Selleckt is a select replacement plugin that progressively enhances the underlying select.
It's compatible with modern browsers, and IE8 compatibility is possible with an Object.create shim (there's one included in the source of this page.)
Source and documentation is at https://github.com/BrandwatchLtd/selleckt
Replaces a standard select element
Replaces a standard select element. Adds filtering functionality.
Replaces select elements with the "multiple" attribute.
A list of selections is rendered separately and may be added to / removed from
Multi select with a template with extra links in a "footer", and links for selected items on mouseover.
A custom handler is set up for the first footer link as follows:
$select3.selleckt({ mainTemplate : fancyTemplate, //view source for this selectionTemplate: selectionTemplate, //and view source for this too selectedClass: 'selected', selectedTextClass: 'selectedText', itemsClass: 'items', itemClass: 'item', }); //get access to the selleckt element and bind to the click event on the add link $select3.data('selleckt').$sellecktEl.on('click', '.add', function(e){ e.preventDefault(); e.stopPropagation(); alert('Hey, you clicked the "add button"'); });
View source for the rest of the setup!


All menus and HUDs in Pikifen can be customized. Most of them only allow you to change the position and size of the different items, but some may allow for more in-depth customizations. Each menu or HUD has its own data file, located in Game_data/GUI
.
To change the position and size of elements, you can just use the GUI editor, accessible from the main menu. To change other things, you will need to edit the data files by hand.
This page explains how the editor works, as well as list all the different menus and HUDs that can be customized.
GUI editor
The GUI editor is a simple tool that allows you to change the position and size of each item in a menu/HUD.
Opening a GUI file
- When you open the menu, you'll be asked what GUI to edit.
- You can access the GUI editor from the main menu. Once you do, you'll be shown a list of menus and HUDs whose GUIs you can edit.
- The editor only knows each GUI's file name, but these are usually obvious.
- Because the editor is made to be simple and flexible, allowing the customization of any GUI that the engine has or will have, it doesn't actually know anything about specific menus, it just knows the names of the data files inside the GUI data folder. So this dialog will show you the text file names instead of the menu or HUD names. Still, these names are pretty obvious, and if you're ever in doubt, check the GUI data files section of this page, since that lists what each menu's file is.
Canvas and coordinates
- The left side of the editor represents the player's game window.
- Once you open a file, you'll see a green square in a black void in the canvas, on the left half of the editor. This square represents the player's game window, and is where all the items are positioned.
- GUI item positions and sizes aren't specified in pixels.
- You may find it weird how the green shape in the canvas is a square, since almost nobody uses a square game window. The trick with this editor, and with the way GUI item positions and sizes work, is that you don't specify exact coordinates for where they should go, or how big they should be. If you want to horizontally center a certain item on-screen, you can't just say its center's X coordinate is 512 pixels or something. While 512 pixels may look centered in your game's window, it may look completely off in the window of somebody with a different size – remember each player can set the game's window size in the options menu!
- Positions and sizes are measured in screen percentages.
- Instead of pixels, you have to specify percentages of the screen. To center something horizontally, you specify its center's X coordinate as 50%. To make it flush to the top of the screen, its Y coordinate should be 0%. To make it take up a third of the screen horizontally, its width should be 33%. And so on. So, in reality, the green square you see in the canvas is just a representation of percentages, and while it's a square here, the real game window will likely be stretched differently depending on each player's resolution. Still, the idea is for items to be placed in the portion of the screen they work best at, for items to look good together, for items to look nice when spaced evenly apart, etc., so exact pixels don't really matter.
- The mouse cursor's position can be seen in the status bar.
- As you move the mouse cursor about, you can see where it is positioned in the green square by checking the right side of the status bar, located at the bottom of the editor.
Panel
- The panel on the right lists all items.
- The right side of the editor has a panel that includes a list of all the items in the current GUI file, as well as their internal names.
- In the list, checkboxes specify whether an item is visible.
- You can click on an item's checkbox in the list to make it visible or invisible. If it is invisible, it won't show up in the canvas nor in-game.
- Click an item in the list to select it.
- When you click an item (not its checkbox), you will see some information about that item appear below the list in the panel. You will also see some handles on the canvas, surrounding that item. Those handles are explained later.
- Edit the selected item's position or size in the widgets below the list.
- The numbers in the "center" and "size" widgets represent screen percentages, as explained above. If instead you would like to specify where an item's top-left corner is, or bottom-right corner, there are some widgets to adjust things that way.
Interacting with the canvas
- Click an item's bubble in the canvas to select it.
- Instead of selecting an item through the panel's list, you can click on it in the canvas to select it. Doing so will also correctly select the corresponding item in the list.
- When items overlap, keep clicking to select different ones.
- If you click somewhere where two items overlap, the editor will select one of them. But if you click there again, it will select the other one. You can keep clicking to change which item is selected, making it a good way to find the exact item you need when you've got a lot of them in a tight space.
- Drag the central handle of the selected item to move it.
- Once an item is selected, handles appear allowing you to shape it in the canvas. This makes things much easier than tweaking numbers manually in the panel. The central handle moves the item around.
- Drag the other handles to resize it.
- The handles at the edges and corners of the selected item allow you to resize it, be it horizontally, vertically, or both. You can hold Alt to lock the center, instead of locking the opposite edge or corner.
- Hold Shift to disable snapping.
- When you move the handles, they snap to the nearest grid point. This helps you keep things aligned. If you don't want that, you can hold down the Shift key to disable snapping. You can also disable snapping by using the button in the toolbar that controls the snapping mode.
- Hold Ctrl to snap to horizontal or vertical axis.
- By holding Ctrl, you can move something just up or down, or just left or right.
Putting it all together
- When you're done, save with the button in the toolbar.
- When you press the save button, the GUI file gets saved to the disk, and if you want, you can now quit the editor (with the button in the toolbar), go to where the relevant menu or HUD is, and check it out in action. Are things not quite what you expected? Here are some things to keep in mind:
- The editor can only uses an item's internal name and draw a vague shape representing it.
- Because each GUI item can behave in its own way, and look however it pleases, it is impossible for the GUI editor to show them in the canvas. Something like an icon in a menu might be simple, but something like the Sun Meter is composed of many individual moving parts. So you're going to have to use your imagination when using the editor. Likewise, the editor doesn't know what each GUI is doing, it just knows what items exist (and what their positions and sizes are) because that information is in the data files. So you'll have to get used to handling the internal names of items instead of something more descriptive. Though again, if you're ever unsure what an item is, check the GUI data files section of this document.
- An item's size only specifies its maximum size.
- If you give an item a large width, but a small height, you may be surprised to find that, in-game, it doesn't look stretched out, and in fact looks pretty tiny. There is no one rule that controls what each item looks like – every single item in a menu or HUD behaves however it wants. The size properties in the GUI file simply dictate the maximum width or height that the item is allowed to have. Normally, a GUI item will never be larger than the width or height you specified, though it can be smaller.
- GUI items can animate, including moving around.
- When gameplay starts, the HUD moves into view from the edges of the screen. When you pause, the menu slides into view from off-screen. A GUI's data file does not include any information about this, since that's all controlled by the engine. So don't be surprised that a GUI item can be in a position different from the one you specified – it's just moving into place! Likewise, some counters animate by growing their text whenever their number changes. This can result in them being bigger than the specified size, even if it's only temporary. If you're absolutely worried that this might make it bump into another item, remember to give the item some extra breathing room in the editor.
- If you want an item gone, mark it as invisible instead of placing it off-screen.
- While a GUI item can be partially off-screen if you want, they shouldn't be entirely off-screen. Because GUI items can animate and move during transitions, an item that is placed off-screen might come into view during these times, which can confuse the player. Plus, having these items off-screen will still make the engine waste resources on processing them, even if they're practically useless in-game. Instead, untick its checkbox in the list of items, in the panel.
GUI data files
Each of these sections refers to a menu/HUD, and explains what data file controls it, the internal names of each item, and what properties can be changed in the file. The positions
block in a file controls the position and size of each item in that menu/HUD, but as explained before, you're better off using the editor for these.
Area menu – info page
The area menu's information page – the stuff with basic information on an area.
- File name:
Area_menu_info.txt
- Items:
info_name
: Area name (info page version).subtitle
: Area subtitle.thumbnail
: Area thumbnail image.description
: Area description.difficulty
: Area difficulty rating.tags
: List of area tags.maker
: Name or nickname of the area's maker.version
: Area version.
Area menu – main
The menu in which players can choose what area to play. This only includes the main stuff, that's common to all area types and menu pages, like the list of areas and the menu buttons. The items that make up the list of areas are created on-the-fly, so they aren't included in the data file.
- File name:
Area_menu.txt
- Items:
back
: Back button.pick_text
: Instructions for the player to pick an area.list
: List of areas.list_scroll
: Scrollbar for the list.view_toggle
: Button that toggles between the basic info and the mission specs view.info_box
: Box containing the area's basic info.specs_box
: Box containing the mission's specs.tooltip
: Tooltip of the selected menu item.no_areas_text
: Text telling the player no areas were found.
Area menu – specs page
The area menu's specs page – the stuff with detailed mission information.
- File name:
Area_menu_specs.txt
- Items:
specs_name
: Area name (specs page version).goal_header
: Header text for the goal section.goal
: Goal explanation.fail_header
: Header text for the fail conditions section.fail
: List of fail conditions.fail_scroll
: Scrollbar for the fail condition list.grading_header
: Header text for the grading section.grading_list
: List of grading explanation bullet points.grading_scroll
: Scrollbar for the grading explanation bullet point list.
Controls menu
The menu where players choose their controls.
- File name:
Controls_menu.txt
- Items:
back
: Back button.new
: New control button.list
: List of controls.list_scroll
: Scrollbar for the list.tooltip
: Tooltip of the selected menu item.
Gameplay
Actual gameplay. This is not a menu, but every HUD element can be customized in just the same way.
- File name:
Gameplay.txt
- Items:
time
: Time of day, represented by the Sun Meter.day_bubble
: The bubble for the current day number.day_nr
: Current day number.leader_1_icon
: Icon of the current leader.leader_2_icon
: Icon of the next leader.leader_3_icon
: Icon of the next next leader.leader_1_health
: Health wheel of the current leader.leader_2_health
: Health wheel of the next leader.leader_3_health
: Health wheel of the next next leader.leader_next_input
: Icon of the player input that changes to the next leader.standby_icon
: Icon of the type of group member in standby. This represents the closest Pikmin or leader to the player's leader, and doesn't include the leaf/bud/flower.standby_amount
: Number of group members of the standby type.standby_bubble
: Bubble surrounding the number of group members of the standby type.standby_maturity_icon
: Icon of the maturity of the Pikmin in standby. It will only appear if there's a Pikmin type in standby.standby_next_icon
: Icon of the next standby type. It will only appear if there is a next type.standby_prev_icon
: Same as above, but for the previous type.standby_next_input
: Icon for the player input that switches to the next standby type.standby_prev_input
: Same as above, but for the previous standby type.group_amount
: Number of Pikmin on the leader's group.group_bubble
: Bubble surrounding the number of Pikmin on the leader's group.field_amount
: Number of Pikmin on the field.field_bubble
: Bubble surrounding the number of Pikmin on the field.total_amount
: Number of total Pikmin (field + Onions).total_bubble
: Bubble surrounding the number of total Pikmin (field + Onions).counters_x
: Multiplication sign ("×") that goes between the counter HUD items. In Pikmin and Pikmin 2, this is placed to the right of the standby icon.counters_slash_1
: One of the slashes that go between the counter HUD items. There are three of them to be used at will, depending on how many counter numbers you want visible.counters_slash_2
: See above.counters_slash_3
: See above.spray_1_icon
: Icon of the spray, when there is only one type, icon of spray #1 (the "up" one), when there are two types, or icon of the currently selected spray, when there are more than 2.spray_1_amount
: Same as above, but its amount. This includes the multiplication sign ("×").spray_1_input
: Same as above, but the player input icon.spray_2_icon
: Icon of spray #2 (the "down" one), when there are two types.spray_2_amount
: Same as above, but its amount. This includes the multiplication sign ("×").spray_2_input
: Same as above, but the player input icon.spray_prev_icon
: Icon of the previous spray on the list, when there are more than two types.spray_prev_input
: Same as above, but the player input icon.spray_next_icon
: Icon of the next spray on the list, when there are more than two types.spray_next_input
: Same as above, but the player input icon.mission_goal_bubble
: Bubble that holds mission goal information.mission_goal_cur_label
: Label text for the mission goal's current amount of items.mission_goal_cur
: Current amount of items for the mission's goal.mission_goal_req_label
: Label text for the mission goal's required amount of items.mission_goal_req
: Required amount of items for the mission's goal.mission_goal_slash
: Slash between the mission goal's current and required amounts of items.mission_goal_name
: Text describing the mission goal, when amounts of items don't apply.mission_score_bubble
: Bubble that holds mission score information.mission_score_score_label
: Label text for the mission score's "Score:" text.mission_score_points
: Current mission score points.mission_score_points_label
: Label text for the mission score's "pts" text.mission_score_ruler
: Ruler indicating the player's score and medals.mission_fail_1_bubble
: Bubble that holds the primary mission fail condition information.mission_fail_1_cur_label
: Label text for the mission primary fail condition's current amount of items.mission_fail_1_cur
: Current amount of items for the mission's primary fail condition.mission_fail_1_req_label
: Label text for the mission primary fail condition's required amount of items.mission_fail_1_req
: Required amount of items for the mission's primary fail condition.mission_fail_1_slash
: Slash between the mission primary fail condition's current and required amounts of items.mission_fail_1_name
: Text describing the mission primary fail condition, when amounts of items don't apply.mission_fail_2_bubble
: Same asmission_fail_1_bubble
, but for the secondary fail condition.mission_fail_2_cur_label
: Same asmission_fail_1_cur_label
, but for the secondary fail condition.mission_fail_2_cur
: Same asmission_fail_1_cur
, but for the secondary fail condition.mission_fail_2_req_label
: Same asmission_fail_1_req_label
, but for the secondary fail condition.mission_fail_2_req
: Same asmission_fail_1_req
, but for the secondary fail condition.mission_fail_2_slash
: Same asmission_fail_1_slash
, but for the secondary fail condition.mission_fail_2_name
: Same asmission_fail_1_name
, but for the secondary fail condition.- Files: You can specify what bitmap files some of the HUD items should use in the
files
block. bubble
: Standard, circular bubbles. Used on the standby Pikmin icon, leader icons, etc.checkbox_check
: A checkbox with a checkmark in it. Used in menus.checkbox_no_check
: A checkbox without a checkmark in it. Used in menus.counter_bubble_field
: The bubble in which the Pikmin-on-field counter is contained.counter_bubble_group
: Same as above, but the in-group counter.counter_bubble_standby
: Same as above, but the counter of group members of the current standby type.counter_bubble_total
: Same as above, but the Pikmin total counter.day_bubble
: The bubble in which the day counter is contained.distant_pikmin_marker
: The graphic that gets overlayed on top of the standby Pikmin's icon, to indicate that the closest Pikmin is too far away to grab.hard_bubble
: A rough, hard bubble. Used on the Sun Meter, leader icons, etc.no_pikmin_bubble
: Bubble to show when there are no Pikmin in the group.sun
: Icon for the sun in the Sun Meter.
Main menu
The main menu, entered when you start the game.
- File name:
Main_menu.txt
- Items:
play
: Play button.make
: Make button.options
: Options button.exit
: Exit button.tooltip
: Tooltip of the selected menu item.- Logo: The logo that is made of Pikmin can be customized in the
logo
block. min_screen_limit
: Top-left coordinates of the logo's placement on-screen, in screen width or height percentage.max_screen_limit
: Same as above, but for the bottom-right.pikmin_max_speed
: Each Pikmin's speed is random. This is the maximum speed possible, in pixels per second.pikmin_min_speed
: Same as above, but minimum possible.pikmin_speed_smoothness
: The closer to their destination, the more the Pikmin slow down, based on this multiplier.0.08
is a good number.pikmin_sway_amount
: How many pixels a Pikmin sways left or right when standing still.pikmin_sway_max_speed
: Each Pikmin's swaying speed is random. This is the maximum speed, in radians per second (the Y part is ignored when swaying).pikmin_sway_min_speed
: Same as above, but the minimum speed.pikmin_size
: Pikmin size, in screen dimension percentage. For instance,3 2
means each Pikmin cannot be any larger than 3% of the screen width nor 2% of the screen height.pikmin_types
: This block specifies the types of Pikmin you'll encounter in the title logo. Except every type is simply defined by the image of its flower. In this block, every line is a type, in the formatcharacter = image
, wherecharacter
is a text character representing this Pikmin type in the logo map (see below), andimage
is the name of the image in the/Game_data/Graphics
folder (extension included).map
: A representation of the logo. The Pikmin are organized in a grid, and that grid is spread to fit in the limits specified above. Every line in this block represents a line in the grid, with every character matching a cell in that line. A character represents a Pikmin type or a blank space, if it's a character specified in thepikmin_types
block or a dot (.
), respectively.
Main menu – make page
The main menu's "make" page.
- File name:
Main_menu_make.txt
- Items:
animation_editor
: Animation editor button.area_editor
: Area editor button.gui_editor
: GUI editor button.back
: Return to the main menu button.tooltip
: Tooltip of the selected menu item.
Main menu – play page
The main menu's "play" page.
- File name:
Main_menu_play.txt
- Items:
simple
: Play a simple area button.mission
: Play a mission button.back
: Return to the main menu button.tooltip
: Tooltip of the selected menu item.
Onion menu
The menu accessed by having the player's leader interact with an Onion. Note that due to the way the Onion menu's layout is dynamically generated based on the Pikmin types the Onion has, some of these settings will be overriden by the game in real time. These settings will also change the look of ship Pikmin management menus.
- File name:
Onion_menu.txt
- Items:
instructions
: Text with instructions about what to do in the menu.cancel
: Cancel button.ok
: Ok button.field
: Amount of Pikmin currently on the field.select_all
: Checkbox that toggles the "select all" mode.onion_<number>_button
: Button of the first, second, etc. Pikmin type's Onion.onion_<number>_amount
: Amount of Pikmin inside the first, second, etc. Pikmin type's Onion.group_<number>_button
: Button of the first, second, etc. Pikmin type's group.group_<number>_amount
: Amount of Pikmin in the first, second, etc. Pikmin type's group.onion_all
: Button that controls all Onions at once.group_all
: Button that controls all groups at once.prev_page
: Previous page button.next_page
: Next page button.onion_left_more
: Icon that indicates there are more Pikmin types to the left, in the list of Onion icons.onion_right_more
: Icon that indicates there are more Pikmin types to the right, in the list of Onion icons.group_left_more
: Icon that indicates there are more Pikmin types to the left, in the list of group icons.group_right_more
: Icon that indicates there are more Pikmin types to the right, in the list of group icons.tooltip
: Tooltip of the selected menu item.
Options menu
The menu where players change their settings.
- File name:
Options_menu.txt
- Items:
back
: Back button.fullscreen
: Fullscreen checkbox.resolution
: Resolution picker.cursor_speed
: Cursor speed picker.auto_throw
: Auto-throw mode picker.show_hud_input_icons
: Show HUD controls checkbox.leaving_confirmation
: Leaving confirmation mode picker.controls
: Controls menu button.advanced
: Advanced options information bullet point.tooltip
: Tooltip of the selected menu item.restart_warning
: Warning that appears at the top, warning the player they must restart the game to apply the graphical changes.
Pause menu
The menu that shows when the player pauses the game. This is only the main page, not the help page or the confirmation page.
- File name:
Pause_menu.txt
- Items:
header
: Header text saying "PAUSED".left_page
: Button to go to whatever page is to the left.right_page
: Button to go to whatever page is to the right.line
: Horizontal line separating the header and the menu.area_name
: Area name.area_subtitle
: Area subtitle or mission goal, if any.continue
: Continue button.retry
: Restart exploration/retry mission button.end
: End exploration/mission button.help
: Help button.quit
: Quit button.tooltip
: Tooltip of the selected menu item.
Pause menu – confirmation page
The leaving confirmation page of the pause menu.
- File name:
Pause_confirmation.txt
- Items:
cancel
: Cancel button.confirm
: Confirm button.header
: Header text.explanation
: Explanation text.options_reminder
: Reminder that the confirmation question can be changed in the options menu.tooltip
: Tooltip of the selected menu item.
Pause menu – help page
The help page of the pause menu.
- File name:
Pause_help.txt
- Items:
back
: Button to return to the pause menu.gameplay1
: Gameplay basics category button.gameplay2
: Advanced gameplay category button.controls
: Controls category button.pikmin
: Pikmin category button.objects
: Objects category button.category
: Name of the currently selected category.list
: List of tidbits in the current category.list_scroll
: Scrollbar for the list.tooltip
: Tooltip of the selected tidbit or menu item.- Tidbits: Tidbits of information in the help page are specified in the
tidbits
block. There are four blocks inside, each one named after the corresponding category, in all lowercase. Inside each of those blocks is the list of items, one item per line. Each line follows the formatTidbit name;Tidbit information text;Tidbit image
. The information text can make use of markup. The image has to be the file name (extension included) of the file in theGame_data/Graphics
folder.
Pause menu – mission page
The mission page of the pause menu.
- File name:
Pause_mission.txt
- Items:
header
: Header text saying "MISSION".left_page
: Button to go to whatever page is to the left.right_page
: Button to go to whatever page is to the right.line
: Horizontal line separating the header and the menu.continue
: Continue button.goal_header
: Header text saying "Goal".goal
: Explanation of the mission goal.goal_status
: The player's status compared to the goal.fail_header
: Header text saying "Failure conditions".fail_list
: List of fail conditions and stats.fail_scroll
: Scrollbar for the fail condition list.grading_header
: Header text saying "Grading".grading_list
: List of bullet points about how grading works.grading_scroll
: Scrollbar for the grading bullet points list.tooltip
: Tooltip of the selected menu item.
Results menu
The menu shown when players end an exploration/mission and get some results.
- File name:
Results_menu.txt
- Items:
area_name
: Name of the area.area_subtitle
: Area subtitle or mission goal.goal_stamp
: A stamp indicating whether or not the player reached the mission goal.end_reason
: Reason as to why the mission ended, if any.medal
: Mission medal that the player got, if any.medal_reason
: Reason for the medal. If applicable, includes the final score.stats_label
: Label for the stats box.stats
: Box with several statistics.stats_scroll
: Scrollbar for the stats box.retry
: Retry button.continue
: Keep playing button.pick_area
: Pick an area button.tooltip
: Tooltip of the selected menu item.


“Open your mind to the world and the many different ways that can be found in it, before making hasty judgments of others. After all, the very same thing that you judge from where you are— may very well be something totally different in meaning on the other side of the world. The problem with making hasty judgments is that it will emphasize your ignorance at the end of the day.” ― C. JoyBell C.
I'm 17, born June 7th, 2002, and I am a senior at West High, taking Hawkeye Community College courses at the Waterloo Career Center. I live with my parents and a brother. I have PKU (phenylketonuria) and ADHD (attention defecit hyperactivity disorder).
As a senior at West High School, I am taking two classes for college credit at the Waterloo Career Center: Intro to Programming Logic, Intro to Web Development and Database Design. I plan on majoring in Web Development at Hawkeye Community College for at least two years and either transferring credits to another college or taking the last two years at the HCC.


{% extends "base.html" %} {% block title %}Home{% endblock %} {% block body %}
{{ guest.comment }}
edit delete


Home
Sort the list how you choose
Sort Alpha
Sort Traveled
Frankfurt
London
Cartagena
Hawaii
Rome
Vienna


[1]
EVERYTHING; NOTHING IT'S THE BEST.
[2]
wifi. bluetooth. blue-ray. much, much, much, much more; Absolutely none


Encrypted everywhere. Both client-to-server and server-to-server channels are fully encrypted. Users can be safe with end-to-end encryption — servers can't decrypt it.
Run by the community for the community. Kontalk is run by a community of volunteers offering servers and splitting costs among them. Go to the network web site »
Every bit of the software used in the Kontalk network, both server and client, is completely open source. Hosted by Github.


Inspired by Bhagawan’s example of selfless service, many all over the world have been inspired to be of service to their fellowmen. Conducting free medical camps in areas with lack of access to medical care, educating the people about health and hygiene, these messengers of Bhagawan’s Love are creating a silent revolution.
We bring to you some instances of such medical seva (service) activities from all over the world
|


"Donation" Form
Thank you for participating in newskraft.org. Your hypothetical contribution will be distributed by a new form of journalism highlighting great articles about journalism during July and August, 2011.
Thank you for participating in newskraft.org. Your hypothetical contribution will be distributed by a new form of journalism highlighting great articles about journalism during July and August, 2011.


Bootstrap 4 Login Form
Go to Home
Logged
Login
Username
Oops, you missed this one.
Password
Enter your password too!
Login
Home


Redisgn of the page according to the responsiveness of the application accepted by company in to the word of UI and UX


HBC 107 Experiments 21 A STUDY OF ALCOHOL DEHYDROGENASE ACTION
CH3-CH2-OH + NAD+ ⇌ CH3 - CHO + NADH + H+
At ph 7.0 the equilibrium is well over to the left and the enzyme might better be described as an aldehyde reductase. However, at pH 8.5 and a high alcohol concentration, considerable amounts 0f NADH may be formed. The absorbance of a molar solution of NADH is 6.22 x 10 in a 1cm cell and the reaction is followed bymeasuring the change of absorbance at 340mµ. One international unit of enzyme is defined as the amount of enzyme that reduces 1 umole NAD per minute. The SI unit (called 'the Kala') defined as the amount that causes reduction of 1 mole NAD per second may also be used. Reagents
Assay Procedure
Place in the cuvette the following ml
50mM pyrophosphate buffer, pH 8.5 0,5
15mM NADH 0.1
water 2.2
Diluted yeast extract (try 0.1-2.0) 0.1
2.9
Read the obsorbance at 340nm against a blank of 2.5ml water plu o.5ml buffer. Start the stop clock and read and record the absorbance at 1 min intervals for 4 min. The add 0.1ml of 3M ethanol to start the reaction, mix and record the readings over the next 5 min. If the rate is too fast or too slow, find the final dilution of the solution.
Plot the progress curve for the reaction (absorbance against time from the moment the clock was started), and calculate the initial rate of the reaction in absorbance units per min.
V against [S] curve
Using 0.1ml of a suitable dilution of your enzyme (assumed to be 1 ->20) obtain initial velocities as above for the different substrate concentration corresponding to (a) 0.1ml of 3M EtOH (the run you have just done),(b) 0.1ml of 0.6M EtOH. (c) 0.1 ml of 0.3M EtOH (d) 0.1ml of 0.15 M EtOH.
Plot the progress curve for each run, obtain 'V' for each value [S]. Plot V against [S], 1/v against 1/[S] and calculate the km for ethanol.
V against [E] curve
Using 0.1 ml of 3M ethanol as substrate, use 0.1ml of (a)0.1 -> 1.0. (b) 0.1 -> 1.5, (c) 0.1 -> 2.0. (d) 0.1 -> 4.0 diluted yeast supernatant making each diluted yeast supernatant making each dilution just before the enzyme assay. Ude dilution solution for the dilutions, Plot V against the amount of enzyme in the cuvette.
Effect of absence of NAD+
Repeat one of your runs with the addition of 0.1 ml water in place of 0.1 ml 15mM NAD+. What does the result indicate?


| nchar_ctl {fansi} | R Documentation |
nchar_ctl
counts all non Control Sequence characters.
nzchar_ctl
returns TRUE for each input vector element that has non Control
Sequence sequence characters. By default newlines and other C0 control
characters are not counted.
nchar_ctl( x, type = "chars", allowNA = FALSE, keepNA = NA, ctl = "all", warn = getOption("fansi.warn"), strip ) nchar_sgr( x, type = "chars", allowNA = FALSE, keepNA = NA, warn = getOption("fansi.warn") ) nzchar_ctl(x, keepNA = NA, ctl = "all", warn = getOption("fansi.warn")) nzchar_sgr(x, keepNA = NA, warn = getOption("fansi.warn"))
x |
a character vector or object that can be coerced to character. |
type |
character(1L) partial matching |
allowNA |
logical: should |
keepNA |
logical: should |
ctl |
character, which Control Sequences should be treated specially. See the "_ctl vs. _sgr" section for details.
|
warn |
TRUE (default) or FALSE, whether to warn when potentially
problematic Control Sequences are encountered. These could cause the
assumptions |
strip |
character, deprecated in favor of |
nchar_ctl
is just a wrapper around nchar(strip_ctl(...))
. nzchar_ctl
is implemented in native code and is much faster than the otherwise
equivalent nzchar(strip_ctl(...))
.
These functions will warn if either malformed or non-CSI escape sequences are encountered, as these may be incorrectly interpreted.
The *_ctl
versions of the functions treat all Control Sequences specially
by default. Special treatment is context dependent, and may include
detecting them and/or computing their display/character width as zero. For
the SGR subset of the ANSI CSI sequences, fansi
will also parse, interpret,
and reapply the text styles they encode if needed. You can modify whether a
Control Sequence is treated specially with the ctl
parameter. You can
exclude a type of Control Sequence from special treatment by combining
"all" with that type of sequence (e.g. ctl=c("all", "nl")
for special
treatment of all Control Sequences but newlines). The *_sgr
versions
only treat ANSI CSI SGR sequences specially, and are equivalent to the
*_ctl
versions with the ctl
parameter set to "sgr".
the keepNA
parameter is ignored for R < 3.2.2.
fansi for details on how Control Sequences are
interpreted, particularly if you are getting unexpected results,
strip_ctl
for removing Control Sequences.
nchar_ctl("\033[31m123\a\r") ## with some wide characters cn.string <- sprintf("\033[31m%s\a\r", "\u4E00\u4E01\u4E03") nchar_ctl(cn.string) nchar_ctl(cn.string, type='width') ## Remember newlines are not counted by default nchar_ctl("\t\n\r") ## The 'c0' value for the `ctl` argument does not include ## newlines. nchar_ctl("\t\n\r", ctl="c0") nchar_ctl("\t\n\r", ctl=c("c0", "nl")) ## The _sgr flavor only treats SGR sequences as zero width nchar_sgr("\033[31m123") nchar_sgr("\t\n\n123") ## All of the following are Control Sequences or C0 controls nzchar_ctl("\n\033[42;31m\033[123P\a")


{% load static %} {% comment %} This is the main structure of a page. Other pages %extend% this one and replace %blocks% with their own content. To place content on this page, make a new %block% and replace it from your template. {% endcomment %}


{% extends "layout.html" %} {% block title %}Members of your Trust Network{% endblock %} {% block content %}


You can contact the team through a variety of means. Please take a look below for a breakdown of our reachable contact points!
| Contact type | Contact details |
|---|---|
| Telephone | 01752 305366 |
|<EMAIL_ADDRESS>|
Alternatively, you can contact individuals within the team using the links below.
| Contact name | Contact details |
|---|---|
| Laura George, Tutor Librarian |<EMAIL_ADDRESS>|
| Byron Love, Tutor Librarian |<EMAIL_ADDRESS>|
| Rachel Harvey, Tutor Librarian |<EMAIL_ADDRESS>|
| Ivana Skalicanova, Library Assistant |<EMAIL_ADDRESS>|
| Lance Strawson, Digital Support Technician |<EMAIL_ADDRESS>|
Want to get to know the team? Visit the Meet the Team page for an overview and bio of each staff member. You will almost definitely find a member of our team who can answer your query!
We use social media! Connect with us for regular Library updates.


$def with (n_nodes, num_accounts, num_videos_watched)
Each edge devices has limited storage, but they can store content even from ones that the device owner is not watching. The chunked movies are distributed in the networks that allows scalability and unreliability.
While all chunks from a popular movie are distributed among caches in edge devices, the caches will act as mini servers, which deliver the movie to other users, thus minimize server load and increase system stability.
Please download the CalVoD desktop application, and login with you credentials registered on this website. You'll then get instant access to enormous amount of classic and popular movies!
Theoretical Approach
First, we architect and formulate a static optimization problem that accounts for various network bandwidth and storage capacity constraints, as well as the maximum number of network connections for each device. Not surprisingly this formulation is NP-hard. We then use coding and the Markov approximation technique in a primal-dual framework to devise a highly distributed algorithm which is provably close to the optimal. Next we test the practical effectiveness of the distributed algorithm in several ways. We demonstrate remarkable robustness to system scale and changes in demand, user churn, network failure and node failures via a packet level simulation of the system. Finally, we test our system with numerous experiments on a full implementation of the system on Amazon EC2 instances.
This is a UC Berkeley EECS Master of Engineering (M.Eng.) capstone project developed by Jiayuan Chen, Alagu Sanjana Haribhaskaran, and Ryan Kashi, adviced by Kangwook Lee (PhD) and Prof. Kannan Ramchandran
5/13/2016


Fed Chair Powell Issues Written Response on the US Dollar and the Digital Currency Race
by Daily Hodl StaffFederal Reserve Chairman Jerome Powell has responded to lawmakers who have urged him to consider issuing a digital US dollar.
In a letter to Congress this week, Powell appears to weigh the pros and cons. He says he is both exploring the idea of a central bank digital currency (CBDC), although the Fed is not currently developing a CBDC, while also stating that he does not see the distinct advantages such a currency would have in the United States.
Two US Congressmen, French Hill and Bill Foster, wrote a letter in September urging the Fed to consider creating a national digital currency as the rise of crypto and projects like Facebook’s Libra threaten paper money.
They join a chorus of policymakers, including Philadelphia Federal Reserve Bank President Patrick Harker; former Chair of the Commodity Futures Trading Commission, J. Christopher Giancarlo, (CFTC); and former Chief Innovation Officer of the CFTC, Daniel Gorfine, who believe that the US government needs to consider a digital dollar – or risk getting left behind.
Writes Powell,
“The Federal Reserve is not currently developing a U.S. dollar central bank digital currency (CBDC), but continues to carefully evaluate the costs and benefits of issuing a general purpose CBDC, defined as a new type of Federal Reserve liability that could be held directly by households and businesses.”
Source: Zachary Warmbrodt/Politico via Twitter


The aim of this script is to load the articles json files to the couchdbdatabase. The id in the db is set to be the same as the identifier of thearticle on the meneame webiste.
| -h, --help | show this screen. |
| --version | show version. |
| --input INPUT | input folder. |
| --db DATABASE | output database [default: meneame]. |


Your payment has been successful
Reference number:
43236WPGV
We will email you a receipt shortly.
Payment summary
| Payment of: | Tax your vehicle – 12 months from 30 April 2016 to 30 April 2017 |
| Amount paid: | £145.00 |
43236WPGV
We will email you a receipt shortly.
| Payment of: | Tax your vehicle – 12 months from 30 April 2016 to 30 April 2017 |
| Amount paid: | £145.00 |


-->
snapcartt - Register
snapcartt
Create
an account.
{{msg}}
Sign Up
You already have an account? Login here.


In this experiment, we are looking at your ability to solve abstract reasoning puzzles. On the left in the Task Demonstration panel, there are a limited number of Example Input and Example output pairs for the current task. Your goal is to determine what the underlying rule is based on these pairs, and apply it to a new Test Input to produce the correct Test Output. For each task, you will have three attempts to submit your response before moving onto the next task, and there are ten tasks in total. You have as much time as necessary to solve each task.
To solve each task, there are a number of different tools you can use:
- The Edit tool lets you edit each cell one by one by clicking on each cell separately. You can also click and drag your mouse down to edit multiple cells one by one.
- The Select tool lets you edit multiple cells at the same time. Click and drag to select a rectangular block of cells, which will now be shaded. Then you can change the color of all of the selected cells by selecting a different color in the Select Color palette. Alternatively, you can Copy the cells by first pressing C, and Paste the cells in another location by selecting a single cell and pressing V.
- The Flood Fill tool is like a paint bucket, it will fill in any connected cells (of the same color) to the one you click on with the same new color. To use this, first select the color you want using the Select Color palette, and click on a single cell with this tool.
- The current color is indicated by the color with an orange border in the Select Color palette. Clicking on another color will change the current color.
- To change the height or width of the Test Output, click on their respective dropdown menus to select the new height or width in the Grid Size options.
There are a few additional buttons at the bottom that provide additional functionality:
- The Copy from Input button will copy the current Test Input to the Test Output.
- In case you want to start from scratch, the Reset button will clear the current Test Output grid to a blank 3x3 grid.
- If you want to read these instructions at a later time, press the Help button again.
Finally, if you think you have the correct output, press the Submit button! You have three attempts to get each task right.


Username:
Password:
Male:
Female:
Select the foods that you would like to order!
Burger
pizza
noodles
cold drink


Your browser does not support inline frames or is currently configured not to display inline frames.


Email Required Field
Password Enter a password longer than 4 characters
Confirm Password Your passwords do not match
First Name Required Field
M.
Last Name Required Field


Vampire Numbers
问题描述 :
The number 1827 is an interesting number, because 1827=21*87, and all of the same digits appear on both sides of the ‘=’. The number 136948 has the same property: 136948=146*938.
Such numbers are called Vampire Numbers. More precisely, a number v is a Vampire Number if it has a pair of factors, a and b, where a*b=v, and together, a and b have exactly the same digits, in exactly the same quantities, as v. None of the numbers v, a or b can have leading zeros. The mathematical definition says that v should have an even number of digits and that a and b should have the same number of digits, but for the purposes of this problem, we’ll relax that requirement, and allow a and b to have differing numbers of digits, and v to have any number of digits. Here are some more examples:
126 = 6 * 21
10251 = 51 * 201
702189 = 9 * 78021
29632 = 32 * 926
Given a number X, find the smallest Vampire Number which is greater than or equal to X.
Such numbers are called Vampire Numbers. More precisely, a number v is a Vampire Number if it has a pair of factors, a and b, where a*b=v, and together, a and b have exactly the same digits, in exactly the same quantities, as v. None of the numbers v, a or b can have leading zeros. The mathematical definition says that v should have an even number of digits and that a and b should have the same number of digits, but for the purposes of this problem, we’ll relax that requirement, and allow a and b to have differing numbers of digits, and v to have any number of digits. Here are some more examples:
126 = 6 * 21
10251 = 51 * 201
702189 = 9 * 78021
29632 = 32 * 926
Given a number X, find the smallest Vampire Number which is greater than or equal to X.
输入:
There will be several test cases in the input. Each test case will consist of a single line containing a single integer X (10 ≤ X ≤ 1,000,000). The input will end with a line with a single 0.
输出:
There will be several test cases in the input. Each test case will consist of a single line containing a single integer X (10 ≤ X ≤ 1,000,000). The input will end with a line with a single 0.
样例输入:
10<PHONE_NUMBER> 0
样例输出:
126<PHONE_NUMBER>
开始一直wa，想不通，后来发现x=100W但下一个vp数可能大于100W，数组越界了。多开10W又如何- -！
#include<iostream> #include<cstdio> #include<math.h> using namespace std; const int N=1100000; int ans[N],num[10]; void func(int k,int c){ while(k){ num[k%10]+=c; k/=10; } } int check(int a,int b,int n){ memset(num,0,sizeof num); func(a,1),func(b,1),func(n,-1); for(int i=0;i<10;i++) if(num[i]!=0) return 0; return 1; } int isvp(int n){ int l=sqrt(1.0*n); for(int i=2;i<=l;i++){ if(n%i!=0) continue; if(check(i,n/i,n)) return 1; } return 0; } int find(int n){ if(ans[n]!=0)//已经存在 return ans[n]; if(isvp(n))//是vp数 return ans[n]=n; return ans[n]=find(n+1);//下一个vp数 } int main(){ int n; while(~scanf("%d",&n)&&n){ if(ans[n]==0) find(n); printf("%d\n",ans[n]); } return 0; }
版权声明：本文为博主原创文章，未经博主允许不得转载。
参考：http://blog.csdn.net/mid_kkks/article/details/19685385
(adsbygoogle = window.adsbygoogle || []).push({});
糗百曾经是个好地方。曾经
糗百曾经是个好地方。曾经
糗百曾经是个好地方。曾经
糗百曾经是个好地方。曾经
糗百曾经是个好地方。曾经
糗百曾经是个好地方。曾经
糗百曾经是个好地方。曾经
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi
daojie,wei shenme bunegndahanzi


Description:
This ControllerService serves as a general factory service to serving vendor specific
instances of the javax.jms.ConnectionFactory. It does so by allowing user to
configure vendor specific properties as well as point to the location of the vendor
provided JMS client libraries so the correct implementation of the javax.jms.ConnectionFactory
can be found, loaded, instantiated and served to the dependent Processors (see PublishJMS, ConsumeJMS).
To accommodate variety of JMS vendors and their implementation of the ConnectionFactory
this ControllerService exposes only 3 static configuration properties that are common across many implementations
of the ConnectionFactory. The rest of the configuration properties are set following
Java Beans convention (see below).
The 3 static configuration properties are:
- MQ ConnectionFactory Implementation - A fully qualified name of the JMS ConnectionFactory implementation
class (i.e., org.apache.activemq.ActiveMQConnectionFactory)
- MQ Client Libraries path - Path to the directory with additional resources (i.e., JARs, configuration files etc.) to be added
to the classpath. Such resources typically represent target MQ client libraries for the ConnectionFactory
implementation. It is optional if you are using Apache ActiveMQ since its libraries are distributed with this component.
- Broker URI - URI pointing to the network location of the JMS Message broker. For example, 'tcp://myhost:61616' for ActiveMQ or simply 'myhost:1414'.
The rest of the properties are set as Dynamic Properties following Java Beans
convention where a property name is derived from the set* method of the vendor specific ConnectionFactory's implementation.
For example, com.ibm.mq.jms.MQConnectionFactory.setChannel(String) would imply 'channel' property and
com.ibm.mq.jms.MQConnectionFactory.setTransportType(int) would imply 'transportType' property.
For the list of available properties please consult vendor provided documentation. Here is an example for
IBM's com.ibm.mq.jms.MQConnectionFactory


{% extends 'template' %} {% block head_footer %} {% endblock %} {% block content %}
This controls what groups the user belongs to. This will determine what Things the user get see and/or control.
{% if edit_user.is_owner %}N.B. this user is you, the Owner, and can always see and control everything!
{% endif %} {% endblock %} {% block body_footer %} {% endblock %}


| Healthy adult |
Fatigue, fever, sore throat, muscle aches |
problems with the digestive system, liver, brain and nervous system |
| People with weakened immunity |
Problems affecting eyes, lungs, liver, esophagus, stomach, intestines, brain |
Vision loss due to the retinitis inflammation, digestive system problems including inflammation of the colon, esophagus and liver, nervous system problems including encephalitis and myelitis, pneumonia |
| Baby |
Premature birth, low birth weight, jaundice (yellow skin and eyes), enlarged and poor liver function, purple skin splotches and/or rashes, microencephaly (abnormally small head), enlarged spleen, pneumonia, seizures |
Hearing loss, intellectual disability, vision problems, seizures, lack of coordination,
muscle weakness
|


We will collect our quizzes here as we build them during the semester, to help you study for the final.


Relationship
Relationships are connections between two or more entities. For example a user belonging to a group or a user being friends or following another user. Relationships may follow a step by step process depending on the use case, for example in adding a ‘friend’, the relationship is initially stored as a request from the requester to the receiver until accepted by the receiver. Whereas the receiver may also refuse or block the request.
Features
- CRUD Relationship
- CRUD Relationship request
- Search Relationship (ID/Actor)
API
- Client
- Contracts
Examples
Adding a User to a Group
A Group can be joined by an actor. This will create a user to group relationship request. In this example, we will set the AutoAccept property in the RelationshipRequest object to true, so the relationship will be stored directly as a user to group relationship. The joined group's id is then extracted from the RelationshipResponse.
public SUGARClient sugarClient = new SUGARClient(BaseUri);
private GroupMemberClient _groupMemberClient;
private int _userId;
private int _groupId;
private void JoinGroup(int groupId)
{
// create instance of the group member client
_groupMemberClient = sugarClient.GroupMember;
// create a RelationshipRequest
var relationshipRequest = new RelationshipRequest
{
AcceptorId = groupId,
RequestorId = _userId,
AutoAccept = true
};
// create the member request and store the response
var relationshipResponse = _groupMemberClient.CreateMemberRequest(relationshipRequest);
// store the id of the group for use in other functions
_groupId = relationshipResponse.AcceptorId;
}
Leaving a group
A user to group relationship status can be updated using a RelationshipStatusUpdate with the GroupMemberClient's UpdateMember function. This example shows the user leaving the group joined in the previous example. Calling the function automatically breaks the relationship between the group and player if there is one, without the need of passing the additional Accepted property in the RelationshipStatusUpdate.
private void LeaveGroup()
{
// create a RelationshipStatusUpdate
var relationshipStatusUpdate = new RelationshipStatusUpdate
{
AcceptorId = _groupId,
RequestorId = _userId
};
// create the member request and store the response
_groupMemberClient.UpdateMember(relationshipStatusUpdate);
}
Adding a friend
Works identically to joining a group, except creating user to user relationships and using the UserFriendClient.
public SUGARClient sugarClient = new SUGARClient(BaseUri);
private UserFriendClient _userFriendClient;
private int _userId;
private int _friendId;
private void JoinGroup(int targetUserId)
{
// create instance of the user friend client
_userFriendClient = sugarClient.UserFriend;
// create a RelationshipRequest
var relationshipRequest = new RelationshipRequest
{
AcceptorId = targetUserId,
RequestorId = _userId,
AutoAccept = true
};
// create the friend request and store the response
var relationshipResponse = _userFriendClient.CreateFriendRequest(relationshipRequest);
// store the id of the group for use in other functions
_friendId = relationshipResponse.AcceptorId;
}
Removing a friend
Like leaving a group, removing a friend updates the user to user relationship using a RelationshipStatusUpdate with UserFriendClient's UpdateFriend function.
private void RemoveFriend()
{
// create a RelationshipStatusUpdate
var relationshipStatusUpdate = new RelationshipStatusUpdate
{
AcceptorId = _friendId,
RequestorId = _userId,
Accepted = true
};
// create the member request and store the response
_userFriendClient.UpdateFriend(relationshipStatusUpdate);
}
Creating an alliance
Two Groups can be joined together in an alliance. This will create a group to group relationship request. In this example, we will set the AutoAccept property in the <xref:PlayGen.SUGAR.Contracts.Shared.RelationshipRequest> object to true, so the relationship will be stored directly as a group to group relationship. The joined group's id is then extracted from the <xref:PlayGen.SUGAR.Contracts.Shared.RelationshipResponse>.
public SUGARClient sugarClient = new SUGARClient(BaseUri);
private AllianceClient _allianceClient;
private int _requestorGroupId;
private int _acceptorGroupId;
private void CreateAlliance(int groupId)
{
// create instance of the Alliance client
_allianceClient = sugarClient.Alliance;
// create a RelationshipRequest
var relationshipRequest = new RelationshipRequest
{
RequestorId = _requestorGroupId,
AcceptorId = _acceptorGroupId,
AutoAccept = true
};
// create the member request and store the response
var relationshipResponse = _allianceClient.CreateAlliance(relationshipRequest);
// store the id of the group for use in other functions
_acceptorGroupId = relationshipResponse.AcceptorId;
}
Breaking an alliance
A group to group relationship status can be updated using a <xref:PlayGen.SUGAR.Contracts.Shared.RelationshipStatusUpdate> with the AllianceClient's UpdateAlliance function. This example shows the user breaking the alliance created in the previous example. Calling the function automatically breaks the relationship between the two groups if there is one, without the need of passing the additional Accepted property in the RelationshipStatusUpdate.
private void BreakAlliance()
{
// create a RelationshipStatusUpdate
var relationshipStatusUpdate = new RelationshipStatusUpdate
{
AcceptorId = _acceptorGroupId,
RequestorId = _requestorGroupId
};
// create the member request and store the response
_allianceClient.UpdateAlliance(relationshipStatusUpdate);
}


$14.95/month Anystream Basic, Anystream limited to a single device at a time.
$19.95/month Anystream Plus, watch Anystream on up to 2 devices simultaneously.
Complete Payment via...
Or credit card.


The main goal of this algorithm is to test the kinematic task space feedforward plus feedback control law tracking the end-effector trajectory which was defined by a path and time scaling. This algorithm was developed using Mathematica. The output of this algorithm was then visualised using V-REP robot simulator. The basic flow of the algorithm is as follows:
Once the algorithm was developed, the next step was to optimise the control gains to obtain a smooth motion of the youBot. The control gains were chosen in such a way that the 2 % settling time is around 1-2 seconds and the transient response is clear. Apart from this large values of a particular control gain was chosen to show the effect of the gain in the control loop.
Large Kp Control Gain
Large Ki Control Gain
Optimised Control Gain


|
Graphitti
A toolkit/software architecture to ease creating high-performance neural network simulators
|
Files | |
| file | Hdf5GrowthRecorder.cpp [code] |
| An implementation for recording spikes history on hdf5 file. | |
| file | Hdf5GrowthRecorder.h [code] |
| An implementation for recording spikes history on hdf5 file. | |
| file | Hdf5Recorder.cpp [code] |
| An implementation for recording spikes history on hdf5 file. | |
| file | Hdf5Recorder.h [code] |
| An implementation for recording spikes history on hdf5 file. | |
| file | IRecorder.h [code] |
| An interface for recording spikes history. | |
| file | RecorderFactory.cpp [code] |
| A factory class for creating Recorder objects. | |
| file | RecorderFactory.h [code] |
| A factory class for creating Recorder objects. | |
| file | Xml911Recorder.cpp [code] |
| Header file for Xml911Recorder.h. | |
| file | Xml911Recorder.h [code] |
| Header file for Xml911Recorder.h. | |
| file | XmlGrowthRecorder.cpp [code] |
| An implementation for recording spikes history in an XML file for growth simulations. | |
| file | XmlGrowthRecorder.h [code] |
| Header file for XmlGrowthRecorder.h. | |
| file | XmlRecorder.cpp [code] |
| An implementation for recording spikes history on xml file. | |
| file | XmlRecorder.h [code] |
| An implementation for recording spikes history on xml file. | |
| file | XmlSTDPRecorder.h [code] |
| An implementation for recording spikes history in an XML file for spike timining dependent plasticity simulations. | |


{% extends 'pages/page.html' %} {% load pages_tags mezzanine_tags %} {% block main %}
Greetings My Health Peace of Mind User! This page tells you about some of the features of MyHPOM. Browse the topics below and click on a question to see the answer.
TCC is partnering with hospitals, community hospices, AARP and an SECU-supported estate planning law firm to offer a persistent and discoverable online tool for advance directives and medical information. The online tool will facilitate the adoption of advance care planning among younger and more diverse populations and will provide the ability for individuals to link their advance care plans and health information to the people named as healthcare agent(s) and others they want to alert to their healthcare wishes. The linkages can be to family, friends, clinicians or other representatives, all chosen by the individual.
Save your data online safely and share them to get feedback from other people. MyHPOM provides convenient data uploading function and save data safely online. It also has access control ability to provide user with multiple ways of sharing their data and the corresponding metadata. Besides, the system provides the function of commenting on the shared data and models, so as to help user get constructive feedback from other people.
Get credit of your data and models when cited by others. Each data or model uploaded in the MyHPOM system is assigned citation information. What’s more, in the near future the system will provide a DOI for the data or models which are approved and published in the MyHPOM system.
Easy access to hydrologic data and models shared by other users or third part organizations. MyHPOM provides powerful searching functions to help the user find the data and models they are looking for. These data and models will be from other users or third party organization such as USGS, CUAHSI HydroServer, Earth Exchange, etc.
Collaborate with other people for hydrological research. MyHPOM provides the social media functionality to enhance collaboration for hydrologic research. User will be able to create or join the groups they have interests in. And the group will provide functions for collaborations among group members to share data and models, participate in discussions, and add group blogs.
Different from existing online tools, the My Health Peace of Mind platform provides users no-cost access, allows easy updates to information and documents and provides links to hospitals nationwide who can access an s information in an emergency. With our community partners, we expect to grow the number of advance care plans completed by x% while improving their discoverability.
My Health Peace of Mind was developed using grant funds from the Duke Endowment and is free for consumers to use.
You choose who your information gets shared with and if you want it to be found during a medical emergency by a healthcare provider.
Helping others understand your wishes if you are unable to speak for yourself are important. There are state and federal laws that guide how you communicate your wishes to others. There are many terms and documents that describe the instructions you can give your health team, and loved ones to communicate your wishes. The terms below are the most common ones you may hear.
Advance Directive or Advance Care Plan- is a legal document that allows a person to communicate health care preferences in the event that he or she is no longer able to make these decisions. This is how you want to be treated if you can't speak for yourself. For example you might not want a feeding tube.
Cardiac Arrest- is the abrupt loss of heart function in a person who may or may not have diagnosed heart disease. The time and reason for death are unexpected. (AHA)
DNR-Do Not Resuscitate-No Code-Desire for a Natural Death- are all terms that express the desire not to be mechanically kept alive if your heart stops. The DNR tells the health team whether or not you want cardiopulmonary resuscitation (CPR) or to be put on a ventilator to breathe.
End of Life-End of Life (EOL) is the period of time when a person is approaching the end of life and is expected to die. There is no specific time interval when end-of-life is happening.
Euthanasia-Assisted Suicide- is the practice of intentionally ending a life in order to relieve pain and suffering. There are different euthanasia laws in the US and vary on a state-by-state basis.
Health Care Proxy- is a legal document that names another person to legally make healthcare decisions on behalf of the patient, when you are incapable of making and executing the healthcare decisions stipulated in the proxy.
Hospice Care- is a model for quality, compassionate care for people facing a life-limiting illness or injury. It involves a team-oriented approach to expert medical care, pain management, and emotional and spiritual support expressly tailored to the patient's needs and wishes.
Life-Sustaining Treatment is the use of available medical machinery and techniques, such as heart-lung machines, ventilators, and other medical equipment and techniques that may keep you alive and possibly let you live longer, but which may not by themselves cure your condition.
Living Will - is a written expression of how a person wants to be treated in certain medical circumstances. What must be included in the document and what makes it legal varies from state to state.
POLST/MOLST Forms- POLST stands for Physician Orders for Life-Sustaining Therapy. POLST/MOLST forms are specific Medical Orders that tell providers what to do in an emergency. They can accompany a person from home to hospital. They do not replace an advanced directive or health care proxy.
Natural Death- is a death that occurs from natural causes, as disease or old age, rather than from violence or an accident.
Organ or Tissue Donation- gives the health team permission to surgically remove and give your organs or tissues to another person.
Patient Self Determination Act (PSDA)- is a federal law whose purpose is to ensure that a patient's right to self-determination in health care decisions be communicated and protected. Health care facilities are required by law to honor a patient's wishes and to ask every person seeking care whether they have documents that spell out their wishes.
Palliative Care- is specialized medical care for people with serious illness. This type of care is focused on providing relief from the symptoms and stress of a serious illness. The goal is to improve quality of life for both the patient and the family.
Power of Attorney for Health Care - is a legal document that names someone that you trust to act as your agent to make health care decisions if you are unable to speak for yourself. There is a second document that names power of attorney for financial matters. They do not have to be the same person.


---
layout: archive
title: Lean Prover Zulip Chat Archive
permalink: 113489newmembers/23945rewritetacticfailedlemmalhsisametavariable.html
---
The archive URL format has changed. Please find this page at:
https://leanprover-community.github.io/archive/stream/113489-new-members/topic/rewrite.20tactic.20failed.2C.20lemma.20lhs.20is.20a.20metavariable.html


Apples
$0
avg price: $0
Apples
Bananas
$0
avg price: $0
Banana
Oranges
$0
avg price: $0
Orange
Pears
$0
avg price: $0
Pears
Total Money: $100


Note: To complete these procedures, you must be assigned a role having the necessary permissions. To determine your role, follow the directions in Participant roles. For a basic understanding of roles and permissions, see Permissions and roles: Overview.
You can use the Chat Room tool to add, edit, or delete chat rooms
within a site. You can also choose which room loads by default when
participants click Chat Room
.
To add a room:
Chat Room
.
Options
.
Add Room
.
Show no Message History | Displays no previous messages |
Show all messages | Displays all previous messages |
Show the last 10 messages | Displays the last ten messages by default; you can change the number of messages |
Show messages from the past 3 days | Displays all messages from the past three days by default; you can change the number of days |
You can also choose whether to allow site participants to change display settings for their own chat windows.
Note: No matter how many messages you choose to
display, all messages are archived automatically, and are kept until
you choose to clear the chat room's history. To do so, under the chat
room's title, click Clear History
, and then
Delete
. The Clear History
option appears only when a
chat room has messages in its archive.
Update Options
. Your new room will now appear under
"Manage Rooms" in the list of available chat rooms. To make your new
room appear by default when participants click Chat Room
,
click Set as Default
.
To edit a room's title, description, or number of messages displayed:
Chat Room
.
Options
.
Edit
.
Update Options
.
Note: To change the room that loads by default
when participants click Chat Room
, in Options
, under
"Manage Rooms", find the room and click Set as Default
.
To delete a room:
Chat Room
.
Options
.
Delete
.
Delete
again.


CSS syntax validator
(powered by
CSSTree
)
Show me your CSS and I'll tell you what I know about it 😎
I found some problems with your CSS. It might be because
my knowledge about CSS syntax
is wrong or incomplete. In this case, please
fill an issue
.
Thank you!
No problems found. Your CSS looks valid. Well done!


Version comparison library for Lua.
Comparison is simple and straightforward, with basic support for SemVer.
local version = require("version")
-- create a version and perform some comparisons
local v = version("3.1.0")
assert( v == version("3.1")) -- missing elements default to zero, and hence are equal
assert( v > version("3.0"))
-- create a version range, and check whether a version is within that range
local r = version.range("2.75", "3.50.3")
assert(r:matches(v))
-- create a set of multiple ranges, adding elements in a chained fashion
local compatible = version.set("1.1","1.2"):allowed("2.1", "2.5"):disallowed("2.3")
assert(compatible:matches("1.1.3"))
assert(compatible:matches("1.1.3"))
assert(compatible:matches("2.4"))
assert(not compatible:matches("2.0"))
assert(not compatible:matches("2.3"))
-- print a formatted set
print(compatible) --> "1.1 to 1.2 and 2.1 to 2.5, but not 2.3"
-- create an upwards compatibility check, allowing all versions 1.x
local c = version.set("1.0","2.0"):disallowed("2.0")
assert(c:matches("1.4"))
assert(not c:matches("2.0"))
-- default parsing
print(version("5.2")) -- "5.2"
print(version("Lua 5.2 for me")) -- "5.2"
print(version("5..2")) -- nil, "Not a valid version element: '5..2'"
-- strict parsing
print(version.strict("5.2")) -- "5.2"
print(version.strict("Lua 5.2 for me")) -- nil, "Not a valid version element: 'Lua 5.2 for me'"
print(version.strict("5..2")) -- nil, "Not a valid version element: '5..2'"
| new(v) | Creates a new version object from a string. |
| range(v1, v2) | Creates a version range. |
| range:matches(v) | Matches a version on a range. |
| set(v1, v2) | Creates a version set. |
| set:allowed(v1, v2) | Adds an ALLOWED range to the set. |
| set:disallowed(v1, v2) | Adds a DISALLOWED range to the set. |
| set:matches(v1) | Matches a version against the set of allowed and disallowed versions. |
| ver:semver(v) | Matches a provider-version on a consumer-version based on the semantic versioning specification. |
| strict | Similar module, but with stricter parsing rules. |
Creates a new version object from a string.
The returned table will have comparison operators, eg. LT, EQ, GT. For all comparisons, any missing numbers will be assumed to be “0” on the least significant side of the version string.
Calling on the module table is a shortcut to new
.
version
object, or nil+err
local v = version.new("0.1")
-- is identical to
local v = version("0.1")
print(v) --> "0.1"
print(v[1]) --> 0
print(v[2]) --> 1
Creates a version range.
A range
object represents a range of versions.
version
object). If nil
, assumed to be 0.
version
object). Defaults to v1
.
from
and to
fields and set:matches
method, or nil+err
.
local r = version.range("0.1"," 2.4")
print(v.from) --> "0.1"
print(v.to[1]) --> 2
print(v.to[2]) --> 4
Matches a version on a range.
Parameters:
version
object) to match
true
or false
whether the version matches the range, or nil+err
Creates a version set.
A set
is an object that contains a number of allowed and disallowed version range
objects.
set:allowed
for parameter descriptions
set:allowed
for parameter descriptions
set
object, with ok
and nok
lists and a set:matches
method, or nil+err
Adds an ALLOWED range to the set.
Parameters:
version
object format
version
object format
set
object, to easy chain multiple allowed/disallowed ranges, or nil+err
Adds a DISALLOWED range to the set.
Parameters:
version
object format
version
object format
set
object, to easy chain multiple allowed/disallowed ranges, or nil+err
Matches a version against the set of allowed and disallowed versions.
NOTE: disallowed
has a higher precedence, so a version that matches the allowed
set,
but also the disallowed
set, will return false
.
version
object).
true
or false
whether the version matches the set, or nil+err
Matches a provider-version on a consumer-version based on the semantic versioning specification.
The implementation does not support pre-release and/or build metadata, only the major, minor, and patch levels are compared.
Parameters:version
object) as served by the provider
true
or false
whether the version matches, or nil+err
local consumer = "1.2" -- consumer requested version
local provider = "1.5.2" -- provider served version
local compatible = version(consumer):semver(provider)
Similar module, but with stricter parsing rules.
version.strict
is identical to the version
module itself, but it requires
exact version strings, where as the regular parser will simply grab the
first sequence of numbers and dots from the string.


Python Tools for Model Fitting and General Optimization¶
Optimization Algorithms¶
Solid - A Python framework for gradient-free optimization
Include algorithms like Genetic Algorithm, Stimulated Annealing, Particle Swarm, Harmony Search, and Stochastic hill Climb
GAFT - A Genetic Algorithm Framework in Python
有一系列中文blog介绍背后设计和算法，非常适合学习遗传算法
pyswarms - A research toolkit for particle swarm optimization in Python
Wikipedia introduction of PSO: Particle Swarm Optimization
Document includes a very nice introducation of the PSO algorithm
The Covariance Matrix Adaptation Evolution Strategy (CMA-ES) Algorihm
A stochastic derivative-free numerical optimization algorithm for difficult (non-convex, ill-conditioned, multi-modal, rugged, noisy) optimization problems in continuous search spaces.
proxmin - Proximal Minimization in Python
Based on the paper by Fred Moolekamp & Peter Melchoir (2018)
Includes algorithms like Alternating Direction Method of Multipliers (ADMM) and Block-Simultaneous Direction Method of Multipliers (bSDMM)
Used as the backend of multi-band deblending code scarlet
-
A a scientific library for massively parallel optimization used by ESA.
Document can be found here
Includes a long list of global and local optimization algorithms
symfit - Symbolic Fitting; fitting as it should be
Pythonic way to do fitting.
zfit - scalable pythonic fitting
The zfit package is a model manipulation and fitting library based on TensorFlow and optimised for simple and direct manipulation of probability density functions. Its main focus is on scalability, parallelisation and user friendly experience.
Bayesian Optimization¶
-
Bayesian optimization works by constructing a posterior distribution of functions (gaussian process) that best describes the function you want to optimize.
gaussbock - Fast parallel-iterative cosmological parameter estimation with Bayesian nonparametrics
vbmc - Variational Bayesian Monte Carlo (VBMC) algorithm for posterior and model inference
VBMC is a novel approximate inference method designed to fit and evaluate computational models with a limited budget of likelihood evaluations (e.g., for computationally expensive models).
A Python implementation is planned.


manual
manual functionname
manual('contents')
manual
manual functionname
|
input/ output |
variable name | dimensions | class | description |
| input | functionname | 1xN | char | Char array referring to an existing function, either one of the mgstat-lite toolbox, or one of MATLAB's. |
If "functionname" refers to an m-file of the mGstat-lite toolbox, the help documentation of that mGstat-specific file is opened in the MATLAB help browser.
If the requested "functionname" is a MATLAB function, then "doc" is called with the function name specified.
Examples of how the command "manual" can be used:
manual svgram_exp
manual('svgram_exp')
manual plot
Example of how the command "manual" should not be used:
manual(svgram_exp)
manual('contents')
Opens an overview of the available help documentation specific to the mGstat_lite toolbox.
Equivalent to:
manual
manual
Just typing the word "manual" at the prompt will invoke an overview of the contents of the mGstat-lite toolbox.
Equivalent to:
manual('contents')


Repository available at: https://github.com/networkx/networkx.git
Interval: The continuous time period observed at each snapshot of the network. E.g. a 7-day interval means that each t frame of the temporal network takes into account a 7-day period.
Step size: Time difference between the beginning of two consecutive network snapshots.
File-based and line-based network: Which algorithm was used to generate the network. File-based considers collaboration based on edits from two different authors on the same file. Line-based mode uses the git2net 'get_coauthorship_network' method, which considers collaboration based on edits in the same line or in the same block of code.
| Observed period: | 2014.01.01.-2015.12.31. |
| Interval: | 1 day |
| Observed period: | 2014.04.01.-2014.04.30. |
| Interval: | 1 day |
| Step size: | 1 day |
| Observed period: | 2014.04.01.-2014.05.06. |
| Interval: | 7 days |
| Step size: | 1 day |
| Observed period: | 2014.04.01.-2014.05.06. |
| Interval: | 7 days |
| Step size: | 1 day |
| Observed period: | 2014.04.01.-2014.05.13. |
| Interval: | 14 days |
| Step size: | 1 day |
| Observed period: | 2014.04.01.-2014.05.13. |
| Interval: | 14 days |
| Step size: | 1 day |
| Observed period: | 2014.01.01.-2014.12.31. |
| Interval: | 30 days |
| Step size: | 7 days |
| Observed period: | 2014.01.01.-2014.12.31. |
| Interval: | 30 days |
| Step size: | 7 days |
| Observed period: | 2014.01.01.-2014.12.13. |
| Interval: | 60 days |
| Step size: | 7 days |
| Observed period: | 2014.01.01.-2014.12.13. |
| Interval: | 60 days |
| Step size: | 7 days |
| Observed period: | 2014.01.01.-2015.12.13. |
| Interval: | 30 days |
| Step size: | 14 days |
| Observed period: | 2014.01.01.-2015.12.13. |
| Interval: | 30 days |
| Step size: | 14 days |


Historical Enquiry
History for 47183
| Registered date | Registration number | Application type | RACF |
|---|---|---|---|
| 2 October 2015 | 36251 | New registration | AB999CD |
| 22 October 2015 | 47183 | Rectification | EF111GH |
| Search for another |
History for 47183
| Registered date | Registration number | Application type | RACF |
|---|---|---|---|
| 2 October 2015 | 36251 | New registration | AB999CD |
| 22 October 2015 | 47183 | Rectification | EF111GH |
| Search for another |


Get work done with freelancers. Get amazing results working with the best programmers, designers, writers and other top online pros. Hire freelancers with confidence, always knowing their work experience and feedback from other clients.
Browse profiles, portfolios and reviews to assemble your 24/7 online workforce.
Collaborate in shared online work rooms and receive daily activity reports.
We only release payment when you are 100% satisfied with the work provided.


take some cookie
We opened every day from 8am -5pm
ContentUS::
+81570550634
<EMAIL_ADDRESS>salmon.Tokyo@facebook.com


--- layout: post title: Dessert-only restaurants? date: 2006-07-04 00:00:00 category: personal ---
Spotted in trendwatching: Dessert-only restaurants!


A small delay is added to let the pane stay while moving outside or to another menu item.
The checkboxes illustrate the use of delegates. These would normally be states in the application to determine the bahaviour of menu items.
Some menus like image galleries should work with mouse over events instead of clicks. Here a mouseover event sets the selected state.


Background ~
Electricity generation in Ontario is provided through a mix of Nuclear, Hydro, natural gas, reserve and solar/wind/biomass generation.
The previous long-term energy plan for the province was twinned with the Green Energy Act (GEA). The original GEA was supposed to foster investment in the Ontario production of wind and solar generators and technology that reduces energy demand such as LED light bulbs for traffic lights. The focus of the plan was to subsidize the growth in the percentage of and absolute amount of generation using solar/wind/biomass in Ontario's supply mix.
Instead of supporting the growth of public electricity generation, the Ontario government's plan for electricity generation through solar, wind and biomass growth was to use feed-in tariffs and other subsidies to drive private investment.
The original Green Energy Act had a requirement that a percentage of all renewable products had to be manufactured in Ontario to get access to the public subsidy. However, this was challenged at the WTO, Ontario lost and had to remove this local procurement provision from the Act.
The government has also spurred investment of wind/solar/biomass generation through "The Large Renewable Procurement" (LRP), a competitive process for procuring large renewable energy projects generally larger than 500 kilowatts. This procurement process used subsidies, long-term price guarantees and direct financial support to drive private investment.
Ontario now has about 4,000 MW of installed wind capacity and 2,000 of solar power capacity.
One of these larger wind procurement deals was the 20-year power purchase agreement with Samsung which includes 140 turbines. In 2013, the government cut the original project by \$3.4B in 2013 leading to questions about the stability of the Ontario government's green energy subsidy programs. The project was completed in May 2015. In 2016, Samsung sold its stake the 270-megawatt project to Axium Infrastructure, Alberta Teachers' Retirement Fund and Manulife Financial Corp.
On September 27, the Ontario government cancelled it latest LRP. This round of LRP was for about 1GW of "planned" growth in solar, biomass and wind generation. This will not affect the growth of new private smaller scale developments that have access to public subsidies through the fee-in-tariffs (FIT) system. FIT is designed to support projects up to 500 kilowatts with a subsidy for electricity provided back to the grid. The cancellation happened after the period for open submissions the procurement process ended, leading to the private sector denouncing the cancellation and the government for wasting their time and money.
Analysis ~
The cancellation of 1GW of new private renewable generation is small when compared to the 25+GW of extra capacity in the province's regulated planned reserve. This level is currently stable until about 2022. After 2022, there will need to be investment or the reserve will drop below the regulated amount. However, this needed new investment has already been mostly developed (or entirely depending on the model used) through the refurbishment of nuclear.
The cancellation of the procurement will mean a slower increase in the growth of subsidized private electricity generation. CUPE's power workers, Progressive Conservatives and the NDP have been calling for the cancellation of new growth in subsidized power, albeit for slightly different reasons.
The slow growth of storage capacity to deal with the increased solar and wind generation. We expect the upcoming (2017) Long-Term Energy Plan to deal with this in some detail.
This cancellation does not affect projects already approved (see appendix) through the previous procurement process. The cancellation also does not affect large mostly public projects like the Nanticoke 44MW solar project (developed with SunEdison); OPG's partnership with the Taykwa Tagamou Nation 25 MW Peter Sutherland Sr. Generating Station, located in Northeast Ontario; and OPG proposed expansion of Ranney Falls Generating Station in Northumberland County to 20MW.
Hydro Generation ~
About a third of hydro generation companies in Ontario are run by private companies. H2O Power is one of the most aggressive in Northern Ontario for smaller capacity. Others include TransAlta, Brookfield, and Innergex which have acquired older generation (or the companies that owned them).
Ontario Power Generation has most of the larger hydro capacity that is developed in partnerships with First Nations. Further expansion of small generation capacity will be both OPG and these private energy companies. These projects take a long time to develop and negotiate.


@() Kurator Web Home About Kurator @if(session.get("uid") != null) { Workflows @if(session.get("user_role").equals("ADMIN")) { Admin } } Help Wiki @if(session.get("uid") != null) { @session.get("username") Settings Logout @if(session.get("user_role").equals("ADMIN")) { View as User View as Self } Logged in as } else { Login Register }
Logged in as
Start entering a username below and select to temporarily view runs as that user.


Odisha CM Patnaik: 'Will Leave No Stone Unturned To Give Justice To Women & Children'
by Nisha QureshiGeneral News
Odisha Chief Minister Naveen Patnaik assured that his Government will leave no stone unturned to ensure that justice is served to women and children victims
Written By Nisha Qureshi | Mumbai | Updated On: November 23, 2019 05:21 IST
Odisha Chief Minister Naveen Patnaik assured his Government will leave no stone unturned to ensure that justice is done to victims while citing his concerns over the vulnerability of women and children to multiple crimes and said exemplary action will be taken against criminals.
'Exemplary action would be taken'
"As the Chief Minister, let me assure the House, that crime against women will be one of my topmost priorities. We will leave no stone unturned to ensure that justice is done. Let me assure that any case of neglect, especially relating to women and children will not be spared. Exemplary action would be taken," he said.
 In his statement, the CM said he the politicising of any horrific incident is inhuman and urged the parliament to refrain from such practices. He said such things will never yield any results. ''Rape, murder, death of women are extremely sad events. Politicising them multiplies the trauma and gives a very wrong message to the people at large and young people in particular. In case anyone is not satisfied with the investigation, there are legal fora for relief," he said. He also prompted how his initiative 'Mo Sarkar' has contributed significantly to achieving the goal of good governance.
The Chief Minister stated the law and order situation in the state has been stable and said there was an increase in the conviction rate in red-flag cases, which has gone up to 41.48 per cent in the year 2019. He said that due to prompt and professional investigation in four sensational cases of rape and murder of minor girls, the death penalty has been awarded to the accused persons under the POCSO Act.
(With ANI inputs)
READ | Kamal Haasan conferred honorary doctoral degree by Odisha CM Naveen Patnaik
READ | Odisha CM seeks National Maritime Heritage Festival status for Bali Jatra


--- title: "ARBOR DAY CELEBRATION" date: "2000-01-01 20:04:27 -06:00" categories: - spring - free subtitle: "ZAP Free Admission Day" layout: "events" event-image: "arbor-day-tree-giveaway.jpg" event-dates: "April 2020" event-location: "Red Butte Garden" button-type: "register" tickets-link: "" registration-info: "N/A" instructor-info: "N/A" member-cost: "Free" public-cost: "Free" event-notes: "free admission" tickets-button: "hide" refund-policy: "hide" published: true ---
As Utah’s very own arboretum, there’s no place better than Red Butte Garden to celebrate Arbor Day! Visit the Garden for a day filled with "tree-rific" fun as you discover the wonderful world of trees. Don't forget to pick up your FREE tree seedling courtesy of Rocky Mountain Power (while supplies last).
Thanks to funding in part by Salt Lake County Zoo, Arts, and Parks Program (ZAP) Arbor Day is a ZAP Free Day!
Enjoy free Garden admission all day.
Check back in April 2020 for a schedule of our annual Arbor Day Celebration Events!
Garden Members get a year of admission to the Garden, as well as discounts on classes, concert tickets, summer camps, special events, and more!
Special thanks to Salt Lake County Zoo, Arts and Parks (ZAP) Program for making free Garden admission days possible.
Click HERE for more Red Butte Garden free event information.


--- layout: default title: Arrow - Recruitment permalink: /success description: Join our team! redirect_to: / ---


PLANET SICK-BOY: http://www.sick-boy.com "We Put the SIN in Cinema"
If you liked Braveheart, you probably liked Gladiator. They both had Australian stars playing extremely manly, likeable heroes who lead rag-tag bunches of untrained men against seemingly insurmountable forces. Each has a really bad guy doing really rotten stuff to really innocent people. And each of the male leads are reluctant warriors, dragged into large-scale confrontation only after somebody messes with their family in some horrible way.
The Patriot is more of the same - even more so than Gladiator - and could have saved a fortune in marketing costs by just calling itself Braveheart II: The Phantom Menace. In this installment, Mel Gibson battles the English on American soil during the Revolutionary War, as opposed to Braveheart's 13th century Scotland backdrop. Gibson (Payback) plays Benjamin Martin, a man who could be a direct descendant of William Wallace (he does everything but wear the kilt and the blue face paint).
The film starts off in 1776 South Carolina.  The reason for his pacifism? He's afraid of leaving his seven children without a father. Martin even goes to the Continental Congress in Charleston to vote against the war, but his side loses and, to make matters worse, his oldest son Gabriel (Heath Ledger, 10 Things I Hate About You) signs up to fight the Redcoats.
Before long, the battles are literally being fought in Martin's backyard. Gabriel is captured by the ridiculously ruthless Col. William Tavington (Jason Isaacs, The End of the Affair) and ordered to hang for betraying King George. Some other stuff happens that I won't give away here, but before you know it, Martin is wielding his tomahawk and covered in English blood. He even teaches two of his younger sons how to attack a procession of English officers. The scene, which has already sparked a lot of debate over the whole kids/guns issue, is a revelation as both boys are so scared that they end up looking through the sights of their guns with tears in their eyes. Kudos to screenwriter Robert Rodat (Saving Private Ryan) for this splendid scene.
Like Braveheart's Wallace, Martin has a smart mouth, a cocky attitude and fights like he's immune to death. He uses eyebrow-raising tricks and unconventional combat techniques, and apparently is the guy that came up with the idea of hiding behind rocks and trees while engaged in gunfire with the enemy (as opposed to marching in a straight line in a wide-open field, which was all the rage back then). And he can mix it up like nobody's business, brandishing a long list of weapons from guns to flagpoles.
But there are problems with Martin's character, too. He's way too squeaky-clean and noble. Even his slaves aren't slaves (they just love working his fields). Interestingly enough, Martin's character is supposedly based on one Francis `The Swamp Fox' Marion, a Revolutionary War hero and noted racist that bragged about hunting American Indians for sport. Allegedly, The Patriot was intended to be a biopic about Marion's life, but once Sony Pictures heard about the Swamp Fox's real-life exploits, they changed the name of the character and, as they say, the rest is history. Here, some brief mentions are made to some atrocity that Martin may have committed against the French and the Cherokee at a place called Fort Wilderness. But Gibson is Gibson - as long as he's bashing people's skulls in, the world is a happy place.
The Patriot simply looks amazing from the first frame to the last. It's one of those films whose scenes seem to be set during sunrise or sundown, thanks to cinematographer Caleb Deschanel's (Anna & The King) warm photography. There are several scenes set in a foggy graveyard marsh, where Martin and his band of merry men meet to discuss battle plans. It looks like something out of Sleepy Hollow. Perennial Oscar-nominee John Williams (Angela's Ashes) score manages to press most of the right buttons.
The Patriot was produced and directed by the team that brought us Godzilla and ID4 (Roland Emmerich and Dean Devlin), but this film is leaps and bounds better than those two travesties. And this film is the second in two weeks to feature either Gibson (he lends his voice to Rocky the Rooster in the animated Chicken Run) or the underused Chris Cooper (Me, Myself & Irene), who plays Col. Harry Burwell in this picture.
2:45 - R for strong war violence
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Favor is a way to connect students in the right place at the right time to help their peers in need
| Jacob Sampson | Luke VanDrie | Patrick Murphy |
|---|---|---|
github.com/JacobSampson
|
github.com/LukeAVanDrie
|
github.com/patlm
|
Users can post Opportunities where they are are able to fulfill requests
Users can post ISOs (In Search Of) if looking for a service or producr
Users can view the Opportunities they created and the ISOs they are fulfilling
We are all part of several large group chats, and it is not uncommon for a student to ask for a favor. We wanted to consolidate this behavior into a campus-wide system that is inclusive of all students who might not have the same large social networks that other students may have. We also felt that many of the errands that college students run result in redundancy relative to time and transportation emissions. By allowing students to easily request favors and communicate when they are going on these errands, we can drastically cut down on the amount of unnecessary trips that students must take. Finally, everyone likes an opportunity to get paid. Not only did we want to give students back their time by consolidating trips, the students making these trips can earn a little bit of extra cash by assisting their peers in need.
Our web-app, favor, enables student to connect with each other and assist each other with various tasks. There are two main aspects of our application: the ISO page and the opportunity page. The ISO page allows users to make post for tasks that they are seeking out help with in exchange for money. Other users can then fulfill these requests. This then sends the request to each user's landing page where they can monitor its progress. Then there is the opportunity page which allows students who are already intending on completing tasks to reach out to other students who could benefit from their actions. A student posts the action they intend on performing at a designated time, and other users can add comments onto their post, indicating that they are interested in a favor. By enabling students to help each other accomplish even the smallest tasks through our application, we are cutting down on emissions through redundant transportation as well as building new social bonds.
We started building our project by propping up a firebase database with built in Google Authentication as a placeholder for a user API. Then we started structuring our page layout and building shared components that we could then populate with firebase data retrieved through our service class. The rest of the project time was spent polishing and implementing minor details of the web-app.