| skimr-package | Skim a data frame |
| assert_is_one_skim_df | Test if an object is compatible with 'skimr' |
| assert_is_skim_df | Test if an object is compatible with 'skimr' |
| assert_is_skim_list | Test if an object is compatible with 'skimr' |
| base_skimmers | Functions for accessing skim_df attributes |
| bind | Separate a big 'skim_df' into smaller data frames, by type. |
| complete_rate | Summary statistic functions |
| could_be_skim_df | Test if an object is compatible with 'skimr' |
| data_cols | Functions for accessing skim_df attributes |
| data_rows | Functions for accessing skim_df attributes |
| deprecated-v1 | Deprecated functions from skimr v1 |
| df_name | Functions for accessing skim_df attributes |
| dt_key | Functions for accessing skim_df attributes |
| fix_windows_histograms | Fix unicode histograms on Windows |
| focus | Only show a subset of summary statistics after skimming |
| get_default_skimmers | View default skimmer names and functions |
| get_default_skimmer_names | View default skimmer names and functions |
| get_one_default_skimmer | View default skimmer names and functions |
| get_one_default_skimmer_names | View default skimmer names and functions |
| get_sfl | View default skimmer names and functions |
| get_skimmers | Retrieve the summary functions for a specific data type |
| get_skimmers.AsIs | Retrieve the summary functions for a specific data type |
| get_skimmers.character | Retrieve the summary functions for a specific data type |
| get_skimmers.complex | Retrieve the summary functions for a specific data type |
| get_skimmers.Date | Retrieve the summary functions for a specific data type |
| get_skimmers.default | Retrieve the summary functions for a specific data type |
| get_skimmers.difftime | Retrieve the summary functions for a specific data type |
| get_skimmers.factor | Retrieve the summary functions for a specific data type |
| get_skimmers.list | Retrieve the summary functions for a specific data type |
| get_skimmers.logical | Retrieve the summary functions for a specific data type |
| get_skimmers.numeric | Retrieve the summary functions for a specific data type |
| get_skimmers.POSIXct | Retrieve the summary functions for a specific data type |
| get_skimmers.Timespan | Retrieve the summary functions for a specific data type |
| get_skimmers.ts | Retrieve the summary functions for a specific data type |
| group_names | Functions for accessing skim_df attributes |
| has_skimr_attributes | Test if an object is compatible with 'skimr' |
| has_skim_type_attribute | Test if an object is compatible with 'skimr' |
| has_type_column | Test if an object is compatible with 'skimr' |
| has_variable_column | Test if an object is compatible with 'skimr' |
| inline_hist | Summary statistic functions |
| inline_linegraph | Summary statistic functions |
| is_data_frame | Test if an object is compatible with 'skimr' |
| is_one_skim_df | Test if an object is compatible with 'skimr' |
| is_skim_df | Test if an object is compatible with 'skimr' |
| is_skim_list | Test if an object is compatible with 'skimr' |
| knit_print | Provide a default printing method for knitr. |
| knit_print.one_skim_df | Provide a default printing method for knitr. |
| knit_print.skim_df | Provide a default printing method for knitr. |
| knit_print.skim_list | Provide a default printing method for knitr. |
| knit_print.summary_skim_df | Provide a default printing method for knitr. |
| list_lengths_max | Summary statistic functions |
| list_lengths_median | Summary statistic functions |
| list_lengths_min | Summary statistic functions |
| list_max_length | Summary statistic functions |
| list_min_length | Summary statistic functions |
| max_char | Summary statistic functions |
| min_char | Summary statistic functions |
| modify_default_skimmers | Retrieve the summary functions for a specific data type |
| mutate.skim_df | Mutate a skim_df |
| n_complete | Summary statistic functions |
| n_empty | Summary statistic functions |
| n_missing | Summary statistic functions |
| n_unique | Summary statistic functions |
| n_whitespace | Summary statistic functions |
| partition | Separate a big 'skim_df' into smaller data frames, by type. |
| Print 'skim' objects | |
| print.one_skim_df | Print 'skim' objects |
| print.skim_df | Print 'skim' objects |
| print.skim_list | Print 'skim' objects |
| print.summary_skim_df | Print 'skim' objects |
| repr | Skimr printing within Jupyter notebooks |
| repr_text.one_skim_df | Skimr printing within Jupyter notebooks |
| repr_text.skim_df | Skimr printing within Jupyter notebooks |
| repr_text.skim_list | Skimr printing within Jupyter notebooks |
| sfl | Create a skimr function list |
| skim | Skim a data frame, getting useful summary statistics |
| skim-attr | Functions for accessing skim_df attributes |
| skim-obj | Test if an object is compatible with 'skimr' |
| skimmers_used | Functions for accessing skim_df attributes |
| skimr | Skim a data frame |
| skim_format | Deprecated functions from skimr v1 |
| skim_tee | Skim a data frame, getting useful summary statistics |
| skim_to_list | Deprecated functions from skimr v1 |
| skim_to_wide | Deprecated functions from skimr v1 |
| skim_with | Set or add the summary functions for a particular type of data |
| skim_without_charts | Skim a data frame, getting useful summary statistics |
| sorted_count | Summary statistic functions |
| stats | Summary statistic functions |
| summary.skim_df | Summary function for skim_df |
| top_counts | Summary statistic functions |
| to_long | Create "long" skim output |
| to_long.default | Create "long" skim output |
| to_long.skim_df | Create "long" skim output |
| ts_end | Summary statistic functions |
| ts_start | Summary statistic functions |
| yank | Separate a big 'skim_df' into smaller data frames, by type. |


The VIC-20 (in Germany, VC-20, in Japan, VIC-1001) is an 8-bit home computer that was sold by Commodore Business Machines. The VIC-20 was announced in 1980, roughly three years after Commodore's first personal computer, the PET. The VIC-20 was the first computer of any descr...


dfti::StateData Struct Reference
Structure to hold state data published. More...
#include <server.hh>
Public Attributes | |
| quint64 | gpsTimeNs {0} |
| INS GPS timestamp. | |
| float | eulerDeg [3] = {0} |
| INS Euler angles. | |
| float | quaternion [4] = {0} |
| INS quaternion. | |
| float | angularRatesRPS [3] = {0} |
| INS angular rates. | |
| float | accelMps2 [3] = {0} |
| INS accelerations. | |
| float | iasMps {0} |
| ADS indicated airspeed. | |
| float | aoaDeg {0} |
| ADS angle-of-attack. | |
| float | aosDeg {0} |
| ADS sideslip angle. | |
| quint8 | numRIOValues {0} |
| Number of RIO values (up to 10). | |
| float | rioValues [STATE_DATA_SIZE] = {0} |
| RIO values. | |
Detailed Description
Structure to hold state data published.
For online system identification and similar use cases, we need the vehicle state data available. This data structure holds a minimum set of state data as a POD struct with 1 byte structure packing.
State data comes from the INS, ADS, and control effector RIOs. If these sensors are inactive values of zero are used.
The StateData structure is assumed to use the native byte order.
- Note
- Since DFTI is designed such that the number of RIO values is variable, the StateData struct assumes that there are at most 10 values and preallocates a float array accordingly. An unsigned char is then used to indicate to the user how many of these values are actually used. Further, it is the user's responsibility to use these values correctly.
The documentation for this struct was generated from the following file:


{% extends "base.html" %} {% import "bootstrap/wtf.html" as wtf %} {% import "bootstrap/fixes.html" as fixes %} {% import "bootstrap/utils.html" as util %} {% import 'macros.html' as pbw %} {% block styles %} {{ super() }} {% endblock %} {% block head %} {{ super() }} {% endblock %} {% block title %}{{ network }}{% endblock %} {% block content %}
The node-based overlap between this network and other networks is calculated as the Szymkiewicz-Simpson coefficient of their respective nodes. Up to the top 10 are shown below.
| Network | Overlap |
|---|---|
| {{ other_network }} | {{ (100 * tanimoto)|round|int }}% {% if current_user.is_authenticated and current_user.is_admin %} {% endif %} |


TIFFCROP
Section: (1)Updated: December, 2008
Index Return to Main Contents
NAME
tiffcrop - select, copy, crop, convert, extract, and/or process one or more TIFF files.SYNOPSIS
tiffcrop [ options ] src1.tif ... srcN.tif dst.tifDESCRIPTION
Tiffcrop processes one or more files created according to the Tag Image File Format, Revision 6.0, specification into one or more TIFF file(s). Tiffcrop is most often used to extract portions of an image for processing with bar code recognizer or OCR software when that software cannot restrict the region of interest to a specific portion of the image or to improve efficiency when the regions of interest must be rotated. It can also be used to subdivide all or part of a processed image into smaller sections and export individual images or sections of images as separate files or separate images within one or more files derived from the original input image or images.The available functions can be grouped broadly into three classes:
- Those that select individual images or sections of images from the input files. The options -N for sequences or lists of individual images in the input files, -Z for zones, -z for regions, -X and -Y for fixed sized selections, -m for margins, -U for units, and -E for edge reference provide a variety of ways to specify portions of the input image.
- Those that allow the individual images or selections to be exported to one or more output files in different groupings and control the organization of the data in the output images. The options -P for page size grouping, -S for subdivision into columns and rows and -e for export mode options that produce one or more files from each input image. The options -r, -s, -t, -w control strip and tile format and sizes while -B -L -c -f modify the endian addressing scheme, the compression options, and the bit fill sequence of images as they are written.
- Those that perform some action on each image that is selected from the input file. The options include -R for rotate, -I for inversion of the photometric interpretation and/or data values, and -F to flip (mirror) the image horizontally or vertically.
Functions are applied to the input image(s) in the following order: cropping, fixed area extraction, zone and region extraction, inversion, mirroring, rotation.
Functions are applied to the output image(s) in the following order: export mode options for grouping zones, regions, or images into one or more files, or row and column divisions with output margins, or page size divisions with page orientation options.
Finally, strip, tile, byte order, output resolution, and compression options are applied to all output images.
The output file(s) may be organized and compressed using a different algorithm from the input files. By default, tiffcrop will copy all the understood tags in a TIFF directory of an input file to the associated directory in the output file. Options can be used to force the resultant image to be written as strips or tiles of data, respectively.
Tiffcrop can be used to reorganize the storage characteristics of data in a file, and to reorganize, extract, rotate, and otherwise process the image data as specified at the same time whereas tiffcp does not alter the image data within the file.
Using the options for selecting individual input images and the options for exporting images and/or segments defined as zones or regions of each input image, tiffcrop can perform the functions of tiffcp and tiffsplit in a single pass while applying multiple operations to individual selections or images.
OPTIONS
- -h
- Display the syntax summary for tiffcrop.
- -v
- Report the current version and last modification date for tiffcrop.
- -N odd|even|#,#-#,#|last
- Specify one or more series or range(s) of images within each file to process. The words odd or even may be used to specify all odd or even numbered images counting from one. Note that internally, TIFF images are numbered from zero rather than one but since this convention is not obvious to most users, tiffcrop used 1 to specifiy the first image in a multipage file. The word last may be used in place of a number in the sequence to indicate the final image in the file without knowing how many images there are. Ranges of images may be specified with a dash and multiple sets can be indicated by joining them in a comma-separated list. eg. use -N 1,5-7,last to process the 1st, 5th through 7th, and final image in the file.
- -E top|bottom|left|right
- Specify the top, bottom, left, or right edge as the reference from which to calcuate the width and length of crop regions or sequence of postions for zones. When used with the -e option for exporting zones or regions, the reference edge determines how composite images are arranged. Using -E left or right causes successive zones or regions to be merged horizontally whereas using -E top or bottom causes successive zones or regions to be arranged vertically. This option has no effect on export layout when multiple zones or regions are not being exported to composite images. Edges may be abbreviated to the first letter.
- -e combined|divided|image|multiple|separate
- Specify the export mode for images and selections from input images. The final filename on the command line is considered to be the destination file or filename stem for automatically generated sequences of files. Modes may be abbreviated to the first letter.
- combined All images and selections are written to a single file with multiple selections from one image combined into a single image (default)
- divided All images and selections are written to a single file with each selection from one image written to a new image
- image Each input image is written to a new file (numeric filename sequence) with multiple selections from the image combined into one image
- multiple Each input image is written to a new file (numeric filename sequence) with each selection from the image written to a new image
- separate Individual selections from each image are written to separate files
- -U in|cm|px
- Specify the type of units to apply to dimensions for margins and crop regions for input and output images. Inches or centimeters are converted to pixels using the resolution unit specified in the TIFF file (which defaults to inches if not specified in the IFD).
- -m #,#,#,#
- Specify margins to be removed from the input image. The order must be top, left, bottom, right with only commas separating the elements of the list. Margins are scaled according to the current units and removed before any other extractions are computed..
- -X #
- Set the horizontal (X-axis) dimension of a region to extract relative to the specified origin reference. If the origin is the top or bottom edge, the X axis value will be assumed to start at the left edge.
- -Y #
- Set the vertical (Y-axis) dimension of a region to extract relative to the specified origin reference. If the origin is the left or right edge, the Y axis value will be assumed to start at the top.
- -Z #:#,#:#
- Specify zones of the image designated as position X of Y equal sized portions measured from the reference edge, eg 1:3 would be first third of the image starting from the reference edge minus any margins specified for the confining edges. Multiple zones can be specified as a comma separated list but they must reference the same edge. To extract the top quarter and the bottom third of an image you would use -Z 1:4,3:3.
- -z x1,y1,x2,y2: ... :xN,yN,xN+1,yN+1
-
Specify a series of coordinates to define regions for processing and exporting.
The coordinates represent the top left and lower right corners of each region
in the current units, eg inch, cm, or pixels. Pixels are counted from one to
width or height and inches or cm are calculated from image resolution data.
Each colon delimited series of four values represents the horizontal and vertical offsets from the top and left edges of the image, regardless of the edge specified with the -E option. The first and third values represent the horizontal offsets of the corner points from the left edge while the second and fourth values represent the vertical offsets from the top edge.
- -F horiz|vert
- Flip, ie mirror, the image or extracted region horizontally or vertically.
- -R 90|180|270
- Rotate the image or extracted region 90, 180, or 270 degrees clockwise.
- \-I [black|white|data|both]
- Invert color space, eg dark to light for bilevel and grayscale images. This can be used to modify negative images to positive or to correct images that have the PHOTOMETRIC_INTERPRETATIN tag set incorrectly. If the value is black or white, the PHOTOMETRIC_INTERPRETATION tag is set to MinIsBlack or MinIsWhite, without altering the image data. If the argument is data or both, the data values of the image are modified. Specifying both inverts the data and the PHOTOMETRIC_INTERPRETATION tag, whereas using data inverts the data but not the PHOTOMETRIC_INTERPRETATION tag. No support for modifying the color space of color images in this release.
- -H #
- Set the horizontal resolution of output images to # expressed in the current units.
- -V #
- Set the vertical resolution of the output images to # expressed in the current units.
- -J #
- Set the horizontal margin of an output page size to # expressed in the current units when sectioning image into columns x rows subimages using the -S cols:rows option.
- -K #
- Set the vertical margin of an output page size to # expressed in the current units when sectioning image into columns x rows submiages using the -S cols:rows option.
- -O portrait|landscape|auto
- Set the output orientation of the pages or sections. Auto will use the arrangement that requires the fewest pages. This option is only meaningful in conjunction with the -P option to format an image to fit on a specific paper size.
- -P page
- Format the output images to fit on page size paper. Use -P list to show the supported page sizes and dimensions. You can define a custom page size by entering the width and length of the page in the current units with the following format #.#x#.#.
- -S cols:rows
- Divide each image into cols across and rows down equal sections.
- -B
- Force output to be written with Big-Endian byte order. This option only has an effect when the output file is created or overwritten and not when it is appended to.
- -C
- Suppress the use of ``strip chopping'' when reading images that have a single strip/tile of uncompressed data.
- -c
- Specify the compression to use for data written to the output file: none for no compression, packbits for PackBits compression, lzw for Lempel-Ziv & Welch compression, jpeg for baseline JPEG compression. zip for Deflate compression, g3 for CCITT Group 3 (T.4) compression, and g4 for CCITT Group 4 (T.6) compression. By default tiffcrop will compress data according to the value of the Compression tag found in the source file.
- The CCITT Group 3 and Group 4 compression algorithms can only be used with bilevel data.
- Group 3 compression can be specified together with several T.4-specific options: 1d for 1-dimensional encoding, 2d for 2-dimensional encoding, and fill to force each encoded scanline to be zero-filled so that the terminating EOL code lies on a byte boundary. Group 3-specific options are specified by appending a ``:''-separated list to the ``g3'' option; e.g. -c g3:2d:fill to get 2D-encoded data with byte-aligned EOL codes.
- LZW compression can be specified together with a predictor value. A predictor value of 2 causes each scanline of the output image to undergo horizontal differencing before it is encoded; a value of 1 forces each scanline to be encoded without differencing. LZW-specific options are specified by appending a ``:''-separated list to the ``lzw'' option; e.g. -c lzw:2 for LZW compression with horizontal differencing.
- -f
- Specify the bit fill order to use in writing output data. By default, tiffcrop will create a new file with the same fill order as the original. Specifying -f lsb2msb will force data to be written with the FillOrder tag set to LSB2MSB, while -f msb2lsb will force data to be written with the FillOrder tag set to MSB2LSB.
- -i
- Ignore non-fatal read errors and continue processing of the input file.
- -l
- Specify the length of a tile (in pixels). Tiffcrop attempts to set the tile dimensions so that no more than 8 kilobytes of data appear in a tile.
- -L
- Force output to be written with Little-Endian byte order. This option only has an effect when the output file is created or overwritten and not when it is appended to.
- -M
- Suppress the use of memory-mapped files when reading images.
- -p
- Specify the planar configuration to use in writing image data that has more than one sample per pixel. By default, tiffcrop will create a new file with the same planar configuration as the original. Specifying -p contig will force data to be written with multi-sample data packed together, while -p separate will force samples to be written in separate planes.
- -r
- Specify the number of rows (scanlines) in each strip of data written to the output file. By default (or when value 0 is specified), tiffcrop attempts to set the rows/strip that no more than 8 kilobytes of data appear in a strip. If you specify the special value -1 it will results in infinite number of the rows per strip. The entire image will be the one strip in that case.
- -s
- Force the output file to be written with data organized in strips (rather than tiles).
- -t
- Force the output file to be written with data organized in tiles (rather than strips).
- -w
- Specify the width of a tile (in pixels). tiffcrop attempts to set the tile dimensions so that no more than 8 kilobytes of data appear in a tile. tiffcrop attempts to set the tile dimensions so that no more than 8 kilobytes of data appear in a tile.
- Debug and dump facility
- -D opt1:value1,opt2:value2,opt3:value3:opt4:value4 Display program progress and/or dump raw data to non-TIFF files. Options include the following and must be joined as a comma separated list. The use of this option is generally limited to program debugging and development of future options. An equal sign may be substituted for the colon in option:value pairs.
- debug:N Display limited program progress indicators where larger N increase the level of detail.
- format:txt|raw Format any logged data as ASCII text or raw binary values. ASCII text dumps include strings of ones and zeroes representing the binary values in the image data plus identifying headers.
- level:N Specify the level of detail presented in the dump files. This can vary from dumps of the entire input or output image data to dumps of data processed by specific functions. Current range of levels is 1 to 3.
- input:full-path-to-directory/input-dumpname
- output:full-path-to-directory/output-dumpname
-
When dump files are being written, each image will be written to a separate
file with the name built by adding a numeric sequence value to the dumpname
and an extension of .txt for ASCII dumps or .bin for binary dumps.
The four debug/dump options are independent, though it makes little sense to specify a dump file without specifying a detail level.
-
Note: Tiffcrop may be compiled with -DDEVELMODE to enable additional very
low level debug reporting.
EXAMPLES
The following concatenates two files and writes the result using LZW encoding:-
tiffcrop -c lzw a.tif b.tif result.tif
To convert a G3 1d-encoded TIFF to a single strip of G4-encoded data the following might be used:
-
tiffcrop -c g4 -r 10000 g3.tif g4.tif
To extract a selected set of images from a multi-image TIFF file use the -N option described above. Thus, to copy the 1st and 3rd images of image file "album.tif" to "result.tif":
-
tiffcrop -N 1,3 album.tif result.tif
Invert a bilevel image scan of a microfilmed document and crop off margins of 0.25 inches on the left and right, 0.5 inch on the top, and 0.75 inch on the bottom. From the remaining portion of the image, select the second and third quarters, ie, one half of the area left from the center to each margin.
- tiffcrop -U in -m 0.5,0.25,0.75,0.25 -E left -Z 2:4,3:4 -I both MicrofilmNegative.tif MicrofilmPostiveCenter.tif
Extract only the final image of a large Architectural E sized multipage TIFF file and rotate it 90 degrees clockwise while reformatting the output to fit on tabloid sized sheets with one quarter of an inch on each side:
- tiffcrop -N last -R 90 -O auto -P tabloid -U in -J 0.25 -K 0.25 -H 300 -V 300 Big-PlatMap.tif BigPlatMap-Tabloid.tif
Extract two regions 2048 pixels wide by 2048 pixels high from each page of a multi-page input file and write each region to a separate output file.
- tiffcrop -U px -z 1,1,2048,2048:1,2049,2048,4097 -e separate CheckScans.tiff Check
NOTES
In general, bilevel, grayscale, palette and RGB(A) data with bit depths from 1 to 32 bits should work in both interleaved and separate plane formats. Unlike tiffcp, tiffcrop can read and write tiled images with bits per sample that are not a multiple of 8 in both interleaved and separate planar format. Floating point data types are supported at bit depts of 16, 24, 32 and 64 bits per sample.
Not all images can be converted from one compression scheme to another. Data with some photometric interpretations and/or bit depths are tied to specific compression schemes and vice-versa, e.g. Group 3/4 compression is only usable for bilevel data. JPEG compression is only useable on 8 bit per sample data (or 12 bit if LibTIFF was compiled with 12 bit JPEG support). Support for OJPEG compressed images is problematic at best. Since OJPEG compression is no longer supported for writing images with LibTIFF, these images will be updated to the newer JPEG compression when they are copied or processed. This may cause the image to appear color shifted or distorted after conversion. In some cases, it is possible to remove the original compression from image data using the option -cnone.
Tiffcrop does not currently provide options to up or downsample data to different bit depths or convert data from one photometric interpretation to another, e.g. 16 bits per sample to 8 bits per sample or RGB to grayscale.
Tiffcrop is very loosely derived from code in tiffcp with extensive modifications and additions to support the selection of input images and regions and the exporting of them to one or more output files in various groupings. The image manipulation routines are entirely new and additional ones may be added in the future. It will handle tiled images with bit depths that are not a multiple of eight that tiffcp may refuse to read.
Tiffcrop was designed to handle large files containing many moderate sized images with memory usage that is independent of the number of images in the file. In order to support compression modes that are not based on individual scanlines, e.g. JPEG, it now reads images by strip or tile rather than by indvidual scanlines. In addition to the memory required by the input and output buffers associated with LibTIFF one or more buffers at least as large as the largest image to be read are required. The design favors large volume document processing uses over scientific or graphical manipulation of large datasets as might be found in research or remote sensing scenarios.
SEE ALSO
pal2rgb(1), tiffinfo(1), tiffcmp(1), tiffcp(1), tiffmedian(1), tiffsplit(1), libtiff(3TIFF)Libtiff library home page: http://www.remotesensing.org/libtiff/
Index
This document was created by man2html, using the manual pages.
Time: 05:29:11 GMT, December 24, 2015


{% extends '../tutorials/tutbaselayout.html' %} {% load static %} {% block content %}
A switch statement allows a variable to be tested for equality against a list of values. Each value is called a case, and the variable being switched on is checked for each switch case.
The syntax for a switch statement in C programming language is as follows −
switch(expression) { case constant-expression : statement(s); break; /* optional */ case constant-expression : statement(s); break; /* optional */ /* you can have any number of case statements */ default : /* Optional */ statement(s); }
The following rules apply to a switch statement −
The expression used in a switch statement must have an integral or enumerated type, or be of a class type in which the class has a single conversion function to an integral or enumerated type.
You can have any number of case statements within a switch. Each case is followed by the value to be compared to and a colon.
The constant-expression for a case must be the same data type as the variable in the switch, and it must be a constant or a literal.
When the variable being switched on is equal to a case, the statements following that case will execute until a break statement is reached.
When a break statement is reached, the switch terminates, and the flow of control jumps to the next line following the switch statement.
Not every case needs to contain a break. If no break appears, the flow of control will fall through to subsequent cases until a break is reached.
A switch statement can have an optional default case, which must appear at the end of the switch. The default case can be used for performing a task when none of the cases is true. No break is needed in the default case.
#include <stdio.h>
int main () {
/* local variable definition */
char grade = 'B';
switch(grade) {
case 'A' :
printf("Excellent!\n" );
break;
case 'B' :
case 'C' :
printf("WellDone\n" );
break;
case 'D' :
printf("You passed\n" );
break;
case 'F' :
printf("Better Try Again\n" );
break;
default :
printf("Invalid Grade\n" );
}
printf("Your grade is %c\n", grade);
return 0;
}
When the above code is compiled and executed, it produces the following result −
Well done Your grade is B


--- title: "Easiest Way to Cook Homemade Easy Bread Machine Dinner Rolls Delicious" slug: easy-bread-machine-dinner-rolls description: "Easy Bread Machine Dinner Rolls Recipe - Let your bread machine do the work for these tender and light dinner rolls. Simple Way to Prepare Homemade Easy Bread Machine Dinner Rolls Tasty" date: 2021-04-07T07:24:54Z image: https://cdn.statically.io/img/images.media-allrecipes.com/userphotos/4583431.jpg thumbnail: https://cdn.statically.io/img/images.media-allrecipes.com/userphotos/4583431.jpg cover: https://cdn.statically.io/img/images.media-allrecipes.com/userphotos/4583431.jpg author: Tiara ratingvalue: 4 reviewcount: 177 recipeingredient: - "1 cup water" - "3 tablespoons butter, softened" - "1 egg" - "3 ½ cups White Lily® All Purpose Wheat Flour, or more as needed" - "¼ cup sugar" - "1 ¼ teaspoons salt" - "1 (.25 ounce) package active dry yeast" - "Crisco® Original No-Stick Cooking Spray" recipeinstructions: - "Place water, butter, egg, 3 cups flour blend, sugar, salt and yeast in bread machine pan in order recommended by the manufacturer. Select Dough/Manual cycle. During initial mixing cycle, open lid and scrape down sides of bread pan as necessary. As dough mixes, add just enough additional flour blend to create a soft dough. When Dough/Manual cycle is complete, remove dough from bread machine pan. Place on lightly floured surface." - "Coat 13 x 9-inch baking pan with cooking spray. Pat dough into rectangle. Cut with pizza cutter or serrated knife into 15 equal pieces. Shape each into a ball. Place evenly in prepared pan. Cover and let rise in warm place until doubled, about 35 to 45 minutes." - "Heat oven to 375 degrees F. Uncover rolls. Bake 15 minutes or until golden brown. Serve warm or cool completely on wire rack." categories: - "Trusted Brands Recipes and Tips" - "White Lily" - "Recipes" tags: - "trusted brands recipes and tips" - "white lily" katakunci: easy bread machine dinner rolls, trusted brands recipes and tips, white lily, . nutrition: 142.2 calories recipecuisine: Western preptime: "P0DT2H0M" cooktime: "P0DT0H15M" totaltime: "P0DT2H60M" recipeyield: "15 servings" recipecategory: - Trusted Brands Recipes and Tips - White Lily quotes: There is no love more sincere than my love for food. ---
Easy Bread Machine Dinner Rolls - Hello everybody, I hope youre having an amazing day today. Its me again Tiara , welcome to our recipe site. Today, we are going to prepare a distinctive dish, Easy Bread Machine Dinner Rolls. One of my favorites recipes. This time, I will make it a little bit tasty. This will be really delicious.
Easy Bread Machine Dinner Rolls is Let your bread machine do the work for these tender and light dinner rolls.
Easy Bread Machine Dinner Rolls is one of the most popular of current trending foods on earth. its simple, it is fast, it tastes delicious. its appreciated by millions daily. its easy, its fast, it tastes yummy. Easy Bread Machine Dinner Rolls is something that I have loved my entire life. They re nice and they look fantastic. They are fine and they look wonderful. Easy Bread Machine Dinner Rolls is something that I have loved my whole life.
To get started with this particular recipe, we must first prepare a few components. You can cook Easy Bread Machine Dinner Rolls using 8 ingredients and 3 steps. Here is how you can achieve that.
So that is going to wrap this up with this exceptional food Easy Bread Machine Dinner Rolls recipe. Thank you very much for reading. I am sure you will make this at home. There is gonna be another interesting food in home recipes coming up. Remember to bookmark this page on your browser, and share it to your loved ones, colleague and friends. Thank you for reading. Go on get cooking!


--- title: module name here keywords: fastai sidebar: home_sidebar summary: "API details." description: "API details." ---
!pip install nbdev
Collecting nbdev Using cached https://files.pythonhosted.org/packages/d5/3c/e7b430d1f698709a79ac548baf5ad1d91e393c04ccaf42e763793eabde07/nbdev-0.2.16-py3-none-any.whl Collecting fastscript (from nbdev) Using cached https://files.pythonhosted.org/packages/55/0e/ecdc0213646bc82986884121109a38b50bbc2cd2c491bbbfdc7ae39228e3/fastscript-0.1.4-py3-none-any.whl Requirement already satisfied: nbformat>=4.4.0 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbdev) (4.4.0) Requirement already satisfied: packaging in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbdev) (20.1) Requirement already satisfied: pyyaml in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbdev) (5.3.1) Collecting nbconvert>=5.6.1 (from nbdev) Downloading https://files.pythonhosted.org/packages/79/6c/05a569e9f703d18aacb89b7ad6075b404e8a4afde2c26b73ca77bb644b14/nbconvert-5.6.1-py2.py3-none-any.whl (455kB) 100% |████████████████████████████████| 460kB 8.1MB/s ta 0:00:011 Requirement already satisfied: ipython_genutils in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbformat>=4.4.0->nbdev) (0.2.0) Requirement already satisfied: traitlets>=4.1 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbformat>=4.4.0->nbdev) (4.3.2) Requirement already satisfied: jsonschema!=2.5.0,>=2.4 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbformat>=4.4.0->nbdev) (2.6.0) Requirement already satisfied: jupyter_core in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbformat>=4.4.0->nbdev) (4.4.0) Requirement already satisfied: six in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from packaging->nbdev) (1.11.0) Requirement already satisfied: pyparsing>=2.0.2 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from packaging->nbdev) (2.2.0) Requirement already satisfied: defusedxml in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (0.6.0) Requirement already satisfied: testpath in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (0.3.1) Requirement already satisfied: pygments in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (2.2.0) Requirement already satisfied: bleach in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (2.1.3) Requirement already satisfied: pandocfilters>=1.4.1 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (1.4.2) Requirement already satisfied: jinja2>=2.4 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (2.10) Requirement already satisfied: entrypoints>=0.2.2 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (0.2.3) Requirement already satisfied: mistune<2,>=0.8.1 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from nbconvert>=5.6.1->nbdev) (0.8.3) Requirement already satisfied: decorator in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from traitlets>=4.1->nbformat>=4.4.0->nbdev) (4.3.0) Requirement already satisfied: html5lib!=1.0b1,!=1.0b2,!=1.0b3,!=1.0b4,!=1.0b5,!=1.0b6,!=1.0b7,!=1.0b8,>=0.99999999pre in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from bleach->nbconvert>=5.6.1->nbdev) (1.0.1) Requirement already satisfied: MarkupSafe>=0.23 in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from jinja2>=2.4->nbconvert>=5.6.1->nbdev) (1.0) Requirement already satisfied: webencodings in /home/ec2-user/anaconda3/envs/pytorch_p36/lib/python3.6/site-packages (from html5lib!=1.0b1,!=1.0b2,!=1.0b3,!=1.0b4,!=1.0b5,!=1.0b6,!=1.0b7,!=1.0b8,>=0.99999999pre->bleach->nbconvert>=5.6.1->nbdev) (0.5.1) fastai 1.0.60 requires nvidia-ml-py3, which is not installed. Installing collected packages: fastscript, nbconvert, nbdev Found existing installation: nbconvert 5.4.1 Uninstalling nbconvert-5.4.1: Successfully uninstalled nbconvert-5.4.1 Successfully installed fastscript-0.1.4 nbconvert-5.6.1 nbdev-0.2.16 You are using pip version 10.0.1, however version 20.0.2 is available. You should consider upgrading via the 'pip install --upgrade pip' command.


Rollout "TO CollectoREX" |
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Files with same names Operations with files, having the same names as existing in collect folders Ask even if bmps are equal show coparison dialog with operation variants "Replace", "Use existing" and "Rename" even if images are equal. Non-img full compare (slow!) compare non-image files byte per byte, if their CRCs are equal. It's very slow if comparing files are big. If you are collecting only images, HDRI and IES-files - you can easily use this option. But still - it's not necessary. Ask even if binary are equal show comparison dialog with operation variants for non-image files even if their are equal Security Data security Make back-ups make backups before executing utility function changing scene Incremental back-ups if backup file already exists create new file with name, which consists of: scene name, ordinal number and dual extention "max.backup": myscene.max.backup, myscene1.max.backup, myscene2.max.backup, etc. If this option is not checked, backup file (<scene name>.max.backup) will rewrite each time Ask user when file op fails show full abort of current function request if file system error appears. Such errors appear if some files opened by another programs (e.g. by Photoshop), due some network or hard disk problems. If user agrees to abort function, function execution is aborted and user can locate and fix problem manually. If user answers "No", error will be ignored and copying of this file will be skipped. If user aborts function execution, he can undo all scene changes simply by reloading file: when aborting function utility does not save changes. What files (and how much) was copied during aborted function user can find out from function log. Reload while fix (slow!) reload images while changing links. It takes much time and memory (sometimes extremally much!). But reload is not necessary. Now this option is almost useless. But still it's possible situation, when: while collecting, you meet file with same name as file in collect folder, and choose "Use existing"; but that files are different; you do not see changed texture after collection. Most Max entity properties update when needed, so described situation did not appear so far while testing, but it's still possible. So, if you want you can use this option, but be careful - it can even force system show Windows Virtual Memory Increase warning! Content Scene content Process medit-only content also collect materials and textures that exist only in Material Editor and not applied to any scene object. Process XRef structure process not only current scene but the whole Xref tree. Clear medit before proceed clear Material Editor palette before function execution. If this option is checked, option Process medit-only content disabled. Ignore shaders ignore ".cgfx", ".mi", ".psh", ".vsh", ".fx", ".fxh", ".axml", ".msl" files. Uncheck this option only if you use your own shaders not including or loading any files, and it is possible and nedded to collect them. Scan all tex instances also also scan all TextureMap objects in scene. This option is added just in case standard algorithm miss something. Now it seems to be useless due no textures skipped by standard algorithm was found while testing. If you think that not all files was collected by utility, you can try to check this option. Unfortunately, this option does not resolve problems with Fry and Maxwell renderers. Collect Roots Collect folders. Button with elipsis launches folder select dialog Images & ph.web root images (except HDRI) and IES-files collect folder. Shaders also go here if unchecked option Ignore shaders from category Content HDRI root HDR-images collect folder VRay meshes root Vray-meshes collect folder Affect What to process Images & ph.web shaders will be processed also if Ignore shaders is checked HDR images VRay meshes Resource roots related Utilite functions relaited to collect folders. Only selected types of resources will be affected. Collect resources execute "Collect" function of utility Unused - execute "Unused" function of utility; Summary only - if processing Xref-tree show only summary (don't show for every file) Relink to resources roots execute "Relink to resources roots" function of utility Resolve links to existing execute "Resolve links to existing" function of utility Missing files identity execute "Missing files identity" function of utility Continue op after crash continue last function, launched for Xref-tree but interrupted by Max crash. (see below Continue op after crash) |
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Rollout "Convert to JPEG/TGA" |
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Convert ".tif", ".tiff", ".psd", ".png", ".tga" and ".bmp" images to JPEG. If it has alpha-channel utility offers operation variants.
If image has alpha (ask/skip/JPG/TGA) if image has alpha-channel: ask user / skip / convert to JPEG anyway (alpha will be lost) / convert to TGA with RLE-compression (saving alpha) Premultiplied alpha in TGA mix semitransparent pixels color with background color (TGA only) JPEG quality (JPEG only) Use NConvertฉ if exists if NConvertฉ exists in utility folder ("maxroot\scripts\tocollectorex" or "maxroot\scripts\tocollectorex Demo" for demo version), windows root folder or in Windows\System32 folder, it will be used (as it is more accurate) for JPEG conversion instead of standard Max compressor Convert execute Convert to JPEG/TGA function of utility; Affect options will be ignored |
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Rollout "Help & config" |
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The documentation and configuration Configuration automatically saved together with the scene and loads in scene load time. Besides it can be globally saved in ini-file. Such configuration called "global user defaults" or default settings. Default settings load, if the current scene does not contain configuration. Also it is possible to load them compulsorily or to reset them to initial values. Config Save config as defaults - save current configuration as default values Load config from defaults - load configuration from default values Clear defaults - reset default settings to initial state About - start a browser with a help file License search/request (in a demo - How to buy) - search the suitable license in: utility folder ("maxroot\scripts\tocollectorex"), 3dsmax root folder, Windows root folder and Windows\System32 folder. In a demo this button is substituted by button How to buy which outputs short information on reception of the complete version. |


 If a 1 is thrown they score nothing for that turn. If they elect to stop before a 1 is thrown they score the total of the numbers thrown in that turn. The scores are noted for each turn and the player who obtains a total score over 100, wins the game, provided they are not then out-scored by a subsequent player who has thrown one fewer rolls and still has a turn left.
You can play Pig with two dice.  A double-1 ends a player's turn but scores 25 points regardless of what they may have accumulated with the previous throws of that turn. Any other double, doubles the score for that throw. For example - double 6, totalling 12, scores 24 points.


WITNESS LIST
Nominations
March 14, 2011 9:00 AM
Office of Injured Employee Counsel
ON:
Darwin, Norman Injured Employee Public Counsel (also providing written testimony)
(Self), Austin, TX
Registering, but not testifying:
For:
Levy, Rick (Norman Darwin) (Texas AFL-CIO), Austin, TX
Texas Physician Assistant Board
ON:
Chapman, Anna A. (Self), Del Rio, TX
Koo, Felix (Self), McAllen, TX
Texas State Board of Examiners of Psychologists
ON:
Baker, Jeffrey (Self), League City, TX
Chacon, Carlos (Self), Austin, TX
Texas State Board of Pharmacy
ON:
Tipton, Joyce A. (Self), Houston, TX
Wetherbee, Charles (Self), Boerne, TX
1


public abstract class Layer
extends java.lang.Object
| Modifier and Type | Field and Description |
|---|---|
protected Jama.Matrix |
delta
Describes the Matrix containing the delta
for each neuron (used in back-propagation)
|
protected int |
nbOfNeurons
Describes the number of neurons
in the Layer.
|
protected Neuron[] |
neurons
Describes an array of neurons, containing
the neurons in the output layer
|
(package private) Layer |
nextLayer
Describes the next Layer after this one (if any)
|
(package private) Layer |
prevLayer
Describes the previous layer
of type HiddenLayer
|
| Constructor and Description |
|---|
Layer(int nbOfNeurons) |
| Modifier and Type | Method and Description |
|---|---|
void |
adjustLayerWeights()
Adjusts the weights of the individual synapses using the delta calculated in
|
abstract void |
calculate_delta()
Calculates the delta using the
back-propagation algorithm (Using stochastic gradient descent).
|
protected void |
generateNeurons()
Generates the neurons in the layer, with a bias neuron.
|
Jama.Matrix |
getDelta() |
int |
getNbOfNeurons() |
Neuron[] |
getNeurons() |
void |
process()
Activates each neuron in Layer (except the bias)
|
void |
setNextLayer(Layer nextLayer) |
void |
setPrevLayer(Layer prevLayer)
When the previous layer is specified, the layer has enough information
to generate its neurons, which take place in the function, by calling
generateNeurons()
setPrevLayer(Layer prevLayer) is not called
in the input layer, as such the input layer's neuron generation
takes place in it |
protected Neuron[] neurons
protected int nbOfNeurons
protected Jama.Matrix delta
Layer prevLayer
Layer nextLayer
public Layer(int nbOfNeurons)
nbOfNeurons
- number of neurons in the layerprotected void generateNeurons()
BiasNeuron
public abstract void calculate_delta()
public void adjustLayerWeights()
calculate_delta()
public void process()
public int getNbOfNeurons()
public Jama.Matrix getDelta()
public Neuron[] getNeurons()
public void setPrevLayer(Layer prevLayer)
generateNeurons()
setPrevLayer(Layer prevLayer)
is not called
in the input layer, as such the input layer's neuron generation
takes place in itprevLayer
- The previous Layerpublic void setNextLayer(Layer nextLayer)
nextLayer
- The next Layer


GPS Time Conversion Algorithm |
The GPS Time Converter perfoms conversions between GPS and "human" time. There are many programs and functions available (including the built in php functions used by the converter) for converting between "human" time and Unix time. The more difficult part of the conversion is going between Unix time and GPS time. This is because while there was an offset of 315964800 seconds between Unix and GPS time when GPS time began, that offset changes each time there is a leap second. GPS time labels each second uniquely including leap seconds while Unix time does not, preferring to count a constant number of seconds a day including those containing leap seconds.
Below are the PHP functions used to do the conversion between GPS time and Unix time. Note that for leap seconds the Unix time is given an additional .5 seconds from the previous second to distinguish it from the seconds immediately before and afterwards. In addition, a javascript GPS time converter written by Jeff Kline and Roy Williams is available here.
// Define GPS leap seconds
function getleaps() {
$leaps = array(46828800, 78364801, 109900802, 173059203, 252028804, 315187205, 346723206, 393984007, 425520008, 457056009, 504489610, 551750411, 599184012, 820108813, 914803214,<PHONE_NUMBER>,<PHONE_NUMBER>,<PHONE_NUMBER>);
return $leaps;
}
// Test to see if a GPS second is a leap second
function isleap($gpsTime) {
$isLeap = FALSE;
$leaps = getleaps();
$lenLeaps = count($leaps);
for ($i = 0; $i < $lenLeaps; $i++) {
if ($gpsTime == $leaps[$i]) {
$isLeap = TRUE;
}
}
return $isLeap;
}
// Count number of leap seconds that have passed
function countleaps($gpsTime, $dirFlag){
$leaps = getleaps();
$lenLeaps = count($leaps);
$nleaps = 0; // number of leap seconds prior to gpsTime
for ($i = 0; $i < $lenLeaps; $i++) {
if (!strcmp('unix2gps', $dirFlag)) {
if ($gpsTime >= $leaps[$i] - $i) {
$nleaps++;
}
} elseif (!strcmp('gps2unix', $dirFlag)) {
if ($gpsTime >= $leaps[$i]) {
$nleaps++;
}
} else {
echo "ERROR Invalid Flag!";
}
}
return $nleaps;
}
// Convert Unix Time to GPS Time
function unix2gps($unixTime){
// Add offset in seconds
if (fmod($unixTime, 1) != 0) {
$unixTime = $unixTime - 0.5;
$isLeap = 1;
} else {
$isLeap = 0;
}
$gpsTime = $unixTime - 315964800;
$nleaps = countleaps($gpsTime, 'unix2gps');
$gpsTime = $gpsTime + $nleaps + $isLeap;
return $gpsTime;
}
// Convert GPS Time to Unix Time
function gps2unix($gpsTime){
// Add offset in seconds
$unixTime = $gpsTime + 315964800;
$nleaps = countleaps($gpsTime, 'gps2unix');
$unixTime = $unixTime - $nleaps;
if (isleap($gpsTime)) {
$unixTime = $unixTime + 0.5;
}
return $unixTime;
}
If you have any questions or suggestions regarding this page, please send them to tzs at andrews dot edu.


The planet we are living on is no longer in balance. Many intergalactic companies are competing in the vast reaches of space, seeking out new paths while maintaining a fragile balance between the planets and creatures that fill the universe. However, the prospect of interplanetary wars grows ever closer... Get prepared! We are here to help you explore resources and develop adavanced technology.
The amount of resources you can explore is unlimited! The more basic resources you obtain, the more advanced kinds you can unlock, perhaps even from outside the solar system. As resources accumulate, the technologies you can obtain will also improve. But remember - the excessive greed of humans will lead them to destruction, you must keep in mind the natural balance of the universe. Strive forth and make the best of your resources and technology to save the planet! (And make a quick buck while you're at it.) The future is in your hands.
MetalMetal is one of the primary resources. It is used for many things, including storage upgrades, machinery and most things in space.Gain 1
|
Miner: 0Build a pickaxe for your miner.Produces 1 Metal per second. Costs 10 Metal, 5 Wood. |
| Energy Sources | |||
| Plasma | 0/Sec | 0 | |
| Energy | 0/Sec | 0 | |
| Fuel Sources | |||
| Uranium | 0/Sec | 0 | |
| Hydrogen | 0/Sec | 0 | |
| Helium | 0/Sec | 0 | |
| Methane | 0/Sec | 0 | |
| Lava | 0/Sec | 0 | |
| Charcoal | 0/Sec | 0 | |
| Basic Resources | |||
| Metal | 0/Sec | 0 | |
| Gems | 0/Sec | 0 | |
| Wood | 0/Sec | 0 | |
| Oil | 0/Sec | 0 | |
| Space Metal | 0/Sec | 0 | |
| Titanium | 0/Sec | 0 | |
| Gold | 0/Sec | 0 | |
| Silver | 0/Sec | 0 | |
| Silicon | 0/Sec | 0 | |
| Meteorite | 0/Sec | 0 | |
| Ice | 0/Sec | 0 |
| Energy Sources | ||||
| Plasma | 0/Sec | 0 | ||
| Energy | 0/Sec | 0 | ||
| Fuel Sources | ||||
| Uranium | 0/Sec | 0 / 50 | ||
| Hydrogen | 0/Sec | 0 / 50 | ||
| Helium | 0/Sec | 0 / 50 | ||
| Methane | 0/Sec | 0 / 50 | ||
| Lava | 0/Sec | 0 / 50 | ||
| Charcoal | 0/Sec | 0 / 50 | ||
| Basic Resources | ||||
| Metal | 0/Sec | 0 / 50 | ||
| Gems | 0/Sec | 0 / 50 | ||
| Wood | 0/Sec | 0 / 50 | ||
| Oil | 0/Sec | 0 / 50 | ||
| Space Metal | 0/Sec | 0 / 50 | ||
| Titanium | 0/Sec | 0 / 50 | ||
| Gold | 0/Sec | 0 / 50 | ||
| Silver | 0/Sec | 0 / 50 | ||
| Silicon | 0/Sec | 0 / 50 | ||
| Meteorite | 0/Sec | 0 / 50 | ||
| Ice | 0/Sec | 0 / 50 |
PlasmaPlasma is the 4th state of matter and is used by Tier 4 machines and large space structures as an extreme power source for your company. Created by 'attacking' Hydrogen atoms with Energy.1 Plasma 10 Hydrogen, 1000 Energy Gain
|
Super-Heater: 0The Super-Heater throws electricity at Hydrogen to turn it into a plasmatic substance.1 Plasma /sec. 1000 Energy /sec, 10 Hydrogen /sec. 75,000 Space Metal, 68,000 Gems, 59,000 Silicon |
EnergyEnergy is created by power sources such as steam engines, solar power and burning Oil. The maximum you can hold is 100,000 Energy. |
hidden
Charcoal Engine: 0Burns Charcoal to produce a steady source of Energy.2 Energy /sec. 1 Charcoal /sec. 50 Metal, 25 Gems |
Solar Panels: 0Gains Energy slowly from the sun without using any resources.1.5 Energy /sec. 30 Metal, 35 Gems |
Methane Power Stations: 0Burn powerful methane from Venus to satisfy all your power needs.23 Energy /sec. 6 Methane /sec. 110 Space Metal, 90 Titanium |
Nuclear Power Stations: 0Uses fission to create large amounts of power.153 Energy /sec. 7 Uranium /sec. 20,000 Space Metal, 10,000 Titanium |
Magmatic Dynamo: 0The Magmatic Dynamo is a method of producing power by using lava as a fuel. Because of the extreme temperature of lava, a lot of Energy can be produced at once.191 Energy /sec. 11 Lava /sec. 25,000 Space Metal, 30,000 Gems, 20,000 Silver |
Fusion Reactor: 0In a fusion reaction, Energy is released when two light atomic nuclei are fused together to form one heavier atom. This is the same reaction that occurs in stars and produces a lot of power.273 Energy /sec. 10 Hydrogen /sec, 10 Helium /sec. 30,000 Space Metal, 20,000 Titanium, 15,000 Silicon |
UraniumUranium is used for nuclear power generation because when it is split, it releases huge amounts of Energy. For this reason, it is prominent in many advanced machines and for propulsion technology as it is useful for inter-star-system travel. Unfortunately, it is hard to get and it requires a lot of resources to radiation-proof equipment.1 Uranium Gain
|
Storage UpgradeUpgrade your Uranium storage size to 100.50 Uranium, 20 Space Metal |
Grinder: 0Pulverizes Uranium for easy transportation out of deep mineshafts.1 Uranium /sec. 2000 Titanium, 4000 Space Metal, 2000 Gold |
Cubic Teleposer: 0This teleposes blocks of rock from far underground to the surface so that Uranium can be mined more easily.9 Uranium /sec. 40 Energy /sec. 80 Uranium, 10000 Space Metal, 10000 Oil |
Uranium Enricher: 0The Enricher increases the quality of uranium mined and thus allows more of the uranium in rocks to be used in your company.61 Uranium /sec. 236 Energy /sec. 21,700 Space Metal, 23,000 Titanium, 13,500 Silicon |
OilOil is pumped up from the ground and is used to build Tier 2 resource gatherers.1 Oil Gain
|
Storage UpgradeUpgrade your Oil storage size to 100.50 Oil, 20 Metal |
Small Pump: 0Build a small pump to extract Oil from the ground1 Oil /sec. 60 Metal, 20 Gems |
Pumpjack: 0Pumpjacks are much bigger than small pumps and produce Oil on an industrial scale but they require a lot of Energy.5 Oil /sec. 4 Energy /sec. 250 Metal, 80 Gems, 50 Oil |
Oil Field: 0Oil Fields are large open spaces, usually found in deserts where vast oil wells can be found under the ground.23 Oil /sec. 17 Energy /sec. 2,400 Space Metal, 2,700 Titanium, 3,900 Silicon |
MetalMetal is one of the primary resources. It is used for many things, including storage upgrades, machinery and most things in space.1 Metal Gain
|
Storage UpgradeUpgrade your Metal storage size to 100.50 Metal |
Miner: 0Build a pickaxe for your miner.1 Metal /sec. 10 Metal, 5 Wood |
Heavy Drill: 0Heavy Drills mine Metal at mass.8 Metal /sec. 2 Energy /sec. 160 Metal, 60 Gems, 50 Oil |
Giga Drill: 0Giga Drills extract Metal at colossal speeds.112 Metal /sec. 13 Energy /sec. 2,800 Space Metal, 3,400 Gems, 4,100 Silicon |
GemsGems are one of the primary resources. They are used for advanced machines and for powerful tools and components. They are more useful in later game.1 Gem Gain
|
Storage UpgradeUpgrade your gem storage size to 100.50 Gems, 20 Metal |
Gem Miner: 0Build an improved pickaxe to mine Gems.1 Gem /sec. 15 Metal, 10 Gems |
Advanced Drill: 0Advanced Drills mine gem at mass. Because of the toughness of the drill needed it is slower than the heavy drill.4 Gems /sec. 2 Energy /sec. 120 Metal, 200 Gems, 60 Oil |
Diamond Encrusted Drill: 0Diamond Encrusted Drills one of the strongest drills in the solar system, and as such, can collect Gems faster than anything before it.89 Gems /sec. 11 Energy /sec. 3,100 Space Metal, 2,700 Gems, 3,900 Silicon |
CharcoalCharcoal is a secondary tier resource and is used by Engines to produce power for your company. 1 Charcoal is created by burning 2 wood.1 Charcoal 2 Wood Convert
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Storage UpgradeUpgrade your Charcoal storage size to 100.50 Charcoal, 20 Metal |
Woodburner: 0Build an shovel for your woodburner.1 Charcoal /sec. 2 Wood /sec. 10 Metal, 5 Wood |
Furnace: 0Furnaces use electric heaters to produce heat to turn Wood into Charcoal. Because of the increased heat, the process is more efficient.4 Charcoal /sec. 6 Wood /sec, 3 Energy /sec. 80 Metal, 40 Wood, 100 Oil |
Industrial Kiln: 0These large kilns are much for effective than previous methods of creating charcoal and use less wood to make the same amount as a furnace.27 Charcoal /sec. 45 Wood /sec, 23 Energy /sec. 3,500 Space Metal, 6,200 Gems, 3,800 Silicon |
WoodWood is one of the primary resources. It is used more often in early game for tools and buildings.1 Wood Gain
|
Storage UpgradeUpgrade your wood storage size to 100.50 wood, 20 Metal |
Woodcutter: 0Build an axe for your woodcutter.1 Wood /sec. 10 Metal, 5 Wood |
Laser Cutter: 0Laser Cutters slice trees (and fingers) quicker than axes and produce a lot more wood.6 Wood /sec. 4 Energy /sec. 50 Metal, 90 Gems, 40 Oil |
Mass Deforester 0This machine is the reason we're losing our rainforests. At least we get a ton of wood!74 Wood /sec. 20 Energy /sec. 3000 Space Metal, 2700 Titanium, 2500 Silicon |
Space MetalSpace Metal is found on the Moon and is a rare type of resource not found on Earth. It is much stronger than regular metal but is a lot harder to get.1 Space Metal Gain
|
Storage UpgradeUpgrade your Space Metal storage size to 100.50 Space Metal, 200 Metal |
Native Moon Worker: 0Bribe local workers to mine your Space Metal.1 Space Metal /sec. 500 Gems |
Low-Gravity Drill: 0These drills practically float!10 Space Metal /sec. 20 Energy /sec. 1,000 Metal, 600 Gems, 400 Oil |
Moon Quarry: 0This quarry tears up the surface of the moon so much that it can be seen from Earth.53 Space Metal /sec. 64 Energy /sec. 8,000 Space Metal, 5,000 Gems, 3,500 Silicon |
MethaneMethane is a gas found in abundance on Venus. It can be used to power your company much more effectively than solid fuel.1 Methane Gain
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Storage UpgradeUpgrade your methane storage size to 100.50 Methane, 20 Space Metal |
Vacuum Cleaner: 0Sucks in methane and cleans the planet at the same time!1 Methane /sec. 50 Space Metal, 500 Gems |
Suction Excavator: 0Sucks more than anything!8 Methane /sec. 16 Energy /sec. 10,000 Space Metal, 800 Gems, 600 Oil |
Space Cow Plantation: 0These hold cows genetically modified to produce methane constantly.37 Methane /sec. 72 Energy /sec. 10,000 Space Metal, 9,000 Titanium, 4,100 Silicon |
TitaniumTitanium is a metal found mostly on Mars. It is used for building strong machines and methane power plants.1 Titanium Gain
|
Storage UpgradeUpgrade your Titanium storage size to 100.50 Titanium, 20 Space Metal |
Explorers: 0Hire explorers to search for Titanium on the surface, uncovered by winds on Mars.1 Titanium /sec. 1,000 Gems |
Space Metal Drill: 0These Space Metal Drills are extremely powerful, needed to mine out Titanium from inside Mars' crust.6 Titanium /sec. 13 Energy /sec. 200 Space Metal, 800 Gems, 1,000 Oil |
Penta-Drill: 0This is a mining machine modified to have 5 drills on its face. This allows for a massive increase in resources gained per second.32 Titanium /sec. 48 Energy /sec. 14,000 Space Metal, 11,000 Gems, 5,600 Silicon |
GoldGold is a metal found inside asteroids. It is used to build some Wonders and for complex machinery.1 Gold Gain
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Storage UpgradeUpgrade your Gold storage size to 100.50 Gold, 20 Space Metal |
Rocket Droid: 0Powered by Methane, this droid scouts the asteroids for gold deposits.1 Gold /sec. 200 Space Metal, 50 Methane |
Asteroid Destroyer: 0Mines through asteroids to find Gold. It is much more effective than the simple droid.8 Gold /sec. 19 Energy /sec. 500 Space Metal, 1,500 Gems, 1,000 Oil |
Death Star Jr: 0That's no moon! That's a Space Station! This cuts through asteroids to expose all of the gold in the centers.51 Gold /sec. 72 Energy /sec. 17,000 Space Metal, 11,500 Silver, 8,200 Silicon |
SilverSilver is another metal most commonly found in the asteroid belt.1 Silver Gain
|
Storage UpgradeUpgrade your silver storage size to 100.50 Silver, 20 Space Metal |
Scout Ship: 0The Scout Ship searches through the asteroid field for pieces of silver embedded in asteroids.1 Silver /sec. 100 Space Metal, 20 Titanium |
Interplanetary Laser: 0Cuts through asteroids to find silver deposits in their cores.13 Silver /sec. 24 Energy /sec. 350 Space Metal, 900 Gems, 1,200 Oil |
Big Bertha: 0This large, space drill, named after the World War One Howitzer built almost a milienia ago, is a silver seeking machine specially designed for53 Silver /sec. 69 Energy /sec. 19,500 Space Metal, 18,200 Titanium, 11,000 Silicon |
SiliconSilicon is useful for automatic mining systems of the third tier. These will be very useful in building your first wonder. Despite being a high tier resource, it is found mainly on Earth by heating sand.1 Silicon Gain
|
Storage UpgradeUpgrade your Silicon storage size to 100.50 Silicon, 20 Space Metal |
Empowered Blowtorch: 0This type of blowtorch instantly turns sand into Silicon, but only on a small scale. To make it, extraterrestrial resources are required.1 Silcon /sec. 150 Space Metal, 30 Titanium |
Seaside Scorcher: 0This tool almost melts parts of beaches to get silicon at a larger scale.9 Silicon /sec. 18 Energy /sec. 500 Space Metal, 1,200 Gems, 1,600 Oil |
Beach Annihilator: 0This weapon of mass destruction has been re-labelled and now hovers above coast-lines, or what is now left of them.40 Silicon /sec. 62 Energy /sec. 3,000 Space Metal, 8,300 Gems, 2,400 Silver |
LavaHard to handle and only found in volcanoes, Lava is one of the hardest resources to get.1 Lava Gain
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Storage UpgradeUpgrade your Lava storage size to 100.50 Lava, 20 Space Metal |
Heat Resistant Crucible: 0You can use a modified crucible to pick up lava and to store it for later use.1 Lava /sec. 7000 Gems, 4000 Space Metal |
Lava Extractor: 0This extracts lava from volcanoes automatically and quickly.7 Lava /sec. 58 Energy /sec. 16000 Space Metal, 14000 Titanium, 6000 Silicon |
Igneous Extruder: 0Instead of going out and finding lava, it can be more convenient to make it yourself with heat and pressure.43 Lava /sec. 326 Energy /sec. 69000 Space Metal, 57000 Titanium, 39000 Silicon |
HydrogenHydrogen is extremely common on gas giants such as Jupiter and Saturn.1 Hydrogen Gain
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Storage UpgradeUpgrade your Hydrogen storage size to 100.50 Hydrogen, 20 Space Metal |
Hydrogen Collector: 0This collector travels around Jupiter seeking Hydrogen to store to bring back to Earth.1 Hydrogen /sec. 6,000 Space Metal, 4,800 Titanium |
Gaseous Magnet: 0The magnet attracts the Hydrogen to it to increase the amount collected per second.5 Hydrogen /sec. 63 Energy /sec. 10,800 Space Metal, 9,600 Titanium, 6,600 Gold |
Electrolytic Cell: 0These are made here on Earth and can turn water into hydrogen with a constant supply of Energy.28 Hydrogen /sec. 366 Energy /sec. 37,200 Silver, 34,200 Gold, 25,800 Silicon |
HeliumHelium is the second most common element on gas giants such as Jupiter and Saturn.1 Helium Gain
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Storage UpgradeUpgrade your Helium storage size to 100.50 Helium, 20 Space Metal |
Helium Drone: 0The Helium Drone scouts out the area on Saturn and picks out spots high in Helium which are then mined slowly by it.1 Helium /sec. 8,400 Space Metal, 6,000 Silicon |
Helium Tanker: 0This huge tanker holds large amounts of Helium and transports it from Saturn to Earth through the vacuum of space.11 Helium /sec. 72 Energy /sec. 12,600 Space Metal, 10,200 Titanium, 8,400 Silicon |
Morphic Compressor: 0The Compressor packs helium densely into a small space so that it can be easily transported back to Earth.57 Helium /sec. 297 Energy /sec. 63,000 Space Metal, 43,800 Titanium, 35,400 Silicon |
IceIce, although it can be collected on Earth, is not nearly as profitable as flying to Pluto and back with space craft full of the stuff. It is mainly used for super-cooling technology necessary for Tier 4 machines.1 Ice Gain
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Storage UpgradeUpgrade your Ice storage size to 100.50 Ice, 20 Space Metal |
Ice Pickaxe: 0The Ice Pickaxe is the simplest way of mining frozen water, and although it is the cheapest, it is the slowest.1 Ice /sec. 17,800 Space Metal, 19,300 Gems |
Ice Drill: 0The Ice Drill is more effective than the Pickaxe and gains much more Ice every second. However, it does use electricity.9 Ice /sec. 83 Energy /sec. 23,900 Space Metal, 21,200 Titanium, 19,600 Silicon |
Ocean Freezer: 0With advanced technology, you are now able to turn Earth's water into high-quality Ice, previously only found on Pluto.65 Ice /sec. 324 Energy /sec. 117,000 Space Metal, 86,000 Titanium, 73,000 Silicon |
MeteoriteCreating Meteorite is only possible from purer forms of energy than those created with earth technology. Therefore, Plasma is necessary to make the strong resource.1 Meteorite 3 Plasma Convert
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Storage UpgradeUpgrade your Meteorite storage size to 100.50 Meteorite, 400 Space Metal |
| Science | 0/Sec | 0 | |
| Technologies |
ScienceScience is used for researching new technologies to further your progress in the game. |
Laboratory: 0Build a laboratory of your very own to start producing science. Each one produces 0.1 science per second.20 Metal, 15 Gems, 10 Wood. |
TechnologiesResearch new technologies to unlock more mechanics and advance through the game. |
Storage UpgradesThis will allow you to build storage upgrades to increase the maximum on the amount of resource you can have at once.5 Science. |
Basic Energy ProductionYou will be able to produce power from steam engines using Charcoal made from wood in a furnace.20 Science. |
Oil ProcessingOil used to fuel more advanced machines that gather resources and also to produce more power than basic means. Unlocking Oil Processing allows you to extract it from the ground.30 Science. |
Solar PanelsSolar Panels produce Energy without the need for fuel, but they do it slower than other forms of Energy production.50 Science. |
Resource MachinesResource Machines produce more resources than simple methods but require a constant supply of power to work.100 Science. |
Destruction of MachinesThis allows you to destroy machines you have already created. It can be useful when there are more efficient methods of gaining resources, or if you don't have enough energy to support your machines.300 Science. |
Upgrade Resource TechnologyMake your resource machines produce even more resources than before. This upgrade doubles the amount they produce for each unit of Energy.300 Science. |
SpaceUnlocking space-travel allows for launching of rockets and opens a whole new field of research.500 Science. |
Upgrade Engine TechnologyUpgrading Engine Technology will make Charcoal engines produce 4 Energy per second instead of 2.1000 Science. |
Upgrade Solar TechnologyUpgrading Solar Technology will make solar panels produce 3 Energy per second instead of 1.5.5000 Science. |
Plasma TechnologyThis allows you to turn your energy and hydrogen into plasma.40,000 Science. |
Energy-Mass ConversionThis power technology not only lets you create existing resources, but allows you to make new, and only creatable elements, such as meteorite.60,000 Science. |
MeteoriteMeteorite is one of the rare resources in the Galaxy as it is an artificial one. All of the pre-existing Meteorite that once was in the Kuiper Belt, and similar asteroid fields in other solar systems, has all been mined away. Now, the only way to get is to make it in machines from energy.100,000 Science. |
Dyson SphereDysons produce huge amounts of energy and can even make plasma on their own.100,000 Science. |
| Rocket Fuel | 0/Sec | 0 | |
| Space Rocket | |||
| Collapse Inner Solar System | |||
| The Moon | |||
| Mercury | |||
| Venus | |||
| Mars | |||
| Asteroid Belt | |||
| The Wonder Station | |||
| Collapse Outer Solar System | |||
| Jupiter | |||
| Saturn | |||
| Uranus | |||
| Neptune | |||
| Pluto | |||
| Kuiper Belt | |||
| Sol Scientific Center |
Rocket FuelRocket fuel is created in chemical plants and is used to allow rockets to launch off into space and to travel to other planets and star systems. |
Chemical Plant: 0Chemical plants are used to make rocket fuel automatically.1 Rocket Fuel /sec. 20 Oil /sec, 20 Charcoal /sec. 1,000 Metal, 750 Gems, 500 Oil. |
RocketBuilding a rocket will allow for exploration around the solar system and will allow you to gather resources in space. |
Rocket: 0To launch the rocket into space, it must first be built.1,200 Metal, 900 Gems, 1,000 Oil. |
Launch RocketLaunching the rocket into space will unlock space mining, exploration and other planets.2 Rocket Fuel /sec. 1 Rocket |
The MoonThe Moon is our largest satelite, revolving around the Earth once every 27 days. It contains a large quantity of Space Metal, left over from when it separated from the Earth billions of years ago. It is much stronger than regular metal and used to build more advanced machines. |
ExplorationExploring the Moon will unlock the collection of Space Metal.20 rocket fuel. |
MercuryMercury is a lifeless rock with little to no value. It is not worth exploring on the ground as there are no valuble materials present. |
VenusVenus is the hottest planet in the solar system and the closest one to Earth. It is rich in greenhouse gases, contributing to its extreme heat. You can extract methane from Venus, which allows you to build up a new form of power generation. |
ExplorationExploring Venus will unlock methane and methane based power.50 rocket fuel. |
MarsMars is the second closest planet to Earth and is covered in red iron oxide, also called rust. You can find Titanium on the surface, but it is more common inside the crust. |
ExplorationExploring Mars unlocks Titanium production, which allows you to harvest silicon on Earth and to build methane power plants.80 rocket fuel. |
Asteroid BeltThe asteroid belt is a vast space with nearly 2 million asteroids. There you can harvest rare metals on Earth more easily, such as Gold and Silver. |
ExplorationExploring the asteroid belt gives you access to Gold and Silver.200 rocket fuel. |
The Wonder StationThe Wonder Station is a large, mysterious construct, orbiting inside the Asteroid Belt. What it contains isn't known exactly, but carvings on ancient artifacts depict something similar. They say that there, you will learn about an almost supernatural, extra-terrestrial overlord, commanding over the galaxy. They say that he will be able to teach you many things on your journey to inter-star and galactic exploration. |
ExplorationExploring the Wonder Station will gives you access to Wonders and allow you to continue your research and travel even further than before.500 rocket fuel. |
JupiterThe largest planet in the solar system, one of four gas giants. |
ExplorationExploring Jupiter gives you access to Hydrogen.1000 rocket fuel. |
SaturnThe second largest planet in the solar system, next to Jupiter. It is one of the few celestial bodies in our solar system to have rings and is the least dense planet in the solar system. You can find Helium here. |
ExplorationExploring Saturn gives you access to Helium.2000 rocket fuel. |
UranusThe planet that rotates differently from everyone else has winds up to 300 miles per hour (483kph). Its composition is much like that of the other gas giants, mainly composed of Hydrogen and Helium. Because of this, it is not worth exploring to get the same resources as in Saturn and Jupiter. |
NeptuneNeptune has the strangest weather in the solar system. There are huge storms and winds that are more violent than any other in the solar system. There is not much there but Methane, Hydrogen and Helium. |
PlutoPluto is the smallest of the widely known celestial bodies, being smaller than the moon. Classed as a dwarf planet, it orbits in the far reaches of the solar system. However, there may be more of interest on the surface than humans think. |
ExplorationNo-one knows what lies near and around pluto as it is so far away. On there surface, there is almost only ice, but maybe an exploration will teach us more about the unknown.5000 rocket fuel. |
Kuiper BeltIn the large asteroid belt extending beyond Pluto, you see a large purple structure with a huge glass dome on one of the asteroids. This seems worth checking out. There could be something interesting there. |
ExplorationExploring the Kuiper Belt gives you access to the hidden base6000 rocket fuel. |
The Sol Scientific CenterWelcome to our home. Our race is dedicated to scientific progress and interacting with others. If you wish to trade with us, we can provide you blueprints for technology that few in the galaxy have ever seen. |
ExplorationExploring the Sol Center gives you access to the hidden base.7000 rocket fuel. |
| Wonder Station | |
| Wonder Station - Floor 1 | |
|---|---|
| Precious Wonder: Dormant | |
| Energetic Wonder: Dormant | |
| Technological Wonder: Dormant |
Inside The Wonder StationAs you enter the revolving pyramids, floating through space, you feel a small tug on your spacecraft as it gravitates towards an opening doorway in the side of the lowest section. Exiting your spacecraft, you experience the artificial gravity and walk to the large hallway ahead. Adorning the walls are four huge paintings of monolithic structures in the corners of the room with descriptions underneath. At the far end of the room is a giant door, closed without any indication of being able to open. You feel that there is a higher being watching over you as you walk through the room. |
Precious Metals WonderThe first painting depicts a large, shiny structure and the plaque reads:"While I am rich beyond comparison, I still value adding precious resources to my collection. In return for your Gems, Silver, and Gold, I will teach you about something that lies inside your own planet, allowing you to find a rare resource and dangerous element previously unfound."
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Energetic WonderA pulsating image depicts a huge pyramid, with sparks of lightning. What could the Overlord want now?"Having drained many stars of their energy, I want a structure build in honor of the energy I have taken from the galaxy with my mighty power. In return for building this, I will grant you ways to generate a form of power no man has been able to harness before."
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Technological WonderA green-tinted picture shows the inside of some computer system."With my technological superiority over anyone in the cosmos, I want a monument dedicated to the advanced computer systems I control. As a reward, I will teach you about computerized machines and give you the ability to make more advanced resource gatherers."
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The Precious WonderThe Overlord is pleased with his new riches and offers you the ability to produce satellites, which orbit the globe and can find new resources. |
Activate WonderActivating this wonder will teach you about Uranium, how to get it and how to harness it. Learning about this rare element found deep within Earth will unlock nuclear power, a new way to create Energy.
0%
|
The Energetic WonderNow with a pyramid of energy at his disposal, the Overlord grants you some of his technology to produce electricity. |
Activate WonderActivating this wonder will allow you to harness the power of Lava, a new method of Energy generation.
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The Technological WonderProud of his new monument, the Overlord teaches you the ways of computerized machines and advanced gathering of resources. |
Activate WonderActivating this wonder will allow you to build Tier 3 Machines, a much more effective method of collecting resources.
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| Plasma | |
| Energy-Mass Conversion | |
| Dyson Sphere | 0 |
PlasmaPlasma being a state of extreme energy, it can be used as a storage of large amounts and provides the ability to use higher tier machines and transmutions. |
ResearchAfter trading resources with the Sol Center, they will give you some of their research on plasma and how to get it.: 1,500 Hydrogen, 1,500 Uranium, 15,000 Oil, 15,000 Wood. |
Energy-Mass ConversionEMC is a technology only dreamt about back on Earth. Here, it's a reality. You can turn energy and plasma into regular resources, or, with large amounts, you can turn it into rare ones, which you are unable to find and have to make to acquire. |
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ResearchTo be given the blueprints for this mysterious machine, the Aliens require both types of energy.: 75,000 Energy, 100 Plasma. |
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UsesThis is where you can convert your energy and plasma into resources. |
Dyson SphereThis technology, unheard of previously, is now a reality, thanks to those in the Sol Scientific Center. The Sphere can provide much energy for millions of years, but at what cost? |
ResearchTo understand this supreme construct, you must request the aliens' help. They require vast amounts of energy and plasma.: 100,000 Energy, 10,000 Plasma. |
ConstructionThis mega-structure cannot possibly be built in one piece. It must be created from a hundred small sections and forged together around the sun.The next section : 300,000 Titanium, 100,000 Gold, 200,000 Silicon, 1,000 Meteorite, 100,000 Ice. |
| Saving | |
| Stats | |
| Donating |
SavingThis is where you can change how your game is saved. |
Auto-Save DurationChange how long the game waits before auto-saving again. |
Manual SavingWarning: This is non-reversible! Be cautious. There is a confirmation to delete your save. |
Import/ExportCopy and paste this onto a file somewhere so that you can import it into the game at a later date. You can also use this to create multiple 'savefiles' of the game by storing multiple instances separately. |
StatsThis is where you can see your progress in a table with each aspect laid out for you to see.Warning: your stats will not have been added if they were implemented after you achieved them. |
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DonatingI didn't like the intrusiveness of ads on this game and felt that getting people to pay for an in-game boost wouldn't bode well in the community as it makes the game feel like a freemium or pay-to-win game.However, I like the donation system because there is nothing forcing you to donate other than out of the goodness of people's hearts. If you like the game and want more content faster, I would be happy to put more time towards this game if I felt that it is paying off. I have a Donation Link if you want to help out and speed the game's progress along. |
| Getting Started | |
| FAQ | |
| Credits |
Beginner's GuideThis guide will get you from starting the game to activating your first wonder and will be helpful to grasp everything you need to do. You can refer to this guide at anytime while playing by clicking the Help/FAQ tab in the top right and selecting the Getting Started sub-tab. |
First StepsThe first thing you can do is start gathering resources. To do this, click the Resources tab near the top left of the screen. This will bring you to the resources display. You can click any of the resources to access its interface, where you can mine the resource yourself by clicking, or you can hire people or build machines to gain those resources for you. While you can hire workers for all three resources, it is recommended to prioritise Metal and Wood in the early stages of the game. |
ResearchTo unlock research, you must purchase a metal miner, costing 10 Metal and 5 Wood. This is the first step to idle automation. The Research tab is where you can build laboratories to produce science for you, and also where you can discover and research new technologies to further help you through the game.The first technology you can research is 'Storage Upgrades', which allows you to build storages to hold more of each type of resource. This is necessary when building machines and other tools costs more than 50 of a resource. You can also research 'Basic Energy Production', which opens up the world of power and advanced machines to help you get resources even faster. |
Balancing Resources & EnergyThis game has different amounts output by each machine. This can make balancing your resources hard, especially your Energy, Charcoal and Wood as they are consumed by other machines. As at tip, prioritise which resources you should build machines for first - in most cases Metal - and produce the 2 Energy required for a heavy drill. Don't upgrade everything to machines at once as you will end up with an Energy deficit (this is bad as the machines won't work without Energy). Build up your Charcoal to build engines or increase the number of solar panels to counter this. |
Solar SystemWell, it isn't called Space Company for nothing. The first thing needed to unlock inter-planetary exploration is to build a rocket. This is the first large goal that you should aim for as a target. To build a rocket, you need a lot of resources, which you most likely need to use advanced machines to get without taking an extremely long time. Secondly, to launch it requires 20 rocket fuel, which can be made in chemical plants. These require a large amount of Oil and Charcoal to produce - 20 of each per second per plant. Once you have 20 Rocket Fuel and have built a rocket, press the launch button to unlock exploration around the solar system and new technologies and ways to get resources. |
Exploring PlanetsThere are four exploratory sites in the solar system that you can go to once space-travel is unlocked. These are the Moon, Venus, Mars and the Asteroid Belt. Exploring them will cost more rocket fuel the further it is from Earth and exploring them will give you access to resources found on each planet, such as Space Metal or Titanium. |
The Wonder StationOnce you have travelled to the Asteroid Belt, the Wonder Station becomes available to travel to. It costs 500 rocket fuel to go there, so you may want to build more chemical plants to achieve this. At the Station, there are places to build monuments to dedicate to a galactic overlord in return for him sharing his knowledge to you. This will allow you to get further in the game, gain resources faster and unlock inter-star-system travel. |
Activating WondersActivating Wonders costs a hefty amount, but it can give your company a boost when nothing else can. These allow you to find new methods of playing, such as nuclear power to generate large amounts of Energy much more easily. |
Frequently Asked QuestionsThese are some of the questions that appear the most or that need the most clarifying. |
I found a bug! What should I do?If you go to my Github Page, which you can also find in 'More' Tab, click New Issue and submit it there.Alternatively, you can message me on reddit, sending it to Sparticle999, or go to my discord channel and tell me about it there.. |
I have a suggestion for the gameSimilarly to the above, you can go to my Github Page, and post a New Issue; you can message me on reddit or put it in a comment on my post at r/incremental_games. |
When will the game be updated next?Well, this isn't a full-time project for me. This means that although I will try to work on it as much as I can, progress can be slow. However, I will endeavour to release updates as often as I can and fix any bugs as quickly as possible. |
Help, I'm stuck?Have you checked all of the tabs to see if there is anything new? Maybe the guide has something about it? If not, feel free to ask me either on reddit or post it as an issue on github if you think there is a problem with the game. |
What does this do?It will probably be self-explanatory, be explained in the description or in the wiki. If not, tell me and I will add it to the item, wiki or to the Frequently Asked Questions page. |
I want to help. How do I do that?Help is always appreciated! You can look over my code in Github and fork it to make changes. Send me a push request, sumbit an issue or just tell me in reddit and I'll most likely be happy to add it in and give credit where due. |
Does donating give me anything?No. I didn't want to make this game pay-to-win and make people feel that they had to pay money to get further in the game because this makes it less appealing to those who don't want to donate. |
AboutThis game is made by me, Sparticle999, as a project to improve my skills at making games and to see what I could add to the incremental gaming world.The content in this game is not always accurate. This is because if it were accurate, many of the elements on other planets would be the same as Earth's, such as metal on Mars (iron oxide). Thus, I have had to make up some facts to help my game stay diverse. I appologise for any infuriation caused. |
Tools UsedBootstrap was central to the base design of the game, and until I decide to create an interface for myself, either when I feel that it is necessary, or when people ask me to change it, this will be the general look for a while.Bootswatch is the tool that I used to add the different themes to the game. If anyone wants more themes from this website, I would be happy to add them in. Most of the images are from Shuttershock and retextured and edited by myself to fit the theme of this game. |


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The Penn State University Development Operations Group (PSUDO) fosters an environment for exploration of infrastructure tools that advance development-operations culture.
We regularly meet and bring ideas, energy, and a desire to participate with code stained hands to learn about Dev Ops tools.
The best way to engage and get started in the fast-moving dev ops environment with us is with asynchronous chat available through our slack workspace at http://psudo-group.slack.com
Those with @psu.edu emails will be approved to join automatically.


A review of my education and employment history.
| University of Wisconsin - Madison | Bachelor's of Science in Communicative Disorders | Completed 08/2011 |
| University of Wisconsin - Milwaukee | Master's of Science in Communication Sciences and Disorders | Completed 08/2013 |
| devCodeCamp | TBD | Completed TBD |
| Genesis Healthcare - Oconomowoc, WI | From 09/2015 to 02/2016 |
| Advanced Medical - Kenosha, WI | From 05/2015 to 07/2015 |
| Wheaton Fransiscan - Milwaukee, WI | From 02/2015 to 11/2015 |
| ManorCare Health Services - Dubuque, IA | From 10/2013 to 01/2015 |


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American diver survives shark attack off Mexico Baja beach
by The Associated PressMEXICO CITY (AP) — A U.S. diver is recovering from a shark bite on the forearm after being attacked in Magdalena Bay off the Baja California Sur coast.
The Mexican navy has not released the man’s name or hometown, though it says he is 23 years old.
The navy says the man was diving Monday in the Pacific near San Carlos, and he apparently made it back aboard his dive boat on his own. The man was taken to a local hospital for treatment and his wounds are not considered life-threatening.
There is no immediate information on the species of shark involved in the attack.
The Associated Press


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REVIEW: City of Angels By Luke Buckmaster<EMAIL_ADDRESS>>From 0 stars (bomb), to 5 stars (a masterpiece): 3 and a half stars
Wim Wenders' 1988 film Wings of Desire was a brilliant and poetic examination of the human heart - taken from the perspective of angels who roam the earth. It enchanted us into feeling, understanding and almost believing these MIB look a like's through the way Wenders avoided common cliché's and Hollywood surroundings. Now, the 90's update version City of Angels is based on the former film in basic themes only. And although this new rendition has lost most of the power of Wings of Desire, it surprising contains a lot of its emotional impact.
Amongst other angels, Seth (Nicholas Cage) roams the streets of the city of angels, Los Angeles. He can only see in black and white, cannot feel pain or hunger, and has a useful skill of reading peoples thoughts.
Whilst Seth is welcoming a hospital patient to the after life, he notices the beautiful doctor Maggie (Meg Ryan) desperately trying to save the mans life. He soon becomes infatuated with her, and eventually comes to her, appearing as a clueless civilian.
Maggie's fascination with Seth grows until she begins to sense something abnormal, something unique about him. She consults a close friend: "I got this jolt that... something bigger is out there.  Does that sound crazy?"
Just as Seth feels that he is doomed to remain at arms length to Maggie for the rest of her life, he speaks to a former-angel hospital patient (Dennis Franz, in a role very similar to one played by Columbo's Peter Falk in Wings of Desire), who explains to him how to "delve" into a human form. So (as the film is keen for us to believe) the relationship between this couple depends on one question: is Seth willing to sacrifice eternal life for a mere mortal?"
The answer to that question is, naturally, no mystery. But it doesn't have to be - with quotes like "I would rather have had one breath of her hair, one kiss from her mouth, one touch of her hand, than eternity without it," City of Angels is a tear jerking "chick flick" that gives a powerful, lasting impact.
But surprisingly, the most impressive aspect of director Brad Silberling's (who has only Casper under his belt) creation is not its writing nor acting, but rather the stunning cinematography by Australian John Seale (The English Patient, Rain Man). The visual impact of City of Angels is so dazzling that it gives the big screen an angelic, gorgeous radiance that no amount of Mr. Sheen's could possibly deliver.
Don't get me wrong: the dialogue is sumptuously gentle to inhale, and the sweetened performances from Nicholas Cage and Meg Ryan are a triumph in themselves. But boiled down, City of Angels is sometimes just good-looking Hollywood claptrap - and that is why it doesn't convincingly impersonate Wings of Desire. But it does, as I mentioned before, have an emotional depth that gets through to the viewer on multiple levels.
I would have loved to see this film more tightly based on Wim Wenders' and Peter Handke's original screenplay for Wings of Desire. Although this obviously did not happen, City of Angels is far from a slip-up, and Wenders himself was pleased with the final result. He was quoted in the film's promotional material, saying: "It was moving, beautifully crafted, there was some amazing imagery and an astonishing story. I had never seen anything like it, well, except for that one German film maybe, with the subtitles. What's its name again?"
Review © copyright Luke Buckmaster
<EMAIL_ADDRESS>"How ironic - my crusade against television has come to an end so formulaic it could have spewed from the power book of the laziest Hollywood hack." --Sideshow Bob
Movie Zone http://moviezone.alphalink.com.au
Subscribe to my movie reviews mailing list! Simply reply to this email with the subject as "Subscribe:newsletter"
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
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belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
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Related links: index of all rec.arts.movies.reviews reviews


--- creation_epoch:<PHONE_NUMBER> lastmod_epoch:<PHONE_NUMBER> categories: Security title: Why suid scripts aren't safe --- Some links that explain why:
Your best off using a C wrapper or direct binary command entries in your sudoers file.
Remember that if you skipped the setuid (suid) attribute on a shell script and opted to place an entry in your sudoers for the shell script you are just as bad off. Most likely you've achieved the same security problem even if you attempted more "secure" settings in your sudoers file config.


{{UI.warning | json}}
Twilio Contact Center: Setup
Back Home
Workspace: {{workspace.sid}} - {{workspace.friendlyName}}
Worker Offline Activity:
{{ activity.friendlyName }}
Worker Idle Activity:
{{ activity.friendlyName }}
Worker Reservation Activity:
{{ activity.friendlyName }}
Worker Assignment Activity:
{{ activity.friendlyName }}
Phone Number:
This phone number will be configured as your voice inbound and outbound number by this setup script. If you provide a message-capable phone number the demo provides a bridge from SMS to Twiio IP Chat and vice versa.
Facebook Page ID (optional):
Please enable Facebook Messaging in your Twilio account and forward messages to
http://<your_application>/api/messaging-adapter/inbound
(request method POST)
Phone number is required
Invalid phone number
Save Settings
Oh snap!
{{ message | json}}
The phone number could not be found in your Twilio account.
More than one Twilio phone number found, something went wrong.
The Twilio phone number does not support voice.
Oh snap!
{{ error | json}}


mc_rtc
Web demonstration
Downloading...
Play around with the demos by interacting with the GUI.
Note: This demo does not work on mobile and does not include a physics simulation.
{{{ SCRIPT }}}


Getting Started¶
Prerequisites¶
- A deployed & configured Smartcrypt Enterprise Manager
- A good understanding of Smartcrypt, especially Smartkeys and Smartkey strategies
Installation¶
The binaries needed for the SDK are hosted by PKWARE. The SDK is split into components so you can pick and choose the components your application needs.
NuGet¶
Create a NuGet.Config
file at the root of your project, next to your .sln
file, with the following content
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<packageSources>
<add key="PKWARE" value="https://packages.smartcrypt.com/repository/nuget-public/" />
</packageSources>
<packageSourceCredentials>
<PKWARE>
<add key="Username" value="your_username" />
<add key="ClearTextPassword" value="your_password" />
</PKWARE>
</packageSourceCredentials>
</configuration>
Manual¶
If not using NuGet, or if unable to reach the PKWARE NuGet server, you can download the required files manually.
- Navigate to https://packages.smartcrypt.com/#browse/browse:nuget-public
- Sign in using your credentials
- Refresh the page. You should now be able to see the artifacts.
- Expand that target artifact all the way and download the
nupkg
files needed - Change the downloaded files from
.nupkg
to.zip
- Extract the DLL from the
lib
folder in the zip, and check the.nuspec
file for any transitive dependencies needed.
Note
The repository is password protected; contact PKWARE Sales and Support for access.
Add the following NuGet packages
PKWARE.Smartcrypt.KeyManagement
PKWARE.Smartcrypt.Structured
PKWARE.Smartcrypt.Unstructured
Framework compatibility¶
PKWARE provides support for .NET Framework 4.6.1 and up on Windows, and for .NET Core 2.1 on all platforms, which is the LTS release from Microsoft. The SDK targets .NET Standard 2.0, so other frameworks may work despite being out of support. A complete compatibility matrix is available from Microsoft.
Note
The Unstructured Data component requires the PKArchive.NET Toolkit.
Visual Studio¶
If using Visual Studio, it is recommended you use 2017. If using 2015, you must:
- Install Nuget VSIX 3.6 or higher
- Install .NET Standard build support for Visual Studio 2015
- Install .NET Core 2.1 SDK or higher
- Modify your
.csproj
file by adding<ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
to the firstPropertyGroup
. This StackOverflow answer gives a good example.


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