bring a camera with you when you stroll through the garden. You never know what you'll see.
Have a great Fourth of July and don't forget to drink lots of water!


An aspiring musician with a genuine passion for art and coding.
A naive believer in kindness, trying to be a better dad.
Definitely a geek.


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void | Update (float deltaTime) |
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void | AddParticle (Vector2 position) |
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const int | MaxNeighbors = 25 |
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const int | CellSize = 1 |
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const float | InfluenceRadius = 20.0f |
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const float | InfluenceRadiusSquared = InfluenceRadius * InfluenceRadius |
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const float | Stiffness = 0.504f |
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const float | StiffnessFarNearRatio = 10.0f |
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const float | StiffnessNear = Stiffness * StiffnessFarNearRatio |
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const float | ViscositySigma = 0.0f |
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const float | ViscosityBeta = 0.3f |
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const float | DensityRest = 10.0f |
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const float | KSpring = 0.3f |
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const float | RestLength = 5.0f |
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const float | RestLengthSquared = RestLength * RestLength |
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const float | YieldRatioStretch = 0.5f |
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const float | YieldRatioCompress = 0.5f |
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const float | Plasticity = 0.5f |
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const int | VelocityCap = 150 |
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const float | DeformationFactor = 0f |
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const float | CollisionForce = 0.3f |
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int | ParticlesCount [get] |
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Vector2 | Gravity [get, set] |
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int | MaxParticleLimit [get] |
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bool | ElasticityEnabled [get, set] |
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bool | PlasticityEnabled [get, set] |
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The documentation for this class was generated from the following file:
- Physics2D/Fluids/2/FluidSystem2.cs


TODO
Creates a window (image placeholder)
int cvNamedWindow( const char* name, unsigned long flags );
The function cvNamedWindow creates a window which can be used as a placeholder for images and trackbars. Created windows are reffered by their names.
Destroys a window
void cvDestroyWindow( const char* name );
The function cvDestroyWindow destroyes the window with the given name.
Sets window sizes
void cvResizeWindow( const char* name, int width, int height );
The function cvResizeWindow changes the sizes of the window.
Gets window handle by name
void* cvGetWindowHandle( const char* name );
The function cvGetWindowHandle returns native window handle (HWND in case of Win32 and Widget in case of X Window).
Gets window name by handle
const char* cvGetWindowName( void* window_handle );
The function cvGetWindowName returns the name of window given its native handle(HWND in case of Win32 and Widget in case of X Window).
Creates the trackbar and attaches it to the specified window
CV_EXTERN_C_FUNCPTR( void (*CvTrackbarCallback)(int pos) ); int cvCreateTrackbar( const char* trackbar_name, const char* window_name, int* value, int count, CvTrackbarCallback on_change );
The function cvCreateTrackbar creates the trackbar(slider) with the specified name and range, assigns the variable to be syncronized with trackbar position and specifies callback function to be called on trackbar position change. The created trackbar is displayed on top of given window.
Retrieves trackbar position
int cvGetTrackbarPos( const char* trackbar_name, const char* window_name );
The function cvGetTrackbarPos returns the ciurrent position of the specified trackbar.
Sets trackbar position
void cvSetTrackbarPos( const char* trackbar_name, const char* window_name, int pos );
The function cvSetTrackbarPos sets the position of the specified trackbar.
Assigns callback for mouse events
#define CV_EVENT_MOUSEMOVE 0 #define CV_EVENT_LBUTTONDOWN 1 #define CV_EVENT_RBUTTONDOWN 2 #define CV_EVENT_MBUTTONDOWN 3 #define CV_EVENT_LBUTTONUP 4 #define CV_EVENT_RBUTTONUP 5 #define CV_EVENT_MBUTTONUP 6 #define CV_EVENT_LBUTTONDBLCLK 7 #define CV_EVENT_RBUTTONDBLCLK 8 #define CV_EVENT_MBUTTONDBLCLK 9 #define CV_EVENT_FLAG_LBUTTON 1 #define CV_EVENT_FLAG_RBUTTON 2 #define CV_EVENT_FLAG_MBUTTON 4 #define CV_EVENT_FLAG_CTRLKEY 8 #define CV_EVENT_FLAG_SHIFTKEY 16 #define CV_EVENT_FLAG_ALTKEY 32 CV_EXTERN_C_FUNCPTR( void (*CvMouseCallback )(int event, int x, int y, int flags) );
HIGHGUI_API void cvSetMouseCallback( const char* window_name, CvMouseCallback on_mouse );
void Foo(int event, int x, int y, int flags);where event is one of CV_EVENT_*, x and y are coordinates of mouse pointer in image coordinates (not window coordinates) and flags is a combination of CV_EVENT_FLAG.
The function cvSetMouseCallback sets the callback function for mouse events occuting within the specified window. To see how it works, look at opencv/samples/c/ffilldemo.c demo
Loads an image from file
IplImage* cvLoadImage( const char* filename, int iscolor CV_DEFAULT(1));
The function cvLoadImage loads an image from the specified file and returns the pointer to the loaded image. Currently the following file formats are supported: Windows bitmaps - BMP, DIB; JPEG files - JPEG, JPG, JPE; Portable Network Graphics - PNG; Portable image format - PBM, PGM, PPM; Sun rasters - SR, RAS; TIFF files - TIFF, TIF.
If "filename" does not contain full path, the file is searched in the current directory and in directories specified by cvAddSearchPath
Saves an image to the file
int cvSaveImage( const char* filename, const CvArr* image );
The function cvSaveImage saves the image to the specified file.
Shows the image in the specified window
void cvShowImage( const char* name, const CvArr* image );
The function cvShowImage shows the image in the specified window. If the window was created with CV_WINDOW_AUTOSIZE flag then the image will be shown with its original size otherwise the image will be scaled to fit the window.
Converts one image to another with optional vertical flip
void cvConvertImage( const CvArr* src, CvArr* dst, int flip CV_DEFAULT(0));
The function cvConvertImage converts one image to another and flips the result vertically if required. This function does the same conversions as cvCvtColor function, but do this automatically accordingly to formats of input and output images.
Structure for getting video from camera or AVI file
typedef struct CvCapture CvCapture;
The structure CvCapture does not have public interface and is used only as a parameter for video capture functions.
Allocates CvCapture structure binds it to the specified AVI file
CvCapture* cvCaptureFromAVI( const char* filename );
The function cvCaptureFromAVI allocates and initialized the CvCapture structure for reading the video stream from the specified AVI file.
After the allocated structure is not used any more it should be released by cvReleaseCapture function.
Allocates CvCapture structure and binds it to the video camera
CvCapture* cvCaptureFromCAM( int index );
The function cvCaptureFromCAM allocates and initialized the CvCapture structure for reading a video stream from the camera. Currently two camera interfaces can be used: Video for Windows (VFW) and Matrox Imaging Library (MIL). To connect to VFW camera the parameter "index" should be in range 0-10, to connect to MIL camera the parameter "index" should be in range 100-115. If -1 is passed then the function searches for VFW camera first and then for MIL camera.
After the allocated CvCapture structure is not used any more it should be released by cvReleaseCapture function.
Releases the CvCapture structure
void cvReleaseCapture( CvCapture** capture );
The function cvReleaseCapture releases the CvCapture structure allocated by cvCaptureFromAVI or cvCaptureFromCAM.
Grabs frame from camera or AVI
int cvGrabFrame( CvCapture* capture );
The function cvGrabFrame grabs the frame from camera or AVI. The grabbed frame is stored internally. The purpose of this function is to grab frame fast what is important for syncronization in case of reading from several cameras simultaneously. The grabbed frames are not exposed because they may be stored in compressed format (as defined by camera/driver). To get access to the grabbed frame cvGrabFrame should be followed by cvRetrieveFrame.
Gets the image grabbed with cvGrabFrame
IplImage* cvRetrieveFrame( CvCapture* capture );
The function cvRetrieveFrame returns the pointer to the image grabbed with cvGrabFrame function. The returned image should not be released by the user.
Grabs and returns a frame from camera or AVI
IplImage* cvQueryFrame( CvCapture* capture );
The function cvQueryFrame grabs a frame from camera or AVI and returns the pointer to grabbed image. Actually this function just successively calls cvGrabFrame and cvRetrieveFrame. The returned image should not be released by the user.
Gets camera/AVI properties
double cvGetCaptureProperty( CvCapture* capture, int property_id );
The function cvGetCaptureProperty retrieves the specified property of camera or AVI.
Sets camera/AVI properties
int cvSetCaptureProperty( CvCapture* capture, int property_id, double value );
The function cvSetCaptureProperty sets the specified property of camera or AVI. Currently the function works only for setting some AVI properties: CV_CAP_PROP_POS_MSEC, CV_CAP_PROP_POS_FRAMES, CV_CAP_PROP_POS_AVI_RATIO
Creates AVI writer
typedef struct CvAVIWriter CvAVIWriter; CvAVIWriter* cvCreateAVIWriter( const char* filename, int fourcc, double fps, CvSize frameSize )
The function cvCreateAVIWriter allocates and initializes the hidden structure CvAVIWriter that is used for writing AVI files frame by frame.
NOTE: Writing to AVIs works under Win32 only
Releases AVI writer
void cvReleaseAVIWriter( CvAVIWriter** writer );
The function cvReleaseAVIWriter closes the AVI file being written and deallocates the memory used by CvAVIWriter structure.
Writes a frame to AVI file
int cvWriteToAVI( CvAVIWriter* writer, const IplImage* image );
The function cvWriteToAVI writes/appends one frame to AVI file binded to "writer".
Initializes HighGUI
void cvInitSystem( int argc, char** argv );
The function cvInitSystem initializes HighGUI. If it wasn't called explicitly by the user before the first window is created, it is called implicitly then with argc=0, argv=NULL. Under Win32 there is no need to call it explicitly. Under X Window the arguments are used for creating Application Shell that is a standard way to define a look of HighGUI windows and controls.
Waits for pressed key
int cvWaitKey(int delay CV_DEFAULT(0));
The function cvWaitKey waits for key event infinitely (delay<=0) or for "delay" milliseconds. Returns the code of pressed key or -1 if key was not pressed until the specified timeout has elapsed.
Note: This function is the only method in HighGUI to fetch and handle events so it needs to be called periodically for normal event processing.
Adds the specified path to the list of search paths;
/* add folder to the image search path (used by cvLoadImage) */ void cvAddSearchPath( const char* path );
The function cvAddSearchPath adds the specified folder to the search path list. The search path list is used by cvLoadImage function.


Move your mouse over (or tap on) an example and then click on the red code button to view example source code.
Project is in early stages of development - breaking changes every other day, almost no documentation, etc. Also - this demo lies somewhere between a "demo" and a "set of test cases", so not all of the examples here are meant to be used, we just need to check them.
fnx_ui is a set of Desktop first Angular2.Dart components.
You are looking at the catalogue of all designed components. Some of them are decorated with simple jQuery JavaScript, but most of the logic will be created later in Angular2.Dart without any JavaScript at all. Please, don't be surprised if you stumble upon a date input with opened date picker and such. We are testing CSS here, not behaviour.
Move your mouse over (or tap on) an example and then click on the red code button to view example source code.


This example shows how to post a image to the Project Oxford Emotion API by passing a url to an image


Creating a more effcient path for users to purchase on arrow.com
Three different buying journeys are presented to the user: In-stock (Buy), No-Stock (backorder), and Request Quote (call for price), all of which are separate inventories displaying their own data, individual experiences, and design hierarchy.
To further confusion, “backorder,” and “call for price” CTA's are the same experience, a form sent to customer service. The process is lengthy and convolute.
The research phase began with a competitive analysis of other eCommerce component distribution sites. The eCommerce sites that were analyzed (Digi-Key, Mouser, Avnet, Octopart, Newark Element 14 and Premier Farnell ) were all similar in theme and content, so it was essential to understand any differences in the user experience when purchasing and sourcing components. Analyzing, then synthesizing the data helped me understand the ideal approach that Arrow.com should work towards in an Agile iterative implementation.
With the requirements defined, I was able to establish a clear visual hierarchy throughout the platform and keep all content and user interactions consistent across the board for web to mobile. While this analysis helped me create features that would make the platform stand out from our competitors, diving deeper into best practices for e-commerce web design led me to conclude the following:
Being tasked to update a sites purchasing journey can be complicated. As part of my process, I like to diagram all use cases in order to drive a proper strategy and approach under the constraints of the current system and data being fed to the user on the frontend. After validating the use cases , the next logical step would be to pull GA data to round out the weight of each use case pain point. This provides the team and stakeholders opportunity for prioritization if time and money are an issue.
Below are examples of high level purchasing journeys on Arrow.com along with the various types (request/call & limited stock/potential) of a-typical buying experiences and data supported, which can be due to legacy systems, bad data or business rules. Working with various stakeholders created an understanding of knowledge and paths forward to limit confusing and friction on the frontend.
Below is an example of all the message codes that Ageis and Unity housed for part and pricing information, some of which were presented to the frontend and some weren’t. One of the biggest challenges I faced was trying to align data being fed to the user, which came from two different systems (Unity and Ageis), and regional business ownership rules.
Bringing together business goals and proper UX strategy shaped the iterative MVP approach by creating primary and secondary purchasing experiences. Sketching and wireframing always helps me work through complex problems.
Bringing together business goals and proper UX strategy shaped the iterative MVP approach by creating primary and secondary purchasing experiences. In a 3-phase approach, below is an example of phase 2 of the product detail page implementation on Arrow.com.
100% of user found the new Single Buying Options (SBO) purchasing process more intuitive, efficient and effective when purchasing parts.
30% of users were confused whether to click on the packing type checkbox first or enter a quantity in, especially when two packing types were present. Though, once the users were familiar with the purchasing process it became a natural experience.
When user's landed on a PDP that has both package types, cut strips and reels, 60% of user's do not see reels. Therefore, the user would not see the interactions happening below when adding that package type (reel) to cart in the single buying options section.
Another behavioral tendency I found interesting was around 50% of our users rendered their attention to the product details/spec table to find answers regarding part specific purchasing information. This could be due to prior expectations, learned behavior from our competitors, and/or unfamiliarity with Arrow.com.
Bringing together business goals and proper UX strategy shaped the iterative MVP approach by creating primary and secondary purchasing experiences. In a 3-phase approach, below is an example of phase 2 of the product detail page implementation on Arrow.com.


ReFRAME partnerships are determined on a case-by-case basis to avoid redundant screens, minimize compound consumption and ensure proposed assays have the requisite quality. Successful partner screens will meet the following requirements:
-
Relevant to Global Health
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Execute a Material Transfer Agreement that ensures global access to data generated by the screen (12-month delay before deposition of data onto a public database maintained by Calibr (reframedb.org)
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Differentiated assay from prior or on-going screens (e.g. Pathogen species tested, clinical isolate vs. lab-adapted strain, lifecycle stage, assay readout (proliferation vs viability, etc.)
-
Miniaturized and optimized to suit limited compound supply
-
Assay volume less than 50 µL (384- or 1536-well format)
-
Assay amenable to a single point screen and < 1% hit rate follow-up
If approved, the typical screening partner receives ~0.5 nanomoles of each compound during primary screening (i.e., 50 nL @ 10 mM) and up
to 4 nanomoles for “hits” during the entire campaign (includes primary screen, dose response reconfirmation and counter screen). For more information contact reframescreens@scripps.edu.


We are here for you
Almost 30% women in North India suffer from PMDD. It is more common that we think, and it has a serious effect on lives of menstruating people. We understand, and we care
Almost 30% women in North India suffer from PMDD. It is more common that we think, and it has a serious effect on lives of menstruating people. We understand, and we care
The purpose of this website is to make information about PMDD and its causes, symptoms, diagnosis as well as treatment or support easily accessible to people.There is very limited awareness in our society, due to the fact that any topic related to menstruation is taboo in our society, an attitude that further prevents menstruating people to receive support.
We aim to provide support and education on this website so that people can let go of this pervasive taboo.
This online platform has the potential to become a vibrant, thriving online community of peer support as well as easily available resources such as research articles and recent trends, contact information for professionals one can consult, and other small bits of multimedia information that can raise awareness and sensitise people towards PMDD and its consequences.


My name is Christina OBrien. I'm a Dublin based digital designer with over ten years experience. I have a passion for creating highly visual and intuitive design solutions for print and web media using a combination of current and emerging technologies. I have a wide range of experience from graphic design for print to more recent studies in web technologies including projects in Web Design, Multimedia and Web Application Development. My portfolio is a mix of work created independently and also as part of a studio. I am currently seeking new opportunities in the areas of Graphic Design, Web Design/Development and UXUI Design.
Developing brand identity from the point of conceptualisation to completion of finished artwork. All promotional design work carried out using the latest Adobe Cloud Software.
During my college course I worked on a number of projects which involved creating websites and developing web applications using various client side and server side technologies.
Responsible for liaising with new and existing clients to advise on how best to proceed with design projects, taking into consideration time constraints as well as budget. Overseeing project from start to finish ensuring strict deadlines are adheared to. Overseeing work of junior designers.
Excellent knowledge of both lithographic and digital printing processes. This includes preparing and planning files for print using various techniques as well as liaising with printers using print specific terminology.
I work directly with customers on a daily basis to effectively interpret, advise and implement all of their design and printing requirements. This process may involve collaborating with other designers as well as communicating requirements with printers.
Coordinating and managing workflow over various projects. Ensuring strict deadlines are met while maintaining artwork integrity. Preparing quotes for new and existing customers based on internal and external prerequisites.
Modules: Server Side Web Technologies, Web Design, Digital Multimedia, Introduction to Databases, Web Application Development, Computer Architecture Operating Systems and Networks, Object Oriented Software Engineering.
Responsible for liaising with new and existing customers to advise and implement the most effective and innovative way to advertise their business through print media
Developing brand identity from the point of conceptualisation to completion of finished artwork
Developing highly crafted and intuitive design solutions for promotional materials
Coordinating and managing work-flow on various artwork projects. Keeping customers updated with regular progress reports
Making sure strict deadlines are adhered to while maintaining artwork integrity
Preparing quotes for customers based on internal and external prerequisites
Preparing finished artwork for digital or lithographic printing processes using various techniques, which include blind embossing, spot uv varnish and creating keylines for die cutting
Clients include: Crotty Group, HSOC, The Sales Institute, Agra Keypack and KG Elite Performance
Meeting with clients to discuss their business objectives and requirements.
Advising clients on best way forward regarding all design requirements, then proceeding to draw up a brief and begin working on a concept.
Collaborating with other designers or working independently to prepare proofs for clients with regular progress reports.
Preparing approved artwork for digital or lithographic printing process.
Effectively communicating with printers using print specific terminology as well as following up on jobs sent to print to ensure deadlines are meet.
Responsible for buying in and outsourcing print jobs where necessary to ensuring on time delivery within the agreed budget.
Occasional digital printing of booklets, flyers, stationary and posters


Visual Studio LightSwitch is a development environment designed to simplify and shorten the development of businesses applications and data services. LightSwitch makes it easy to create data-centric business applications that can consume a variety of data sources and create clients that can run on a variety of devices. With LightSwitch you can: Build HTML5-based apps that run on all modern devices. Consume and aggregate multiple data sources like databases, SharePoint and OData Eliminate plumbing code and focus on what makes your application unique
By using LightSwitch, you can create HTML client screens that are optimized for display on mobile devices. This topic introduces the templates that you can use to create screens that are based on HTML5, the tools that you can use to design screens, and some of the tasks that you can perform to design the best screens for your LightSwitch application.


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Armor/Weapon concept drawings
Posted:
Sun Oct 05, 2008 7:02 pm
by a_link_to_the_past
Okay! so I'm going to keep posting my concept drawings in this thread so they don't get scattered.
These are just to stimulate creativity for those that can do the actual 3d portion. If something needs to be changed so be it. Thats why they are concept drawings.
I've got a lot of free time on my hands so expect to see more.
Re: Armor/Weapon concept drawings
Posted:
Sun Oct 05, 2008 10:19 pm
by Burnt Ferret
Looking pretty cool. Any color schemes in mind? I'm working on the armor set now. This is where I'm at with the helm so far:
Re: Armor/Weapon concept drawings
Posted:
Mon Oct 06, 2008 12:53 am
by Burnt Ferret
Hrm, the polygon count with the extra 4 "ridges" in the helmet is rather high. With just the central ridge it isn't that bad. here, check it out...
Still needs a better texture though!
Re: Armor/Weapon concept drawings
Posted:
Mon Oct 06, 2008 1:05 am
by Burnt Ferret
Re: Armor/Weapon concept drawings
Posted:
Mon Oct 06, 2008 10:11 am
by a_link_to_the_past
Yeah I figured the count would be a little high.
Looks pretty good though.
I'm not to sure about color scheme to be honest. So thats open for you to play around with and see what looks good.
Re: Armor/Weapon concept drawings
Posted:
Mon Oct 06, 2008 10:18 am
by a_link_to_the_past
Actually come to think about it... I was looking at the Necromonger armor to give myself a basic starting point for the design.. so really the dark greys and what not that their armor is fashioned in would probably work best since I did use their armor as a reference. The colors you have it right now look good.. the textures just need to look smooth.
Re: Armor/Weapon concept drawings
Posted:
Tue Oct 07, 2008 12:59 pm
by a_link_to_the_past
Okay... Here is a second armor set. I went ahead and gave them a little color but I have a lame set of color pencils so its nothing stellar.
This set was meant to give off that high gloss reflectiveness, almost like glass. A very clean look.
Anyway... have fun modelers... again... if you want to tweak things that will make it look better... go for it.
Re: Armor/Weapon concept drawings
Posted:
Tue Oct 07, 2008 1:44 pm
by Burnt Ferret
I'll model this one up tonight. Might try and photoshop a decent texture to go along with it for this one.
Re: Armor/Weapon concept drawings
Posted:
Tue Oct 07, 2008 4:59 pm
by Karl G.
Snazzy! I especially like how the helmet looks. It might be cool as a spirit-type item--you could make the gold part gold-clear. Just a thought.
Re: Armor/Weapon concept drawings
Posted:
Tue Oct 07, 2008 5:27 pm
by Burnt Ferret
That's actually exactly what i was thinking. Making at least the yellow aspect somewhat transparent. I'm not 100% sure on the gray part, but I think I will make it a darker gray, still translucent, but not nearly so much as the yellow spikes/trim.
Re: Armor/Weapon concept drawings
Posted:
Tue Oct 07, 2008 6:00 pm
by Serenity
That would be badass to have a set of armor that was completely translucent. Would be even sweeter if it was affected by lighting elements.
I can put some work into textures if you'd like.
-Steve
Re: Armor/Weapon concept drawings
Posted:
Wed Oct 08, 2008 9:40 am
by Burnt Ferret
I am done with the models themselves. I did some work on textures last night, and tried some things like burning and dodging a 3D feel to it.... but it just didn't look right with it being transparent and whatnot. I think I'll go ahead and create the texture, but without trying to create the 3D feel and see how that looks. I realize that I should have done that in the first place, but whatever.... it was late and I had a few too many beers to really care.
Will try and post the models during my lunch break.
Re: Armor/Weapon concept drawings
Posted:
Wed Oct 08, 2008 1:00 pm
by a_link_to_the_past
Ironic.. I had far too many beers last night...
I really do wish I could model things.. Its been so long since I've done 3d modeling... and I only did it for one semester in highschool.
Re: Armor/Weapon concept drawings
Posted:
Wed Oct 08, 2008 2:44 pm
by a_link_to_the_past
Decided to take a small break from the armor.. and I didn't know where we stood exactly on entry level weapons. So I figured it would be a good idea draw up some sketches since the game will obviously need entry level weapons more than unique ones at this point in time.
Re: Armor/Weapon concept drawings
Posted:
Fri Oct 10, 2008 5:25 pm
by Burnt Ferret
Sorry, been pretty busy with work. I have the models done, the textures are just messed up... I'll post the UV outline for the textures so feel free to make them into whatever you want. I'll do that when i get home from work.
Re: Armor/Weapon concept drawings
Posted:
Fri Oct 10, 2008 11:03 pm
by Karl G.
link: I really like the look of the "basic warhammer". I can't quite put my finger on what I really like about it, but it stands out to me. Just thought I'd let you know.
Burnt Ferret wrote:Sorry, been pretty busy with work. I have the models done, the textures are just messed up... I'll post the UV outline for the textures so feel free to make them into whatever you want. I'll do that when i get home from work.
I look forward to 'em
All of the other models have been great!!
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 9:41 am
by a_link_to_the_past
Why Thank You. I have about five other weapons drawn right now... One of which is something that Xenimus never had, and is something that I think would be awesome. I'll be posting those as soon as I add some more to the group. They'll be some what of a set of weapons like the last one... only a tier higher so to speak.
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 1:26 pm
by Serenity
the only problem I see with them, is that don't seem realistic enough. the handles for warhammers and the like are way too thin. and would most likely bend like a straw if used. but that is my only quarrel with them. but they do look nice. Good job
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 2:27 pm
by a_link_to_the_past
They weren't about being realistic... For the most part you barely see the weapon handles on the characters. This is just a starting point for modelers to get an idea of shape and design. As for strength of material... I own several weapons... the strength of a weapon deals mainly with the way the steel is forged. You'd be amazed at how something thin can stand up to punishment. However I do see where your coming from.
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 3:01 pm
by Burnt Ferret
The top right is just a transparent "spike" part...
Top left is the helmet, bottom left long piece is the armor sides, left armor piece is the front, right armor piece is the back.
Shield is the bottom right side. Above the shield are the shoulder pieces.
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 5:35 pm
by Burnt Ferret
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 6:39 pm
by David T.
Preliminary Run down of one of the armors drawn. Not satisfied with the texture so far.
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 7:29 pm
by Burnt Ferret
I'd say that's being a little too over-critical of yourself. It looks great.
Textured warhammer... not happy with the actual hammer part of the texture, though i think the handle/shaft is fine looking.
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 8:31 pm
by kuba
Some great looking models guys!
Re: Armor/Weapon concept drawings
Posted:
Sat Oct 11, 2008 9:55 pm
by a_link_to_the_past
Oh Snap... those are awesome! I didn't know if I empahsized the head of the hammer enough.. but you saw it and modeled well..
and the plate mail... thats exactly what I was looking for... Really awesome work guys.. kudos


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DEFAULT_ICON_HEIGHT
- Static variable in class swing.
CatalogTree.CatalogCellRenderer
Hauteur d'un icon ayant pour valeur 32px
DefaultCatalog
- Class in
metier
capable de lire le catalogue des meubles par défaut
DefaultCatalog()
- Constructor for class metier.
DefaultCatalog
constructeur charge la BDD contenu de meuble du fichier *.properties
DefaultUserPreferences
- Class in
metier
DefaultUserPreferences()
- Constructor for class metier.
DefaultUserPreferences
delete()
- Method in class controller.
HomeController
deleteHome(HomeModel)
- Method in class swing.
HomeApplication
deleteItems(List<?>)
- Method in class controller.
PlanController
deleteObject(Object)
- Method in class swing.
HomeComponent3D
deletePieceOfFurniture(HomePieceOfFurniture)
- Method in class metier.
Home
deletePieceOfFurniture(HomePieceOfFurniture)
- Method in interface metier.
HomeModel
deleteRectangleFeedback()
- Method in class swing.
PlanComponent
deleteSelection()
- Method in class controller.
FurnitureController
deleteSelection()
- Method in class controller.
PlanController.ControllerState
deleteSelection()
- Method in class controller.
PlanController
deleteSelection()
- Method in class controller.
PlanController.NewWallState
deleteSelection()
- Method in class controller.
PlanController.RectangleSelectionState
deleteSelection()
- Method in class controller.
PlanController.SelectionMoveState
deleteSelection()
- Method in class controller.
PlanController.SelectionState
deleteSelection()
- Method in class controller.
PlanController.WallCreationState
deleteWall(Wall)
- Method in class metier.
Home
deleteWall(Wall)
- Method in interface metier.
HomeModel
depth
- Variable in class metier.
CatalogPieceOfFurniture
Profondeur du meuble exprimée en cm
depth
- Variable in class metier.
HomePieceOfFurniture
deselectAll()
- Method in class controller.
PlanController
deselectItem(Object)
- Method in class metier.
Home
deselectItem(Object)
- Method in interface metier.
HomeModel
detachJoinedWall(Wall, Wall)
- Method in class metier.
Home
displayView()
- Method in class junit.
HomeControllerTest.ControllerTest.ViewTest
displayView()
- Method in class swing.
HomeFramePane
displayView()
- Method in class swing.
HomeView
displayView()
- Method in interface swing.
View
doAddFurniture(HomePieceOfFurniture[], int[])
- Method in class controller.
FurnitureController
doDeleteFurniture(HomePieceOfFurniture[])
- Method in class controller.
FurnitureController
doEdit()
- Method in class junit.
UndoManagerTest.AddWordToListEdit
doorOrWindow
- Variable in class metier.
CatalogPieceOfFurniture
Si vrai, meuble de type porte ou fenêtre incrustable dans un mur
doorOrWindow
- Variable in class metier.
HomePieceOfFurniture
DropImageFileTest
- Class in
junit
DropImageFileTest()
- Constructor for class junit.
DropImageFileTest
DropImageFileTest.LabelIconTransferHandler
- Class in
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Kogi Election: CDD raises alarm over vote buying in Lokoja, Koton Karfe LGAs
by adminLESS than 24 hours to the commencement of 2019 Kogi State governorship election, Centre for Democracy and Development (CDD), a not-for-profit advocacy organisation has raised alarm about the incident of vote buying in Kogi State.
In a press release signed by CDD director, Idayat Hassan and shared with The ICIR, CDD said its observers have witnessed the distribution of gift items such as Ankara textile materials and bags of rice in Lokoja and Koton Karfe Local Government Areas.
Also, INEC Supervising Presiding Officers (SPO) have been induced with cash across the 21 Local Government Areas of the State, CDD has disclosed.
A major political party has approached INEC officials “with bribes of USD1,000 to buy them over,”
CDD said this finding was also confirmed from Bureau de Change (BDC) Operators in Lokoja who were interviewed.
“The BDC operators report that there are has been an upsurge in the number of customers calling to change USD1000 to Naira.”
Mrs. Hassan said the use of financial inducement to subvert the credibility of the electoral process is antithetical to the democratic ethos.
“CDD condemns in the strongest possible terms all forms of inducement of poll officials. The Electoral Act 2010 (as amended) expressly frowns at bribery and all forms of inducement of poll officials.
“Specifically, Section 124(4) of the Electoral Act 2010 as amended states: ‘Any person who commits the offence of bribery is liable on conviction to a maximum fine of N500,000 or imprisonment for 12 months or both'”.
The organisation called on the anti-corruption agencies, particularly the Economic and Financial Crimes Commission (EFCC) and Independent Corrupt Practices and other Related Offences Commission (ICPC) to thoroughly investigate these reports in order to hold to account the perpetrators of these electoral crimes.
CDD wants all the suspects involved in the crime arrested.
” INEC should fine-tune its monitoring mechanisms to ensure that all compromised electoral officials are removed from the process immediately.
“The good people of Kogi State should be aware that if they sell their votes, they are mortgaging their future and compromising the possibility of good governance for their own benefits.”


Roadworks outside Telford Shopping Centre delayed due to weather
by Mat GrowcottRoadworks outside Telford Shopping Centre have been temporarily delayed due to bad weather.
Northfield Street, which runs outside the bus station, was closed for about three weeks while work related to the centre's new Fashion Quarter was carried out.
There is expected to be one more day of closures in both directions. The closure was set to be in place on Sunday before the road was reopened on Monday, but the work was pushed back due to the weather. The closures will be rescheduled.
The Fashion Quarter has recently reopened to the public, with brands including Next, New Look and H&M taking larger units in the area.


AstraZeneca shares rise on early U.S. approval for leukemia drug
FRANKFURT (Reuters) - AstraZeneca (AZN.L) shares rose 2.7% on Friday after the British drugmaker won earlier-than-expected U.S. regulatory approval for a leukemia drug, in a challenge to rival AbbVie (ABBV.N).
AstraZeneca said late on Thursday that the U.S. Food and Drug Administration (FDA) had given its go ahead for the company’s Calquence drug to treat chronic lymphocytic leukemia (CLL), one of the most common types of leukemia in adults.
The drug was approved under a new speedy review program in collaboration with drug watchdogs in Canada and Australia, and was also approved to treat small lymphocytic lymphoma, a similar disease.
That will pit the AstraZeneca drug against AbbVie and Johnson & Johnson’s (JNJ.N) established CLL treatment Imbruvica.
The FDA’s green light, which analysts at brokerage Bryan Garnier said came at record speed, adds momentum to Astra’s growing cancer drug business with brands including Tagrisso and Imfinzi.
“Physicians are used to Imbruvica and we do not expect a rapid and massive shift towards Calquence but we do see it progressively taking market share from the leader,” Bryan Garnier analysts said, adding that FDA tests had showed Calquence performed well in terms of side effects.
Astra shares were up 2.1% at 1415 GMT, outperforming a 0.7% gain in the STOXX Europe 600 Health Care .SXDP index.
Astra shares have risen 28% this year, boosted by revenue growth from new drugs.
Average analyst forecasts point to 2024 Calquence sales of almost $1.5 billion, up from a projected $160 million this year, according to Refinitiv data.
Abbvie and J&J chalked up 2018 Imbruvica revenues of $3.6 billion and $2.6 billion, respectively.
Calquence had previously been approved for the relatively smaller group of mantle cell lymphoma (MCL) patients that had received prior therapy.


Committees of 2019
Kang Yi Chen
Student Advisor
Ong Ci Leong
Student Advisor
Tan Boon See
Student Advisor
Tan Guan Jie
Student Advisor
Chew Tzi Hwee
President
Yong Gent Hoong
Vice President of Academic Department
Lim Zi Yang
Vice President of Administrative Department
Won Wan Jing
Secretary
Chua Shin Wu
Treasurer
Lau Jun Yang
Head of General Affairs
Chin Zhe Ying
Special Activities Secretary
Chan You Yiun
Vice Secretary
Ang Li Lin
Vice Secretary
Foo Tun Jing
Vice Head of General Affairs
Chan Kuan
Vice Head of Academic Department
Ch'ng Jun Yang
Sales Department
Christopher Teh
Sales Department
Ong Zhi Zheng
Assistant of Academic Department
Ooi Yew Cher
Assistant of Academic Department


The Adventures of Fluffy and Thorfeld: Wonderpets!
Fluffy is a ball python of a certain age and debonair aspect.
Here is a list of Fluffy's favorite things:
- Climbing everything
- Pulling the glasses off of human bestie's faces
- Hanging out (literally!)
- Chilling on a hot rock (like you do)
Read more about me here!
Thorfeld is a English Bulldog with personality and a kiddy pool
Here are a few of Thorfeld's more charming habits
- Picking up every waterbottle he passes on the street
- Mistaking children in winter coats for stuffed animals
(exciting for all!)
- Wrinkle scritches
- Sidecar rides
Read more about me here!


First Name: Last Name:
Contact Address: Phone No:
State: City:
Marital Status: Married: Single:
Working: Yes: No:


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Berkshire Girls Code - January 15, 2015


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Attendee at the European Astronaut Center of Cologne (EAC) German Aerospace Center (DLR), Cologne, DE2013 One-week training on ESA stuffs as High School Student from Italy


Mouse routines
These functions are declared in the main Allegro header file:
#include <allegro5/allegro.h>
ALLEGRO_MOUSE_STATE
typedef struct ALLEGRO_MOUSE_STATE ALLEGRO_MOUSE_STATE;
Public fields (read only):
x - mouse x position
y - mouse y position
w, z - mouse wheel position (2D ‘ball’)
buttons - mouse buttons bitfield
The zeroth bit is set if the primary mouse button is held down, the first bit is set if the secondary mouse button is held down, and so on.
pressure - pressure, ranging from
0.0
to1.0
See also: al_get_mouse_state, al_get_mouse_state_axis, al_mouse_button_down
Examples:
al_install_mouse
bool al_install_mouse(void)
Install a mouse driver.
Returns true if successful. If a driver was already installed, nothing happens and true is returned.
Examples:
al_is_mouse_installed
bool al_is_mouse_installed(void)
Returns true if al_install_mouse was called successfully.
al_uninstall_mouse
void al_uninstall_mouse(void)
Uninstalls the active mouse driver, if any. This will automatically unregister the mouse event source with any event queues.
This function is automatically called when Allegro is shut down.
al_get_mouse_num_axes
unsigned int al_get_mouse_num_axes(void)
Return the number of axes on the mouse. The first axis is 0.
See also: al_get_mouse_num_buttons
al_get_mouse_num_buttons
unsigned int al_get_mouse_num_buttons(void)
Return the number of buttons on the mouse. The first button is 1.
See also: al_get_mouse_num_axes
Examples:
al_get_mouse_state
void al_get_mouse_state(ALLEGRO_MOUSE_STATE *ret_state)
Save the state of the mouse specified at the time the function is called into the given structure.
Example:
ALLEGRO_MOUSE_STATE state;
al_get_mouse_state(&state);if (state.buttons & 1) {
/* Primary (e.g. left) mouse button is held. */
"Mouse position: (%d, %d)\n", state.x, state.y);
printf(
}if (state.buttons & 2) {
/* Secondary (e.g. right) mouse button is held. */
}if (state.buttons & 4) {
/* Tertiary (e.g. middle) mouse button is held. */
}
See also: ALLEGRO_MOUSE_STATE, al_get_mouse_state_axis, al_mouse_button_down
Examples:
al_get_mouse_state_axis
int al_get_mouse_state_axis(const ALLEGRO_MOUSE_STATE *state, int axis)
Extract the mouse axis value from the saved state. The axes are numbered from 0, in this order: x-axis, y-axis, z-axis, w-axis.
See also: ALLEGRO_MOUSE_STATE, al_get_mouse_state, al_mouse_button_down
al_mouse_button_down
bool al_mouse_button_down(const ALLEGRO_MOUSE_STATE *state, int button)
Return true if the mouse button specified was held down in the state specified. Unlike most things, the first mouse button is numbered 1.
See also: ALLEGRO_MOUSE_STATE, al_get_mouse_state, al_get_mouse_state_axis
Examples:
al_set_mouse_xy
bool al_set_mouse_xy(ALLEGRO_DISPLAY *display, int x, int y)
Try to position the mouse at the given coordinates on the given display. The mouse movement resulting from a successful move will generate an ALLEGRO_EVENT_MOUSE_WARPED event.
Returns true on success, false on failure.
See also: al_set_mouse_z, al_set_mouse_w
Examples:
al_set_mouse_z
bool al_set_mouse_z(int z)
Set the mouse wheel position to the given value.
Returns true on success, false on failure.
See also: al_set_mouse_w
al_set_mouse_w
bool al_set_mouse_w(int w)
Set the second mouse wheel position to the given value.
Returns true on success, false on failure.
See also: al_set_mouse_z
Examples:
al_set_mouse_axis
bool al_set_mouse_axis(int which, int value)
Set the given mouse axis to the given value.
The axis number must not be 0 or 1, which are the X and Y axes. Use al_set_mouse_xy for that.
Returns true on success, false on failure.
See also: al_set_mouse_xy, al_set_mouse_z, al_set_mouse_w
al_get_mouse_event_source
void) ALLEGRO_EVENT_SOURCE *al_get_mouse_event_source(
Retrieve the mouse event source. All mouse events are generated by this event source.
Returns NULL if the mouse subsystem was not installed.
Examples:
al_set_mouse_wheel_precision
void al_set_mouse_wheel_precision(int precision)
Sets the precision of the mouse wheel (the z and w coordinates). This precision manifests itself as a multiplier on the dz
and dw
fields in mouse events. It also affects the z
and w
fields of events and ALLEGRO_MOUSE_STATE, but not in a simple way if you alter the precision often, so it is suggested to reset those axes to 0 when you change precision. Setting this to a high value allows you to detect small changes in those two axes for some high precision mice. A flexible way of using this precision is to set it to a high value (120 is likely sufficient for most, if not all, mice) and use a floating point dz
and dw
like so:
120);
al_set_mouse_wheel_precision(
ALLEGRO_EVENT event;
al_wait_for_event(event_queue, &event);if (event.type == ALLEGRO_EVENT_MOUSE_AXES) {
double dz = (double)event.mouse.dz / al_get_mouse_wheel_precision();
/* Use dz in some way... */
}
Precision is set to 1 by default. It is impossible to set it to a lower precision than that.
Since: 5.1.10
See also: al_get_mouse_wheel_precision
Examples:
al_get_mouse_wheel_precision
int al_get_mouse_wheel_precision(void)
Gets the precision of the mouse wheel (the z and w coordinates).
Since: 5.1.10
See also: al_set_mouse_wheel_precision
Mouse cursors
al_create_mouse_cursor
ALLEGRO_MOUSE_CURSOR *al_create_mouse_cursor(ALLEGRO_BITMAP *bmp,int x_focus, int y_focus)
Create a mouse cursor from the bitmap provided. x_focus
and y_focus
describe the bit of the cursor that will represent the actual mouse position.
Returns a pointer to the cursor on success, or NULL on failure.
See also: al_set_mouse_cursor, al_destroy_mouse_cursor
Examples:
al_destroy_mouse_cursor
void al_destroy_mouse_cursor(ALLEGRO_MOUSE_CURSOR *cursor)
Free the memory used by the given cursor.
Has no effect if cursor
is NULL.
See also: al_create_mouse_cursor
Examples:
al_set_mouse_cursor
bool al_set_mouse_cursor(ALLEGRO_DISPLAY *display, ALLEGRO_MOUSE_CURSOR *cursor)
Set the given mouse cursor to be the current mouse cursor for the given display.
If the cursor is currently ‘shown’ (as opposed to ‘hidden’) the change is immediately visible.
Returns true on success, false on failure.
See also: al_set_system_mouse_cursor, al_show_mouse_cursor, al_hide_mouse_cursor
Examples:
al_set_system_mouse_cursor
bool al_set_system_mouse_cursor(ALLEGRO_DISPLAY *display,
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id)
Set the given system mouse cursor to be the current mouse cursor for the given display. If the cursor is currently ‘shown’ (as opposed to ‘hidden’) the change is immediately visible.
If the cursor doesn’t exist on the current platform another cursor will be silently be substituted.
The cursors are:
- ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT
- ALLEGRO_SYSTEM_MOUSE_CURSOR_ARROW
- ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY
- ALLEGRO_SYSTEM_MOUSE_CURSOR_QUESTION
- ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT
- ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_W
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_S
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_SW
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_SE
- ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE
- ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS
- ALLEGRO_SYSTEM_MOUSE_CURSOR_PRECISION
- ALLEGRO_SYSTEM_MOUSE_CURSOR_LINK
- ALLEGRO_SYSTEM_MOUSE_CURSOR_ALT_SELECT
- ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE
Returns true on success, false on failure.
See also: al_set_mouse_cursor, al_show_mouse_cursor, al_hide_mouse_cursor
Examples:
al_get_mouse_cursor_position
bool al_get_mouse_cursor_position(int *ret_x, int *ret_y)
On platforms where this information is available, this function returns the global location of the mouse cursor, relative to the desktop. You should not normally use this function, as the information is not useful except for special scenarios as moving a window.
Returns true on success, false on failure.
Examples:
al_hide_mouse_cursor
bool al_hide_mouse_cursor(ALLEGRO_DISPLAY *display)
Hide the mouse cursor in the given display. This has no effect on what the current mouse cursor looks like; it just makes it disappear.
Returns true on success (or if the cursor already was hidden), false otherwise.
See also: al_show_mouse_cursor
Examples:
al_show_mouse_cursor
bool al_show_mouse_cursor(ALLEGRO_DISPLAY *display)
Make a mouse cursor visible in the given display.
Returns true if a mouse cursor is shown as a result of the call (or one already was visible), false otherwise.
See also: al_hide_mouse_cursor
Examples:
al_grab_mouse
bool al_grab_mouse(ALLEGRO_DISPLAY *display)
Confine the mouse cursor to the given display. The mouse cursor can only be confined to one display at a time.
Returns true if successful, otherwise returns false. Do not assume that the cursor will remain confined until you call al_ungrab_mouse. It may lose the confined status at any time for other reasons.
Note: not yet implemented on Mac OS X.
See also: al_ungrab_mouse
al_ungrab_mouse
bool al_ungrab_mouse(void)
Stop confining the mouse cursor to any display belonging to the program.
Note: not yet implemented on Mac OS X.
See also: al_grab_mouse


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Motivation
Recent developments of technologies in computer vision, deep learning, and more broadly artificial
intelligence, have led to the race of building advanced driver assistance systems (ADAS). Among those
related techniques, road scene segmentation is definitely one of the key components for a successful ADAS.
However, even the state-of-the-art semantic segmenter still shows a huge performance panalty when we apply it to
an unseen city due to dataset (domain) bias. In the below figures, see how severe a state-of-the-art semantic segmenter, which is pretrained
on Cityscapes dataset (cities in Germany, e.g., Frankfurt), will be affected by the dataset
bias when we apply it to other unseen cities (Rome, Rio, Tokyo and Taipei).
This suggests the urgent necessity of a dataset for the adaptation of road scene segmenter, as well as an effective
adaptation method.
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|
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Click the markers in the above map to see how poor the segmenter performance is in the unseen city.
|


“To play this game you must first decide which one of you is to be the Bird-catcher; the other players then each choose the name of a bird, but no one must choose the owl, as it is forbidden. All the players then sit in a circle with their hands on their knees, except the Bird-catcher, who stands in the centre, and tells a tale about birds, taking care to specially mention the ones he knows to have been chosen by the company. As each bird's name is called, the owner must imitate its note as well as he can, but when the owl is named, all hands must be put behind the chairs, and remain there until the next bird's name is mentioned. When the Bird-catcher cries “All the birds,” the players must together give their various imitations of birds. Should any player fail to give the cry when his bird is named, or forget to put his hands behind his chair, he has to change places with the Bird-catcher.” — Clarence Squareman, My Book Of Indoor Games


Watch a Woman's Touching Reunion With the Koala She Saved From a Bushfire in Australia
by Kelsey GarciaA touching story has emerged out of the devastating bushfires sweeping through New South Wales, Australia. Toni Doherty was driving when she saw a koala heading toward the flames. Despite the risk it posed to her own safety, Doherty stopped to rescue the squealing koala, wrapping him in her own shirt and dousing him in water.
Doherty said the good deed was done out of "natural instinct." She added, "I knew if we didn't get him down from the tree, then he would've been up there amongst the flames."
After being transported to the Port Macquarie Koala Hospital, the koala was treated for burns on his nose, hands, and feet, and under his arms. In a segment by Nine News, Doherty was reunited with the koala, who's been named Lewis, after one of her grandchildren. The hospital's director, Cheyne Flanagan, expressed gratitude for Doherty's rescue mission: "The woman's a legend. Just a legend. No other word for it."
Watch the heartwarming reunion above.


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I am a coder that does lots of coding on coding
I spcialize in html,javascript and css
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Art of Monica Castillo
Work
Painting
Ink
Digital Illustration
Installation
About
CV
Contact
Eye of the Tiger
2014
Ink on paper
49 cm x 63.5 cm
Captured Innocence
2014
Ink on paper
67 cm x 97 cm
Consumed I
2014
Ink on paper
49 cm x 63.5 cm
Consumed II
2014
Ink on paper
49 cm x 63.5 cm
Kalesa
2014
Ink on paper
49 cm x 63.5 cm
Spinal Swim
2014
Ink on paper
63.5 cm x 49 cm
Wisdom in Decay
2014
Ink on paper
43 cm x 32 cm
Avian Skull
2014
Ink on paper
43 cm x 32 cm
Botanical Deer
2014
Ink on paper
43 cm x 32 cm
Camouflage
2014
Ink on paper
43 cm x 32 cm
Samurai Beast
2014
Ink on paper
43 cm x 32 cm
Animal Cage
2014
Ink on paper
32 cm x 43cm


How to boost your immunity to tackle infections.
The Novel Coronavirus has taken the world by the storm, with more than 150,000 infected and 7000 dead. It is turning out to be a pandemic that the world has ever seen and only God knows what the future holds. Let's face it we are living in an era where these vicious outbreaks are gonna come and go and threaten humanity and what the situation demands is that we take steps to prevent these infections by bringing major changes to our daily lifestyle because we all know during times like these as Darwin quoted "the survival of the fittest".
So let's answer the question of what can we do to tackle these deadly infections that threaten to poison our lives and the simple answer is by making our body and immunity so strong that viruses like these can do us no harm.
The process includes some major lifestyle changes ranging from diet to exercise with some classics like meditation and yoga. And we all know that prevention is always better than cure so we will also look at some prevention steps that you can practice in your day-to-day activities to keep these infections at bay.
Factors related to immunity.
Diet
Stress
Exercise
Age
Smoking and Consumption of Alcohol
Sleep
Supplementation
The first line of defense that the immunity of the body marches on is the stomach.The consumption of a healthy diet leads to the production of T-cells that are the building pillars of a person's immunity. When it comes to diet the green leafy vegetables are your best friends as they tend to contain high levels of vitamins required for the body's proper nutrition. Other foods that boost immunity include Dark Chocolate, Fish(salmon and tuna), Blue Berries, Almonds, Walnuts, Brocolli, Ginger and Garlic.
According to the stats published by the WHO, the people belonging to many developing and under-developed countries are suffering from acute malnutrition which in turn increases their chances of catching infections.
Chronic stress can prove to be one of the prime reasons for a weakened immune system as it produces cortisol that is scientifically suspected to decrease the levels of T-cells thus making the body more susceptible to catching infections. Manage those stress levels by doing yoga and meditation to clear your head of any acute stress you might be suffering from.
When it comes to immunity, the factor that is most debated is the amount of exercise you must be doing. As it is proven that a long duration of intense overtraining can adversely affect your immune system. So what is the optimum level of exercising and the answer is it depends and varies from person to person. When you overtrain, your body starts giving off signals to slack off and take it easy. Some of the symptoms include delayed recovery from workouts, sore muscles, increased susceptibility to infectious diseases and fatigue.
So when you feel that your body is trying to tell you something, listen to it and take a break for it to recover faster and ultimately increasing the overall immunity of the body.
Aging is one inevitable truth that no human can deny. But what are changes that happen to the immune system as the person ages? According to WHO, more than 65% of people above the age of 40 suffer from some type of disease may it be cardiovascular disease, diabetes or cancer. So when the lifestyle is taken care of from the beginning,the immunity maintains itself in the long run.
Some elite athletes have been rumored to maintain healthy levels of immunity in their 70s and 80s.
Smoking or Alcohol? Which is the lesser evil of the two? It doesn't matter when it comes to immunity, the consumption of both should be avoided or else reduced to benefit in the long run. Especially smoking as it is scientifically proven that consumption of tobacco can increase susceptibility to infections like influenza and pneumonia and lowers the levels of antioxidants in the body.
Healthy sleeping cycles are essential for the proper functioning of the body. Inadequate sleep adversely affects the body as it lowers the levels of cytokines, protective protein supplements released by your immune system during your goodnight's sleep. So be less of a night owl and crave for some class A sleep because the more all-nighters you pull the more chances you have of catching infections.
Supplementation becomes necessary when you are not able to gain enough vitamins and minerals from your diet. Opt for supplements that provide you with various vitamins from A to E. Lookout for vitamin B12 as it plays an important role in the production of white blood cells and check those protein levels in your diet because antibodies and white blood cells rely on protein in your body. Check here for the list of best protein supplements.
Steps to prevent Covid19
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Frequently wash your hands with soap and water for at least 20 seconds. When soap and running water are unavailable, use an alcohol-based hand rub with at least 60% alcohol. Always wash hands that are visibly soiled.
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Avoid touching your eyes, nose, or mouth with unwashed hands.
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Avoid close contact with people who are sick.
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Stay home when you are sick, except to get medical care.
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Cover your coughs and sneezes with a tissue.
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Clean frequently touched surfaces and objects daily (e.g., tables, countertops, light switches, doorknobs, and cabinet handles) using a regular household detergent and water.


We build profitable conversion engines that generate targeted traffic, qualified leads, and increased sales.
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Bootstrap Toggle
Bootstrap Toggle is a highly flexible Bootstrap plugin that converts checkboxes into toggles


Nfv Deployer RESTful Web Service
The Nfv Deployer web service is a simple web service that allow its client to:
- Read all the information available in DP2-NFV about NF-FGs, hosts and
reachable hosts
- Deploy a new NF-FG into the system
- Undeploy an NF-FG
- Add or remove a single node in an already deployed NF-FG
- Add or remove a single link in an already deployed NF-FG
The organization of the resources in the service and the possible
operations that a client can perform are shown here


--- author: display_name: Rick Kelson email<EMAIL_ADDRESS>tags: - data - indices - national grid categories: [] date: 2011-09-15 14:02:33 -0600 UnitedStatesNationalGrid: hub: name: United States National Grid item_id: 2eeec11a38d64637a74b5c9ddef0f76f updates: - 2018 --- {% include abstract.html name="United States National Grid (USNG)" stewards="UGRC in partnership with the Center for Interdisciplinary Geospatial Information Technologies, Delta State University, Cleveland Mississippi 38733" abstract="This dataset contains GIS mapping data representing the 1000m X 1000m United States National Grid (USNG) for Utah." %}
National Grid is a polygon dataset of United States National Grid 1000 meter x 1000 meter grid polygons constructed by the Center for Interdisciplinary Geospatial Information Technologies at Delta State University with support from the US Geological Survey under the Cooperative Agreement 07ERAG0083. For correct display, please set the base coordinate system and projection such that it matches the UTM zone for which these data were constructed using the NAD 83 datum. Further information about the US National Grid is available from https://www.fgdc.gov/usng and a viewing of these layers as applied to local geography may be seen at the National Map.
Each polygon contains the following attribute fields:
The native spatial reference for this dataset is UTM Zone 12N, NAD83. There are no constraints or warranties with regard to the use of this dataset. Users are encouraged to attribute content to: State of Utah, SGID and The Center for Interdisciplinary Geospatial Information Technologies, Delta State University, Cleveland Mississippi 38733.
{% include contact.html subject=page.title contact=site.data.contacts.indices %}


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Lorem Ipsum is simply dummy text of the printing and typesetting industry.
Lorem Ipsum is simply dummy text of the printing and typesetting industry.
Lorem Ipsum is simply dummy text of the printing and typesetting industry.
Lorem Ipsum is simply dummy text of the printing and typesetting industry.
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This is a simple crawler, that will look for relevant tweets and bring it to this feed!
Simply use the search bar and let the tweets come through.
{% for tweet in ticker_tweets %}
{{ tweet.handle }}
{{ tweet.date }}
{{ tweet.tweet }}
{% empty %}
{% endfor %}
Company Details go here
Articles we found go here
Numericals for stock here
Numericals for stock here
SEC Filings for stock here
Unusual Options Activity
Events Calendar such as earnings, FDA approval, Patent etc


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## Exercice List Below is an order list of all the exercices we will be doing ### Agenda 1. [Create App](/react-course/exercices/exercices-1.html) 2. [Create JSX](/react-course/exercices/exercices-2.html) 3. [Create Component](/react-course/exercices/exercices-3.html) 4. [Passing Props](/react-course/exercices/exercices-4.html) 5. [Classes](/react-course/exercices/exercices-5.html) 6. [Modify State](/react-course/exercices/exercices-6.html) 7. [API](/react-course/exercices/exercices-7.html) 8. [YearBook](/react-course/exercices/exercices-8.html) 9. [Weather](/react-course/exercices/exercices-9.html) ---


@(answerDetails:List[AnswerDetail])
| Club Id | Question Name | Question Id | Answer Id | Answer | Certified Until | @for(answerDetail<-answerDetails){|
|---|---|---|---|---|---|---|
| @answerDetail.getClubId | @answerDetail.getQuestionSetName | @answerDetail.getQuestionSetsId | @answerDetail.getAnswerId | @answerDetail.getAnswerName | @answerDetail.getCourseCompleted | @answerDetail.getCourseCertificationEndDate |


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Don’t be perverted, this is not the way to flash your sweet electronics…
Don’t be perverted, this is not the way to flash your sweet electronics…
(Definition)
Custom Roms - A ROM is the main firmware or operating system that your phone runs. Just like Windows 7 runs on your PC, or Mac OSX runs on your Macbook, a ROM is the main software you interact with to use your phone. All phones come with a "Stock Rom" however, many developers (often teams) create/modify custom roms to specific phones to be flashed for better variety.
A Kernel is not a piece of corn, in the technological sense. Unlike a ROM the Kernel does not alter the look and feel of your phone, but is a deeper line of code that rests beneath the surface. It tells the software how to interact with the hardware. A custom kernel is a kernel that developers have added code to, in order to create all sorts of new options and abilities. There are different kernels as there are different roms that depend upon the specific make and model of the phone. Developers might add code to make the phone's processor run at a higher speed, or make the battery draw less power when the phone is in idle mode. Kernels can also be flashed in the custom recovery.
Radio / Basebands / Modems - The radio / baseband / modem is a firmware that allows your phone to connect to the wireless network. This firmware controls basic low-level functions of your phone like cell-network connectivity, Wi-Fi, and GPS. Oftentimes an updated radio / modem will help with signal strength issues, battery drain and more. The radio / modem firmware is specific to each device and carrier, just like custom rom and custom kernel, and is flashed via custom recovery.