/** * @author Richard Davey<EMAIL_ADDRESS>* @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than * the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. * * @class Phaser.Physics.Arcade.Body * @classdesc Arcade Physics Body Constructor * @constructor * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to. */ Phaser.Physics.Arcade.Body = function (sprite) { /** * @property {Phaser.Sprite} sprite - Reference to the parent Sprite. */ this.sprite = sprite; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = sprite.game; /** * @property {number} type - The type of physics system this body belongs to. */ this.type = Phaser.Physics.ARCADE; /** * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position. */ this.offset = new Phaser.Point(); if (sprite.anchor.x !== 0) { this.offset.x = (sprite.anchor.x * sprite.width); } if (sprite.anchor.y !== 0) { this.offset.y = (sprite.anchor.y * sprite.height); } /** * @property {Phaser.Point} position - The position of the physics body. * @readonly */ this.position = new Phaser.Point(sprite.x, sprite.y); /** * @property {Phaser.Point} prev - The previous position of the physics body. * @readonly */ this.prev = new Phaser.Point(this.position.x, this.position.y); /** * @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc) * @default */ this.allowRotation = true; /** * @property {number} rotation - The amount the Body is rotated. */ this.rotation = sprite.rotation; /** * @property {number} preRotation - The previous rotation of the physics body. * @readonly */ this.preRotation = sprite.rotation; /** * @property {number} sourceWidth - The un-scaled original size. * @readonly */ this.sourceWidth = sprite.texture.frame.width; /** * @property {number} sourceHeight - The un-scaled original size. * @readonly */ this.sourceHeight = sprite.texture.frame.height; /** * @property {number} width - The calculated width of the physics body. */ this.width = sprite.width; /** * @property .numInternal ID cache */ this.height = sprite.height; /** * @property {number} halfWidth - The calculated width / 2 of the physics body. */ this.halfWidth = Math.abs(sprite.width / 2); /** * @property {number} halfHeight - The calculated height / 2 of the physics body. */ this.halfHeight = Math.abs(sprite.height / 2); /** * @property {Phaser.Point} center - The center coordinate of the Physics Body. */ this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight); /** * @property {number} _sx - Internal cache var. * @private */ this._sx = sprite.scale.x; /** * @property {number} _sy - Internal cache var. * @private */ this._sy = sprite.scale.y; /** * @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body. */ this.velocity = new Phaser.Point(); /** * @property {Phaser.Point} newVelocity - New velocity. * @readonly */ this.newVelocity = new Phaser.Point(0, 0); /** * @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body. */ this.acceleration = new Phaser.Point(); /** * @property {Phaser.Point} drag - The drag applied to the motion of the Body. */ this.drag = new Phaser.Point(); /** * @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local. * @default */ this.allowGravity = true; /** * @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false. */ this.gravity = new Phaser.Point(0, 0); /** * @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. */ this.bounce = new Phaser.Point(); /** * @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach. * @default */ this.maxVelocity = new Phaser.Point(10000, 10000); /** * @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body. * @default */ this.angularVelocity = 0; /** * @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body. * @default */ this.angularAcceleration = 0; /** * @property {number} angularDrag - The angular drag applied to the rotation of the Body. * @default */ this.angularDrag = 0; /** * @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach. * @default */ this.maxAngular = 1000; /** * @property {number} mass - The mass of the Body. * @default */ this.mass = 1; /** * @property {number} angle - The angle of the Body in radians as calculated by its velocity, rather than its visual angle. * @readonly */ this.angle = 0; /** * @property {number} speed - The speed of the Body as calculated by its velocity. * @readonly */ this.speed = 0; /** * @property {boolean} skipQuadTree - If the Body is an irregular shape you can set this to true to avoid it being added to any QuadTrees. * @default */ this.skipQuadTree = false; /** * @property {number} facing - A const reference to the direction the Body is traveling or facing. * @default */ this.facing = Phaser.NONE; /** * @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies. * @default */ this.immovable = false; /** * If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never * actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen. * If you want the physics system to move the body around, then set moves to true. * @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually. * @default */ this.moves = true; /** * This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate. * Used in combination with your own collision processHandler you can create whatever type of collision response you need. * @property {boolean} customSeparateX - Use a custom separation system or the built-in one? * @default */ this.customSeparateX = false; /** * This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate. * Used in combination with your own collision processHandler you can create whatever type of collision response you need. * @property {boolean} customSeparateY - Use a custom separation system or the built-in one? * @default */ this.customSeparateY = false; /** * When this body collides with another, the amount of overlap is stored here. * @property {number} overlapX - The amount of horizontal overlap during the collision. */ this.overlapX = 0; /** * When this body collides with another, the amount of overlap is stored here. * @property {number} overlapY - The amount of vertical overlap during the collision. */ this.overlapY = 0; /** * If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. * @property {boolean} embedded - Body embed value. */ this.embedded = false; /** * A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds? */ this.collideWorldBounds = false; /** * Set the checkCollision properties to control which directions collision is processed for this Body. * For example checkCollision.up = false means it won't collide when the collision happened while moving up. * @property {object} checkCollision - An object containing allowed collision. */ this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true }; /** * This object is populated with boolean values when the Body collides with another. * touching.up = true means the collision happened to the top of this Body for example. * @property {object} touching - An object containing touching results. */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * This object is populated with previous touching values from the bodies previous collision. * @property {object} wasTouching - An object containing previous touching results. */ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** * This object is populated with boolean values when the Body collides with the World bounds or a Tile. * For example if blocked.up is true then the Body cannot move up. * @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any. */ this.blocked = { up: false, down: false, left: false, right: false }; /** * If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step. * Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. * @property {Phaser.Point} tilePadding - Extra padding to be added to this sprites dimensions when checking for tile collision. */ this.tilePadding = new Phaser.Point(); }; Phaser.Physics.Arcade.Body.prototype = { /** * Internal method. * * @method Phaser.Physics.Arcade#updateBounds * @protected */ updateBounds: function (scaleX, scaleY) { if (scaleX != this._sx || scaleY != this._sy) { this.width = this.sourceWidth * scaleX; this.height = this.sourceHeight * scaleY; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this._sx = scaleX; this._sy = scaleY; this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); } }, /** * Internal method. * * @method Phaser.Physics.Arcade#preUpdate * @protected */ preUpdate: function () { // Store and reset collision flags this.wasTouching.none = this.touching.none; this.wasTouching.up = this.touching.up; this.wasTouching.down = this.touching.down; this.wasTouching.left = this.touching.left; this.wasTouching.right = this.touching.right; this.touching.none = true; this.touching.up = false; this.touching.down = false; this.touching.left = false; this.touching.right = false; this.embedded = false; this.blocked.up = false; this.blocked.down = false; this.blocked.left = false; this.blocked.right = false; if (this.moves) { this.game.physics.arcade.updateMotion(this); this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed); this.position.x += this.newVelocity.x; this.position.y += this.newVelocity.y; if (this.position.x !== this.prev.x || this.position.y !== this.prev.y) { this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y); this.angle = Math.atan2(this.velocity.y, this.velocity.x); } // Now the State update will throw collision checks at the Body // And finally we'll integrate the new position back to the Sprite in postUpdate if (this.collideWorldBounds) { this.checkWorldBounds(); } } else { // If the body doesn't move (i.e. is in a moving Group) then we need its position this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; } }, /** * Internal method. * * @method Phaser.Physics.Arcade#postUpdate * @protected */ postUpdate: function () { if (this.deltaX() < 0) { this.facing = Phaser.LEFT; } else if (this.deltaX() > 0) { this.facing = Phaser.RIGHT; } if (this.deltaY() < 0) { this.facing = Phaser.UP; } else if (this.deltaY() > 0) { this.facing = Phaser.DOWN; } if (this.moves) { this.sprite.x = this.position.x + this.offset.x; this.sprite.y = this.position.y + this.offset.y; } this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); if (this.allowRotation) { this.sprite.angle += this.deltaZ(); } this.prev.set(this.position.x, this.position.y); this.preRotation = this.rotation; }, /** * Internal method. * * @method Phaser.Physics.Arcade#checkWorldBounds * @protected */ checkWorldBounds: function () { if (this.x < this.game.world.bounds.x) { this.x = this.game.world.bounds.x; this.velocity.x *= -this.bounce.x; this.blocked.left = true; } else if (this.right > this.game.world.bounds.right) { this.x = this.game.world.bounds.right - this.width; this.velocity.x *= -this.bounce.x; this.blocked.right = true; } if (this.y < this.game.world.bounds.y) { this.y = this.game.world.bounds.y; this.velocity.y *= -this.bounce.y; this.blocked.up = true; } else if (this.bottom > this.game.world.bounds.bottom) { this.y = this.game.world.bounds.bottom - this.height; this.velocity.y *= -this.bounce.y; this.blocked.down = true; } }, /** * You can modify the size of the physics Body to be any dimension you need. * So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which * is the position of the Body relative to the top-left of the Sprite. * * @method Phaser.Physics.Arcade#setSize * @param {number} width - The width of the Body. * @param {number} height - The height of the Body. * @param {number} offsetX - The X offset of the Body from the Sprite position. * @param {number} offsetY - The Y offset of the Body from the Sprite position. */ setSize: function (width, height, offsetX, offsetY) { offsetX = offsetX || this.offset.x; offsetY = offsetY || this.offset.y; this.sourceWidth = width; this.sourceHeight = height; this.width = this.sourceWidth * this._sx; this.height = this.sourceHeight * this._sy; this.halfWidth = Math.floor(this.width / 2); this.halfHeight = Math.floor(this.height / 2); this.offset.setTo(offsetX, offsetY); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); }, /** * Resets all Body values (velocity, acceleration, rotation, etc) * * @method Phaser.Physics.Arcade#reset * @param {number} x - The new x position of the Body. * @param {number} y - The new x position of the Body. */ reset: function (x, y) { this.velocity.setTo(0, 0); this.acceleration.setTo(0, 0); this.angularVelocity = 0; this.angularAcceleration = 0; this.position.set(x, y); this.prev.set(x, y); this.rotation = this.sprite.rotation; this.preRotation = this.rotation; this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); }, /** * Returns true if the bottom of this Body is in contact with either the world bounds or a tile. * * @method Phaser.Physics.Arcade.Body#onFloor * @return {boolean} True if in contact with either the world bounds or a tile. */ onFloor: function () { return this.blocked.down; }, /** * Returns true if either side of this Body is in contact with either the world bounds or a tile. * * @method Phaser.Physics.Arcade.Body#onWall * @return {boolean} True if in contact with either the world bounds or a tile. */ onWall: function () { return (this.blocked.left || this.blocked.right); }, /** * Returns the absolute delta x value. * * @method Phaser.Physics.Arcade.Body#deltaAbsX * @return {number} The absolute delta value. */ deltaAbsX: function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); }, /** * Returns the absolute delta y value. * * @method Phaser.Physics.Arcade.Body#deltaAbsY * @return {number} The absolute delta value. */ deltaAbsY: function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); }, /** * Returns the delta x value. The difference between Body.x now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaX * @return {number} The delta value. Positive if the motion was to the right, negative if to the left. */ deltaX: function () { return this.position.x - this.prev.x; }, /** * Returns the delta y value. The difference between Body.y now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaY * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. */ deltaY: function () { return this.position.y - this.prev.y; }, /** * Returns the delta z value. The difference between Body.rotation now and in the previous step. * * @method Phaser.Physics.Arcade.Body#deltaZ * @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise. */ deltaZ: function () { return this.rotation - this.preRotation; } }; /** * @name Phaser.Physics.Arcade.Body#bottom * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height) * @readonly */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", { get: function () { return this.position.y + this.height; } }); /** * @name Phaser.Physics.Arcade.Body#right * @property {number} right - The right value of this Body (same as Body.x + Body.width) * @readonly */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", { get: function () { return this.position.x + this.width; } }); /** * @name Phaser.Physics.Arcade.Body#x * @property {number} x - The x position. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; } }); /** * @name Phaser.Physics.Arcade.Body#y * @property {number} y - The y position. */ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "y", { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; } }); /** * Render Sprite Body. * * @method Phaser.Physics.Arcade.Body#renderDebug * @param {object} context - The context to render to. * @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false) */ Phaser.Physics.Arcade.Body.render = function (context, body, filled, color) { if (typeof filled === 'undefined') { filled = true; } color = color || 'rgba(0,255,0,0.4)'; if (filled) { context.fillStyle = color; context.fillRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height); } else { context.strokeStyle = color; context.strokeRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height); } } /** * Render Sprite Body Physics Data as text. * * @method Phaser.Physics.Arcade.Body#renderBodyInfo * @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ Phaser.Physics.Arcade.Body.renderBodyInfo = function (debug, body) { debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'width: ' + body.width, 'height: ' + body.height); // debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'deltaX: ' + body.deltaX().toFixed(2), 'deltaY: ' + body.deltaY().toFixed(2)); debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2)); debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2), 'speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2)); debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2)); debug.line('touching left: ' + body.touching.left, 'right: ' + body.touching.right, 'up: ' + body.touching.up, 'down: ' + body.touching.down); debug.line('blocked left: ' + body.blocked.left, 'right: ' + body.blocked.right, 'up: ' + body.blocked.up, 'down: ' + body.blocked.down); } Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;


{% extends 'layout.html' %} {% block body %}
type the symptoms and it will update the disease
Type the details to know the condition of your heart
Type the details to know the condition of your kidney
Type the details as normal human language and we provie you with the details


Navigation
The navigation area is a tree component that displays all open models.
A model expanded to show objects
An object expanded to show data about the object.
A "docked" navigation pane.
Menu options for a model, right-click on the model name.
Menu options for an object
Menu options for object properties
Menu options for Calculated properties
Menu options for Object links
Menu options for Object indexes


Booking
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Number of Ticket:
Select Movie:
Inferno
Rock On
Beasts
ae Dill hai muskil
Cost:


AWS AccessKeyId
AWS SecretAccessKey
Language
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Voice
Matthew
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Salli
Audio Player
Read Selected Text
Text To Speech


| Select Language: |
Since 1960, our church has been serving the community and creating a bond founded on our beliefs and our drive to contribute to others. It has always been our mission to create an environment that feels safe and supportive for all of our members and guests. In 2010, we were thrilled to celebrate our 50th Golden Jubilee, and we are excited to continue welcoming new faces every week!
We offer a myriad of ways to worship and serve the community. It is our hope that we can find unique ways for everyone to take part in our church and enjoy themselves in the process. We believe in fun, friendship and support, so visit us soon!

Baptism
Parents must be registered, active members of the St. Vincent for six months before they can register for the Baptismal class. The classes are held monthly for parents and god parents, as needed. Baptisms will take place the last Sunday of the same month at 2:30 pm. Please come to the church office with the birth certificate to make arrangements.
Matrimony
Arrangements must be made at least six months in advance. The Catholic party must be a registered, active member of the Parish, using envelopes. Call for an appointment.
Ministry to the Sick
Please call the office if anyone is sick at home, in the hospital, nursing home, or assisted living who wishes to be visited.
Anointing of the Sick
Persons entering the hospital, hospice or who are having surgery are encouraged to be anointed ahead of time. To make an appointment, call the office or see Father after daily Mass.


{% extends "layout.html" %} {% block body %}
Welcome, {{fname}} {{lname}}
Please tell us what kind of appliance needs repair and provide a brief description of the problem. We'll schedule an appointment as soon as possible.
Here's a list of the jobs you've submitted:
| job ID | Make | Appliance | Job Status | Appointment |
|---|---|---|---|---|
| {{ cell }} | {% elif loop.index == 7 %}{{ cell }} | {% else %}{{ cell }} | {% endif %} {% endfor %}
{{ error }}
{{ message }}


Willie Payne
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Endless Plains [an79], plain, in Imperia, peasants: 143
Last updated Turn #129
Endless Plains [an79], plain, in Imperia, peasants: 143
------------------------------------------------------------------------
30: The population grows by one peasant.
Routes leaving Endless Plains:
North, to Ocean [am79], The Outer Sea, 2 days
East, plain, to Endless Plains [an80], 7 days
South, plain, to Endless Plains [ao79], 7 days
West, plain, to Endless Plains [an78], 7 days
Seen here:
Stack of nazgul [ia9e], nazgul, number: 3


As soon as you book a flight, hotel, car, or other reservation, simply forward it to<EMAIL_ADDRESS>and we'll instantly add it to your trip.
Copy email addressAccess every trip, no matter where you are today or where you're going tomorrow. You can instantly send plans to your calendar or anyone you choose.

Get every trip, on any deviceSay farewell to the days of copying and pasting, or relying on your inbox to find what
you need.


fn_clip
Contents
Syntax
[x clip] = fn_clip(x[,clipflag][,outflag][,nanvalue])
Description
Rescale and restrict to a specific range ("clip") the data in an array. Make a color image if requested.
Input: - x array (any dimension) - clipflag clipping mode: [a b] define manually min and max value 'fit','mM' or 'minmax' use minimum and maximum [default] 'Xstd' use mean and X times standard deviation 'prcA-B' use percentiles (if B is omitted, use B = 100-A) add '[value]' at the end (e.g. 'fit[0]') to center the clipping range on the specified value
- outflag output format [a b] define minimum and maximum value [default, with a=0 and b=1] n integer values between 1 and n 'uint8', 'uint16', .. integer values between 0 and max nx3 array returns a (n+1)-dimensional array using this colormap char array use this colormap (for example 'jet' -> use jet(256)) 'scaleonly' rescale data but do not coerce within the range 'getrange' output not the cliped data, but the calculated clipping range (can be useful for 'std' and 'prc' clipping calculations)
- nanvalue value to give to NaNs
Output: - x the clipped image (or the clipping range if outflag is 'getrange') - clip the clipping range
Source
Thomas Deneux
Copyright 2007-2017


First of all, I’m enjoying this project. I build my nanodeRF and a sensorshield (from martin K, prototype PCB) and it looks great.
I'm planning to make an extended blog post on my fresh website: www.bluemotica.nl for it. You can see the first photo’s of it there.
But now the hardware part is working great, I'm shifting to the software sketches.
The first test sketches are working OK and I get good read-outs from my sensors (1 CT,voltage,Temp (DS18B) LDR and Hall-sensors). I will write an article about that "build" ride later on.
I made my own github repository for my sketches and I uploaded my first "sensor base" stuff (that's how I named my nanodeRF with sensing_shield ontop) you can get it here: github.com/alco28/Sensor_base.git
But now my question. I'm not familiar with C++ programming but I'm learning quick...I think...
I'm using some parts of the orginal emonBASE and emonTX sketches for my project. So far so good.
But I'm looking in the dark at the JSON stuff and can't see an good post or artikel on this site for an decent explain?
It's starting at rownummer 265 at my sketch (NanodeRF_sensing.ino)
|
//Make an JSON String and post it to the server
ethernet_requests ++; // counter for enternet request str.reset(); // Reset json string GOOD POSITION??? |
My question, do I set the serial readings (str.print) in a good way? and how do I get that right in the JSON string en past it though the emonCMS ??? I can't find an good explanation for the ether.browse,URL and PSTR (post string??) commands to..
So can somebody help me by explain it or alter my script to work right?
This sketch works fine WITHOUT the json part enabled..good serial.println communication. but it's getting meshy when I enable the JSON part (define JSON..Uncommand) ..no posting, no good serial.println communications (only some strange text..WEB..)
and after this problem there is an part called my_callback VOID...maybe there this part is a problem??? just guessing...I don't have an emonGLCD so I can't get the time from there, but the emoncms is working.
Re: Problem with making an good JSON string...
The format for the JSON string is: {key1:value1,key2:value2} etc.
If you look at a Nanode example sketch (e.g. NanodeRF_Power_RTCrelay_GLCDtemp.ino) and analyse it, you will see the JSON string is written like this. It is written in parts, I have brought all the parts together:
str.reset(); // Reset json string
str.print("{rf_fail:0"); // RF received so no failure
str.print(",power1:"); str.print(emontx.power1); // Add power reading
str.print(",power2:"); str.print(emontx.power2); // Add power reading
str.print(",power3:"); str.print(emontx.power3); // Add power reading
str.print(",voltage:"); str.print(emontx.voltage); // Add emontx battery voltage reading
str.print(",temperature:");
str.print(emonglcd.temperature/100.0);
str.print("}\0"); // End of json string
So the complete string actually looks something like this:
"{rf_fail:0,power1:123.45,power2:234.56,power3:345.67,voltage:234.56,temperature:23.4}\0"
You print to the string very much in the normal way - see the Arduino Language Reference ( ..../reference/Serial.html) for Serial - Print. The variable 'str' is an instance of the PacketBuffer class, which is defined near the top of the sketch.
"Payload" is the data string received from the emonTx - its format must be the same in both the Nanode and the emonTx.
The Ethernet controller is set up with
" if (ether.begin(sizeof Ethernet::buffer, mymac) == 0) { .... "
and
" ether.packetLoop(ether.packetReceive());" checks for and handles incoming data. Here: http://jeelabs.org/2011/06/19/ethercard-library-api/ is where you will find details.
Re: Problem with making an good JSON string...
Hi Robert,
Tnx again for you quick reaction. but I know how the str.print workes and my ethernet is working OK (I think, because I can get an IP,it finds my emoncms/webserver also and dns lookes good..).
It's just the SEND part that I don't get. yes, the packetbuffer is created by this complex (for me..) part at the top of my and also the orginal emonbase sketch:
class PacketBuffer : public Print {
public:
PacketBuffer () : fill (0) {}
const char* buffer() { return buf; }
byte length() { return fill; }
void reset()
{
memset(buf,NULL,sizeof(buf));
fill = 0;
}
virtual size_t write (uint8_t ch)
{ if (fill < sizeof buf) buf[fill++] = ch; }
byte fill;
char buf[150];
private:
};
PacketBuffer str;
So if I read this code. It lookes to me that it make an empty buffer for 150 characters that can be filled with the sensor data. But how does the str.prints from the sensors (like str.print(",power1:"); str.print(emontx.realPower); ) getting into this buffer ?
and why do I get the strange reading in my serial monitor? I don't have an compile error..can upload it but I don't see an data package to be send..
Can somebody take a quick look to my sketch and help me find that enoring bug that causes the strange serial communcation?
P.S. I don't have a fysical emontx and emonbase. just 1 nanodeRF with all the sensorsconnected to it. so I don't use the RFM12B wireless chip or an emonGLCD to monitor..
Re: Problem with making an good JSON string...
Hello Alco
Try extending the buffer size to 200 or 250. The str.print inherits the .print from the standard arduino print class. Its one of Jean Claud Wippler's great innovations: http://jeelabs.org/2010/09/29/sending-strings-in-packets/
Re: Problem with making an good JSON string...
What you have quoted there is the class definition. You should not need to change that at all. The print method is not defined here, it has been inherited. That is what ": public Print" in "class PacketBuffer : public Print ..." tells us.
I think "and why do I get the strange reading in my serial monitor" is because you are not writing your string correctly. I think you should reset the string first, then where is the part that writes the opening '{' ? You need to begin:
str.reset(); // Reset json string
str.print("{power1:"); str.print(emontx.realPower); // Add power reading
-------------------^


This application is an extension of the DEM Application to include thermal effects such as:
- Heat transfer between particle-particle, particle-rigid wall, and particle-surrounding fluid.
- Heat transfer mechanisms by conduction, convection, and radiation.
- Heat generation by energy dissipation and internal sources.
- Temperature dependent material properties.
Theoretical information on thermal DEM analysis can be found here.
A Matlab version of this application is also available.
Table of Contents
- Authorship
- License
- Getting Started
- Instructions
- MainKratos
- Project Parameters
- Materials
- DEM Model Parts
- DEM-FEM Boundary Model Parts
- Input Explanations
- Testing
Authorship
International Center for Numerical Methods in Engineering (CIMNE)
License
The Thermal DEM application is OPEN SOURCE. The main code and program structure is available and aimed to grow with the need of any users willing to expand it. The BSD (Berkeley Software Distribution) licence allows to use and distribute the existing code without any restriction, but with the possibility to develop new parts of the code on an open or close basis depending on the developers.
Getting Started
This application is part of the Kratos Multiphysics framework. Instructions on how to get a copy of the project and run on your local machine for development and testing purposes are available for both Linux and Windows systems.
Before building Kratos Multiphysics, make sure to add the following applications to your configure file:
Instructions
To create a model for the Thermal DEM Application, the following adaptations must be done to the input files of the DEM Application.
Replace the import of the AnalysisStage of the DEM Application with the AnalysisStage of the Thermal DEM Application, which is imported as follows:
from KratosMultiphysics.ThermalDEMApplication.thermal_dem_analysis import ThermalDEMAnalysis
You can check the template of the MainKratos file here.
Change solver strategy.\ Available options: thermal_sphere_strategy.
"solver_settings": {
"strategy": "thermal_sphere_strategy"
}
Change element type.\ Available options: ThermalSphericPartDEMElement3D.
"ElementType": "ThermalSphericPartDEMElement3D"
Add thermal settings with desired options:
"thermal_settings" : {
"thermal_integration_scheme" : "forward_euler",
"numerical_integration_method" : "adaptive_simpson",
"thermal_solve_frequency" : 1,
"voronoi_tesselation_frequency" : 1000,
"porosity_update_frequency" : 1000,
"automatic_solve_frequency" : true or false,
"compute_motion" : true or false,
"compute_direct_conduction" : true or false,
"compute_indirect_conduction" : true or false,
"compute_convection" : true or false,
"compute_radiation" : true or false,
"compute_heat_generation" : true or false,
"compute_adjusted_contact" : true or false,
"direct_conduction_model" : "batchelor_obrien_simple" or "batchelor_obrien_complete" or "batchelor_obrien_modified" or "thermal_pipe" or "collisional",
"indirect_conduction_model" : "surrounding_layer" or "voronoi_a" or "voronoi_b" or "vargas_mccarthy",
"nusselt_correlation" : "sphere_hanz_marshall" or "sphere_whitaker" or "sphere_gunn" or "sphere_li_mason",
"radiation_model" : "continuum_zhou" or "continuum_krause",
"heat_generation_model" : ["sliding_friction","rolling_friction","contact_damping"],
"adjusted_contact_model" : "zhou" or "lu" or "morris",
"voronoi_method" : "tesselation" or "porosity",
"porosity_method" : "global" or "average_convex_hull" or "average_alpha_shape",
"min_conduction_distance" : 0.0000000275,
"max_conduction_distance" : 1.0,
"conduction_radius" : 1.0,
"fluid_layer_thickness" : 0.4,
"isothermal_core_radius" : 0.5,
"max_radiation_distance" : 2.0,
"heat_generation_ratio" : 1.0,
"global_porosity" : 0.0,
"alpha_shape_parameter" : 1.2,
"integral_tolerance" : 0.000001,
"heat_map_corners" : [[0,0,0],[1,1,1]],
"heat_map_subdivisions" : [10,10,10],
"global_fluid_properties" : {
"fluid_density" : 1.0,
"fluid_viscosity" : 1.0,
"fluid_thermal_conductivity" : 1.0,
"fluid_heat_capacity" : 1.0,
"fluid_temperature" : 0.0,
"fluid_velocity_X" : 0.0,
"fluid_velocity_Y" : 0.0,
"fluid_velocity_Z" : 0.0
}
}
Add post options with desired options:
"PostTemperature" : true or false,
"PostHeatFlux" : true or false,
"PostGraphParticleTempMin" : true or false,
"PostGraphParticleTempMax" : true or false,
"PostGraphParticleTempAvg" : true or false,
"PostGraphParticleTempDev" : true or false,
"PostGraphModelTempAvg" : true or false,
"PostGraphHeatFluxContributions" : true or false,
"PostGraphHeatGenContributions" : true or false,
"PostGraphEnergyContributions" : true or false,
"PostMapHeatGeneration" : true or false
Materials (json file)
Add material variables and tables:
"materials": [{
"Variables": {
"THERMAL_CONDUCTIVITY" : 0.0,
"SPECIFIC_HEAT" : 0.0,
"EMISSIVITY" : 0.0,
"THERMAL_EXPANSION_COEFFICIENT" : 0.0
},
"Tables": {
"TABLE_NAME": {
"input_variable" : "TEMPERATURE",
"output_variable" : "PARTICLE_DENSITY" or "YOUNG_MODULUS" or "POISSON_RATIO" or "SPECIFIC_HEAT" or "THERMAL_CONDUCTIVITY" or "EMISSIVITY" or "THERMAL_EXPANSION_COEFFICIENT",
"data" : [[0.0,0.0],[0.0,0.0]]
}
}
}]
Add material relations variables:
"material_relations": [{
"Variables": {
"DYNAMIC_FRICTION" : 0.0
}
}]
DEM Model Parts (mdpa file)
Change elements type.\ Available options: ThermalSphericParticle.
Begin Elements ThermalSphericParticle
Add SubModelPartData to sub model parts with desired options:
Begin SubModelPart PART_NAME
Begin SubModelPartData
TEMPERATURE 0.0
FIXED_TEMPERATURE 0
HEATFLUX 0.0
HEATSOURCE 0.0
ADIABATIC 0
REAL_YOUNG_MODULUS_RATIO 0.0
End SubModelPartData
End SubModelPart
DEM-FEM Boundary Model Parts (mdpa file)
Add NodalData TEMPERATURE to all nodes:
Begin NodalData TEMPERATURE
1 0 0.0
2 0 0.0
3 0 0.0
...
End NodalData
Add SubModelPartData to sub model parts with desired options:
Begin SubModelPart PART_NAME
Begin SubModelPartData
ADIABATIC 0
End SubModelPartData
End SubModelPart
Input Explanations
Thermal settings
- *"thermal_integration_scheme"*:\ Selected scheme for time integration of thermal problem.\ Default: "forward_euler"
- *"numerical_integration_method"*:\ Selected metohd for solving integration expressions numerically.\ Default: "adaptive_simpson"
- *"thermal_solve_frequency"*:\ Number of steps in which thermal problem is solved.\ Default: 1
- *"voronoi_tesselation_frequency"*:\ Number of steps in which Voronoi diagram is built, in case it is required.\ Default: 1000
- *"porosity_update_frequency"*:\ Number of steps in which porosity is computed, in case it is required.\ Default: 1000
- *"automatic_solve_frequency"*:\ Boolean for automatically setting the thermal solve frequency based on the maximum allowed time step (it overrides the value set for thermal_solve_frequency).\ Default: false
- *"compute_motion"*:\ Boolean for solving mechanical problem.\ Default: true
- *"compute_direct_conduction"*:\ Boolean for computing heat transfer between elements by direct conduction.\ Default: true
- *"compute_indirect_conduction"*:\ Boolean for computing heat transfer between elements by indirect conduction.\ Default: false
- *"compute_convection"*:\ Boolean for computing heat transfer from fluid to particles by convection.\ Default: false
- *"compute_radiation"*:\ Boolean for computing heat transfer between elements by radiation.\ Default: false
- *"compute_heat_generation"*:\ Boolean for computing heat generation by energy dissipation between elements.\ Default: false
- *"compute_adjusted_contact"*:\ Boolean for adjusting contact geometry between elements according to the real value of Young modulus.\ Default: false
- *"direct_conduction_model"*:\ Selected model for simulating heat transfer by direct conduction.\ Default: "batchelor_obrien_simple"
- *"indirect_conduction_model"*:\ Selected model for simulating heat transfer by indirect conduction.\ Default: "surrounding_layer"
- *"nusselt_correlation"*:\ Selected correlation for computing Nusselt number and thus simulating heat convection between solids and fluid.\ Default: "sphere_hanz_marshall"
- *"radiation_model"*:\ Selected model for simulating heat transfer by radiation.\ Default: "continuum_zhou"
- *"heat_generation_model"*:\ List of selected models for simulating heat generation by energy dissipation.\ Default: ["sliding_friction"]
- *"adjusted_contact_model"*:\ Selected model for adjusting contact geometry.\ Default: "zhou"
- *"voronoi_method"*:\ Selected method for obtaining data from Voronoi diagram, in case it is required.\ Default: "tesselation"
- *"porosity_method"*:\ Selected method for computing porosity, in case it is required.\ Default: "average_alpha_shape"
- *"min_conduction_distance"*:\ Minimum heat conduction distance required for indirect conduction model "surrounding_layer".\ Default: 0.0000000275
- *"max_conduction_distance"*:\ Maximum distance for heat conduction (ratio of particles radii) required for conduction model "batchelor_obrien_complete", "batchelor_obrien_modified", "voronoi_a" and "voronoi_b".\ Default: 1.0
- *"conduction_radius"*:\ Radius of cylindrical conductive region (ratio of particles radii) required for conduction model "batchelor_obrien_complete" and "batchelor_obrien_modified".\ Default: 1.0
- *"fluid_layer_thickness"*:\ Thickness of particle fluid layer (ratio of particles radii) required for conduction model "surrounding_layer".\ Default: 0.4
- *"isothermal_core_radius"*:\ Radius of particle isothermal core (ratio of particles radii) required for conduction model "voronoi_b".\ Default: 0.5
- *"max_radiation_distance"*:\ Maximum distance for heat radiation (ratio of particles radii) required for all radiation models.\ Default: 2.0
- *"heat_generation_ratio"*:\ Ratio of dissipated energy that is converted into heat.\ Default: 1.0
- *"global_porosity"*:\ Prescribed value for the porosity, required for porosity computation method "global".\ Default: 0.0
- *"alpha_shape_parameter"*:\ Alpha radius for the alpha-shape method, required for porosity computation method "average_alpha_shape".\ Default: 1.2
- *"integral_tolerance"*:\ Numerical tolerance for numerical integration, in case it is required.\ Default: 0.000001
- *"heat_map_corners"*:\ Coordinates of two opposite corners of a cuboid that define the region where heat map is evaluated.\ Default: [[0,0,0],[1,1,1]]
- *"heat_map_subdivisions"*:\ Number of subdivisions in X,Y,Z directions to defined the grid of the heat map.\ Default: [10,10,10]
- *"global_fluid_properties"*:\ Prescribed values for the properties of the interstitial fluid, assumed as constant throughout all the analysis (fluid behavior does not change as it is not simulated).
- *"global_fluid_properties.fluid_density"*:\ Fixed value of fluid density.\ Default: 1.0
- *"global_fluid_properties.fluid_viscosity"*:\ Fixed value of fluid viscosity.\ Default: 1.0
- *"global_fluid_properties.fluid_thermal_conductivity"*:\ Fixed value of fluid thermal conductivity.\ Default: 1.0
- *"global_fluid_properties.fluid_heat_capacity"*:\ Fixed value of fluid heat capacity.\ Default: 1.0
- *"global_fluid_properties.fluid_temperature"*:\ Fixed value of fluid temperature.\ Default: 0.0
- *"global_fluid_properties.fluid_velocity_X"*:\ Fixed value of fluid velocity in global X direction.\ Default: 0.0
- *"global_fluid_properties.fluid_velocity_Y"*:\ Fixed value of fluid velocity in global Y direction.\ Default: 0.0
- *"global_fluid_properties.fluid_velocity_Z"*:\ Fixed value of fluid velocity in global Z direction.\ Default: 0.0
Post options
- *"PostTemperature"*:\ Boolean for showing elements temperature in post processing.\ Default: false
- *"PostHeatFlux"*:\ Boolean for showing elements heat flux in post processing.\ Default: false
- *"PostGraphParticleTempMin"*:\ Boolean for writing a graph with the minimum particle temperature.\ Default: false
- *"PostGraphParticleTempMax"*:\ Boolean for writing a graph with the maximum particle temperature.\ Default: false
- *"PostGraphParticleTempAvg"*:\ Boolean for writing a graph with the average temperature of all particles.\ Default: false
- *"PostGraphParticleTempDev"*:\ Boolean for writing a graph with the standard deviation of the temperature of all particles.\ Default: false
- *"PostGraphModelTempAvg"*:\ Boolean for writing a graph with the weighted average of the temperature of all particles (taking the particles volume into account).\ Default: false
- *"PostGraphHeatFluxContributions"*:\ Boolean for writing a graph with the contribution of each heat transfer mechanism to the total heat transfer.\ Default: false
- *"PostGraphHeatGenContributions"*:\ Boolean for writing a graph with the contribution of each heat generation mechanism to the total heat generation.\ Default: false
- *"PostGraphEnergyContributions"*:\ Boolean for writing a graph with the energy composition (conservative and accumulated dissipative components) of all partilces.\ Default: false
- *"PostMapHeatGeneration"*:\ Boolean for assemblying and writing the density map of heat generation.\ Default: false
Material properties
- *"materials.Variables.THERMAL_CONDUCTIVITY"*:\ Thermal conductivity of material (always required).
- *"materials.Variables.SPECIFIC_HEAT"*:\ Specific heat of material (always required).
- *"materials.Variables.EMISSIVITY"*:\ Emissivity of material surface, from 0.0 to 1.0, in which 1.0 is a perfect black body (required by radiative heat transfer).
- *"materials.Variables.THERMAL_EXPANSION_COEFFICIENT"*:\ Thermal expansion coefficient of material (default: 0.0).
- *"materials.Tables.input_variable"*:\ Input (X-axis) variable of the curve given by the table.
- *"materials.Tables.output_variable"*:\ Output (Y-axis) variable of the curve given by the table.
- *"materials.Tables.data"*:\ Points of the curve given by the table.
- *"material_relations.Variables.DYNAMIC_FRICTION"*:\ Dynamic friction coefficient between materials (required by heat generation by sliding friction).
SubModelPartData
- TEMPERATURE:\ Initial temperature of the elements.\ Default: 0.0
- FIXED_TEMPERATURE:\ Boolean for fixing the temperature of the elements.\ Default: 0
- HEATFLUX:\ Prescribed value of heat flux applied over elements surface (thermal power by area).\ Default: 0.0
- HEATSOURCE:\ Prescribed value of heat source applied over elements volume (thermal power by volume).\ Default: 0.0
- ADIABATIC:\ Boolean for setting elements as adiabatic (no heat transfer with other elements).\ Default: 0
- REAL_YOUNG_MODULUS_RATIO:\ Ratio between the real value of the Young modulus and the value used in the simulation.\ Default: 1.0
Testing
To test if the application is working correctly, run the test_ThermalDEMApplication.py file, located in the tests folder.


THE X-FILES (20TH CENTURY FOX)
RUNNING TIME: 2 HOURS 1 MINUTE STARRING DAVID DUCHOVNY AND GILLIAN ANDERSON DIRECTED BY ROB BOWMAN (Nearly) everyone's favourite Sci-fi program make's it big screen debut. Surprisingly, the movie is quite good, and can hold itself onscreen. Agents Mulder and Scully (Duchovny and Anderson) are back in another case of strange going on's. This time, it's about a strange black liquid that the government want to use as a biological weapon. And, they find out about a sinister alien plot involving aliens who want to take over the earth. Can they stop both these things? The truth is in the movie... The X-Files is enjoyable sci-fi hokum, with excellent special effects, good performances and an intriguing plot. Duchovny and Anderson are fine on-screen, although they don't attempt to do anything different from what they're doing on television. The same goes for the whole cast, and the writing, and the directing. In fact, the entire movie is like watching an didn't need to be made. It could of easily had been a 45 minute or feature length episode on television. However, what is done is done is the usual over-indulgent (the movie starts in 35,000 B.C!) the plot is good.  (I stopped watching about 2 years ago.) However, it does help if you have some background knowledge of the characters, because although Mulder and Scully give background of themselves, the rest of the characters are a bit faceless (and some are nameless, such as "Cigarette Smoking Man.")
The direction is actually quite good, and the set-pieces are done stylishly, and some parts are even quite scary, and heavy in tension. The 'look' of the film is good aswell, and the music (by Mark Snow, who composes for the T.V series) helps convey the atmosphere. Also, the special effects are excellent, even with the movie's relatively low budget.
Overall, The X-Files is both entertaining for X-Files fans and novices. There's enough references to the show to keep buffs happy, while nothing closely related to the T.V show happens in the movie that would alienate and it never really ties up all it's lose ends, and it is overlong, and the ending is too ambiguous (that's all the gripes!) it is fun. The best summer movie so far.
OVERALL RATING=***1/2 OUT OF *****
REVIEW BY DAVID WILCOCK
DAVID WILCOCK<EMAIL_ADDRESS>Visit the Wilcock Movie Page! http://wilcockmovie.home.ml.org -OR- http://www.geocities.com/Hollywood/9061 Recieve Wilcock Movie Page Reviews via E-MAIL Send a blank E-MAIL to<EMAIL_ADDRESS>to join the mailing list!
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Change your perspective with these mind-warping Superliminal gifs
by Christopher LivingstonYou've probably seen a few clips or a trailer for Superliminal by now, the perspective-bending puzzle game from developer Pillow Castle. Trapping you in a surreal dream therapy session, Superliminal is an exercise in abstract thinking as you navigate the recesses of your own mind and manipulate objects that fit in your pocket one moment and tower over you the next—depending on how you look at them.
And there's more to it than making a chess piece huge so it can weigh down a floor switch or using an enormous cheese wedge as a ramp. Superliminal plays with size—sometimes your own size size as well—but also with space, light, and darkness.
Here are some gifs from Fraser and I that will bend your mind into some new shapes.
Dice aren't for rolling in Superliminal, but they make for great steps...
...until they suddenly don't. Come on, dice, I thought we had an understanding.
And dice aren't the only things misbehaving. Just when you think you've got Superliminal figured out, things stop working the way they used to. Et tu, doors?
I wish I could make my real house bigger by just picking it up and dropping it. Of course, make it too big and you'll run into problems.
Superliminal grows more abstract the deeper you dream, and there are a number of puzzles that play with black and white, light and shadow.
Come on, Superliminal. Now you're not even being fair.
Superliminal isn't terribly long or all that difficult—I finished it in about 90 minutes. There are some clever concepts in it, and some good puzzles that make you feel pretty darn smart for figuring them out. It's a bit of The Stanley Parable and a smidge of Portal though it doesn't reach the heights of either. The concepts of Superliminal are great, but the price of changing directions and expectations quickly means it never really builds on any one particular puzzle system.
I also managed to break it once or twice by experimenting a little too freely, which is disappointing. At least there's an option for quickly resetting a checkpoint or starting a level over if you muck things up too much while messing around. Superliminal is out now on the Epic Game Store.


Tour of Rust
Lessons
Hello,
🦀
Chapter 1 - The Basics
The Rust Playground
Variables
Changing Variables
Basic Types
Basic Type Conversion
Constants
Arrays
Functions
Multiple Return Values
Returning Nothing
Chapter 1 Conclusion
Chapter 2 - Basic Control Flow
if/else if/else
loop
while
for
match
Returning Values From Block Expressions
Chapter 2 Conclusion
Chapter 3 - Basic Data Structure Types
Structures
Calling Methods
Memory
Creating Data In Memory
Tuple-like Structs
Unit-like Structs
Enumerations
Enumerations With Data
Chapter 3 - Conclusion
Chapter 4 - Generic Types
What Are Generic Types?
Representing Nothing
Option
Result
Failable Main
Graceful Error Handling
Ugly Option/Error Handling
Vectors
Chapter 4 - Conclusion
The End


Travel News: Toulouse, Mayo, Omagh and Christmas on the ski slopes
by JENNY LEE:: Experience the tastes of Toulouse this Christmas
FROM November 22 to December 26, Toulouse’s Capitole square will come alive with festive cheer as it becomes the setting for the city’s 20th annual Christmas market.
New for December 2019, visitors can also sign up to a Christmas-themed walking tour with Taste of Toulouse. During the two-hour Sweets of the Season tour, visitors will meet talented artisan chocolatiers and sweet makers, sampling food and drink en route, before ending at the Christmas market for a hot drink and photos.
With average temperatures remaining in the low teens,Toulouse provides a warm alternative market for shoppers. Flights from Dublin are available from £46pp. Toulouse-visit.com.
:: Thanksgiving in Co Mayo
CELEBRATE the most American of holidays on November 28 at The Lodge at Ashford Castle, where guests will be treated to a festive three-course meal full of seasonal and Thanksgiving inspired classics, including sweet and sticky pecan pie.
Festivities begin at 6:30pm with a welcome reception of Fall Cider Cocktail or Spiced Pumpkin Eggnog. Following dinner, guests can dance the night away with live entertainment from Carmel Dempsey, Brenda Curtin Diviney, lead fiddle player with Lord of The Dance, and Mike Stewart.
Dinner costs €70 pp, with an overnight stay with breakfast from €259, based on two people sharing. Thelodgeac.com.
:: Winter break in Sperrins
ESCAPE and indulge in a guilt-free getaway at the Mellon Country Inn Hotel in Omagh. Located in the heart of the Sperrin mountain region, the hotel is surrounded by plenty of walking trails nearby just waiting to be discovered. Two nights with bed and breakfast for two people plus afternoon tea on a day of your choice is from £176. To book call<PHONE_NUMBER>4. Offer available on selected dates until 29 February 2020.
:: Spend Christmas on the ski slopes
FANCY spending your festive season surrounded by friends, food and snow? Then try one of Crystal Ski's resorts this Christmas. Each resort boasts local festivities, perfect pistes and superb entertainment – you can even dodge the washing up by choosing a catered break.
Seven nights half-board, departing Dublin on December 22 and staying in the 3* Hotel Erts, Arinsal is from €499pp. A seven night self-catering break at the 3* Residence Planibel, La Thuile, Italy from December 22 is from €2355 (two adults and two children under 11). All include flights from Dublin, 20kg luggage and transfers. Cystalski.ie.


Code is science!
Working with the scientific coding community to champion Open Source code, so we can ensure that code is peer reviewed and FAIR.
Premise
Science is often computing: Much of modern science involves code these days, in large part due to the amount of data available - it would be almost impossible to analyse without computational assistance.
Science requires peer review: One of the basic prerequisites for any published scientific results is that it be reviewed by peers, to ensure the research and conclusions are valid.
Software contains errors: We may try pretty hard to write software without bugs, but they definitely still happen - and errors can be hard to spot. The bug doesn’t have to cause catastrophic and obvious failure - it could be silent but sneaky.
Code == Science
If software is required to perform science, it stands to reason that errors in your software mean errors in your science.
Possible Solution?
Scientific code needs to be peer reviewed, and ideally open source.
That’s easier said than done. Getting there requires awareness, culture shift, and adherence to best practices.


SWITCH A film review by Mark R. Leeper Copyright 1991 Mark R. Leeper
Capsule review: This is a tasteless, sexist film about why it is bad to be a male chauvinist in a strange world that bears little resemblance to mine. A brainless man is murdered and returns to earth as a brainless woman. SWITCH is Blake Edwards begin part of the problem and pretending he is part of the solution. Rating: -1 (-4 to +4).
I think everybody knows that Blake Edwards is a successful filmmaker. I get the impression that he retreated into Beverly Hills some time around when hula hoops were in and he has not stepped out into the real world since. That is fine by me. He writes funny movies like the Clouseau films set in a never-Never-Land-Europe or set in his hermetically sealed world where you can go to one store to buy clothes and spend $41,000, and where if you catch someone by surprise she has only $3000 in her purse. (These are plot elements from SWITCH.) That is fine.  Edwards has made a lot of people laugh and he is welcome to his world. Where the rub comes is where he starts making comedies with supposed social relevance. In SWITCH, Edwards tackles the thorny issue of male chauvinism in an Edwards-Never-Land among his usual assortment of under-dressed buxom women and mannequin men.
Steve Brooks (played by Perry King) is successful in advertising. ("Advertising" is Hollywood shorthand for he isn't a policeman and he doesn't make films. Ever notice how often advertising shows up as an occupation in films. How many films can you name where the main character is in plumbing supply or auto parts or has made a career of software engineering? How many people work for a corporation with more than one level of management above them?) Brooks is going about his humdrum life--he is having a hot tub party with three naked women--when he is murdered. Heaven, appalled by his sexism, sends him back to earth where he must stay until he can find a woman to like him. But he is sent back as a woman. This situation has a lot of possibilities, some comedic, some silly, some interesting, some controversial. Edwards toys with most of the possibilities, but flinches every time he gets too close to ideas that might be interesting or controversial. Mostly we see Amanda Brooks (Ellen Barkin as the female reincarnation) feeling herself, feeling other women, and wearing skirts too short and sitting with her legs apart like a man so the camera can get crotch shots. Most irritating is the misfire running gag of her stumbling around on high-heeled shoes. It is intended to get funnier each time and it simply gets more and more annoying. Apparently high-heeled shoes are the only kind women wear in Edwards-Never-Land. Barkin goes through the movie oscillating between playing a really boorish male chauvinist and getting fed up with men treating her the way she treats women. Edwards's idea of what sexism is about seems to be more connected with men who get too much sex or who proposition strange women in the street, actions more common in Edwards-Never-Land than in my world. It does not seem to have much to do with equal pay for equal work or even about filmmakers doing films about naked women in hot tubs. Incidentally, equal pay is notably NOT and issue in this film. The main character is paid more as a woman than she was as a man for the same job.
SWITCH is a film that leaves a very bad taste in your mouth, and more so the more you think about the film. SWITCH this one off. For the sake of a good, if not very well-chosen, acting job by Barkin and for some competence in being entertaining I rate this film a charitable -1 on the -4 to +4 scale.
Mark R. Leeper att!mtgzy!leeper<EMAIL_ADDRESS>.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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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
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Related links: index of all rec.arts.movies.reviews reviews


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Values are: one - 1
Values should be even: one - 1
Values should always be: one - 1
Values are: two - 2
Values should be even: two - 2
Values should always be: two - 2
Values are: three - 3
Values should be even: three - 3
Values should always be: three - 3
Values are: 0 - one
Values should be even: 0 - one
Values should always be: 0 - one
Values are: 1 - two
Values should be even: 1 - two
Values should always be: 1 - two
Values are: 2 - three
Values should be even: 2 - three
Values should always be: 2 - three


This component is using React, you can debug it using React Developer Tools.
This input is connected with redux.
With every change a new action is created and dispatched.
You can even see all the activity with Redux DevTools.


WARNING:
This Version is only for
DotNetNuke 09.03.01
or higher
Whats New
V02.00.07
changes
Fixed references for DNN 9.*


Creative developer with a passion for making things look beautiful while working beautifully. I'll work with you to make sure you have exactly what you need for your brand, to make its maximum impact on the web.
Learn More Contact MeI was one of those “Lego Kids” growing up – always building things. After realizing I couldn’t play Legos my entire life, I attended the University of Dayton, where I studied Marketing, not because everyone did, but because I was fascinated with the challenge of connecting products with people. In the summer of 2013, I interned with one of the top-15 accelerators in the country – Jumpstart Foundry. In this internship, I watched the process of Software Engineers turning ideas into amazing applications, reigniting my love of building something from nothing, and leading me to join the eighth cohort at NSS. I can’t wait to take what i've learned in these last six months and continue my love of building things, for a long time to come.
There are a lot of languages to choose from, each one with its own advantages and disadvantages. Below are a few of the languages, frameworks, and databases that I've been fortunate enough to work with and learn from everyday.
The vast majority of my time I spend building applications and challenging myself to become a better developer. Listed below are a few projects I have built or helped build with others.


BaseGame class
This is a more complete and opinated implementation of Game.
It still needs to be subclases to add your game log, but the update, render and resize methods have default implementations. This is the recommended strucutre to use for most games. It is based on the Component system.
Constructors
- BaseGame()
Properties
- camera ↔ Position
-
Camera position; every non-HUD component is translated so that the camera is drawn in the center of the screen
read / write
-
components
↔ List<
Component> -
The list of components to be updated and rendered by the base game.
read / write
- size ↔ Size
-
Current screen size, updated every resize via the
resize
method hookread / write - hashCode → int
-
The hash code for this object. [...]
read-only, inherited
- runtimeType → Type
-
A representation of the runtime type of the object.
read-only, inherited
- widget → Widget
-
Returns the game widget. Put this in your structure to start rendering and updating the game. [...]
read-only, inherited
Methods
-
add(
Component c) → void - Adds a new component to the components list. [...]
-
addLater(
Component c) → void - Registers a component to be added on the components on the next tick. [...]
-
currentTime(
) → double - Returns the current time in seconds with microseconds precision. [...]
-
debugMode(
) → bool - Returns wether thdis Game is in debug mode or not. [...]
-
fps(
[int average = 1 ]) → double -
Returns the average FPS for the last
average
measures. [...] -
render(
Canvas canvas) → void - This implementation of render basically calls renderComponent for every component, making sure the canvas is reset for each one. [...]
-
renderComponent(
Canvas canvas, Component c) → void - This renders a single component obeying BaseGame rules. [...]
-
resize(
Size size) → void - This implementation of reisze repasses the resize call to every component in the list, enabling each one to make their decisions as how to handle the resize. [...]
-
update(
double t) → void - This implementation of update updates every component in the list. [...]
-
lifecycleStateChange(
AppLifecycleState state) → void -
This is the lifecycle state change hook; every time the game is resumed, paused or suspended, this is called. [...]
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a non-existent method or property is accessed. [...]
inherited
-
toString(
) → String -
Returns a string representation of this object.
inherited
Operators
-
operator ==(
dynamic other) → bool -
The equality operator. [...]
inherited


This sample demonstrates the authentication with a Wi-Fi hotspot through an application. This mechanism can be used as an alternative to configuring static credentials for a hotspot.
This scenario consists of two parts. First, Windows must be provisioned to trigger the application when authenticating with a certain hotspot. This is achieved by provisioning a WLAN profile with a corresponding configuration. The provisioning XML must either be signed to be consumed by the provisioning API, or this sample must be part of a privileged mobile network operator companion application. Refer to the provisioning agent sample for more details. The sample XML built into this application must be modified to match the hotspot's SSID and signed before it can be applied.
Next, the application needs to register a background task for the hotspot authentication event. The background task runs whenever Windows attempts to authenticate with a Wi-Fi hotspot and the corresponding WLAN profile has an extension configured. Note that provisioning has to be done first to give the application access to the background event. If an application unregisters from this event, it has to provision again before it can reregister for this event. It is safe to provision multiple times, but an application can only register one background task handler for this event at a time.


Data Scientist - Remote
Skylight (https://skylight.digital/) is at the forefront of a civic movement to reinvent how the government serves the public in a digital world.
We’re looking for a Data Scientist to join our talented team of technologists in driving this movement forward.
You’ll be a key part of our small, but rapidly growing team, which consists of former Presidential Innovation Fellows, founders of 18F, and members of the U.S. Digital Service.
We work in small, fast, agile teams to create exceptional customer experiences and enduring solutions out of the government’s most complex design and technology challenges. The work is challenging, but highly rewarding.
Requirements
What you’ll do:
- Identify valuable data sources and automate collection processes
- Undertake preprocessing of structured and unstructured data
- Analyze large amounts of information to discover trends and patterns
- Build predictive models and machine-learning algorithms
- Combine models through ensemble modeling
- Present information using data visualization techniques
- Propose solutions and strategies to business challenges
- Select and use the right tools, frameworks, languages, and technologies for the job, with a preference for open-source solutions
- Collaborate with others as part of a cross-functional team that includes user experience researchers and designers, product managers, engineers, and other functional specialists
- Represent Skylight's culture of delivery when interacting with government stakeholders and other contractors
What we’re looking for:
- In-depth knowledge of computer science, statistics, and/or mathematics
- Experience using advanced statistical and data-mining techniques such as regression, properties of distributions, and statistical tests
- Expertise in programming languages/frameworks such as Java/Scala, R, Python, and SQL
- Experience with distributed data/computing tools such as Spark, Hadoop, and Hive
- Experience using web services such as Redshift and S3
- Expertise in machine learning and deep-learning libraries such as Scikit-Learn, TensorFlow, Keras, PyTorch, and Apache Spark MLlib
- Experience using business intelligence tools such as Tableau, SAS, Microstrategy, and Looker
- Experience working with notebooks such as Jupyter, Zeppelin, and Databricks Notebook
- Experience visualizing/presenting data to stakeholders using tools such as Matplotlib, Seaborn, and D3
- Strong analytical and problem-solving skills
- Strong business acumen and curiosity
- A drive to learn and master new technologies and techniques
- Ability to select and use the right tools for the job, particularly open-source solutions
- Ability to communicate clearly to technical and non-technical audiences
- Experience working within a multidisciplinary, agile team format
- A mindset and work approach that aligns with our core values (https://skylight.digital/culture/)
- Able to travel from time to time
Benefits
We focus on supporting you in a variety of ways:
- Competitive salary
- Profit-sharing and/or bonus opportunities
- Health insurance, including medical, dental, vision, and more
- 401k match at 10% of your salary
- Unlimited paid time-off policy
- $2,000 continuing education allowance, including conference events
- Incentives for living in a HUBZone area (https://maps.certify.sba.gov/hubzone/map), including relocation assistance and a monthly stipend to help offset the cost of rent or mortgage. (Read more about us being a HUBZone: https://skylight.digital/about/#hubzone.)
- Time to focus on activities such as learning & development, open-source projects, and community outreach
- An environment that empowers you to unleash your superpowers for public good
Note that we participate in E-Verify and upon hire, will provide the federal government with your Form I-9 information to confirm that you are authorized to work in the U.S.


Demos
The following apps are built on top of Una and demonstrates the ease of using Una.
Nutty Ninjas is a real-time shooter that brings the experience of social multiplayer gaming to a whole new level; it is a console-style game that can be played anywhere and anytime, simply with your computer and mobile devices. Multiple players can join a common gameplay screen just by using their mobile devices, and control their ninja character to unleash dangerous weapons at fellow players!
Support your favourite brand in this epic showdown of brands! Visit http://shake.nuttyninjas.com on your mobile device and choose your preferred brand to root for, then start shaking away!
Visit http://shake.nuttyninjas.com/results to see who is winning the war of the brands (:


{% extends "wheelcms_axle/configuration.html" %} {% load granules %} {% load staticfiles %} {% load i18n %} {% load url from future %} {% block config_form %}
{{spoke.title}} | |
| Workflow | {{spoke.workflow}} |
| Children | {{spoke.children}} |
| Explicit Children | {{spoke.explicit_children}} |
| Primary | {{spoke.primary}} |
| Implicitly addable | {{spoke.implicit_add}} |
| Indexable | {{spoke.add_to_index}} |
| Discussable | {{spoke.discussable}} |


STEAM - Restaurant and Drinks Responsive HTML5 Template
STEAM - Restaurant, food and Drinks HTML5 website template is Modern, Clean and Professional site template. Prefect for RESTAURANT, Bakery, Cafe, Bar, Catering, food business and for personal chef portfolio website.


After changing your e-mail address you will be logged out
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Old password is required.
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Card Security Code
What is the CVV2 and what does it look like?
For your protection, we ask that you enter an extra 3-4 digit number called the CVV2. The CVV2 is NOT your PIN number and is not the last 3 or 4 digits of your credit card number. It is an extra ID printed on your Visa, MasterCard, Discover or American Express Card.
We request this code as a security measure to our customers. Requiring this information helps to ensure that the credit card is present at the time of purchase. If you cannot find this code or it is illegible, please contact your credit card issuer.
Visa, MasterCard and Discover:
On the back of the card in the top-right corner of the signature box. Enter the three-digit number following the credit card number. (See below.)
American Express:
On the front of the card. Enter the four-digit number on the right directly above the credit card number. (See below.)


Post #1
Within this text I can put a link to my
linkedIn, but will refresh inside the same tab on
your browser.
We can manage to change this using
another method: here.
We can create a link to
an e-mail.
And
we can reference to a phone number:
+55 11 91234-5678


--- layout: page title: "About" description: "" header-img: "img/about-bg.jpg" ---
Software Engineer based in Los Angeles, CA
Topics Interested In: Cloud Computing, Data Mining, Machine Learning, Full Stack Web Development, Wireless Health, Signal Processing, Algorithm Design, Data Structure AND Learning New Skills.
Technical Skills: JavaScript (Node.js, React.js), Java, Python, R, HTML, CSS, NoSQL/SQL, C/C++, MATLAB, IBM Bluemix, Amazon Web Service, Cloud Foundry
Blog Topics To Cover:


Type
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JSON
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Property External
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Color
a
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|
MLX90614 Device Driver
1.0
MLX90614 Device Driver Arduino Library
|
Melexis MLX90614 Family Device Driver Library - CPP Header file. More...
Go to the source code of this file.
Classes | |
| class | MLX90614 |
Macros | |
| #define | MLX90614_I2CDEFAULTADDR 0x5A |
| #define | MLX90614_BROADCASTADDR 0 |
| #define | MLX90614_CRC8POLY 7 |
| #define | MLX90614_XDLY 25 |
| #define | MLX90614_RAWIR1 0x04 |
| #define | MLX90614_RAWIR2 0x05 |
| #define | MLX90614_TA 0x06 |
| #define | MLX90614_TOBJ1 0x07 |
| #define | MLX90614_TOBJ2 0x08 |
| #define | MLX90614_TOMAX 0x00 |
| #define | MLX90614_TOMIN 0x01 |
| #define | MLX90614_PWMCTRL 0x02 |
| #define | MLX90614_TARANGE 0x03 |
| #define | MLX90614_EMISS 0x04 |
| #define | MLX90614_CONFIG 0x05 |
| #define | MLX90614_ADDR 0x0E |
| #define | MLX90614_ID1 0x1C |
| #define | MLX90614_ID2 0x1D |
| #define | MLX90614_ID3 0x1E |
| #define | MLX90614_ID4 0x1F |
| #define | MLX90614_RFLAGCMD 0xF0 |
| #define | MLX90614_EEBUSY 0x80 |
| #define | MLX90614_EE_DEAD 0x20 |
| #define | MLX90614_INIT 0x10 |
| #define | MLX90614_NORWERROR 0 |
| #define | MLX90614_DATATOOLONG 1 |
| #define | MLX90614_TXADDRNACK 2 |
| #define | MLX90614_TXDATANACK 4 |
| #define | MLX90614_TXOTHER 8 |
| #define | MLX90614_RXCRC 0x10 |
| #define | MLX90614_INVALIDATA 0x20 |
| #define | MLX90614_EECORRUPT 0x40 |
| #define | MLX90614_RFLGERR 0x80 |
Melexis MLX90614 Family Device Driver Library - CPP Header file.
Definition in file MLX90614.h.
| #define MLX90614_ADDR 0x0E |
EEPROM reg - SMBus address
Definition at line 76 of file MLX90614.h.
| #define MLX90614_BROADCASTADDR 0 |
Device broadcast slave address
Definition at line 53 of file MLX90614.h.
| #define MLX90614_CONFIG 0x05 |
EEPROM reg - Configuration register
Definition at line 75 of file MLX90614.h.
| #define MLX90614_CRC8POLY 7 |
CRC polynomial = X8+X2+X1+1
Definition at line 54 of file MLX90614.h.
| #define MLX90614_DATATOOLONG 1 |
R/W error bitmask - Data is too long
Definition at line 91 of file MLX90614.h.
| #define MLX90614_EE_DEAD 0x20 |
R/W flag bitmask - EEProm double error has occurred
Definition at line 86 of file MLX90614.h.
| #define MLX90614_EEBUSY 0x80 |
Read flags - bitmask. R/W flag bitmask - EEProm is busy (writing/erasing)
Definition at line 85 of file MLX90614.h.
| #define MLX90614_EECORRUPT 0x40 |
R/W error bitmask - The EEProm is likely to be corrupted
Definition at line 97 of file MLX90614.h.
| #define MLX90614_EMISS 0x04 |
EEPROM reg - Object emissivity register
Definition at line 74 of file MLX90614.h.
| #define MLX90614_I2CDEFAULTADDR 0x5A |
Device default slave address
Definition at line 52 of file MLX90614.h.
| #define MLX90614_ID1 0x1C |
EEPROM reg - ID numer (w1)
Definition at line 77 of file MLX90614.h.
| #define MLX90614_ID2 0x1D |
EEPROM reg - ID numer (w2)
Definition at line 78 of file MLX90614.h.
| #define MLX90614_ID3 0x1E |
EEPROM reg - ID numer (w3)
Definition at line 79 of file MLX90614.h.
| #define MLX90614_ID4 0x1F |
EEPROM reg - ID numer (w4)
Definition at line 80 of file MLX90614.h.
| #define MLX90614_INIT 0x10 |
R/W flag bitmask - POR initialization is still ongoing
Definition at line 87 of file MLX90614.h.
| #define MLX90614_INVALIDATA 0x20 |
R/W error bitmask - RX/TX Data fails selection criteria
Definition at line 96 of file MLX90614.h.
| #define MLX90614_NORWERROR 0 |
R/W Error flags - bitmask. R/W error bitmask - No Errors
Definition at line 90 of file MLX90614.h.
| #define MLX90614_PWMCTRL 0x02 |
EEPROM reg - Pulse width modulation output control register
Definition at line 72 of file MLX90614.h.
| #define MLX90614_RAWIR1 0x04 |
RAM addresses. RAM reg - Raw temperature, source #1
Definition at line 63 of file MLX90614.h.
| #define MLX90614_RAWIR2 0x05 |
RAM reg - Raw temperature, source #2
Definition at line 64 of file MLX90614.h.
| #define MLX90614_RFLAGCMD 0xF0 |
Read R/W Flags register command
Definition at line 82 of file MLX90614.h.
| #define MLX90614_RFLGERR 0x80 |
R/W error bitmask - R/W flags register access error
Definition at line 98 of file MLX90614.h.
| #define MLX90614_RXCRC 0x10 |
R/W error bitmask - Receiver CRC mismatch
Definition at line 95 of file MLX90614.h.
| #define MLX90614_TA 0x06 |
RAM reg - Linearized temperature, ambient
Definition at line 65 of file MLX90614.h.
| #define MLX90614_TARANGE 0x03 |
EEPROM reg - Customer dependent ambient temperature range
Definition at line 73 of file MLX90614.h.
| #define MLX90614_TOBJ1 0x07 |
RAM reg - Linearized temperature, source #1
Definition at line 66 of file MLX90614.h.
| #define MLX90614_TOBJ2 0x08 |
RAM reg - Linearized temperature, source #2
Definition at line 67 of file MLX90614.h.
| #define MLX90614_TOMAX 0x00 |
EEPROM addresses. EEPROM reg - Customer dependent object temperature range maximum
Definition at line 70 of file MLX90614.h.
| #define MLX90614_TOMIN 0x01 |
EEPROM reg - Customer dependent object temperature range minimum
Definition at line 71 of file MLX90614.h.
| #define MLX90614_TXADDRNACK 2 |
R/W error bitmask - TX address not acknowledged
Definition at line 92 of file MLX90614.h.
| #define MLX90614_TXDATANACK 4 |
R/W error bitmask - TX data not acknowledged
Definition at line 93 of file MLX90614.h.
| #define MLX90614_TXOTHER 8 |
R/W error bitmask - Unknown error
Definition at line 94 of file MLX90614.h.
| #define MLX90614_XDLY 25 |
Experimentally determined delay to prevent read errors after calling Wire.endTransmission() (possibly due to incompatibility between Wire library and SMBus protocol).
Definition at line 55 of file MLX90614.h.


--- layout: post title: Micah P. Hinson l Drift off to Sleep date: 2009-01-23 22:53:19.000000000 +09:00 type: post parent_id: '0' published: true password: '' status: publish categories: [] tags: - q. meta: _original_post_id: '40025840' _original_import_author: sheepless_ original_post_id: '40025840' _wp_old_slug: '40025840' author: login: mouthless email<EMAIL_ADDRESS>display_name: mouthless first_name: '' last_name: '' excerpt: When you sleep What do you see A million stars to wish upon Or just me And oh she spoke so softly, to me As we drifted off, to sleep When you sleep What do you see A million stars you've dreamt upon Or just me And oh she spoke so sweetly, to me As... ---
When you sleep And oh she spoke so softly, to me When you sleep And oh she spoke so sweetly, to me And oh she spoke so softly, to me
What do you see
A million stars to wish upon
Or just me
As we drifted off, to sleep
What do you see
A million stars you've dreamt upon
Or just me
As we drifted off, to sleep
As we drifted off, to sleep


fading dust
falling dust
partyparrot
falling photo
fading photo
smoke
smoke (color)
ripple
spherebump
scan line
swirlposter
cloud
pixelmane
mossfire


Data analytics, sensing and visualisation for smart cities
Krishna Kumar<EMAIL_ADDRESS>Department of Engineering, University of Cambridge
PUC-Rio, Brasil. 25 May 2017
UK National infrastructure plan
£466B for the next generation of infrastructure by 2020.
High quality infrastructure is essential for supporting productivity growth. Delivering the right infrastructure at a local, regional and national level, across the UK, is […] key to the government’s long-term economic plan.
Victoria station upgrade
Sensing the infrastructure
Sensing the infrastructure
Monitoring applications
Monitoring of piles
Monitoring of tunnels
Monitoring of arches
Monitoring of shaft
Wireless sensor networks
WSN evolution
Utterberry
Utterberry sensors at Eleanor Street
Data analysis from Utterberry sensors
Tunnel after dewatering
Wireless sensing & noise
WSN - Open standards
Cloud based WSN
Current WSN development requires complicated software set up
Adds to steep learning curve
Longer development cycle
Develop firmware using any browser on any device
Download compiled firmware
Deploy firmware directly to your sensor network
Hypercat
Hypercat is an open, lightweight JSON-based hypermedia catalogue format for exposing collections of uniform resource identifiers.
Hypercat - PAS212
PAS 212 specifies a common catalogue format that clients can use to discover data in servers that they can use.
PAS intentionally does not set out to solve all the challenges of data interoperability.
Laser scanner - 3D understanding of structural movements
Automatic Total Station
ATS - Data analysis
It is difficult to understand the response mechanism of the structure. Small cracks are observed at quarter span – do the movements correlate with the cracks?
Laser Scan
Piecewise alignment method (PAM): finds the closest distances between points and shapes from both clouds. Uses this as an initial estimate for fitting small components of one cloud to the other cloud with minimum error. Defines movement in (X,Y,Z).
Laser Scan - Data analysis
Laser Scan - Data interpretation
Fiber Optics - Data interpretation
People movement
Smart city
Smart (monitoring complex) infrastructure
Queries with increasing level of complexity
At London Bridge Arch E951 area, has there been a black alarm triggered during the piles construction on dd/mm/yy hh:mm:ss?
Is there a crack opening greater than 5mm in the arches, when the settlement values reached 50mm?
What is the maximum displacement observed during tunneling (or other construction activity) within x meters from the pile.
Number of data readings required for a strain profile – within a tolerance of X?
Effect of analyzer X on scatter / noise in soil layer Y
Queries: Big, Fast and Rich
Relational database
Humidity? Vibration? 3D point cloud data? …
PostGIS
Geographic objects to the PostgreSQL object-relational database
Geometry types for Points, LineStrings, Polygons, MultiPoints, MultiLineStrings, MultipPolygons and GeometryCollections.
Spatial operators for determining geospatial measurements like area, distance, length and perimeter.
Spatial operators for determining geospatial set operations, like union, difference, symmetric difference and buffers (provided by GEOS).
Semantic analytics tools have primarily focused on thematic relationships, but spatial and temporal relationships are often critical components in analytical domains.
Current GIS and spatial database technology does not support complex thematic analytics operations.
GIS - modelling and analysing spatial and temporal relationships
Thematic entities and their relationships are not explicitly and independently represented, making analysis of these relationships difficult.
CityGML
Open data model and an XML-based format for the storage and exchange of data.
Common information model for the representation of sets of 3D urban objects
Smart cities standard (PAS 182) offers a handful of generic concepts (such as place, observation, metric etc.) to formulate a common language for linking data across organizations in a city.
The main goal is to seamlessly integrate information from multiple organisations using Linked Data (Semantic Web technology) that can be shared and edited.
Different from BIM, Smart Cities allow for the sharing of critical but less tangible aspects that relate to the data: such as related Assumptions and Objectives.
Linked Data - Semantic Web
Linked Data - example
Resource Description Framework
Utterberry measures
Displacement.
Linked Data - Concept model
Linked Data - Time Slices
Temporal RDF
Temporal RDF extends the RDF statement from a triple to a quad where the fourth element is the valid time of the RDF statement
Graph processing
Graph optimisation
Big Data - City scale modelling
Gerry Casey, Bing Yu, Kenichi Soga, Peter Guthrie, Elisabete Silva, Krishna Kumar and Mietek Bak
SQL v NoSQL - Google directions API
London journey times
London journey times
London journey times
Traffic saturation curves
MapReduce v In-memory
MapReduce
Batch processing
Larger set of data to extract features and correlations
In-memory
Real-time predictions
GraphX: Graph parallel computing
Agent based modelling (ABM)
Graph data structure
ABM time step
Spatial v Temporal complexity
Spatial
Temporal
ABM Architecture
Decentralised data structures
Graph size: ~250k nodes and ~800k edges
~1.5 GB (.gml) to 43 MB (.json.gz)
Dynamic computations
Shortest path at time 't'
Shortest path considering emissions
Shortest path re-computation in response to an event


Sequel to Joker in the works
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We’ve been wondering if there is going to be a sequel to Todd Philips’ critically acclaimed blockbuster Joker over the past couple of weeks.
Based on recent reports, it might actually be happening.
The director of the original Joker, Philips is discussing with Warner Bros to reprise his part as a director for the sequel.
He will likely team up with Joaquin Phoenix who is also currently in talks to play the iconic DC villain.
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The Hollywood Reporter said a sequel is on the way, now that Joker has crossed the $1 billion mark.
While the movie continues to rake in money abroad, Phillips is in talks to reprise his role as a director for a second Joker movie. He and Scott Silver will be writing the sequel and the director will be paired up again with Joaquin Phoenix.
Joker has been breaking records since its release six weeks ago. It is the first film in history to receive the coveted Golden Lion at the Venice International Film Festival. Roma, Shape of Water and The Wrestler are past winners.
Joker was met with a severe backlash from certain pockets of American media who claimed that the movie would be a symbol of inspiration to ‘incels’ (voluntary celibates) when Joker was first released.
However, the film also received massive plaudits from the media and pundits too.
Joker has become the most profitable comic book movie of all time and the highest-grossing R-rated film of all time as well as the cheapest ($US55 million) to gross $US1 billion at the global box office.
At first director Phillips was adamant to only make one standalone film, but he became open to the idea of a sequel in recent weeks. The film’s box office receipts sealed the deal.
Phillips apparently approached Toby Emmerich, Warner Bros Pictures Group chairman on October 7 to propose to develop a bunch of origin stories for a number of DC characters.
Perhaps unconvinced of the film’s financial potential at the time, Emmerich refused.
Insiders told THR that the director came out of the meeting with the right to have one other DC character but it is unclear which is the character.
With the financial and critical success of Joker, it looks like Emmerich and the people at Warner Bros have said yes to Joker 2.
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